Good enough for me. I consider Ocarina of Time the best game I've ever played, but I don't want a remake, because the magic could and would get lost in translation. Link may be able to transcend time and come out OK, but that doesn't mean his games would.
I'm not buying this BS that Nintendo thinks it's natural to play Zelda with waggle-stick controls. After playing Zelda for 20 years with a d-pad or analog stick and buttons, I'm not about to want to change it so I can swing at my TV and curse when Link swings left instead of overhand.
@casmith07: lol
1:1 swordplay has always had a high possibility of frustration, because it really lets us know how clumsy and uncoordinated we really are.
I don't personally approve of waggle for attack in zelda, after TP, where after an hour of play my wrist would be sword due to
Walk ten feet
HYAH HYAH HYAH HYAH HYAH
repeat.
This is why not every game needs motion, and should have an option for classic control.
But that won't happen.
i'm sorry, but a DS port of Link to the Past would kickass.
Look how Square did it with Chrono Trigger and just follow that. Port the original game and add a few new dungeons and some mp battle game akin to 4 swords.
Edited by Taggart6: I don't always drink beer, but when I do... at 12/02/09 9:52 AM
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@Taggart6: I don't always drink beer, but when I do...: Not yet you can't, but that feature's been heavily rumored for the DS since the DSiWare's inception. I wouldn't be surprised if we saw something from Nintendo at next year's E3 about being able to utilize Wii Virtual Console content on DS, whether it's the same content somehow made playable on DS, or new DS-tailored content made available to those who already purchased corresponding content for Wii
"What's more, game play for the upcoming Wii Zelda title will be different from the traditional dungeon — field — dungeon structure that has dominated Zelda titles in the past."
I don't see why everyone was so butthurt over Twilight Princess. It was a great experience that added a lot of great new elements to the series. Examples being: the second dimension thing where the enemies rip through the sky and drop into your world, Link turning into a wolf, Midna, etc. The progression was pretty similar to Ocarina of Time, but is that honestly a bad thing? People clamor for a Zelda as good as Ocarina of Time, but when Nintendo delivers an experience similar to OoT, while still adding fresh elements and gameplay devices, everyone cries foul because it's too similar. People just don't know what the hell they actually want.
I'm pretty sure Nintendo should just turn Zelda into a 2D platformer and give Link a plunger instead of a sword. That would truly be a unique Zelda experience...
@Gyaruson: Twilight Princess was by far the most conservative Zelda game to have ever been released. There's a difference between "similar" to OoT and being a downright carbon copy. Imitating an 11-year-old game down to a tee is NOT a good thing by any stretch of the imagination.
The Wind Waker is the only Zelda game I've thoroughly enjoyed, and that's mostly due to the fact that it tried new things and took risks (and succeeded largely at said risks). I really appreciate that in a game. If I wanted to play a game "similar" (read: carbon copy) to OoT I would just play OoT.
@RockyRan: Welcome to real life, nothing can be genre-defining/breaking all the time. Wind Waker took risks why? Cause it had different art direction and you spent a long time in the middle of nowhere?
@ColombianBan: Who said "all the time"? I just want basic evolution of a series. Twilight Princess was a step back in nearly every way.
Wind Waker focused a lot more on an open world and gave emphasis on exploration. Exploring each island and getting them drawn on the map was a sub-game in and of itself. Side quests were plentiful, and even if the reward was the same old rupees/hearts, the game largely avoided being a collect-a-thon because the mini-dungeons and quests themselves were so much fun that the reward was really not the reason why you were doing them. Add to that the seamless overworld (which is still rather impressive to this day) and the original sailing mechanics (which are WAY better and less annoying than people give it credit for) and it's truly a game that's different in its own right and nails the execution.
Everyone seems to forget this, but the Legend of Zelda series was originally created as an open-world game with heavy emphasis on exploration (it was basically The Elder Scrolls for the NES), and The Wind Waker was enormously successful in that respect. It struck the perfect balance between guided narrative and open world, and it has so far been the only Zelda game to date do this. Twilight Princess has virtually no exploration and the mini-dungeons/side quests were of significantly less quality. Its narrative was weak and poorly made in the second half of the game and the majority of the dungeons were trite and uninspired. It forced the gameplay to be a linear affair and even failed to make THAT good.
