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Marsh
2008-12-30, 16:42
What do you guys think the next Zelda game should be about?
I think that the next game should be the original "legend" with Gustaf or a sequel to twilight princess that could possibly help explain the time line of the games better.

Johnathon_Doerty
2008-12-30, 17:01
I want steampunk, that is all.

Mwuahaha
2008-12-30, 22:28
I want something different. I love LOZ as much as the next guy but the current formula has stagnated.

I've always thought a Legend of Zelda/Devil May Cry hybrid would be epic (basically Zelda with DMC difficulty/advanced battle system). Either way they need to come up with something new to freshen things up.

albino 101
2008-12-31, 01:50
The storyline does not meet up
It never will
Oh and steampunk Zelda would be pretty cool

the one you don't see
2008-12-31, 02:15
The zelda series just needs to die... An occasional new weapon/tool=/=new game nintendo.

Johnathon_Doerty
2008-12-31, 04:33
The zelda series just needs to die... An occasional new weapon/tool=/=new game nintendo.

Fuck you, Zelda games are consistently good games.

Infidel Castro
2008-12-31, 04:53
Zelda games aren't good anymore..they're fucking boring.

lethargic
2008-12-31, 05:19
Zelda games always have and always will be win.

...let's just not talk about that 3DO shite.

A steampunk Zelda would be interesting, or at least move along a few hundred years. Technology's pretty much unchanged throughout all the Zelda games.

I think they need to up the difficulty level a bit or add master quests after you've beat the game once. My only complaints about the last few Zelda games are that they were a bit too easy and there was very little replay value.

Maybe they could also start adding more playable characters? Maybe if you beat the game as Link they could let you play through as Zelda or Gannon or something. Perhaps they could add a few more rpg mechanics in thar.

Dunno. I remember seeing an interview, shortly before Twilight Princess came out, where Mr. Miyamoto said something to the effect that this would be the last time we'd see Zelda in this format.

Whatever that means...

reborn thief
2008-12-31, 07:25
Dunno. I remember seeing an interview, shortly before Twilight Princess came out, where Mr. Miyamoto said something to the effect that this would be the last time we'd see Zelda in this format.

Whatever that means...

thats kinda really confusing, considering that TP was different because of the motion sensors and the skills you got from the fox/demon guy thing and the fact that you can turn into a fucking wolf is pretty much the same as any other zelda game amiright? (/sarcasm)

They should add more rpg mechanics to it though. More weapons, longer gameplay, leveling system maybe. Technology has advanced, and games go along with it, so they should get their head out of their asses and make something as epic as OoT ffs. A master quest kinda thing after you beat it would be good, but nintendo and its producers are most likely too lazy to attempt this, even though they can.

AND LINK IS A LEFTY FFS, THEY NEEDA FIX THAT!!!

Theres probably a crap load of other stuff that we could add to that list, so lets keep on going with it, and lets see how it turns out.

XiPPiLLi
2008-12-31, 08:13
AND LINK IS A LEFTY FFS, THEY NEEDA FIX THAT!!!

Link is a righty in the Wii's Twilight Princess. :]

face_smack360
2009-01-01, 01:59
Link is a righty in the Wii's Twilight Princess. :]

Yes, you take very good notice.

Fate
2009-01-01, 05:37
Miyamoto once said that the original Zelda was an expression of the time he spent exploring and generally dicking around in the countryside as a kid. Zelda 1 was the first and last Zelda game to really stick to this formula, and I think that' s a shame. In the first game you could (if you knew how, and could refrain from dying) get just about anywhere on the overworld map from the word go. You could, to a certain extent, tackle dungeons in whatever damn out-of-order way you wanted (excepting those that required the raft or ladder). Starting with Zelda 2 and moving onwards, the games are increasingly designed to hold your hand and otherwise stick you "on rails," locking you in to a specific order in which you need to go here, then here, then there with minimal deviation for sidequests and such.

