Zelda - Wind Waker Sequel Confirmed
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.
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
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
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?
Nintendo not selling any games or hardware is what happens when they make the exact same damn games over and over again.
The hardcore Nintendo fanboys are the only ones keeping the company afloat after their horrendous sales of the Gamecube. I suspect many are in the same boat as me - I like the hardware, but there are no games that appeal to me.
If they could quit making Mario 64 over and over and come up with some original games in new product lines, perhaps they'll attract my interest again.
I'm absolutely sick of a number of cliches that Nintendo/arcade style style games and their ilk cling to. Some of these don't apply to Zelda (points finger at Metal Gear Solid 2), but I hate:
shitty items / weapons at the start of the game (makes the beginning of the game beyond boring); retardly unbalanced / impossible boss fights (just when you think you're getting somewhere they change the rules); linear story with zero strategy (and no character development beyond 'collect the powerups'); kindergarten graphics (I *like* cell shading [see JSRF on Xbox] - but I don't want to play as a super-deformed 2 year old); teaching the player a lesson through killing them; friendly sidekicks who you'd kill if you could rather than stand talking to
Etc - many of their design choices clash with those that I would have made.
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.
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?
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 much shorter because of it, I don't think it's such a great thing. I guess I shouldn't get my hopes up though if it's going to be anything like Majora's Mask was, which was sort of a flop.
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 you an extended ending or something like that. All in all, the lack of fighting challenge probably made this the easiest Zelda ever.