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."
The Zelda style of gameplay is what the fans keep coming back for. Perhaps a spinoff from the series would be best suited for this idea.
Twilight Princess was, IMO, the best game in the series, because instead of concentrating souly on new gameplay elements, they actually gave the game a SOUL. In fact sometimes it felt like they transplanted it directly from the Final Fantasy series, which could explain the lack of soul in FF12 (as good as that game was). Every game is evolutionary, and they try expanding on a new area... this one was in story telling and character portrayal, and they get an A+ on this one. Wind Waker tried to experiment with a number of new gameplay elements, and while I applaud them on that, their new efforts were more like a B-.
To me, this sounds like an artical written by a disgruntled gamer who wasn't able to see TP for what it truly was, and while I respect his opinion, its hardly a reason for a call to arms. Does the series need an overhaul? After how good TP was... absolutely not.
TP was an evolutionary step in terms of gameplay, for the series. It added a few new elements (of which it did very well, I might add), but its main concentration layed elsewhere. The gameplay fanatics can probably look forward to Phantom Hourglass and the next Wii Zelda title for a boost in gameplay elements.
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All great games eventually get made into a franchise that milks the brand for all it's worth. Take Madden, Super Mario, or even Zelda for example. Game companies exist to make themselves rich, and those games have a proven formula for success. Why would they tamper with that?
I've been saying this for years! Zelda's formula has gotten old in 3D. Especially the combat. Despite enjoying Twilight Princess a lot (a huge surprise to me) they really need to do a full refresh of the formula.
The Wii controls helped keep the combat feeling fresh, where the GameCube falls flat. But the advancements other games have made in dynamic since the release of Ocarina just leave the series feeling like something of a dinosaur.
With their vast resources (even before DS and Wii started printing money) and huge talent pool I except more from Nintendo. I seem to remember Miyamoto saying that TP would be the last Zelda game "as we know it." So hopefully that's a sign of big things to come.
The Farewell Tour II
To be honest, not much changed even with OoT. It was the same "mirror moving, fire-arrow switch activating" puzzles even in the earlier 2D Zeldas. OoT translated the gameplay so well into 3D that the series continued to be extremely popular.
There shouldn't be any reason to change the style of game Zalda has always been, in fact Zelda-type games have, in a way, become a kind of genre all of it's own. As long as people keep enjoying the gameplay and Nintendo keeps the character's, stories and enviroments fresh it will sell.
Stories are stories, whether interactive or not. Some need to be refreshed over time to maintain value - others become timeless, only increasing in value with the fidelity with which they are told.
The Legend of Zelda series is not completely timeless, but most of it's aspects hold a very high value, even when they are not radically rehashed with each telling. It's a fairy tale where a boy with a sword rescues a princess, with some interesting action, oddness and strategy along the way.
No need to take away any of that when making a new Zelda game - you just have to make sure the core timelessness of the story isn't too overexposed, so that it doesn't become stale. No need to transform it into a guitar-based rock game with pinball elements or anything.
Ryan Fenton
I know another game that's in DIRE need of an overhaul: chess. I mean, it's been played pretty much the same way for like 500 years. Gamers are bound to get tired of it real soon now!
And I don't want them to just add new pieces or change the board from squares to hexagons or anything like that! I mean a significant change that affects the whole structure and gameplay!
I completely disagree. If you add voices it changes the characters.
Take for example Link, he got a new voice actor for Twilight princess. The new guy is mostly known for playing Dearka elsman from Gundam SEED Destiny, the old ne was mostly known for Guy from Gaogaigar. The two characters are complete opposites and I personaly felt Link was diffeent in feel because of his voice more than the way he acted.
Apply this to the entire game but removing Japanese voices to English, it'll completely change the world from the original. So until American companies grasp that we don#t want crappy American voice actors replacing the Japanese voices I, for one, am glad for text only games.
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Bullshit. People seem to approach voice-acting as if it's simply the next step in gaming... as if it is inherently superior, and those who fail to do so are akin to developers who failed to move to creating 16-bit games after the SNES was released.
No. Voice acting is an aesthetic decision, and greatly alters the feel of the game. Some games definitely benefit from voice acting, but others call for a little more abstraction, and thus voice-acting can chip away at their charm, no matter the quality. Zelda definitely falls into that catagory.