Trust me when I say Wind Waker is enormously superior to Twilight Princess. The latter is a tired retread of an 11 year old game, while the former takes the best of both Zelda gameplay schemes and blends them into a perfect hybrid, which hadn't been done before and hasn't been done again since.
@Gyaruson: You are completely correct. Ironically, these same people will praise Halo 3, Modern Warfare, or "new" franchises that add almost no innovation at all. Don't get me wrong, I love those games too. But they really just stick to a formula and provide almost no innovation, while every Zelda and Mario game changes at least a bit, and often contains pardigm-shifting concepts.
@RockyRan: ... cause it... you... it... well, can't argue with THAT, but just because it speaks of a bleak future for the previous world that doesn't make it GROUND breaking, it makes it interesting, that's about it. I like the way Wind Waker is setup, and I like the context, but I totally dislike the way it handled the story.
On the OTHER hand, I do believe TP is better, just because when it comes the time to replay I usually go for TP, I've only replayed Wind Waker once, and I haven't touched OOT in years... the changes are just too big to go back.
@Jonn: Sarcasm aside, you are entitled to your opinion, and everyone else is too, and if you think WW is superior, awesome. I, for one, don't like replaying it, I dunno, maybe it's the slow beggining, maybe it's the ammount of time you spend doing nothing in the middle of the ocean...
For me Wind Waker is a lot like playing Braid, once you pass it completely, along with all the stuff, there's really no reason to go back, unless you want to show how cool it is to someone else.
I can understand his reasoning on not making re-makes. As much as I am looking forward to Pokemon Soul Silver, I know part of me is going to be pining for a game boy color screen as I play through it.
hmmm, I'm playing the God of War collection and it hasn't destroyed memories or attachment to the original game. If anything, it enhances them. I get a chance to play it in HD glory at 60 frames per second locked as opposed to standard def and a inconsistent framerate.
This kind of Nintendo logic sounds cute when you first read it. But it's awfully limited thinking in the greater scheme of things and it's not consistent. If Nintendo felt this way then why remake Mario 64 on DS? Why re-release/remake Metroid Prime 1 and 2? Why remake Metroid on Gameboy Advanced?
Nintendo SHOULD remake OoT. Give 60 fps, better textures instead of the muddy shit that was all over the 64 version, better sound quality and better controls considering the 64 controller wasn't always best for adventure games. A Zelda OoT remake for Wii HD (we all know it's coming regardless of what Reggie says. Nintendo doesn't have a choice) would be mint and would probably be the equivalent of God of War collection on PS3. I'd even settle for a DS port with creative use of the touch screen. I'd buy another DS to play that.
@Striderhayasa - Can we get some damn m/kb support?!:
dont mistake Re-release with Remakes.
god of war collection isnt a remake ... is just all the GoW in a different packages. They just put the 720p support and thropies you cant call that a remake. you comment that you are playing 60 frames per second . the human eye con only see as far as 30 frames per second.
Aonuma here is talking about remaking all the game, thats in a case, different controls, different graphics, new things. That would change all you remember about ocarina of time and nintendo doenst want that (Well at least Aonuma doesnt want that).
And dont mind me. but Ocarina had great graphics comparing to other games in its time. you cant expect that a 1998 game keeps up with graphics this gen.
@Striderhayasa - Can we get some damn m/kb support?!: Neither Miyamoto nor Reggie made those comments, and Aonuma doesn't speak for all of Nintendo. If he was involved with Mario or Metroid, fine, but he isn't.
And way to use your current standards to judge a game released over a decade ago.
@Striderhayasa - Can we get some damn m/kb support?!: thats like saying the metroid prime trilogy is a remake, it isnt, yes the games are improved, but they have to be to be thrown onto a current gen console and not look completely like HD crap, they may be updated but they arent remade
@Ryuuenjin: @TRT-X: "God of War Collection, in HD, with better textures, 60 frames per second locked, trophy support and on one blu ray disc, is NOT a simple re-release." ]
"If Nintendo felt this way then why remake Mario 64 on DS? Why re-release/remake Metroid Prime 1 and 2? Why remake Metroid on Gameboy Advanced?"
Metroid Prime and Prime 2 have a control scheme that makes it impossible to go back and play the original games after experiencing the new schemes. A re-release would be a straight port. These are not straight ports. A remake? probably not, but a re-release? hellz to the no. FFVII on PSN is a re-release. Armored Core III on PSN is a re-release. You can still go back and play the original games and get the exact same experience.
