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Zelda Wii U - Recap of 5 hours gameplay stream

Schnozberry

Member
The combat animation timings in this game appear to be very deliberate just like Dark Souls, it should add to the satisfaction.

I wonder if the animation timings are such that the NX would be prevented from running the game at 60fps. I would think it could deliver 1080p60 with this engine given that this is some kind of mystic engine from the Gods that has it looking as good as it does on Wii U.
 

The Hermit

Member
one of the things I see a lot of influence is from Shadow of Colossus.

The stamina/ climbing and cues instead of arrow on the map so you have to discover the way yourself.

The irony is that SoC was based on Zelda, so its basically coming full circle.
 
They de-emphasized the second screen stuff so much (which seemed to be a major feature when they showed it off at the Game Awards two years ago) that one can't help but wonder if that indicates NX may not have a second screen. Or at least not one with as much as focus as Wii U.

I'd say the fact that the game can be played on a pro controller speaks very loudly to NX's controller features.
 

Ivellios

Member
Really liked this game, i dont have a wii u but i definetely will buy one, or maybe NX for it.

But one thing that i really disliked is the weapon breaking thing, never like that except in fire emblem.
 

foxuzamaki

Doesn't read OPs, especially not his own
The main thing that's worrying me is the whole open world design that they're going for. Yeah, the size of the game is insane, but if it's going to be mostly empty then...what's the point? Also worried about the kind of "side quests" they're going to put in open world game.

Other than that I'm actually liking a lot of stuff in the OP. I'll be keeping an eye on this, but if I'm getting it I'm not buying a NX just to play this game (unless the Wii U version is going to perform like crap).

There's nothing empty about this game
 
Honestly I am not a bit worried about weapon durability. The drop rate for weapons is 100%. I imagine you will get more than enough even if you don't go out of your way to explore.
 

Zekes!

Member
Honestly I am not a bit worried about weapon durability. The drop rate for weapons is 100%. I imagine you will get more than enough even if you don't go out of your way to explore.

Yeah. Enemies even drop their weapons mid fight and I bet there will be non-breakable items that you have to really work for.

No way the master sword breaks in this game
 
Pro controller support? FUCK YES

Also, interested in hearing the lore explanation for wolf link travelling to an alternate reality to help himself
 
Flurry strike looks kind of tedious and annoying. I saw it once and already bored of it. The slow motion and QTE icon ruins it.
 

NESpowerhouse

Perhaps he's wondering why someone would shoot a man before throwing him out of a plane.
Aww hell yes.

rPmcH50.gif

What movie is this from?
 

ctothej

Member
This Zelda game is almost like the Gary's Mod of open world games. They give you fire, wind, physics engines etc. that basically allow you to do anything you want as long as you find the right tool. All of the puzzles have multiple ways of completion. And even many of the required tasks can be completed in any order. The mini-dungeons where you get new tools have multiple ways to complete which means you can complete them and get items in any order.

Wait wait wait. Is this true?
 

Air

Banned
Honestly, has the potential to be the best game ever made for me. They literally nailed everything that I would want in a Zelda game. I was a fan of the puzzler approach from skyward sword, but this seems to strike that perfect balance of giving the player to tackle whatever it is they want while also giving some worthwhile goals to pursue. I'm really impressed with what I saw and I can't wait to play.

Wait wait wait. Is this true?

From what they showed us, yes.
 

Mortemis

Banned
Game of the everything for me. Fuck it's so good.

This is what I wanted when they said it's open world. Good story telling quests are nice but what I personally want from an open world is a fun and interactive playground that I can do a bunch of cool shit in. This delivers in spades.

Sign me up for an NX Nintendo, you got me hooked.

What movie is this from?

You need to get to watching this. My fav Ghibli movie.
 

Brofield

Member
Bless this recap, I was ona delay by an hour and then had work. Glad to see I can catch up easily enough with this. Looking forward to tomorrow, though!
 

RagnarokX

Member
Okay, I've translated most of the Zelda U Hylian I could. Some funny stuff hidden in the game.

laAale3.jpg

The doors to every shrine have DUNGEON written across them repeatedly

ML8sIMp.jpg

The doors that seal Link inside the chamber he awakens in say SHUTOUT at the bottom.

SBSpACf.jpg

When Link puts the Sheikah Slate on a pedestal to gain a new rune it says NOW LOADING DO NOT TURN OFF YOUR... the words that follow appear to be BASE/CASE ARE but that doesn't make sense.

CVE9Vpp.jpg

The area where the sheikah sits at the end of a shrine says GOALPOINT

kwwoAXO.jpg

The Hylian text below each named area on the map just says REGION
At the bottom is SHEAKERSTONE, which is probably engrish for Sheikah Stone.
 

jblank83

Member
Huh. Interesting. I honestly thought that level of complexity in gameplay/world-interaction existed in Skyrim/Witcher, at least, later on in those games at points I hadn't gotten to yet. I assumed Witcher in particular (with all the praise and love I've seen it get) had a lot of so-called emergent gameplay that resulted from the use of combined items, equipment and player actions to create unique solutions to varied puzzles and challenges. I'm actually a little disappointed to hear those games are missing those elements now.