Notice that Zelda already has plenty of voice actin. But in this case, "voice acting" isn't about content but expression of emotion. Instead of actually speaking content, the characters make noises that reflect their current state of mind. This splits up the emotion of the voice from the dry content. It is part of Zelda's greater abstraction, which I feel is key to its overall charm. Traditional voice acting would completely distroy that.
IE: Voice acting is an aesthetic decision on the part of the creators. It is not "missing", it was not included because the creators feel (as I feel) that it would partially destroy the games' charm, moving it toward the realm of cinema rather than the animated storybook quality they wish to portray.
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Final Fantasy introduces a totally new cast, setting and theme with each sequel and continues to please fans.
I'm pretty sure that's not a sequel as much as just reusing a trade mark for new games. There have been a couple of sequels notibly, X2 but for the most part each new FF game is just that and Not a sequel.
Sequel - a literary work, movie, etc., that is complete in itself but continues the narrative of a preceding work.
I am having a blast with the game, and yet, I still agree with you.
The beginning of Twilight Princess was slow and boring. The start of a game should be carefully paced to avoid this.
I've played nearly every Zelda game ever made, just not the gameboy ones and that horrid skeleton in our closet on the CD-I. I've saved the eponymous princess countless times. And i can tell you that I do have sympathetic feelings for the writer of this article. This latest Zelda did feel "new" but nothing really TRULY surprised me like when I found out what the blue Ring did in the original Legend of Zelda. The sameness of elements in the game are beginning to not be interesting anymore, and that's truly a shame. But you have to consider the consequences of "updating" Zelda. Could you even call a game part of the series if it doesn't pay tribute to its predecessors? Take out the Master Sword? Get rid of boomerangs and bombs? No more temples/dungeons/labyrinths? Why even have the main protagonist a green clad boy named Link? Make it a high-powered business woman set on mars. There we go. Change for change's sake. What I'm trying to say is that Zelda has basically completely defined a whole genre of action/adventure/puzzle game. How many times have you heard the adjective "Zelda-like?" The game itself defines other games that copy its gameplay mechanics. We can't change that core of the game, that IS the game. If you are tired of exploring dungeons and getting items that give you new abilities, well stop playing this goddamn game then. (Also take a good hard look at all the other games you have to play too) And don't take out that tired line that they don't change the specific settings and elements. Zelda 2: the adventures of Link had nearly nothing in common with the first, and now the things it's introduced have become standard. Majora's Mask changed the way you played the game. And Wind Waker completely changed the setting and introduced new characters and items. So piss off. Leave my game alone. I like knowing that in this world, this game will always have things that are the same. We all enjoy it. And the day we stop enjoying it and get tired of it I sure hope to hell they don't create a new edgier, flashier update called Shadow the Link where Link has a gun and a emo haircut. When we get tired of elements of Zelda, we will be tired of Zelda itself and it will end
I distinctly remember Majora's Mask not actually involving Zelda at all. If he was rescuing anything, it was a whole fucking continent, not one princess.
(Not to mention that in Ocarina of Time, he was also rescuing a whole fucking continent, and the princess.)
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I personally agree, with Twilight Princess, even though Midna talked random nonesense, I found the nonesense made her a much more endearing character than the others where at most you got some random sound. It doesn't mean that Link has to stop being silent or anything, that probably would be a holy cow too much for the fans, although I do somethimes find the whole "blank slate" bit a little annoying as well.
I also sortof agree with the article, recycling the same themes gets annoying, some more variety would be nice (although I haven't played Majora's Mask much, which does seem to be a bit more experimental).
10 PRINT "LOOK AROUND YOU ";
20 GOTO 10
Isn't it time Master Chief's helmet came off? Or Gordon Freeman talked (or we saw his face in-game)?
Either of those would completely change the character, and depending on how pedantic a fan you are, could kill the series for you.
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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.
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Excccuussse me, Princess!
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.
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I understand your points, but I don't agree with them for an adventure game (maybe a dialogue-driven movie, though). I want to be wowed in some way early (and that could be by amazing graphics, a thrilling fight, a great cut-scene, etc...). Then I will put up with an enormous amount of tedium/exposition to get to the rest of the good stuff. Deus Ex is a great example of a game with a relatively complex story that gets you involved right away. Within 5 minutes, I was storming the Statue of Liberty and killing terrorists! Later the game turned the tables, so to speak, but it got me hooked right away.