Metroid Prime and PRime 2 are NOT the same games because the control schemes are totally revamped. You can't go back to the original games and get the same game play experience. It's fact.
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@pressstart: you can't be serious. we use current standards to judge older games all the time. Reviewers do it all the time. How many times have conversations come up right here asking which old school game still stands up to today's standards? Come again?
Assuming you're talking about the Wii HD comment... you must have missed the bit where Reggie went on record and said there is "no Wii HD" and yet there was a report released today that says that Nintendo is scaling back Wii production. This comes after they just had a strong sales surge for the Wii after the price cut. Why scale back production if new hardware isn't coming out and you're still the number one seller of consoles in the world?
Edited by Striderhayasa - Can we get some damn m/kb support?! at 12/02/09 7:54 AM
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@GospReaper: you are flat out wrong. If you're trying to tell me that you can't tell the difference between 60fps smooth versus 60fps croppy or 30-24 fps then that's a personal problem. there are a legion of PC gamers that would like to have a word with you.
You wouldn't happen to be an Art Institute student would you?
@Fluorine: Haha, my bad, I guess it was a little spoilerful.
But c'mon, the game came out over 3 years ago; anyone who is going to play Twilight Princess already owns a Wii and has finished the game.
@nworobes: Almost finished! (I leant it to a friend in a moment of weakness while I was busy with Galaxy, and he hasn't returned it yet...) I've played it 'almost' through about 3 times haha
Make the entire world the "dungeon". Think Metroid. That is my prediction/hope.
EDIT: For instance, say there are 20 triforce shards you have to find. The ancient sages have scattered useful items and weapons around the landscape that you must find and use to get further in the game.
Pegasus boots allow you to double-jump to reach higher ledges. Ice arrows let you freeze lava to make platforms. Hookshot lets you grapple to things and swing across gaps. Etc, etc. Each item you obtain allows you to delve deeper into the open-ended world.
Basically make it into a Metroid game. Zelda: Other Z.
@fELIXADER: Metroid and Zelda games differ in more than just basic themes. As is mentioned in the article, they are trying to get away from the field-dungeon-field routine of other Zelda games. What's a Zelda game without that? A Metroid game. Hence my comment.
And WhiteMage, I have never read a half-way decent comment by you. Just thought I'd mention that.
@dowingba: Hm when you say make the world the dungeon then i have in mind that you want to dissmiss the far and wide world that always had been part of the zelda games.
And althougth those area have recently been a bit TOO empty for my taste they are nothing i want to get rid of, you know.
@fELIXADER: I think you misunderstand me. I'm saying make the whole game the overworld. But with more elaborate caves and areas to explore, essentially making it a seamless mix of dungeon and field.
"For example, in the upcoming Legend of Zelda on the Wii, the game features 1-to-1 controls. Players can swing the Wii Remote, and directly control Link's sword play in-game."
Why is this the first time I have heard this? O_o
I seem to recall mention of something to the effect of 'exploring the possibilities of Motion Plus', but never an outright confirmation, and also confirmation that it was used for sword control (which, yes, I realize should be obvious). In any case, that and the new game structure that doesn't revolve around field-dungeon-field have me pretty excited. E3 can't come soon enough.
Zelda games are the type of games where they feel right at home in their current state. That's probably due in part that all the games have followed a formula. You're basically playing the same game, but with add material, mechanics, and most importantly new experiences.
I don't want time and money to be wasted on converting an old Zelda game into a modern day game. I want another story of fantasy and adventure, not the same one I've played a dozen or so times from years of experience.
Now, the new formula aspect is really interesting. I'd rather experience that than play Ocarina of Wii.
Wow. How... level headed and not expressly profit-minded of Aonuma. I'm glad they won't remake those games and instead focus on, you know, NEW games. Heaven forbid.
The next Wii Zelda could, quite honestly, blow everyone the fuck away. It may even be the OoT for motion controls and for the MotionPlus. Maybe. Nintendo could certainly screw it up as well.
@MrBounce: Actually, thinking on it a little more, what the next Zelda is in danger of is not being innovative enough. The game had better improve on the haphazard swordplay that was in Twilight Princess; if the MotionPlus doesn't help, people will see the game as old news, but probably worse off, they'll consider the MotionPlus to be technologically incapable of it's expectations.
