It would be fine with me if it's made longer due to there being more dungeons.Wyzdom said:Perfect lenght is like ALTTP or Ocarina Of Time. Longer is unecessary.
Maybe he wanted to make it bigger with more dungeons?God's Hand said:I can't believe he said he wasn't fully satisified with Majora's Mask. Wind Waker I understand, but Majora's Mask is the best Zelda game ever made. He probably has no idea because it was probably one of the least selling and might not have the same fan-following.
Socreges said:Was there anything about difficulty, though? That's something they haven't mentioned, so far as I've seen.
Lindsay said:Ya know instead of stuffing 20+ dungeons down our throats~why not take a nod from Minish Cap and make the overworld interesting to explore? Yeah dungeon exploring can be great but the overworld for essentially every Zelda game has been crap.
I think you're over reacting.Lindsay said:Yayyyy~~an 80 hour action game. Just another reason to steer clear of this stinker. Personally I'll stick with the Zelda's you can beat within a day yet still have infinite replay and fun value.
Lindsay said:Yayyyy~~an 80 hour action game. Just another reason to steer clear of this stinker. Personally I'll stick with the Zelda's you can beat within a day yet still have infinite replay and fun value.
Lindsay said:Yayyyy~~an 80 hour action game. Just another reason to steer clear of this stinker. Personally I'll stick with the Zelda's you can beat within a day yet still have infinite replay and fun value.
nightez said:Dont you guys think 60 hours is too long for an adventure game?
nightez said:Dont you guys think 60 hours is too long for an adventure game?
See, this is why games need to be delayed sometimes. Ocarina of Time was initially scheduled for Christmas '97 (yeah right) and ended up being delayed an entire year! But look, OoT turned out to be lengthy and polished, with no 'dud' moments like the Triforce search.- When a project grows continuously, you have to split it to pieces. I was the director for Wind Waker, but I let different people be responsible for different parts of the production. I had control how things we're going for them, but at the end of the production we fought against the clock and there were parts that I was forced to approve even though it didn't feel complete. I apologize that we didn't fix the triforce hunt at the end of the game. It was slow and dull.
Sounds like another N-Sider.com investigation akin to their Retro Studios piece is necessary. Maybe PGC could do it?Jonnyboy117 said:In past interviews, these two guys have said that the decision to focus the game on an older Link preceded the decision to make the game more realistic. They actually had several character designs for an older link, including cel-shaded ones and who knows what else, but the one that seemed to fit best was the realistic one. So they built the rest of the game around that realistic character design.
Now I'd be extremely interested to learn more about the history of the twilight character and environment designs and how they decided to mix realistic and cel-shaded styles together.
nightez said:Dont you guys think 60 hours is too long for an adventure game?
radioheadrule83 said:It won't take 60 hours to play through anyway :|
It's not like you're going to be running about levelling up or something.
Awesome.bob_arctor said:On a semi-related note, I just got this last night:
Now, it's time to do some heavy lifting.
Pakkidis@hotmail.com said:Im surprised a developer actually admitted his mistakes/flaws in a game and from a japanese developer no less!
Of course it'd be a good thing. The Zelda series has gotten stupidly easy over the last few games. It's time for a return to form.lo zaffo said:I'm one of those who thinks Wind Waker was perfectly art directed and it has got a brilliant, although simple, story to tell. Not to mention that it was easier to play because it was devised for a wider and younger audience than OOT and MM were, because Nintendo thought GameCube could be bigger than Nintendo64.
I'm a little scared about the Twilight Princess, because it has to appear like an hardcore game for hardcore fans, that is not a good thing, expecially when Nintendo's attention to details is heavily linked to mass market target.
Well, in the demo, it looks like Nintendo is going back to a quarter-heart per hit. Hopefully that was just for E3 though. I was also in no threat of dying once in Wind Waker (even on my first play).Link said:Even if Nintendo wants to include a difficulty slider, that's fine, but I'm sick of geting through Zelda games without being in danger of dying even once.
Link said:Of course it'd be a good thing. The Zelda series has gotten stupidly easy over the last few games. It's time for a return to form.
Suck it up. It's people like you that have caused a great majority of games to become a pastime for pussies. I was able to beat the original Zelda when I was 6, and I'll bet most people here did the same. The industy needs to stop coddling the audience.
Even if Nintendo wants to include a difficulty slider, that's fine, but I'm sick of geting through Zelda games without being in danger of dying even once.
the forest temple dungeon shown at E3? That's the first dungeon in the game. Remember how basic the Deku Tree was? Yeah.AssMan said:I really hope EAD is putting some thought on the dungeons. I don't want 10 dungeons and nothing very creative about them. I'd rather have 4 huge dungeons and they're all innovating. Can't really judge from one dungeon shown at E3, but the forest-like temple didn't really look all that hot, puzzle-wise. Also, I hope most boss fights are rehashes from previous Zelda games, like in Wind Waker.
like temple didn't really look all that hot, puzzle-wise.