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Next Zelda Title Delayed Again

John Callaham writes "Nintendo's Reggie Fils-Aime has officially confirmed that the long awaited Gamecube title Zelda: Twilight Princess will be released this fall." From the article: "File-Amie also said that the game would be a Gamecube title and that there were still no plans to turn it into a game for Nintendo's next-gen Revolution console." He also took the opportunity to mention that the original DS will be phased out in late autumn, in favour of the DS Lite.

3 of 125 comments (clear)

  1. Re:It will likely work for both by aichpvee · · Score: 4, Interesting

    Even if they don't add Revolution-specific features it's a smart move on Nintendo's part as a lot of people are going to buy Revolution who don't own GameCube. Given that it is one of the "most anticipated games ever" it's a no brainer to release it when there are more people who are able to play it without buying a system that they'll never play another game on.

    Though personally I wouldn't be getting too excited about it unless they've made some serious changes since last time they showed it off. So far it looks like more of the same for the ever more tired 3D Zelda formula. I can't wait till the first Revolution Zelda since Miyamoto has promised that Twilight Princess will be the last Zelda in this mold.

    --
    The Farewell Tour II
  2. Re:Short timeline by tukkayoot · · Score: 4, Interesting

    I think the official explanation is they realized as the game was nearing completion that it played too much like "The Ocarina of Time 2", so they went back to work on it to include some new gameplay to make the experience feel more fresh and original.

  3. Re:I don't really mind... by cgenman · · Score: 4, Interesting

    The vast, vast ocean was to mask loading times.

    Which is a fundamental problem, when it comes right down to it. If you load between islands, that means that each island needs to be far apart that you have a full loading time between them. You also need to have enough time that if the player turns back around, they don't see empty space but rather the island they were just going to. So you need twice a single island load's worth of time between islands. And remember that the island needs to be loaded by the time the player can get a reasonably good look at it, so that's another 1x there...

    Now tripling your island's load times is bad enough, but the game frequently has you traveling halfway across the map to get to somewhere... As such your current island unloads, the next one loads, that one unloads, the one after that loads, etc, etc. For a reasonable jaunt around the map you may be hit with 21x the basic load time.

    And so you have to give the player something to do during all of that time. Unfortunately, this means more random island encounters you must find, more wind to change the direction of, more underwater treasures to dredge up... More junk to do that slows down the travel further.

    I probably would have bit the bullet, shrunk the ocean 80% or so, and added a load pause when the player was within a few feet of the shore. It would have broken immersion, but it would have been a heck of a lot less tedious.