I suppose players should decide whether they want the richer story/quests/etc that a game like Witcher would afford, or whether they want the deeper, more complex and emergent gameplay that Zelda now provides.

I played through the entirety of Witcher 3 and the first DLC. I loved it. Witcher 3 is a fantastic game. The entire world is beautifully hand crafted. Every quest, not including the filler overworld collectathon stuff, is unique and voice acted and interesting.

Puzzles though? I barely remember them. They're usually completely insubstantial. They're stuff like contextual hotspots or range based triggers or timed enemy encounters. Pretty simple things. I would call very few solutions to any of the quests or story missions "emergent" gameplay, not in the context of utilizing game mechanics to accomplish improptu actions that significantly alter scenarios and outcomes. Instead Witcher features a great deal of choice and variety in content.

There are a few environmental interactions but they're very limited. As an example, in swamps there are gas clouds that you can explode with fire. However these gas clouds are always in the same spot and they simply respawn after you blow them up. When you do blow them up, if an enemy is standing in that area, an amount of damage is applied to them and that's all.

Witcher has a great deal of options and a ton of content but I wouldn't call its mechanics "emergent", anymore than I would call choosing to jump or not jump in Super Mario Brothers "emergent", and I wouldn't say its physics or game mechanics are anything incredible. Which isn't to say I don't think highly of Witcher 3. I do and I said so constantly last year when discussing open world games and RPGs in general. CDProjektRed deserves major recognition for putting as much craft and work and content into the game as they did, delivering a wonderful, fun experience.

It remains to be seen whether Zelda will offer that amount of content or fun. However I would say that from what we've seen, from a purely physics and environmental interaction viewpoint, it is well beyond Witcher 3 (and most open world games) in terms of sophistication.
 

rex

Member
After watching about three hours of the stream earlier I’m not wholly disappointed with the game but am pretty lukewarm on it.

Two main issues.

The basic interaction mechanics don’t look that great to me. A lot of it is admittedly personal preference. But I think one of the reasons TP was so good was because of its dungeons, and its dungeons were great in large part because of its items and mechanics.

Most items were very fast in that game. The boomerang, spinner, hookshots, even the dominion rod all operated in a very immediate way that made them fun to use. There was a kinetic feel to them because of how fast they operated, how they tied into the level design, and even their sound design contributed to it.

Mechanics in this game just seem so, damn, slow. They’re not bad per se; I think they’re even pretty interesting. But the hang gliding, rock climbing, fire starting, and slow motioning just completely fail to jive with my preference for fast paced gameplay on a basic level. Even the rune abilities, while cool, seem ungainly, but that could be just the player playing them. But from what I’ve seen they lack the elegance of past Zelda mechanics.

Even more worrisome to me though is the overworld design. I wouldn’t say it’s barren. But the design seems far more naturalistic than I would have expected.

I’d prefer a grid based approach where each section on the map operated as its own little gameplay segment. Like Wind Waker or Zelda 1. Definitely not the ‘dungeons in the overworld’ approach of Skyward Sword, but more like taking OOT’s various non dungeon segments and then taking those and placing them in a non linear overworld.

For a non Zelda example, MGS3 has sections of the jungle that are all pretty distinct, and feature specialized gameplay elements. Each section would have a base, or a swamp, or a cave, or something else that really made it unique. Even the sections that actually looked like a forest usually were pretty seriously designed in terms of having traps or enemies present. I’d rather see that type of approach, even if it was also non-linear (which I have no problems with; I loved Zelda 1).

Basically, there’s plenty of gameplay here (though it does seem pretty diffuse at some points), but I wish each section of the world featured a different gameplay hook, distinct from each section adjacent, and not really operating in conjunction with anything next to it.

To go back to OOT, that game has you dodging rocks to get your first sword and then later working your way through mazes in later sections in the forest. The desert has the stealth section with the Gerudo Fortress and then more specialized gameplay in the desert beyond. Death Mountain’s trail has you battling Tektites before avoiding volcanic rocks. There’s a very clear focus in level design and gameplay in each area. Taking the type of diversity seen in OOT’s overworld and incorporating that into an open, non-linear adventure on a screen by screen basis is what I would have found more interesting.

But then again, it does have you riding on horseback fighting gigantic monsters and shooting them with arrows while the entire area explodes around them. And that goes a long way.
 

Brofield

Member
Did anyone manage to get a screencapture of the map as zoomed out as possible so far? I'm curious how much of an exaggeration the "2% of the overworld" claim is
 

Falcs

Banned
Oh my gooaowdd. I've been under a rock for the last few days and only now catching up on E3 stuff. This game looks unbelievable! It looks like it's finally the Zelda game that I've always dreamt about! It looks so different to any past Zelda's and I love it!
About damn time they changed from the OOT formula! It's nearly 20 years old!!
 
