The Reinvention of Zelda
Gamespot reports on a lecture at GDC on Thursday, with commentary from Nintendo's manager of software development Eiji Aonuma. Aonuma went through the very long process involved in bringing Twilight Princess to the American audience. Realistic graphics were chosen for the US playerbase, but many other decisions came about via unorthodox thinking and the intervention of a higher power. "It was around this stage that Aonuma was talking to Nintendo senior managing director Shigeru Miyamoto, who told him something along the lines of, 'It's as though the Revolution (later renamed the Wii) was designed just for Zelda! Why don't you try making a Zelda for the Revolution?' In the end, believes Aonuma, the kind of direct control offered by the Wii Remote was exactly what was needed to breathe life into the game."
I'm left-handed, and I already notice that I have to play Rayman Raving Rabids differently to the way they show you on the screen. I was wondering about Zelda, which I understand has Link being right-handed in this instalment.
Now, this isn't a fanboy "Link should be left-handed!" rant, it's a question about whether a left-handed person can play it at all. Are there any settings for left-handers?
Cheers,
Ian
This is purely the beginning... Zelda TP is very puzzle intense, but once you are above the first 5% you have lots of action.
Um, pretty much all of the Zelda games are linear. Go to this dungeon, get this item & defeat this boss, get direction to the next dungeon to get that item & defeat that boss, wash, rinse, repeat. I don't know what games you've been playing to make you think that they were anything but linear.
I wish my lawn was emo, so it would cut itself.
I see your point about it being linear, but that's not really any big surprise; none of the games in the Zelda series could seriously be considered true RPGs (adventure with a few basic RPG elements mixed in). Look at A Link to the Past-you can't just go fight Agahnim; you've got to find your uncle in the castle sewers, rescue Zelda, take her to the church, travel to three dungeons to get all three Pendants to get the Master Sword, etc. So there hasn't been much of a change in that regard. Don't get me wrong, I love the Zelda games (even Zelda II), and sometimes certain things you're doing in any one of them can get repetitive, to be sure-but one has to be careful not to expect them to be something they're not.
In good speaking, should not the mind of the speaker know the truth of the matter about which he is to speak? - Plato
I hoped to see more complex combat in TP (as in requiring skill, not more token special moves), particularly with the wiimote's potential. Unfortunately, the wiimote's introduction really only means waving it around in time rather than pressing buttons in time, which isn't much better than button mashing. I'm not sure if this is the result of the wiimote/sensor not being accurate enough for real swordplay, or if the developers decided to keep it simple for the lowest common denominator (or maybe it seemed too difficult). Whatever the case, TP is a very good game, but still a little gimmicky and tired.
I bought the Gamecube version of the game and can attest that the game still has plenty of "life" without the Wiimote. This would make sense, considering that the game was originally designed for the Gamecube.
I have enjoyed my time with Twilight Princess so far, I'm just past the "intro" dungeons. (First three) The more I play it, the more it seems like Ocarina of Time with a different story. Perhaps that's not too bad of a thing, that game is fondly remembered for good reason.
My experience with the Wii Remote control system in Zelda is not a very good one. The big problem is the motion detection on the nunchuck attachment. Pushing it forward to do a shield block is an exercise in frustration as it never seems to work. I'll often end up shaking it violently for a few seconds before Link will perform a spin attack. This issue only crops up in Zelda, I never have an issue with motion sensing in Wii Sports.
The only work around I've come across is exploiting line of site with the remote. I discovered the nunchuck is a lot more responsive if you drop the remote down by your side, out of line of sight of the when doing nunchuck movements.
I guess I'm one of the minority that thought Wind Waker's style of graphics and game play was the best thing Zelda has ever seen. I'm fine with alienating teen gamers, they have no taste. :)
“Common sense is not so common.” — Voltaire
Well, in Zelda, Link's Awakening, and Link to the Past, you weren't forced to go through Dungeon 1 before moving on to 2, for instance. In the original, you had access to pretty much the entire map (all 256 "rooms" of it) right from the beginning - and could do a lot of adventuring before even entering the first dungeon.
It's become less and less so as more games have been released. And now in TP, it just feels like you're trapped in room X until you're done there, and can move on to room X+1.
Last post!
Don't throw your controller through the TV - Dodongo hates smoke.