(Wind Waker was a minimal exception, I think, since as soon as you get the boat you can technically go anywhere, though there isn't a whole hell of a lot you can do at most of the islands without getting plot-related tools and items.)

I want to see a Zelda game that conveys the same spirit of exploration that Zelda 1 did. I want to crash through the woods and find random dungeon entrances, drain lakes and find temples, climb cliffs to see what's on top, and not be hampered by an invisible fence every time I set off in an interesting looking direction. And I don't want a fucking fairy screeching in my ear every four seconds about exactly where I'm supposed to be going to do what to whom.

And I know if a Zelda game is made like this everyone will bitch because "it's too hard," or "we don't know what you're supposed to do," but tough titty. If you want to be stuck on rails go play Minish Cap or something.

lethargic
2009-01-02, 20:26
I want to see a Zelda game that conveys the same spirit of exploration that Zelda 1 did. I want to crash through the woods and find random dungeon entrances, drain lakes and find temples, climb cliffs to see what's on top, and not be hampered by an invisible fence every time I set off in an interesting looking direction. And I don't want a fucking fairy screeching in my ear every four seconds about exactly where I'm supposed to be going to do what to whom.

And I know if a Zelda game is made like this everyone will bitch because "it's too hard," or "we don't know what you're supposed to do," but tough titty. If you want to be stuck on rails go play Minish Cap or something.

The first Zelda game was also nearly impossible to beat without a strategy guide. It was an awesome game but it drops you in the middle of a field with no sword and no direction whatsoever.

Sure, the sword's only a few steps from where you start out and the first few dungeons are easy enough to find, but the rest of the game offers very little clues as to what you're supposed to do and where you're supposed to go to save that princess.

Maybe it's possible to defeat the game with massive amounts of trial and error and a "hey, what happens if i--" sort of attitude, but without strategy guides most people would've given up long before discovering that rock that you have to blow a hole into to get to the last level.

Again, the original Zelda was an awesome game, but a game like that today would probably fail hard.

You are right though, but it's a problem that you see in most of the gaming world today. The difficulty level on games just keeps spiraling downwards and nowadays and most people, especially casual gamers, need someone to hold their hand through the first few levels.

I don't think there's anything wrong with that. I think it's a necessary part of a lot of games. I just wish that game designers would also keep in mind those of us who have done this before and know what the fuck we're doing. :p

They should also take away the invisible rails on the next Zelda game. I understand why they're there, but they do get kinda annoying after we've played so many games like that. You could leave players with the option of going wherever the hell they want while also leaving them clues as to what they're supposed to do next.

reborn thief
2009-01-02, 21:14
The first Zelda game was also nearly impossible to beat without a strategy guide. It was an awesome game but it drops you in the middle of a field with no sword and no direction whatsoever.

Sure, the sword's only a few steps from where you start out and the first few dungeons are easy enough to find, but the rest of the game offers very little clues as to what you're supposed to do and where you're supposed to go to save that princess.

Maybe it's possible to defeat the game with massive amounts of trial and error and a "hey, what happens if i--" sort of attitude, but without strategy guides most people would've given up long before discovering that rock that you have to blow a hole into to get to the last level.

Again, the original Zelda was an awesome game, but a game like that today would probably fail hard.

You are right though, but it's a problem that you see in most of the gaming world today. The difficulty level on games just keeps spiraling downwards and nowadays and most people, especially casual gamers, need someone to hold their hand through the first few levels.

I don't think there's anything wrong with that. I think it's a necessary part of a lot of games. I just wish that game designers would also keep in mind those of us who have done this before and know what the fuck we're doing. :p

They should also take away the invisible rails on the next Zelda game. I understand why they're there, but they do get kinda annoying after we've played so many games like that. You could leave players with the option of going wherever the hell they want while also leaving them clues as to what they're supposed to do next.

Agreed.

twotimintim
2009-01-02, 21:19
The storyline does not meet up
It never will
Oh and steampunk Zelda would be pretty cool

agreed, and since all the Links are from different time periods, steam punk would be totally doable!

