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    New Zelda WiiU Gameplay
    Topic Started: Dec 6 2014, 12:02 AM (683 Views)
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    iminspace

    https://www.youtube.com/watch?v=wjWz1hvkDsQ#t=15

    Here ya go!
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    Robo
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    Did they have to dub over their voices?! Is the Game Award's audience too stupid to read subtitles?

    Anyway, I think it looks quite good! The massive overworld harkens back to the original Zelda, and that one's my favorite, so I really like what I see here! I hope there's a lot of stuff to do besides the main plot, because there could be some huge potential in having a landscape that big.
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    iminspace

    Yeah that worries me, as well. I like massive open worlds (see: Skyrim, Just Cause 2), but if there isn't anything to do within them, then who cares? I really hope it's not just something to get from point A to point B. If there's no reward for exploration then why explore? It has so much potential but I'm not entirely convinced.

    But... It is a Zelda game so the dungeons will probably be fantastic.
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    Robo
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    Dec 6 2014, 10:48 AM
    If there's no reward for exploration then why explore?
    I'm hoping for a world that's interesting enough to be it's own reward. Hoping, anyway, because by golly the series isn't the best at having engaging locations outside of dungeons...
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    iminspace

    I 100% agree with you there, Robo. Twilight Princess is a good example. Big world; nothing to do in it.
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    MetaZora
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    Ah, I was gonna mention the baron landscape connecting dungeons together from Twilight Princess. You beat me to it.
    I'm not too worried though. This game still has like a year before it's finished, yeah?
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    Yeah, I think they said late 2015, but I wouldn't be surprised if it was pushed to 2016.
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    Togeshroob
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    (Temporarily closed. ...Gwaargh!) *doo wee doo wee doo*

    My analysis:


    The presentation wasn't flashy at all this time, but that's perfectly okay. The game looks beautiful (conceptually speaking, there are obviously some graphical hiccups here and there that will surely be addressed in coming days).

    We seem to be returning to a more integrated world, which is what they teased at E3. Just look at that map! And the SIZE of the thing, especially when zoomed out! Now, I've historically NOT been one for huge games, because sometimes I feel that games try to be huge just for the heck of it, and that there's nothing necessarily rewarding (either directly because its empty or thematically because it has nothing to do with the story) in the exploration. But I have a fair degree of confidence in the direction they're going with the world building here, based on what we've seen and heard. Dynamic day-night system returns. Apples can grow on trees. Wild packs of horses roam. Towers and caves in the distance that you must figure out how to get to. Strategically-placed precipices and mountains. It seems they're being mindful of the fact that exploration needs to MEAN something, again, either directly/physically or thematically (the latter of which has always had meaning in Zelda's context). That said, it's a fine line to walk and only time will tell how it ends up.

    I am EXTREMELY pleased that one of the most game-changing items to ever be in a Zelda game is making its return: The Deku Leaf, now in the form of a Sailcloth that works just like it! The Deku Leaf in WW was one of those items that, once you start using it, you can scarcely think to go back - akin to the Hookshot. Especially given the apparent vertical-mindedness of this game, this new Sailcloth will be an absolute game-changer. We also see the return of a "Telescope"-like mechanic (WW and TP) and the use of beacons (SS), both of which I believe are extremely natural and efficient mechanics for an open-world, exploration-centered game like this.

    It's great to see ole Epona back in action, and seeming to be absolutely invaluable this time around (again, given the nature of the game world). I hope her usefulness/companionship really makes an impression upon players. The auto-riding mechanic is another natural/progressive improvement, and I'm looking forward to seeing more of the possibilities for horse-related action. I imagine it like sailing in WW - you can set sail in a certain direction, then swing your camera or mess with your maps/items all you wanted while you were sailing.

    The combat will have to prove itself, of course - we only saw a total of like 15 seconds of it. What we DID see was somewhat "different", what with the slow-motion arrow-chucking. I'm fine with stuff like that if the situation "necessitates" it (how else could you possibly aim while jumping off of a horse), but I hope the entire combat system doesn't become slow-mo action-inputs. I doubt it will, though. I like the audio-feedback they alluded to when attacking enemies - this is something Zelda has done pretty well over the years and as a concept in general (merging sound and gameplay), it's something Nintendo really excels at.

    Obviously they weren't using Wii Motion Plus or anything, so it's pretty same to assume at this point that we'll be using the B button to swing the sword. I just wonder if any of the combat concepts will be carried over from Skyward Sword - enemies actively defending, stuff like that. Guess we'll just have to wait and see."
    Edited by Togeshroob, Dec 6 2014, 02:34 PM.
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    Robo
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    I hope it lets you use the Gamepad Pro instead of the tablet. I would rather just have a map on the start button or something.
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    I dunno, I didn't mind using the Gamepad for the Wind Waker HD so I'm fine with it. But I'm pretty glad they aren't using the same Wii Remote controls as they with Skyward Sword. I think it was really good once, but I don't want to see it used again. It's fine as a unique thing for Skyward Sword alone.
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    Togeshroob
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    (Temporarily closed. ...Gwaargh!) *doo wee doo wee doo*

    Yeah, using the Gamepad in WWHD was honestly one of my favorite new features. I could let my boat sail AT THE SAME TIME that I was managing my items and my 40+ treasure maps. It gave me a thing to DO while sailing (aside from swinging the camera around); I could multitask, and I loved it.

    The less pausing the game we have to do, the better, as far as I'm concerned. No pausing for item switching or potion-using or anything!

    But options are always nice too, I guess :p
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    Robo
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    Yeah, well, you guys are just stupid. Oh look at me, I love to multitask, WHOOP-DE-DOO

    I prefer pausing to micromanaging in real-time. It puts less pressure on me as the player and gives me more time to think carefully about what location I should be heading to or what item I should be using without an enemy popping up.
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    Togeshroob
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    (Temporarily closed. ...Gwaargh!) *doo wee doo wee doo*

    Haha, IIRC, WWHD gave you the option of pausing the game while you managed all your stuff, instead of doing it real-time - although you still used the Gamepad screen to manage your maps/items. I'd imagine it'd be pretty similar for Zelda U.


    Now that we've got a good feel for how the game will be played and a little more of what the world looks like, I'm really curious as to the story/setting. I'm satisfied for now, but I'm definitely looking forward to an actual trailer in the future.
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    Let's just hope there isn't another 5 hour tutorial of the basics of video games, such as Skyward Sword and Twilight Princess. How many times are we going to be told to hold Z to target someone to talk with them? Like, I fucking get it Nintendo. Holy shit, you guys.
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    MetaZora
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    ^Seriously though, holy shit. As polarizing to Zelda gamers as Skyward Sword was, I definitely fell into the camp that loved it. That said, the first 2 hours of all that stupid intro bullshit was probably the worst the series has ever seen.
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