More Details on Zelda Emerge
Cube.IGN has more details on the upcoming Legend of Zelda title, gleaned from Spanish gaming publication Hobby Consolas. From the article: "From screens printed in the magazine, the new outfit looks to blend peasant clothes of different cultures to achieve an altogether unique style. These same screens show the Triforce emblazoned on Link's left hand. Cool indeed. Link himself looks different from any other Zelda title. Eiji Aonuma wanted Link to sport a manga-inspired look, partly because the Link shown in the Space World 2000 looked like a lifeless puppet." Commentary on the single-mindedness of the fanboi rumormill available on Press the Buttons.
We've always had the cartoony Link... now there's a Link that looks like he belongs in a deep adventure/roleplaying game. It's a good look for him.
Personally, I think it would be cool to see them create a "bonus" world where you could play through the ORIGINAL game with the new graphics and stuff... kinda like an Easter Egg.
Windows isn't the answer... it's the question. NO is the answer!
The triforce piece finding didn't bother me too much, but I was disappointed to find that the map just led to simple treasure chests, rather than an underwater dungeon for each piece.
These are really just nit picks, though. WW was a really fun game to play.
[javac] 100 errors
We haven't always had a cartoony Link.
:) Though I'd like to see him use a broader range of sword attacks instead of the standard horizontal swipe and chargey-circlular-swipey thing. However, I guess it kind of works, since Link doesn't really know he's special until it's time for him to be the Hero.
In Zelda II, Link was 15 and had the Triforce on his left hand (the first occurance of this "branding"). That was the first adult-like Link there was. Then Ocarina of Time had Link at around the same age.
I was personally rather disappointed when Wind Waker was first shown. However, I grew to love the game while I played it, because no Zelda yet has let me down in terms of fun (let's not count the stuff on the CD-i).
I'm a fan of this more adult look. I always wanted the Zelda series to take a more serious/adult turn. Link just screams "badass" to me, even in tights.
"Apparently so, but suppose you throw a coin enough times. Suppose one day, it lands on its edge."
If Nintendo is making Link the older one because they were listening to their fans, then I'm sure they'll put other fan-requested features in it as well. I'm sure they heard the world cry out with its lack of dungeons, and double when The Minish Cap had a lack of dungeons too. A wearwolf transformation idea sounds something like what a fan would suggest.
Afterall, the idea of masks transforming Link in Majora's Mask was a large, fan-requested and petitioned request, and it became the staple feature of that game.
I have never enjoyed a Zelda game as much as I enjoyed the Wind Waker. I've always been someone who hated games that were too difficult. If I want frustration, I'll work overtime.
The Wind Waker could have been a little harder, but to be honest, I never thought about it while playing.
I wish more game developers, especially PC game developers, would take a good hard look at Zelda monsters from the 1st game to the latest, and notice that each of them are radically different from one another in terms of logic and kill strategy. In fact, check out the boss monsters and you will notice the player is required to devise unique strategy for each of them in order to win.
Most (almost all) PC RPGs use a cookie-cutter approach to populating the game with critters. (Diablo, Dungeon Seige, etc. etc.)
The Zelda designers have been extremely successful at selling thier games because they stay true to the core design features.
- Each monster is unique in term of kill strategy and movement etc.
- The gameworld is provides the player with lots of rewards for exploration.
- Give the player plenty to do while minimizing the repetition.
-Oy Vey
"..does it amuse anyone else that the iron boots weigh less in his pack than they do on his feet?)"
:(
Not anymore than the fact that I can carry a bazillion items in said pack and still move swiftly along. I wish more games had a little more 'realism' that way. Not Zelda, it's not that type of game. But other games would benefit if more things were limited. These days, everything, including lives, are essentially unlimited. Games lose something this way. That 'fear' you had of dying, back in the day.
In most new games, I find myself never using the 'cool' stuff till I know I'm near the end of the game. I just have this mindset that everything is scarce, but it isn't.
-- I have fans? Wow.