Fate
2009-01-03, 00:21
The first Zelda game was also nearly impossible to beat without a strategy guide. It was an awesome game but it drops you in the middle of a field with no sword and no direction whatsoever.

This is a fair point.

I actually did beat Zelda 1 as a kid without a strategy guide, but it took a freaking long time (more than a year, I think, of fairly regular playing) and entailed a lot of frustration. Eventually you just sort of devolved to the point of trying to blow up or burn down everything in sight, and to its credit the game did have plenty of things you could blow up or burn down to encourage you to keep trying it. ("Pay me for the door repair charge!") There were NPC's who gave you very poorly translated clues, and some of the "secrets," like the deal with Spectacle Rock, were actually in the manual.

It wasn't exactly intuitive. But we liked it anyway.

I'd agree that any new game should have some system for letting you know at least the general direction of where the heck you should go - or at least what you should be looking for, if not exactly where to find it. We're not bound by the NES's memory constraints anymore, so there should be plenty of options available for the creative game designer on how to do this.

The other thing that's always bugged me about the recent Zelda games is just how small the environments always feel. With the exception of Hyrule field, which was just a hub map with some zombies and stuff to fight anyway, every non-dungeon location in the 3D Zeldas feels needlessly cramped. You want to go somewhere, there's exactly one way in and one way out. The towns are tiny, you can't explore the woods because you run smack into an invisible wall. Or worse, a wall made out of fake "here are some trees" texture.

Cuddleskunk
2009-01-03, 02:09
Here is the next "Zelda" game.

Link awakens in a strange haze, feeling like something is wrong. He travels to Hyrule castle and discovers the princess missing.

Left behind is a weird note that says...

"We've done this before...you know what to do..."
--Ganon

Then link saddles up his horse in search of Ganon, finding various power-ups along the way.

The End.:D

lethargic
2009-01-03, 02:14
This is a fair point.

I actually did beat Zelda 1 as a kid without a strategy guide, but it took a freaking long time (more than a year, I think, of fairly regular playing) and entailed a lot of frustration. Eventually you just sort of devolved to the point of trying to blow up or burn down everything in sight, and to its credit the game did have plenty of things you could blow up or burn down to encourage you to keep trying it. ("Pay me for the door repair charge!") There were NPC's who gave you very poorly translated clues, and some of the "secrets," like the deal with Spectacle Rock, were actually in the manual.

It wasn't exactly intuitive. But we liked it anyway.

I'd agree that any new game should have some system for letting you know at least the general direction of where the heck you should go - or at least what you should be looking for, if not exactly where to find it. We're not bound by the NES's memory constraints anymore, so there should be plenty of options available for the creative game designer on how to do this.

The other thing that's always bugged me about the recent Zelda games is just how small the environments always feel. With the exception of Hyrule field, which was just a hub map with some zombies and stuff to fight anyway, every non-dungeon location in the 3D Zeldas feels needlessly cramped. You want to go somewhere, there's exactly one way in and one way out. The towns are tiny, you can't explore the woods because you run smack into an invisible wall. Or worse, a wall made out of fake "here are some trees" texture.

Yeah, it was possible to beat the game without a strategy guide if you were willing to burn every single tree and bomb every single rock. I read somewhere that it was Miyamoto's idea that people would have to share their ideas on how to find various places and/or items and that's pretty much how it worked for me.

When I was a kid, we kinda played the game as a family. We all spent a lot of hours on it. My dad even hand drew his own dungeon maps on grid paper.

I still have those somewhere...

I never really noticed before, but you're kinda right. The individual environments and dungeon rooms do seem kinda small. I think I never noticed because the overall worlds in each game are fecking huge.

Maybe it's just hardware limitations that force them to section off the games this way?


Here is the next "Zelda" game.

Link awakens in a strange haze, feeling like something is wrong. He travels to Hyrule castle and discovers the princess missing.

Left behind is a weird note that says...

