Does Zelda Need an Overhaul? 286
CVG has up a piece noting the fact that not much about Zelda games have changed since the move to 3D. Chalk that up to the greatness of Ocarina of Time if you will, but the same mirror moving, fire-arrow switch activating puzzles have been in the last several titles. Is it time for some kind of radical change to the equation? "People generally don't like to accept change. But change doesn't always spell disaster. Final Fantasy introduces a totally new cast, setting and theme with each sequel and continues to please fans. Resident Evil 4 completely revolutionised Capcom's horror series and is now viewed as one of the best games ever made ... We still totally adore Zelda but eventually the appeal will tire and the series risks bombing. Nintendo needs to take the bold step and inject something totally new into Zelda. We're not talking about a couple of new items, or a new location - that's been done. We mean a significant change that affects the whole structure and gameplay."
No way. (Score:5, Insightful)
Re:No way. (Score:5, Insightful)
Aww young naive kids. Zelda has had several styles of gameplay from RPG to platformer to 3D platformer RPG mess thing. You can't say Zelda has a type of gameplay if you know the series.
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And no, Zelda was always called an action RPG, like secret of mana was. It was never an "adventure" game ever.
Re:No way. (Score:5, Insightful)
Zelda was only ever considered an RPG by the kind of gamer that usually only plays RPGs, but needs an excuse to justify liking Zelda.
If you check the old guides from when Nintendo used to publish large strategy guides that covered multiple games, Zelda was always in the Adventure section.
Zelda really doesn't count as an RPG unless you use such a broad definition of RPG that almost any game counts as an RPG. Collecting items to progress doesn't make something an RPG...
Zelda 2 was an action RPG (Score:3, Insightful)
(Is it just me, or does Zelda II just like the newer Castlevanias?)
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Re:No way. (Score:4, Insightful)
Re:No way. (Score:5, Funny)
And Japanese RPGs are stories being told over a long period, not the western RPG definition.
Re:No way. (Score:4, Insightful)
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I'd say that's true and yet not true at the same time.
What Nintendo has chosen to do with the Zelda series has seemed to be to evolve it rather than do anything revolutionary. Twilight Princess has the same basic features as Ocarina of Time, for certain. It's very comfortable to the new fans. The game introduces several new and very interesting items that remarkably change the way the game plays as the game progresses, though. Things like the dual-hookshot (cla
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Of course it was also a platform game of sorts. And it was a part of Nintendo's "Adventure" game series, back when they tried to put all their games into an official Nintendo-approved genre. Remember the "Education" series? Had all of 2 games, I think.
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I think most of the Zelda games are Adventure games. nothing wrong with that, I think the title fits. You certainly go on a pretty amazing adventure in a zelda game. Lots of exploring and searching and stabbing and questing.
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Apparently you never played Zelda 2: The Adventure of Link [rpgamer.com], which, despite the ironic name, is the only game in the series to be an RPG, featuring experience and levelling. Given that it's that early in the series though, that's definite precedent. Of course, it was still an action/RPG, so no menu battles please. :)
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and to the parent:
I remember as a young lad LOATHING the second
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People hated Zelda 2 because it wasn't top-down like the original. Nintendo went back to top-down with the SNES and Gameboy versions and the fanboys were happy. Then they went 3D. Your beloved top-down forma
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Do you mean The Adventures of Link?
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In a word... no (Score:5, Insightful)
To me, this sounds like an artical written by a disgruntled gamer who wasn't able to see TP for what it truly was, and while I respect his opinion, its hardly a reason for a call to arms. Does the series need an overhaul? After how good TP was... absolutely not.
TP was an evolutionary step in terms of gameplay, for the series. It added a few new elements (of which it did very well, I might add), but its main concentration layed elsewhere. The gameplay fanatics can probably look forward to Phantom Hourglass and the next Wii Zelda title for a boost in gameplay elements.
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The beginning of Twilight Princess was slow and boring. The start of a game should be carefully paced to avoid this.