I don’t like climbing on everything. Visually, it looks off...

That’s it...everything else looks really good. Love the focus on fun gameplay. It’s the reason that I can’t get into GTa titles. I appreciate the brilliance of the worlds R* creates, but the gameplay is never fun enough for me to finish the titles. last one Trevor was a big turn off tbh...

Hope NX version is a visual bump. Looks like NinoKuni.
 

jonjonaug

Member
After watching about three hours of the stream earlier I’m not wholly disappointed with the game but am pretty lukewarm on it.

Two main issues.

The basic interaction mechanics don’t look that great to me. A lot of it is admittedly personal preference. But I think one of the reasons TP was so good was because of its dungeons, and its dungeons were great in large part because of its items and mechanics.

Most items were very fast in that game. The boomerang, spinner, hookshots, even the dominion rod all operated in a very immediate way that made them fun to use. There was a kinetic feel to them because of how fast they operated, how they tied into the level design, and even their sound design contributed to it.

Mechanics in this game just seem so, damn, slow. They’re not bad per se; I think they’re even pretty interesting. But the hang gliding, rock climbing, fire starting, and slow motioning just completely fail to jive with my preference for fast paced gameplay on a basic level. Even the rune abilities, while cool, seem ungainly, but that could be just the player playing them. But from what I’ve seen they lack the elegance of past Zelda mechanics.

Even more worrisome to me though is the overworld design. I wouldn’t say it’s barren. But the design seems far more naturalistic than I would have expected.

I’d prefer a grid based approach where each section on the map operated as its own little gameplay segment. Like Wind Waker or Zelda 1. Definitely not the ‘dungeons in the overworld’ approach of Skyward Sword, but more like taking OOT’s various non dungeon segments and then taking those and placing them in a non linear overworld.

For a non Zelda example, MGS3 has sections of the jungle that are all pretty distinct, and feature specialized gameplay elements. Each section would have a base, or a swamp, or a cave, or something else that really made it unique. Even the sections that actually looked like a forest usually were pretty seriously designed in terms of having traps or enemies present. I’d rather see that type of approach, even if it was also non-linear (which I have no problems with; I loved Zelda 1).

Basically, there’s plenty of gameplay here (though it does seem pretty diffuse at some points), but I wish each section of the world featured a different gameplay hook, distinct from each section adjacent, and not really operating in conjunction with anything next to it.

To go back to OOT, that game has you dodging rocks to get your first sword and then later working your way through mazes in later sections in the forest. The desert has the stealth section with the Gerudo Fortress and then more specialized gameplay in the desert beyond. Death Mountain’s trail has you battling Tektites before avoiding volcanic rocks. There’s a very clear focus in level design and gameplay in each area. Taking the type of diversity seen in OOT’s overworld and incorporating that into an open, non-linear adventure on a screen by screen basis is what I would have found more interesting.

But then again, it does have you riding on horseback fighting gigantic monsters and shooting them with arrows while the entire area explodes around them. And that goes a long way.

I think probably will be the idea. My own speculation is that the first area has a little of a bunch of climates as a tutorial, but that other areas will be made up entirely of snow, fire, etc. with more unique elements than bokoblins everywhere.
 

Altazor

Member
Did anyone manage to get a screencapture of the map as zoomed out as possible so far? I'm curious how much of an exaggeration the "2% of the overworld" claim is

I did screencap at least one of those moments.


red and blue things are markers.

EDIT: this is not the whole map, by the way. You can clearly see there's more to it in every side.
 

chadboban

Member
Okay, I've translated most of the Zelda U Hylian I could. Some funny stuff hidden in the game.

laAale3.jpg

The doors to every shrine have DUNGEON written across them repeatedly

ML8sIMp.jpg

The doors that seal Link inside the chamber he awakens in say SHUTOUT at the bottom.

SBSpACf.jpg

When Link puts the Sheikah Slate on a pedestal to gain a new rune it says NOW LOADING DO NOT TURN OFF YOUR... the words that follow appear to be BASE/CASE ARE but that doesn't make sense.

CVE9Vpp.jpg

The area where the sheikah sits at the end of a shrine says GOALPOINT

kwwoAXO.jpg

The Hylian text below each named area on the map just says REGION
At the bottom is SHEAKERSTONE, which is probably engrish for Sheikah Stone.

Nice work dude!
 

nubbe

Member
Almost a bummer for Nintendo that this ain't NX exclusive since it is defining system seller
Definitely looks like the a better game than OoT and OG Zelda
 
So I'm definitely getting an NX for this! It's the Zelda game of my dreams, but now I'm curious about the Amiibo aspect. I've never bought an Amiibo, but I want the complete experience for this game! So what Amiibo work for this? And where can I get them from?
 
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