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GameCube (Games) Entertainment Games

Zelda - Wind Waker Sequel Confirmed 26

Thanks to Shacknews for pointing to the Computer and Video Games site, which has an interview with Eiji Aonuma, the project director of Zelda:The Wind Waker for Gamecube. Among the subjects discussed are a Wind Waker sequel, of which Aonuma says: "..as I did between Ocarina of Time and Majora's Mask, I will use the same engine and the same graphics of Wind Waker for its sequel. However, I do plan on powering everything up a bit." He suggests the sequel should be playable for E3 2004, and also discusses other subjects, including the choice of cel-shading and puzzle design for the original Wind Waker.
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Zelda - Wind Waker Sequel Confirmed

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  • The original (wind waker) got me into vid games again (dammit) and really like it. So this is cool news. Wind waker reminds me a lot of the fun of the original game. Although I still wish I could light those little leaf guys on fire, I hope they add that feature for the next one. Particularly the one that tags along with you for that dungeon. :)

    -Sean
  • by sweeney37 ( 325921 ) * <mikesweeneyNO@SPAMgmail.com> on Sunday May 25, 2003 @03:09PM (#6036134) Homepage Journal
    including the choice of cel-shading

    I never quite understood the brouhaha over the cell-shading of the first one. So many people were so upset by it, this was obviously Miyamoto's original intention and since it's his he should do what he sees fit.

    (btw, the game is amazing and I can't wait for the sequel.)

    Mike
    • I think the fuss was because a demo of the GCN (I think it was shown at Spaceworld) showed Link fighting Gannon before the system came out. The demo looked amazing, it used the version of Link that is now in Soul Calaber (spelling?). I think that game would have looked awesome, and I think many others thought the same way. So when the look was changed, you have to be disapointed in a way.

      I wasn't worried about Zelda when I heard about the change, but I wasn't sure it would work too well. As more and more s

    • "I never quite understood the brouhaha over the cell-shading of the first one."

      People tend to overweigh negatives. They saw the semi-realistic Link and were thinking "Whoah! This will be really dramatic! Maybe it'll be like Final Fantasy! Bitchin!" When they saw the cartoon version they tought "Brilliant. This'll be an adventure version of SpongeBob Squarepants."

      In other words, they were more worried about losing the drama than about gaining fun. Me personally, I was excited about the cel shading a
    • Actually, in interviews with Miyamoto it is clear it wasn't his original intention, but was convinced by a co-producer (whose name I forget) to switch to this Cel shaded "kiddy" style.

      He mentions being very nervous about the criticisms of the switch from the "original" (Spaceworld) look, and the final GC, but later said he was satisfied that the look was apparently accepted, and in some cases praised.

  • Nintendo Fans (Score:4, Insightful)

    by willr7 ( 249366 ) on Sunday May 25, 2003 @04:42PM (#6036570)
    Ahhhh, the sweet smell of nintendo fan-boys, and I love it.

    I'm with nintendo until the grave.

    Xbox = PC in a box
    PS2 = quantity, not quality
    Gamecube = getting my gaming experience just right

    Whatever game that isnt on Gamecube I can play on the pc, whatever game that is on gamecube i cant play anywhere else.

    When your favorite games are 80% nintendo exclusives, how can you not own a Cube?
    • I don't know if you're being sarcastic or what, but when Nintendo releases precisely the games I'd like to play, I'm happy. Sure, I'd like to play Halo and GT3, but, on the whole, I'm extremely happy with Nintendo. Mario, Zelda, Metroid - what else do you need?
  • they get rid of the whole water thing though. It was kind of a neat idea but traveling from island to island was very uneventful (and boring), and even when it was eventful the control was incredibly awkward. I cannot tell you how often Link would struggle up into the boat only to be knocked off it again a second later.
    • Didn't they use water on purpose, to keep the loading times to a minimum? That was my understanding, and seeing how this was the first Zelda on a CD median (except for the god awful CD-I games) I think they did a pretty good job.
    • I really enjoyed it, actually. It made the world seem huge, even though it was simply many small islands spread across the sea. Besides, one has the capability to get the teleportation song pretty early in the game.
    • I love the way the journalist bottles it during the interview:

      Interviewer: Will the sequel to The Wind Waker be sea-faring again or do you plan to include a different mode of transport?
      Aonuma: Did you find it a hassle to travel by boat?
      Interviewer: I was playing it through in Japanese at first, so I didn't know about the fish who marks locations on your sea chart, but when I found that it was fine.

      I found the sailing excruciating, I actually read a magazine most of the time. I pointed the boat and w

  • Majora's Mask? (Score:2, Insightful)

    by Mupp252 ( 263650 )
    Hopefully it won't be as unappealing as Majora's Mask was. It just felt like it was a bastardised(SP?) extension of OoT. I got no pleasure out of playing it. The "mask" and "good deeds" system got on my nerves. I don't know, maybe I just didn't "get it". Anyone else feel the same way?
  • by d3kk ( 644538 )
    I actually just finished the game a few days ago, and I couldn't help but think the game was a little too short. There was a huge number of side-quests and places to explore, but it seems Nintendo concentrated a little too much on that instead of the main quest. It just didn't seem like it had much story compared to OOT. Only five dungeons? Come on.

    Hopefully this sequel will be a little more like OOT instead of concentrating so much on open-endedness. Side-quests are great, but when the main storyline is
  • Text before voice (Score:4, Insightful)

    by Tsuzuki ( 442471 ) <komala@mac . c om> on Monday May 26, 2003 @09:39AM (#6040030) Homepage
    Why did you decide to stick with text-based dialogue rather than using speech?

    Aonuma
    : With conversation, using text has always been Zelda's style - it's always worked that way. And another reason for keeping it text-based is because, when anyone reads anything - a novel, text on a screen - they're able to give it their own kind of flavour, their own interpretation and voice.

    Rather than influencing that by making the on-screen characters speak, I intentionally wanted players to read the text. I don't know if you've noticed, but Link never speaks - this is also intentional as I want the player to create their own idea of who Link is, rather than giving him a voice.


    All I can say to the above is AMEN TO THAT.
  • When you killed a monster, they on average gave you a handful of hearts and at least 20 rupees. How can you expect a challenge from a game like this? The first few zeldas (Ocarina suffered some from this easy-disease as well) required you to actually be careful when fighting. In Wind Waker you never had to backtrack to replenish health or make sure you had potions etc. Kinda ruined a big part of the game for me. An easy solution would be to just add a dificulty level, which maybe when beating it gave y

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