Re:In a word... absolutely (Score:5, Interesting)
In some works, the whole work is meant to have consistantly riviting material. But in other works, the entire work is meant to lead up to a few key, extraordinary moments. Zelda: TP is one of those works. There is a moment about 4 hours in that is truly disturbing, one at about 18 where I wanted to cry. These moments were so incredible that they took hours to lead up to, and when the game is over, all that matters is those specific key points, and they made the game, IMO, the best game I've ever played (and I've played dozens of long-form titles).
Some games that start out with a BANG are great... like FF7, but probably the best start out quiet and subtle, and build into amazing things, like FF8 or Tales of the Abyss. Zelda falls into that category, in fact... Zelda typically falls into that catagory, it's just that TP is about twice the length of any other zelda, so its exposition NEEDS to be about twice as long to have the correct balance.
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Needless to say, I was DISGUSTED by Dues Ex's choice of tacking on a training section on the beginning. A game is a learning process, part of the reason for playing the game is to learn how to play the game
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I would assume that most people did the same thing. Of course, I'd played System Shock 2, so the inventory system was already familiar to me. Beyond that, what's so hard about just learning that game as you go? I could see maybe a quick glance at the keymap in the options menu to see which button does what, but 45 mi
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That doesn't mean that the game can't start out with a bang... FF7 does this, but the gameplay is still incredibly simple at the beginning. Not that I'm holding up FF7 to be a pinnical of a
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But the first horseback battle was probably the most intense experience I've ever had playing a video game. There are some absolutely amazing moments in this game.
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And lets face it, all gameplay changes are gimmicks. There are various ways of getting people focused on a task, one is to entice them by having fun toys to play around with, but a more prolonged and rewarding exploit is to have them rivitted to characters and story elements.
Games have gotten pretty damn good with gameplay elements, it's what they do best, maybe it's time to pull back a little and work on the quality of character portrayal and dialog? I think the designers of Twilight Princess felt
Voice Acting (Score:2)
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Re:Voice Acting (Score:5, Funny)
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Take for example Link, he got a new voice actor for Twilight princess. The new guy is mostly known for playing Dearka elsman from Gundam SEED Destiny, the old ne was mostly known for Guy from Gaogaigar. The two characters are complete opposites and I personaly felt Link was diffeent in feel because of his voice more than the way he acted.
Apply this to the entire game but removing Japanese voices to English, it'll completely change the world
Re:Voice Acting (Score:5, Insightful)
No. Voice acting is an aesthetic decision, and greatly alters the feel of the game. Some games definitely benefit from voice acting, but others call for a little more abstraction, and thus voice-acting can chip away at their charm, no matter the quality. Zelda definitely falls into that catagory.
Notice that Zelda already has plenty of voice actin. But in this case, "voice acting" isn't about content but expression of emotion. Instead of actually speaking content, the characters make noises that reflect their current state of mind. This splits up the emotion of the voice from the dry content. It is part of Zelda's greater abstraction, which I feel is key to its overall charm. Traditional voice acting would completely distroy that.
IE: Voice acting is an aesthetic decision on the part of the creators. It is not "missing", it was not included because the creators feel (as I feel) that it would partially destroy the games' charm, moving it toward the realm of cinema rather than the animated storybook quality they wish to portray.
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I prefer subtitled anime over dubs because the voice actors communicate the emotion properly as I read the subtitles. Dubs are usually done by whoever was willing to take the job for the least amount of money, and the quality of the acting reflects that.
The actual words being said by the Japanese voice actors is pure gibberish to me, just like the gibberish I hear from Midna.
They got the important part of the voice, the tone. I am fine with reading the words. Hell, Simlish communicates pre
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Do you really think Miyamoto-san would permit Zelda to be released (in any language) with BAD voice acting?
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I mean, come on...just think of Nethack as read by Patrick Stewart.
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I thin
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You really think I'm just saying this to defend Nintendo? Fuck you, man. You have
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I also sortof agree with the article, recycling the same themes gets annoying, some more variety wou
Master Chief's Helmet (Score:3, Insightful)
Either of those would completely change the character, and depending on how pedantic a fan you are, could kill the series for you.