@vid3oman64: It seems more likely to me that Nintendo has decided remakes would make the brand less profitable in the long run.
It's unclear whether an OoT remake would generate more profit than a 'new' Zelda game; odds are anyone interested in playing an OoT remake is also about as interested in a new game, since the Zelda brand tends to be pretty consistent in quality.
They may also want to avoid flooding the market with Zelda titles (for instance, by making both a remake and a new one) because it would reduce the impact of a single game's big release.
@vid3oman64: I don't own a Wii (yet), I just camp out at a friends house for whole weekends at a time to play, but the difference between swordplay with MotionPlus and without is night and day in my opinion. MotionPlus makes even the basic Wii Sports Resort swordplay mini game extra fun.
What might be the bigger concern is moving away from the dungeon - field - dungeon format, it's more of a gamble than previous Zelda's that could off-put fans of the series.
@PoweredByHentai: I have to admit I liked Twilight Princess a lot, but I do agree the controls made the whole experience less enjoyable sometimes. I'm hoping they fully utilize the improvements made with MotionPlus for the game.
@MrBounce: A few comments above, WhiteMage says the very same thing. I think that a change in that format wouldn't happen because they tried to change it for Majora's Mask, and it wasn't well received.
Some things about the MotionPlus do worry me. It does have to be recalibrated every so often. While this may not nessecarily be a big problem, if it gets out of whack in a battle, the player would have to stop playing to get it back on track, totally killing the experience. Probably more importantly is whether the MotionPlus really can keep up 1-to-1 tracking throughout what would be a fast-paced action game like Zelda. I recall seeing some video that was a tech demo for the MotionPlus (linked here on Kotaku, IIRC) that showed that the MotionPlus really just showed that it could detect larger motions than the Wiimote, but only those motions. For example, the MP detected slashes at what would be 'head-level', 'torso-level' and 'feet-level', but what about in-between? If it is restricting me to those three options, that's not 1-to-1 as everyone thinks of 1-to-1, and doesn't even require motion controls. The same high-middle-low sequence has been done in fighters for decades, and they were done with buttons.
I know Nintendo could, and probably has, figured out a way to get true 1-to-1 the way everyone thinks of it. But if not, well, the game will be far less impressive.
@MrBounce: With my recent experience from playing the kendo game with the Motion Plus on Sports Resort, I've had to seriously scale back on my expectations of the Wii. Granted, the MotionPlus is a bit more responsive but it still doesn't register a good number of my sword slashes so I have to wonder if it's a technical limit on the console itself or not.
As if almost every Zelda game hasn't effectively been a remake with a new theme and coat of paint in the first place. Majora's Mask was the closest thing to a departure they've had, structurally.
@Yentz: Yeah, I heard that Twilight Princess was much better on the GC. Thing is, I was playing Twilight Princess on my friend's console in the dorm. We had a dorm room set up specifically for LAN and console-gaming so that ended up with 4 people sleeping in the leftover double room.
Anyway, my gripe with Twilight Princess wasn't so much about the story. The sword controls were so-so and shield bashes don't always work when you're trying to do multiple actions consecutively (bash, stab, bash, slash). I think Nintendo could have made the experience better if they actually invested in better parts for the Wii.
The MotionPlus isn't a world-changing improvement. It added angle detection and moment detection but the system is still severely gimped by the crap parts on the Wii console itself. At least that's how I see it. I mean, come on, when the damn thing doesn't even register your sword slashes/strikes in the kendo game on Sports Resort, you know that there's something fundamentally wrong with the system.
@vid3oman64: That is just about the worst phrase in existence, actually.
Look, if Zelda is so "not broke" it doesn't need to be "fixed", then it didn't really need all those sequels either, did it?
There are characteristics that are relevant to Zelda's identity that can be expanded upon without completely giving up what the series is in fact good at. If you're not capitalizing on those opportunities at all then you're not really doing anything worthwhile. The key thing is actually being able to distinguish between the aspects of the series that are healthy and the aspects that are just tradition for tradition's sake at the expense of growth.