"We've done this before...you know what to do..."
--Ganon

Then link saddles up his horse in search of Ganon, finding various power-ups along the way.

The End.:D

I blame the princess. Always getting kidnapped and shit.

Stupid whore. :mad:

albino 101
2009-01-03, 12:11
The next Zelda game will be set in Washington
As stated here
http://www.totse.com/community/showthread.php?p=10884596#post10884596

Wats Doing Boyz
2009-01-03, 17:13
Here is the next "Zelda" game.

Link awakens in a strange haze, feeling like something is wrong. He travels to Hyrule castle and discovers the princess missing.

Left behind is a weird note that says...

"We've done this before...you know what to do..."
--Ganon

Then link saddles up his horse in search of Ganon, finding various power-ups along the way.

The End.:D

Haha good job Acolyte but im afraid im gunna have to say STFU. I love Zelda it was fucking awesome and always will be Fucking Awesome thats one of the reasons i kept my N64 for so long.

Fate
2009-01-03, 20:23
I never really noticed before, but you're kinda right. The individual environments and dungeon rooms do seem kinda small. I think I never noticed because the overall worlds in each game are fecking huge.

Maybe it's just hardware limitations that force them to section off the games this way?

Back in the N64 days, this was probably 100% of the reason. The N64 was a very limited machine, and the 3D Zeldas already pushed it to the limit, especially texture-wise (compare the number of textures per map between Mario 64 and OOT some day when you're bored).

Nowadays those limitations are pretty much gone. Just close your eyes and imagine Crysis, but with swords and octoroks instead of Koreans with AK's. Or Shadow of the Colossus with stuff around to actually fight.

reborn thief
2009-01-03, 21:52
the limitations are really endless. They really could make a Zelda game as big as oblivian (world size)

Its just that since the Wii is the most FUCKING FAMILY ORIENTED GAMING SYSTEM :mad: , dont ask why that pisses me off, and the majority of people who play on the wii are in the age range of 4-12 mostly. Kids these days are fucking retarded, they need to be walked through the entire game.

I could understand ok heres your help for this first dungeon, put this knowledge to use in the rest, and then thats it, you really have a very limited guideline, not a fucking rail that you travel on.

The Wii has so much more potential then nintendo has used it for yet. They could make a Zelda game as epic as OoT if they really try. They really need to up the difficulty, a lot. I dont think I died once in TP

33% God
2009-01-04, 05:08
AND LINK IS A LEFTY FFS, THEY NEEDA FIX THAT!!!

Are you fucking kidding me?

zuperxtreme
2009-01-04, 05:43
Here is the next "Zelda" game.

Link awakens in a strange haze, feeling like something is wrong. He travels to Hyrule castle and discovers the princess missing.

Left behind is a weird note that says...

"We've done this before...you know what to do..."
--Ganon

Then link saddles up his horse in search of Ganon, finding various power-ups along the way.

The End.:D

This just seemed appropiate: http://i4.photobucket.com/albums/y146/zuperxtreme/Mario/mario_bitch.jpg

As far as the next Zelda goes... I think they should probably try and tie it around an old Zelda game, maybe OoT or Majoras Mask somehow. Maybe you didn't really kill Ganon in OoT,or he escapes(I can't remember the ending :S) and you have to do more time traveling, I don't know.

I just want a good Zelda game, damn it.

reborn thief
2009-01-06, 23:46
Are you fucking kidding me?

Original link. Not n64 link

sdmf_from_hell
2009-01-07, 10:15
Original link. Not n64 link

he's always been left.

except for the Wii version of TP because of the way you hold the wiimote in the position of his sword (most people are right handed and would hold the wiimote as such).

So expect Link to be a right hander on the next installment on Wii.

antonio123
2009-01-07, 15:45
Guys really the only way for a new zelda to be popular among hardcore IS IF ITS ORGINAL!!

Windwaker was seirously a complete 180 turn from OOT and that is considered top 3 favorite zeldas by LOTS of people.