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Wait, but you want them to retain their dignity by not being forced to reveal their problems -- I'm an insensitive clod!
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Not as bad as Acne, but you can imagine he might want to spend some time in the tanning salon before showing his face to the world.
Harder to screw up (Score:3, Interesting)
It's harder to screw up a game with text-only dialog than it is to screw up one with voice acting because of the choice of a flat and talentless voice actor or two (or ten). I can think of a few games that I've found seriously hurt by voice acting -- the first Grandia game and Shenmue immediately come to mind.
(Good lord was Shenmue's voice acting terrible. It was like a dry read by tone-deaf people.)
On a related note: Hey, [vgcats.com]
I hate voice acting (Score:3, Interesting)
Because of the costs associated with voice acting you tend to have very limited dialogue which ends up becoming repetative rapidly, and creates a far more static world. With a text based game you can have every character in the game have several unique things to say at any given time and (as a player finishes objectives) have what they change through out the game. Your development team of (roughly) 6 dialogue writers can quickly fill a town setting with conte
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Short answer: yes (Score:2)
I love them, but they need to stop relying on the fire temple/water temple/wind temple/earth temple formula. The puzzles are usually good, but they get repetitive when I play them over and over in different games.
Strange answer: Terrahawks (Score:2)
Am I the only person here who grew up associating the name Zelda with the Terrahawks baddie and not some Nintendo character? Particularly as I wasn't even aware that "Zelda" was a real name at the time. Anyway, the two characters seem like chalk and cheese...
BINGO!.... that's your answer! Nintendo can refresh their "Zelda" series by replacing their Zelda with the evil-Martian-android-that-looks-like-a-really-old- person [fab1.net] namesak
Stagnation (Score:3, Funny)
YES! (Score:3, Insightful)
The Wii controls helped keep the combat feeling fresh, where the GameCube falls flat. But the advancements other games have made in dynamic since the release of Ocarina just leave the series feeling like something of a dinosaur.
With their vast resources (even before DS and Wii started printing money) and huge talent pool I except more from Nintendo. I seem to remember Miyamoto saying that TP would be the last Zelda game "as we know it." So hopefully that's a sign of big things to come.
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The Wii controls on Twilight Princess are a pointer for the way forward. Some parts worked really well - I could never go back to aiming the bow or the hookshot with an analogue stick. Some didn't - shield thrust was misread as spin attack far too often. While it was well done, it
Change can be good (Score:2)
Nothing changed with 3D (Score:2, Insightful)
There shouldn't be any reason to change the style of game Zalda has always been, in fact Zelda-type games have, in a way, become a kind of genre all of it's own. As long as people keep enjoying the gameplay and Nintendo keeps the character's, stories and enviroments fres
No need. (Score:3, Interesting)
The Legend of Zelda series is not completely timeless, but most of it's aspects hold a very high value, even when they are not radically rehashed with each telling. It's a fairy tale where a boy with a sword rescues a princess, with some interesting action, oddness and strategy along the way.
No need to take away any of that when making a new Zelda game - you just have to make sure the core timelessness of the story isn't too overexposed, so that it doesn't become stale. No need to transform it into a guitar-based rock game with pinball elements or anything.
Ryan Fenton
why do games need to keep changing? (Score:5, Funny)
I know another game that's in DIRE need of an overhaul: chess. I mean, it's been played pretty much the same way for like 500 years. Gamers are bound to get tired of it real soon now!
And I don't want them to just add new pieces or change the board from squares to hexagons or anything like that! I mean a significant change that affects the whole structure and gameplay!
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Totally new? Zelda's been there, done that ... (Score:2, Insightful)
Change isn't necessarily bad, but Zelda 2 is the poster child for what can happen if you deviate too far from what makes your series fun.
FF are not sequels (Score:2, Insightful)
I'm pretty sure that's not a sequel as much as just reusing a trade mark for new games. There have been a couple of sequels notibly, X2 but for the most part each new FF game is just that and Not a sequel.