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Isn't this pretty much what Nintendo attempted w/ The Wind Waker? Not just the graphics--though those did seek to create a new level of emotional expression unseen in the previous games--but also the obsession w/ the sea and expansion of the world? That wasn't a massive overhaul, sure, but everyone cried foul and begged for another Ocarina-style game. Just a few years later, they got it. Make up your minds, critics.
The Legend of Zelda: A Pain in my Ass (Part 1)
The Legend of Zelda: A Pain in my Ass (Part 2)
Follow these steps:
1. Intro Scene - Make sure to contrast the menace and the hero, motivational, showcase some of the graphics
2. Opening Scene - Ambiance, small village, child hero, innocent life.
3. Strange Things - Make sure the motivation is there, encourage exploration
4. Build-up - Make sure the exploration leads to a larger plot, explain main quest.
5. Quest for Critical Items - E.g. Master sword, shield, etc. Include minor versions of dungeons.
6. Start of Main Quest - Once hero is equipped, unleash the main goals
7. Unleash Main Motif - Could be darkness (inverted worlds), modes of transportation, transformations, graphics or console unique engine etc. Make sure that Main motif is an intricate part of the game.
8. Side Quests - Include plenty, make sure that you confuse the player by making him/her pursue items that may or may not have a definite usage to the main quest.
9. Fake End Boss - Build the momentum with a fake sense of victory.
10. Ending - Make it inspirational, but open... after all, this is another instance of the hero overcoming evil.
Ever since 'A Link to the Past' this has been the formula, and the Motif basically changes. The ALTP was reused in Link's awakening to a very good result (to me probably the best of the 2D Zeldas), however, Ocarina of Time introduced a new engine with the 3D Motif, but OOT (3D), MM (Masks) and WW (Art and Mode of transport) are to me the same game (I have yet to play Twilight as I can't find the time to commit to it), but from what I've seen there's the possibility of it being the same as the prior games with the new controls being the motif.
I love this series, but I must say that I'm more excited about Phantom Hourglass than I am about Twilight, just because the portable platform makes them deviate from the formula a bit (portables are played in bursts of time).
I think Zelda can have some good spinoffs, a 'Tactics' game comes to mind. I would also like to see a remake of "The Adventure of Link" in 2D with upgraded graphics (A la New SMB), who knows, maybe even a Paper Zelda version with the Flipping ability.
This is not meant to be critical, I like the formula, but I must say that I don't get as excited as I used to before.
Oh well...
Twilight Princess was great, but isn't it past time to deprecate text-only dialog.
It's harder to screw up a game with text-only dialog than it is to screw up one with voice acting because of the choice of a flat and talentless voice actor or two (or ten). I can think of a few games that I've found seriously hurt by voice acting -- the first Grandia game and Shenmue immediately come to mind.
(Good lord was Shenmue's voice acting terrible. It was like a dry read by tone-deaf people.)
On a related note: Hey, listen!
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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:
Thanks for listening (hopefully). :)
Personally, I hate voice acting in most games ...
Because of the costs associated with voice acting you tend to have very limited dialogue which ends up becoming repetative rapidly, and creates a far more static world. With a text based game you can have every character in the game have several unique things to say at any given time and (as a player finishes objectives) have what they change through out the game. Your development team of (roughly) 6 dialogue writers can quickly fill a town setting with content so that everyone in the town says something funny, interesting or useful towards the game; in most voice acted games every character in the game says the exact same canned saying because no developer has the time, money or storage space to create unique sound clips for every character in game.
Collecting items doesn't make for an RPG, but getting getting experience and gaining levels some people might call an RPG. Not in the same way Final Fantasy is, but in the way that Diablo is.
(Is it just me, or does Zelda II just like the newer Castlevanias?)
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Not always the same princess. Zelda's just a traditional name in the royal family of Hyrule. I make it at least four Zeldas through history. Ocarina Zelda, Twilight Princess Zelda, Link to the Past Zelda (who may or may not be the same Zelda as Sleeping Zelda), and Original Zelda.
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I hate voice acting. It seems to break immersion for me, rather than keeping me in the game. Plus, it takes too long in dialogue-heavy games; much faster to scroll through text. I guess games seem to me like interactive storybooks, not movies. Plus, Zelda's quasi-speech is endearing.
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Talk? Who the hell wants to hear actors talk?
It's slow to start. That's Twilight Princess's biggest flaw.
But the first horseback battle was probably the most intense experience I've ever had playing a video game. There are some absolutely amazing moments in this game.
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