They already did the OOT clone with TP and now they really really have to do something completly totally original or I dont think id enjoy it as much!

vazilizaitsev89
2009-01-07, 22:41
Ocarina of Time>all other LoZ games

Wats Doing Boyz
2009-01-08, 07:40
Ocarina of Time>all other LoZ games

Ocarina of Time was the shit i loved it, i've got some pretty good memories of that game.

sdmf_from_hell
2009-01-08, 08:32
Ocarina of Time was the shit i loved it, i've got some pretty good memories of that game.

The soundtrack is superb. Each melody gives the perfect feeling of the environment (and era) your in.

Wats Doing Boyz
2009-01-08, 10:54
The soundtrack is superb. Each melody gives the perfect feeling of the environment (and era) your in.

Yeah it was pretty damn good, i want a new Zelda game but ay.

alooha from hell
2009-01-08, 19:23
putting expectations on a game is what makes them suck. even the expectation that their will BE a next game is unreasonable.

no matter what the next game might be, i doubt it will satisfy any of your expectations.

TheVizier
2009-01-09, 04:36
Motherfucking steampunk Majora's Mask is where it's at.

sdmf_from_hell
2009-01-09, 07:54
But i do agree in the fact that Zelda needs a change and a new attitude (like WW did).

I also agree that a steampunk Zelda would be a good direction to go with since this game is quite driven by the artistry directions.

The new one has been in production for a while now, and with no screenshots or released concepts im really hoping that they're really honing and concentrating on a new direction.

Hopefully not entirely new though, most Zelda fans fear change for its greater chance of fail of a game that has been as perfect as a game could get.

Oh, by the way. has anyone heard anything more about the 2d Ocarina game Dampe was making? last i heard (a while back) that the project was being abandoned, but is there any new news that google hasn't uncovered for me. i.e. someone else picking up and continuing the project?

It would be great to see it completed and flashed to a GBA cartridge.

Infidel Castro
2009-01-09, 09:08
I'd like a Zelda set in modern day, where Link is transported from the past. He's obsolete because Ganon is long dead, and all of the magical stuff from the Zelda universe is gone. Link now has to take down wasp nests with his boomerang, cut crass with his master sword, and use his various tools and magic to do mundane tasks....like his Iron Boots to get golf balls out of a lake at a driving range.

I think it would be funny anyways, and if done correctly a fun game.

reborn thief
2009-01-10, 20:55
I'd like a Zelda set in modern day, where Link is transported from the past. He's obsolete because Ganon is long dead, and all of the magical stuff from the Zelda universe is gone. Link now has to take down wasp nests with his boomerang, cut crass with his master sword, and use his various tools and magic to do mundane tasks....like his Iron Boots to get golf balls out of a lake at a driving range.

I think it would be funny anyways, and if done correctly a fun game.

yeah. your definatly mexican.

and being totally honest, what the hell is steampunk?

EssJay
2009-01-12, 11:02
I think something like Oracle of Ages could translate pretty well into a 3rd person Zelda game, it could create some very cool ideas (not Seasons though, it was alright, but I think Ages would work better).
And I agree with who ever said that the games feel quite cramped. Hyrule Field in TP didn't so much feel cramped, but I dunno, it didn't feel terribly open though, it's hard to explain what I mean. And the dungeons, usually there's one room that's big and fuctions as the main gateway into the other rooms (water temple in OoT, I think the earth and fire temples in WW and TP), but other than that it's just hallways and smallish rooms with some kinda puzzle.
Maybe throwing in a boomstick would be good too.

lethargic
2009-01-12, 15:50
Hrmmm...change would be great in the Zelda series. Change too much, however, and it runs the risk of not being a Zelda game anymore but something else entirely.

I guess the main problem with sequels has always been that the developers have to appease the people that have been playing the series since the beginning while also trying to draw in newcomers. There's always pressure to make something new and different...but not too new and different.

The Zelda Series has always done a great job of that, IMO.