@PoweredByHentai: The motionplus is fine, it tracks motions 1:1, as can be seen on any game in WSR that you hold something. The limitations are in the game programming, it has been programmed in a certain way to stop you doing all these things you mention. What you've got to remember is Wii Sports is a broad audience title which means it has been stripped of any complexity and has the bare bones needed to replicate a sword fight. Kendo specialists aren't the target of the game, everyone is - including those who barely play video games.
To restore some faith in the motionplus's abilities you only need to take a look at the more recent Red Steel developer videos which show examples of strong swings and indeed thrusting. Another note is regarding the calibration. It rarely happens and I think Nintendo mention it constantly in WSR to cover their backs, but in fact the remote can recalibrate itself when needs be whenever it catches a glimpse of the sensor bar, and does so in WSR I believe.
@saintdestroy: I'm not saying I support 'if it ain't broke', but when it comes to expensive, long to produce games, it's understandable. And, repeated actions in a series makes that series more intertwined and makes it more noticeable and stronger and makes any fans of the series more devoted.
@Xaif: That video, more than anything else, made me think that what I said earlier is accurate. Even Red Steel 2 only detects particular ranges of motions, which isn't 'true 1-to-1'. The programmers are making the games in this way almost certainly because the restricted technology of the MP makes them.
Also, the calibration for the MP doesn't use the sensor bar. Calibration requires the player set the Wiimote (with MP) on a flat, horizontal surface for a few seconds. Why exactly, I don't know, but I'm sure it's to give the gyroscope a chance to 'catch up' or even slow down. A few seconds is a lot in a game.
@vid3oman64: I think it's more the fact it's a video game than limitations of the hardware TBH. You're not actually hitting anything in real life, while you are on-screen, it's impossible to have the 1:1 you're talking about - when you clash swords with an opponent, you're arm's going to keep on moving and be out of sync with the on-screen action, of course they have to put some limitations in place.
Regarding the calibration, I thought you were talking about setting your point of reference as you do at the start of every game in WSR. I see, you're talking about the initial setup calibration, well from experience I can say I've been forced to recalibrate at most twice since getting M+, it's not a huge issue in the grand scheme of things, despite the fact it is a flaw.
@Xaif: Oh, that's right, initializing the pointer. That is important also, but would only require a button press when in the right position. That could still be exploited, though.
Well, Sports Resort would be less intense and shorter than a Zelda game, so the calibration may come into play more often. It also may not, it may be able to recalibrate itself on the fly somehow, or, and I dare to say it, maybe Nintendo could think of a way to work the calibration into the game legitimately?
@Xaif: The video itself demonstrates that it wasn't a true 1:1 motion. For example, the demonstrator waggled from the 5 o'clock position to the 11 o'clock position (see the 29 second mark) and it registered a diagonal slash that went from the 4 o'clock position to the 10 o'clock position.
I do agree that a good portion of the MotionPlus's programming requires excellent programming to make use of its functions but you have to remember that Nintendo used a Kendo master in its commercial/demo for the MotionPlus. I watched that video and it was the primary reason why I wanted to try out the MotionPlus.
@vid3oman64: I think Nintendo could calibrate the MotionPlus without forcing a calibration screen on the player. I mean, Halo 1 did a good job with that so I don't see why Nintendo can't do the same.
@vid3oman64: So, you know that when you begin the Halo 1 campaign, you (the Master Chief) had just woken up from cold sleep and had to go through this directional sensor check, right? That's what I mean.
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In any case, I did not enjoy Ocarina of Time anywhere near as much as I did A Link to the Past.
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It's guaranteed cash in your pocket.
12/02/09
I'm not buying this BS that Nintendo thinks it's natural to play Zelda with waggle-stick controls. After playing Zelda for 20 years with a d-pad or analog stick and buttons, I'm not about to want to change it so I can swing at my TV and curse when Link swings left instead of overhand.
12/02/09
1:1 swordplay has always had a high possibility of frustration, because it really lets us know how clumsy and uncoordinated we really are.
I don't personally approve of waggle for attack in zelda, after TP, where after an hour of play my wrist would be sword due to
Walk ten feet
HYAH HYAH HYAH HYAH HYAH
repeat.
This is why not every game needs motion, and should have an option for classic control.
But that won't happen.
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Would be better portable.
I'd buy a set.
I won't buy them on the wiishop channel.
12/02/09
Look how Square did it with Chrono Trigger and just follow that. Port the original game and add a few new dungeons and some mp battle game akin to 4 swords.
It would print Rupees!