Sequel - a literary work, movie, etc., that is complete in itself but continues the narrative of a preceding work. [reference.com]
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The first 3 Final fantasy games had incredibly similar feels (at least, the NES/Famicom versions did). They each had slight changes to the character sheet development, but the gameplay, quests, etc. were all very similar.
The next 3 games also had similar feels. They definitely drew on the first three, but they added a great deal of story and characterization, and of course, enhanced graphics (being on the next generation of c
My 2 cents (Score:3, Interesting)
Hasn't Changed That Much Since 2D either!!! (Score:2)
The funny thing is, even the jump from 2D to 3D was a lot less of a paradigm shift than with, say, Mario or Metroid...
I kind of missed out on the original Zelda, but liked Zelda 2 a lot.
My next games was Zelda:OoT. When after that i went back to the first game, I was amazed at how similar the dungeon puzzles etc felt!
Unlike Mario and Metroid, early Zelda was in a kind of 3/4 perspective, with a few light 3D-ish elements. So it's just not that big a shift. (
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Umm no... (Score:2)
Re:Umm no... (Score:5, Interesting)
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Yes and no. (Score:2)
No in that the fundamental mechanic - enter dungeon, get new item, solve puzzles with item, defeat boss, find stuff on overworld, get to next dungeon - is unlikely to ever get old. As long as the surrounding narrative and premise aren't
Not an overhaul, but improvements (Score:5, Interesting)
Even improving two of those three things would do wonders for Zelda and it's feeling of being an "aging" series. An epic, cd-quality orchestral score for once? That shouldn't bee too much to ask, after all games like Battlefield and Medal of Honor get that privilege, not to even mention the blockbusters like Final Fantasy and Halo.
Zelda's core gameplay -- making one's way through cleverly designed dungeons -- is STILL its greatest strength! And far from what makes a Zelda game feel like it's "lacking" in something. The reason it feels a bit outdated is that in many OTHER respects it truly IS. While no-one has been able to match Zelda's level design, when it comes to other aspects of gameplay -- combat, NPC interaction, even boss design and horseback riding controls -- Nintendo's greatest really has been outdone. Ninja Gaiden, DMC3, God of War -- these games have put others to shame in terms of combat. Oblivion's NPCs (and even those in games like the new Godfather) are far superior in AI and interactivity to those in Twilight Princess. Boss design -- look to Shadow of the Colossus for a lesson in "epic battles."
The summary calls for an overhaul of the core gameplay. That I believe is a MISTAKE. It's all the other stuff, which is admittedly *minor* in comparison to the gameplay that sets Zelda apart from everything else, that needs to catch up by about 9 years.
Look at the sales (Score:2)
Could sales be improved by a change? Possibly. Could they have been harmed by a change? Just as possible.
It's Zelda. The sales were very good and the game made money. That shows that there is room in the market for more of the same Zelda gameplay. If they want to change it, they can also make spin-offs.
Better yet, I would rather that they make a new game, entirely without Link, Hyrule, etc. and create a new IP. Don't just "tweak
Short-term memory? (Score:4, Insightful)
Link would probably like a change... (Score:5, Funny)
The Legend of Zelda: A Pain in my Ass (Part 1) [youtube.com]
The Legend of Zelda: A Pain in my Ass (Part 2) [youtube.com]
How to make a Zelda Game (Score:3, Interesting)
1. Intro Scene - Make sure to contrast the menace and the hero, motivational, showcase some of the graphics
2. Opening Scene - Ambiance, small village, child hero, innocent life.
3. Strange Things - Make sure the motivation is there, encourage exploration
4. Build-up - Make sure the exploration leads to a larger plot, explain main quest.
5. Quest for Critical Items - E.g. Master sword, shield, etc. Include minor versions of dungeons.
6. Start of Main Quest - Once hero is equipped, unleash the main goals
7. Unleash Main Motif - Could be darkness (inverted worlds), modes of transportation, transformations, graphics or console unique engine etc. Make sure that Main motif is an intricate part of the game.
8. Side Quests - Include plenty, make sure that you confuse the player by making him/her pursue items that may or may not have a definite usage to the main quest.
