Slashdot Mirror


Does Zelda Need an Overhaul?

CVG has up a piece noting the fact that not much about Zelda games have changed since the move to 3D. Chalk that up to the greatness of Ocarina of Time if you will, but the same mirror moving, fire-arrow switch activating puzzles have been in the last several titles. Is it time for some kind of radical change to the equation? "People generally don't like to accept change. But change doesn't always spell disaster. Final Fantasy introduces a totally new cast, setting and theme with each sequel and continues to please fans. Resident Evil 4 completely revolutionised Capcom's horror series and is now viewed as one of the best games ever made ... We still totally adore Zelda but eventually the appeal will tire and the series risks bombing. Nintendo needs to take the bold step and inject something totally new into Zelda. We're not talking about a couple of new items, or a new location - that's been done. We mean a significant change that affects the whole structure and gameplay."

4 of 286 comments (clear)

  1. Re:Umm no... by Joe+Random · · Score: 4, Interesting

    boo to those who can't live past the "glory" of Zelda: Ocarina of Time.
    Bah. Everyone knows that "A Link to the Past" was the greatest Zelda game. Even though I thoroughly enjoy the 3D Zelda games, I'd love to see what a 3/4 isometric view could look like on modern hardware.
  2. Re:In a word... absolutely by 7Prime · · Score: 4, Interesting

    If you played the game for an hour and a half, then I can totally understand. But... AN HOUR AND A HALF???? The game is about 70+ hours! In dramatic narrative, usually writers suggest that about 1/3rd be exposition. In epic form, such as Zelda... there's usually multipul rising actions, so the exposition should probably be more like the first 1/6th. In a 70 hour game, that's about 12 hours. Zelda: TP moves into the action in about 3.

    In some works, the whole work is meant to have consistantly riviting material. But in other works, the entire work is meant to lead up to a few key, extraordinary moments. Zelda: TP is one of those works. There is a moment about 4 hours in that is truly disturbing, one at about 18 where I wanted to cry. These moments were so incredible that they took hours to lead up to, and when the game is over, all that matters is those specific key points, and they made the game, IMO, the best game I've ever played (and I've played dozens of long-form titles).

    Some games that start out with a BANG are great... like FF7, but probably the best start out quiet and subtle, and build into amazing things, like FF8 or Tales of the Abyss. Zelda falls into that category, in fact... Zelda typically falls into that catagory, it's just that TP is about twice the length of any other zelda, so its exposition NEEDS to be about twice as long to have the correct balance.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  3. Not an overhaul, but improvements by Sciros · · Score: 4, Interesting

    I think that Zelda games are indeed "formulaic," but it's a decent formula that really suffers not so much from repetition as from the fact that everything besides the gameplay gets so little attention. The stories in Zelda are extremely basic and weak, and do little more than tie one dungeon/temple to the next. That's not a big problem, but when you have that AND no voices AND old-school-midi-quality music in a title that was released just recently, it starts to feel like, well, *there can be more to it.*

    Even improving two of those three things would do wonders for Zelda and it's feeling of being an "aging" series. An epic, cd-quality orchestral score for once? That shouldn't bee too much to ask, after all games like Battlefield and Medal of Honor get that privilege, not to even mention the blockbusters like Final Fantasy and Halo.

    Zelda's core gameplay -- making one's way through cleverly designed dungeons -- is STILL its greatest strength! And far from what makes a Zelda game feel like it's "lacking" in something. The reason it feels a bit outdated is that in many OTHER respects it truly IS. While no-one has been able to match Zelda's level design, when it comes to other aspects of gameplay -- combat, NPC interaction, even boss design and horseback riding controls -- Nintendo's greatest really has been outdone. Ninja Gaiden, DMC3, God of War -- these games have put others to shame in terms of combat. Oblivion's NPCs (and even those in games like the new Godfather) are far superior in AI and interactivity to those in Twilight Princess. Boss design -- look to Shadow of the Colossus for a lesson in "epic battles."

    The summary calls for an overhaul of the core gameplay. That I believe is a MISTAKE. It's all the other stuff, which is admittedly *minor* in comparison to the gameplay that sets Zelda apart from everything else, that needs to catch up by about 9 years.

    --
    I like basketball!!1!
  4. Nintendo, read this! by ghkw · · Score: 5, Interesting
    Hi!

    I've created a Slashdot account just to post this comment in a proper way. It really matters to me, because Zelda is one of those games that I grew up with and I've played every single iteration of it.

    It is not true to say that there was not enough innovation going on in Twilight Princess (shape shifting, horse back fighting, cinematics). I like the game a lot. Having said this, Twilight Princess really made want to go back and play the original Legend of Zelda once again. Here are the reasons:

    • Exploratory gameplay: In early Zelda titles (mostly in Legend of Zelda and A Link to the Past), it is left up to the player to decide in which sequence to complete the game. Especially in the Twilight Princess this has been dropped in favour of having a proper storyline. Having a storyline is great, but only if it doesn't imply that "we need to put some big rocks over here, otherwise the player will advance too much". In the original Legend of Zelda, the only thing that kept you from moving around freely in the world (I'm simplifying things a bit), is that fact that you just didn't go to some regions because the enemies were too dangerous over there given your current skills. Current Zelda titles are lacking behing on this. In all titles after A Link to the Past, the map felt just very small. My recommendation: Make the map huge and allow the player to freely explore the world -- only limited by his own skills -- in a non-linear gameplay.
    • Sidequest nonsense: Newer Zelda titles have too many sidequest. In the original Legend of Zelda, I actually cared for finding all heart containers, but with the inflation of fractions of pieces of hearts in current games, it's just a pain. Things get worse when you have to find 100+ spiders or ghosts. It doesn't add to the game and the reward that you get out of these quests is never worth the effort. My recommendation: Integrate sidequest into the storyline and have one single meaningful artifact as reward.
    • Difficulty: Zelda has gotten too easy. Without even going through the pain of getting all bottles, I only died once before completing the game for the first time. Especially the dungeon bosses were too easy. So much for the combat, but it's also true for quests. In current games, you just always know where to place a bomb in a dungeon because it's really obvious from the looks of the wall. Solving riddles has come to the point of just doing the obvious. My recommendation: Make the game harder, both in terms of combat and in terms of riddles. Beating a strong opponent is it's own reward, just as working two hours on finding the correct way to solve a riddle is.
    • Lack of combat: Zelda has been shifting its focus from pure combat to RPG. This is OK. However, especially in recent titles, there is a distinct lack of good combat. This is partly due to the fact that in 3D, it's harder for the player to focus on multiple enemies at the same time. I assume that for this reason you never have to face more than two or three tough opponents at the same time in Twilight Princess (same in earlier 3D titles). My recommendation: Rework the user interface to allow for improved combat against multiple strong enemies; allow the player to use interesting strategies against them.
    • Don't reinvent the wheel: It's true that fans of the Zelda series don't want to see everything changed. So new items are always fine, but not too many. Instead, how about bringing back some items from the previous games: sword throwing, magic wand, rings, etc. Many of these old items or features can be reused in new and interesting ways on the Wii. Think Wii controller + magic wand. My recommendation: Only come up with new items, that are truely new. Reuse existing items (many of which still need to be adapted to 3D gameplay) where possible.

    Thanks for listening (hopefully). :)