12/02/09
Or, assuming you own any DS but a DSi, you could buy the GBA rerelease of ALttP.
12/02/09
@Slagathorian:
@casmith07:
You know what, I completely forgot about that even though I have a copy and beat it. Hahaha.
Well then I see no reason why they can't re-release the entire NES and Gameboy pack for the DS. It's proven awesome before so why not again?
12/02/09
You don't see a reason?
The reason is simple: the Virtual Console.
Legend of Zelda, Adventure of Link, and A Link to the Past are already available for download on the Wii.
Besides, I've never felt that the Zelda series works really well in compilation form.
12/02/09
It also seems like a decent idea to focus it on portable units since virtual console copies have to compete with PC emulators.
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01:50 AM
10:16 AM
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12/02/09
I don't see why everyone was so butthurt over Twilight Princess. It was a great experience that added a lot of great new elements to the series. Examples being: the second dimension thing where the enemies rip through the sky and drop into your world, Link turning into a wolf, Midna, etc. The progression was pretty similar to Ocarina of Time, but is that honestly a bad thing? People clamor for a Zelda as good as Ocarina of Time, but when Nintendo delivers an experience similar to OoT, while still adding fresh elements and gameplay devices, everyone cries foul because it's too similar. People just don't know what the hell they actually want.
I'm pretty sure Nintendo should just turn Zelda into a 2D platformer and give Link a plunger instead of a sword. That would truly be a unique Zelda experience...
12/02/09
The Wind Waker is the only Zelda game I've thoroughly enjoyed, and that's mostly due to the fact that it tried new things and took risks (and succeeded largely at said risks). I really appreciate that in a game. If I wanted to play a game "similar" (read: carbon copy) to OoT I would just play OoT.
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Wind Waker focused a lot more on an open world and gave emphasis on exploration. Exploring each island and getting them drawn on the map was a sub-game in and of itself. Side quests were plentiful, and even if the reward was the same old rupees/hearts, the game largely avoided being a collect-a-thon because the mini-dungeons and quests themselves were so much fun that the reward was really not the reason why you were doing them. Add to that the seamless overworld (which is still rather impressive to this day) and the original sailing mechanics (which are WAY better and less annoying than people give it credit for) and it's truly a game that's different in its own right and nails the execution.
Everyone seems to forget this, but the Legend of Zelda series was originally created as an open-world game with heavy emphasis on exploration (it was basically The Elder Scrolls for the NES), and The Wind Waker was enormously successful in that respect. It struck the perfect balance between guided narrative and open world, and it has so far been the only Zelda game to date do this. Twilight Princess has virtually no exploration and the mini-dungeons/side quests were of significantly less quality. Its narrative was weak and poorly made in the second half of the game and the majority of the dungeons were trite and uninspired. It forced the gameplay to be a linear affair and even failed to make THAT good.
Trust me when I say Wind Waker is enormously superior to Twilight Princess. The latter is a tired retread of an 11 year old game, while the former takes the best of both Zelda gameplay schemes and blends them into a perfect hybrid, which hadn't been done before and hasn't been done again since.
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"Trust me when I say Wind Waker is enormously superior to Twilight Princess."
Well that's an elitist statement if I've ever heard one...
I've played both from start to finish. I can formulate my own opinions, kthnxbye.
12/02/09
08:55 AM
On the OTHER hand, I do believe TP is better, just because when it comes the time to replay I usually go for TP, I've only replayed Wind Waker once, and I haven't touched OOT in years... the changes are just too big to go back.
@Jonn: Sarcasm aside, you are entitled to your opinion, and everyone else is too, and if you think WW is superior, awesome. I, for one, don't like replaying it, I dunno, maybe it's the slow beggining, maybe it's the ammount of time you spend doing nothing in the middle of the ocean...
For me Wind Waker is a lot like playing Braid, once you pass it completely, along with all the stuff, there's really no reason to go back, unless you want to show how cool it is to someone else.
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Pokemon games asside, not that a 2d, pixel based rpg cost them a ton of money to remake.
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This kind of Nintendo logic sounds cute when you first read it. But it's awfully limited thinking in the greater scheme of things and it's not consistent. If Nintendo felt this way then why remake Mario 64 on DS? Why re-release/remake Metroid Prime 1 and 2? Why remake Metroid on Gameboy Advanced?