9. Fake End Boss - Build the momentum with a fake sense of victory.
10. Ending - Make it inspirational, but open... after all, this is another instance of the hero overcoming evil.
Ever since 'A Link to the Past' this has been the formula, and the Motif basically changes. The ALTP was reused in Link's awakening to a very good result (to me probably the best of the 2D Zeldas), however, Ocarina of Time introduced a new engine with the 3D Motif, but OOT (3D), MM (Masks) and WW (Art and Mode of transport) are to me the same game (I have yet to play Twilight as I can't find the time to commit to it), but from what I've seen there's the possibility of it being the same as the prior games with the new controls being the motif.
I love this series, but I must say that I'm more excited about Phantom Hourglass than I am about Twilight, just because the portable platform makes them deviate from the formula a bit (portables are played in bursts of time).
I think Zelda can have some good spinoffs, a 'Tactics' game comes to mind. I would also like to see a remake of "The Adventure of Link" in 2D with upgraded graphics (A la New SMB), who knows, maybe even a Paper Zelda version with the Flipping ability.
This is not meant to be critical, I like the formula, but I must say that I don't get as excited as I used to before.
Oh well...
Yes, but NEVER (Score:2)
It's silly, of course. Yet, N is always redefining Mario. Donkey Kong was one type of game. Mario Bros. is another type of game. Super Mario Bros. 1 - 3 + World were essentially the same thing (not counting rebr
Nintendo, read this! (Score:5, Interesting)
I've created a Slashdot account just to post this comment in a proper way. It really matters to me, because Zelda is one of those games that I grew up with and I've played every single iteration of it.
It is not true to say that there was not enough innovation going on in Twilight Princess (shape shifting, horse back fighting, cinematics). I like the game a lot. Having said this, Twilight Princess really made want to go back and play the original Legend of Zelda once again. Here are the reasons:
Thanks for listening (hopefully). :)
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Broadly true, although later dungeons had rooms that were impossible to get through unless you had the Ladder, which IIRC was found in a dungeon you needed the Raft to get to. You could play most of the dungeons a bit out of sequence, but it was ra
Better merchandising (Score:2)
i am infuriated! (Score:2)
So would someone please tell my why they are encouraging this kind of behaviour?
Does it need new stuff? Yes, Is that an overhaul? (Score:2)
Legend of Zelda Four Swords Adventure was one of the best games for me in recent years because of one thing, it really brought a new look at the old Zelda items. It increased the difficulty because it requested the player do things outside of the box at times.
What I think Zelda actually needs, is some difficulty, and a new set of items. The classics (bombs, fire arrows even the mirror
Well, we've had... (Score:2)
I know. How about Outer Space?
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try again (Score:2)
(or perhaps this is a troll-within-a-troll. GENIUS!)
Re:NO, FUCK YOU (Score:5, Funny)
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Okami was incredible, but the fact that both featured wolves was, believe it or not, a complete coincidence. If anything, Ameratsu was fashioned AFTER Wolf Link, but I highly doubt it, as I'm guessing that both games sat in the mind of their creators for a good c
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One word: Marin.
At the point where I realised what would happen if I actually did wake the Wind Fish, I almost cried. At that point, the true hero should have sacrificed his hope of returning to Hyrule, thrown away his sword and gone and raised a family on the island. I should have stopped playing Zelda there and then and fired up Harves
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I dunno, it's possible, but I think highly unlikely.
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Funny you should say that... (Score:3, Interesting)
(Not to mention that in Ocarina of Time, he was also rescuing a whole fucking continent, and the princess.)
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*Of the ones I've played. I never had a Gamecube or Wii so I haven't tried the more recent ones.
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Not always the same princess. Zelda's just a traditional name in the royal family of Hyrule. I make it at least four Zeldas through history. Ocarina Zelda, Twilight Princess Zelda, Link to the Past Zelda (who may or may not be the same Zelda as Sleeping Zelda), and Original Zelda.
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I got a certain amount of that. Might have been because I'd replayed Ocarina during the month or so before the W