Nintendo SHOULD remake OoT. Give 60 fps, better textures instead of the muddy shit that was all over the 64 version, better sound quality and better controls considering the 64 controller wasn't always best for adventure games. A Zelda OoT remake for Wii HD (we all know it's coming regardless of what Reggie says. Nintendo doesn't have a choice) would be mint and would probably be the equivalent of God of War collection on PS3. I'd even settle for a DS port with creative use of the touch screen. I'd buy another DS to play that.
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God of War Collection, in HD, with better textures, 60 frames per second locked, trophy support and on one blu ray disc, is NOT a simple re-release.
12/02/09
dont mistake Re-release with Remakes.
god of war collection isnt a remake ... is just all the GoW in a different packages. They just put the 720p support and thropies you cant call that a remake. you comment that you are playing 60 frames per second . the human eye con only see as far as 30 frames per second.
Aonuma here is talking about remaking all the game, thats in a case, different controls, different graphics, new things. That would change all you remember about ocarina of time and nintendo doenst want that (Well at least Aonuma doesnt want that).
And dont mind me. but Ocarina had great graphics comparing to other games in its time. you cant expect that a 1998 game keeps up with graphics this gen.
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And way to use your current standards to judge a game released over a decade ago.
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"If Nintendo felt this way then why remake Mario 64 on DS? Why re-release/remake Metroid Prime 1 and 2? Why remake Metroid on Gameboy Advanced?"
Metroid Prime and Prime 2 have a control scheme that makes it impossible to go back and play the original games after experiencing the new schemes. A re-release would be a straight port. These are not straight ports. A remake? probably not, but a re-release? hellz to the no. FFVII on PSN is a re-release. Armored Core III on PSN is a re-release. You can still go back and play the original games and get the exact same experience.
Metroid Prime and PRime 2 are NOT the same games because the control schemes are totally revamped. You can't go back to the original games and get the same game play experience. It's fact.
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Assuming you're talking about the Wii HD comment... you must have missed the bit where Reggie went on record and said there is "no Wii HD" and yet there was a report released today that says that Nintendo is scaling back Wii production. This comes after they just had a strong sales surge for the Wii after the price cut. Why scale back production if new hardware isn't coming out and you're still the number one seller of consoles in the world?
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You wouldn't happen to be an Art Institute student would you?
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But c'mon, the game came out over 3 years ago; anyone who is going to play Twilight Princess already owns a Wii and has finished the game.
03:26 AM
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EDIT: For instance, say there are 20 triforce shards you have to find. The ancient sages have scattered useful items and weapons around the landscape that you must find and use to get further in the game.
Pegasus boots allow you to double-jump to reach higher ledges. Ice arrows let you freeze lava to make platforms. Hookshot lets you grapple to things and swing across gaps. Etc, etc. Each item you obtain allows you to delve deeper into the open-ended world.
Basically make it into a Metroid game. Zelda: Other Z.
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Even the themes like ice. fire, water etc. are the same.
Besides that i WANT my Zelda to be scattered around a fantasy world.
If i want to play a Metroid like game i...uh.... play Metroid. ^^
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And WhiteMage, I have never read a half-way decent comment by you. Just thought I'd mention that.
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And althougth those area have recently been a bit TOO empty for my taste they are nothing i want to get rid of, you know.
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Why is this the first time I have heard this? O_o
I seem to recall mention of something to the effect of 'exploring the possibilities of Motion Plus', but never an outright confirmation, and also confirmation that it was used for sword control (which, yes, I realize should be obvious). In any case, that and the new game structure that doesn't revolve around field-dungeon-field have me pretty excited. E3 can't come soon enough.
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Zelda games are the type of games where they feel right at home in their current state. That's probably due in part that all the games have followed a formula. You're basically playing the same game, but with add material, mechanics, and most importantly new experiences.
I don't want time and money to be wasted on converting an old Zelda game into a modern day game. I want another story of fantasy and adventure, not the same one I've played a dozen or so times from years of experience.
Now, the new formula aspect is really interesting. I'd rather experience that than play Ocarina of Wii.
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The next Wii Zelda could, quite honestly, blow everyone the fuck away. It may even be the OoT for motion controls and for the MotionPlus. Maybe. Nintendo could certainly screw it up as well.
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It's unclear whether an OoT remake would generate more profit than a 'new' Zelda game; odds are anyone interested in playing an OoT remake is also about as interested in a new game, since the Zelda brand tends to be pretty consistent in quality.
They may also want to avoid flooding the market with Zelda titles (for instance, by making both a remake and a new one) because it would reduce the impact of a single game's big release.
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Trauma Center for the Wii, however, was very good.
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What might be the bigger concern is moving away from the dungeon - field - dungeon format, it's more of a gamble than previous Zelda's that could off-put fans of the series.
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Some things about the MotionPlus do worry me. It does have to be recalibrated every so often. While this may not nessecarily be a big problem, if it gets out of whack in a battle, the player would have to stop playing to get it back on track, totally killing the experience. Probably more importantly is whether the MotionPlus really can keep up 1-to-1 tracking throughout what would be a fast-paced action game like Zelda. I recall seeing some video that was a tech demo for the MotionPlus (linked here on Kotaku, IIRC) that showed that the MotionPlus really just showed that it could detect larger motions than the Wiimote, but only those motions. For example, the MP detected slashes at what would be 'head-level', 'torso-level' and 'feet-level', but what about in-between? If it is restricting me to those three options, that's not 1-to-1 as everyone thinks of 1-to-1, and doesn't even require motion controls. The same high-middle-low sequence has been done in fighters for decades, and they were done with buttons.
I know Nintendo could, and probably has, figured out a way to get true 1-to-1 the way everyone thinks of it. But if not, well, the game will be far less impressive.
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As if almost every Zelda game hasn't effectively been a remake with a new theme and coat of paint in the first place. Majora's Mask was the closest thing to a departure they've had, structurally.
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I loved Twilight Princess almost as much as OOT, but of course... I own it for Gamecube, and never had to deal with the sword controls.
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Anyway, my gripe with Twilight Princess wasn't so much about the story. The sword controls were so-so and shield bashes don't always work when you're trying to do multiple actions consecutively (bash, stab, bash, slash). I think Nintendo could have made the experience better if they actually invested in better parts for the Wii.
The MotionPlus isn't a world-changing improvement. It added angle detection and moment detection but the system is still severely gimped by the crap parts on the Wii console itself. At least that's how I see it. I mean, come on, when the damn thing doesn't even register your sword slashes/strikes in the kendo game on Sports Resort, you know that there's something fundamentally wrong with the system.
12/02/09
Look, if Zelda is so "not broke" it doesn't need to be "fixed", then it didn't really need all those sequels either, did it?
There are characteristics that are relevant to Zelda's identity that can be expanded upon without completely giving up what the series is in fact good at. If you're not capitalizing on those opportunities at all then you're not really doing anything worthwhile. The key thing is actually being able to distinguish between the aspects of the series that are healthy and the aspects that are just tradition for tradition's sake at the expense of growth.
12/02/09
To restore some faith in the motionplus's abilities you only need to take a look at the more recent Red Steel developer videos which show examples of strong swings and indeed thrusting. Another note is regarding the calibration. It rarely happens and I think Nintendo mention it constantly in WSR to cover their backs, but in fact the remote can recalibrate itself when needs be whenever it catches a glimpse of the sensor bar, and does so in WSR I believe.
Check out this video:
[www.youtube.com]
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Also, the calibration for the MP doesn't use the sensor bar. Calibration requires the player set the Wiimote (with MP) on a flat, horizontal surface for a few seconds. Why exactly, I don't know, but I'm sure it's to give the gyroscope a chance to 'catch up' or even slow down. A few seconds is a lot in a game.
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Regarding the calibration, I thought you were talking about setting your point of reference as you do at the start of every game in WSR. I see, you're talking about the initial setup calibration, well from experience I can say I've been forced to recalibrate at most twice since getting M+, it's not a huge issue in the grand scheme of things, despite the fact it is a flaw.
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Well, Sports Resort would be less intense and shorter than a Zelda game, so the calibration may come into play more often. It also may not, it may be able to recalibrate itself on the fly somehow, or, and I dare to say it, maybe Nintendo could think of a way to work the calibration into the game legitimately?
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I do agree that a good portion of the MotionPlus's programming requires excellent programming to make use of its functions but you have to remember that Nintendo used a Kendo master in its commercial/demo for the MotionPlus. I watched that video and it was the primary reason why I wanted to try out the MotionPlus.
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