PhillipthaGoober
Smash Journeyman
It does make a very amusing Halo Hack though, Watch this Video on YouTube.
I have that hack. Its fun.
I have that hack. Its fun.
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To tell you the truth the only reason I couldn't stand the water temple was because of bad memories in Banjo Kazooie / Super Mario 64.I actually loved the water temple. I actually thought the Forest Temple was a bit harder. Why does everybody hate on the Water Temple?! Because they're waterphobic or something?!
Well yes, this was the basic concept for the first Zelda, and of course remains throughout the series, but it also tells a tale, enveloping good, evil, and everything between and outside of that conflicting realm, but most importantly - the connections between everyone and everything. The conceptuality behind "the parallel" is a very, very striking element to the series, contrasting Hyrule with Termina, Ganon with Majora, Zelda with Midna, TP with WW, and many, many other instances. Connectivity and objectivity between all in the world of Zelda play extreme roles in the continuity of the series, and its overall interest.See, maybe that sort of thinking excites certain people, but to me, the Zelda setting, characters, and plot have always been simple vehicles for the real meat of any Zelda experience, which is the gameplay. Zelda doesn't need to focus on plot, characters, and setting going forward so much as it needs to inject it's game formula with some new ideas.
You've gotta' remember: the whole franchise was born from Miyamoto trying to communicate his childhood memories of exploring caves to a generation of young kids, not of him trying to tell this legendary tale of Hyrule and It's Peoples.
Hey, I take no offense. I was merely stating what I would see an ideal "future" Zelda game as, regardless of whether or not I would want to ever see it.What Spire III describes above sounds much more like Mass Effect than Zelda to me, which doesn't have to be a bad thing: Mass Effect is an awesome game. But I don't think it suits Zelda. Maybe the Zelda universe, but not the Zelda games. If Nintendo wanted to make a game like that (which is another matter entirely: Nintendo really has never made a long, convoluted RPG, or even a large, convoluted virtual world like Spire III's, and I don't see them doing so anytime soon), I'd really appreciate them leaving the 'Zelda' moniker out of the affair.
Precisely. The reason why so many hale Ocarina of Time as their favorite game is because it left so much to the imagination, and is why countless fan-art, fan-music, fan-fiction, and fan-love all come in response to that game, because it was, and still is our game. They gave you the world of Hyrule in its first ever 3D rendition, and let you play it how you wanted to, regardless of its mostly linear story.My ideal Zelda plot leave most of the experience to the imagination. This is why Link is mute. Ocarina of Time is such a great game for alot of reasons, but one of the bigger, less-acknowledged ones is that everybody experiences it according to their own personality.
I know a number of people play it and see Link getting into all these romantic relationships with (almost) all the female characters he meets in the game (I, personally, think he's always going to be with Saria).
Some players go through it imagining Link as this demon-slaying beast--a man's man who never let his feelings get the better of him.
And my little brother plays the game just to fish and play with the frogs in Zora River.
I honestly feel so much closer with the heavyset, mustached carpenters running amok in Kakariko in OoT than I do with 99% of the characters from Twilight Princess. And the reason? Because Link did not show his emotions in OoT; because WE were Link and WE chose who we cared for. In TP, we're more so just a helping hand to the already written character "Link" who has his own feelings. It's quite contradicting when Link is mute, but shows emotion towards specific others. It invites you to embrace Link and become him, but it keeps you in the doorway, only able to view the inside of the house rather than actually step in and do with it what you want.Now, look at a more recent game, like Twilight Princess. Is there really any doubt about how Link feels about his experiences throughout the course of the game? He's got a soft-spot for Ilia, he feels protective of Colin, and he's got something going on with Midna. All the characters he meets, he feels a certain way about.
And I don't like it. I didn't like Ilia--at all. I thought Colin was a nancy-boy who should act more like Talo. And I thought Midna was a cocky little munchkin who somehow got all dignified and weird at the end of the game.
There' a very, very fine line that Nintendo should walk when they make these games concerning the fourth wall. The key is that Link the Character shouldn't be making friends and getting involved with people, rather, You the Player, navigating Hyrule in the guise of Link the Character, should be the one calling the shots, fighting the battles, discovering the secrets, and saving the day.
So for one thing: keep Link mute.
Completely agree with everything above. I have stated my opinions before about what you have said, and I feel that it is a very necessary addition to the series. Zelda has always teased me with adding land that I would die to explore, but am not allowed to. In TP, if you stand atop the perched tower on the tallest cliff, you can see canyons and mesas for miles, but not only are we given none of that to explore, but the Death Mountain trail is void of interest entirely. I wanted to explore so much more of the Snowpeak and Desert Provinces, but I was very, very limited, and that bothered me.Three thing: Give the player alot more stuff to do without the aid of cutscenes and plot points. In other words, sidequests. Let me climb the vast mountain range of Hyrule, searching every nook and cranny, crevice and canyon for long-forgotten treasures and strange finds. Let me save up my rupees and buy a boat, to sail the endless oceans in search of adventure (even if said adventure boils down to nothing more than "defeat these monsters to get some rupees or items"), and even, if I so choose, find the Master Sword, defeat Ganon, and save Zelda.
And another thing--give us items we'll use more than once during the freakin' game. Sure, the Spinner was a neat item, but outside of the Arbiter' Grounds, it was only useful for getting to like, two or three chests, and then once more to climb a staircase in Ganon' s Castle.
Also, the player needs better rewards for searching every nook and cranny of Hyrule. I got quite tired after a while in the last two console Zeldas of slogging my way through some monster-infested cave I bombed open just to be rewarded with--GASP!--50 rupees. It wasn't so bad in WW, since there were always those huge Tingle Debts looming over you (not to mention your 5,000 rupee wallet), but TP really angered me sometimes by not letting me even take the sh*t I worked so hard to get with me: "You found 5 rupees! Sweet! But--oh, wait, you can't possibly fit the thing in your wallet, so let's just put it back where we found it."
Remember Purlo from the STAR game in Hyrule Castle Town in TP? He's basically Tingle entirely - witty, "poetic", and really wants to rob you of your rupees, and to refresh you of his appearance, wears similar green clothing with a pointed hood, and carries a blue clock. Tingle in a nutshell.And bring back Tingle.
Lordy, it does sound promising, but imagine trying to sell that game to already jaded Zelda aficionados. Trying to get people acclimated to the mere fact that it was cel-shaded in WW was a big enough pain.How about we bring back Purlo for the STAR game and Tingle for... multiplayer help? Like in Wind Waker, you could connect your game boy to the Gamecube and the other person could get Tingle to help. Why not do this with the DS so that you could actually have Tingle there in a full 3D environment, just controlled by the DS. I think that would be cool.
Anyway, a Future Zelda could introduce a lot of interesting things to the storyline. Midna is about to die (maybe Twilight People live really long?) and Zelda is the daughter of a corrupt politician that helps Ganon. It could do so much to the series.
Oh yeah, and why don't we have options so that you could have Link effect the dialouge. Like, when prompted for something you can say 'yes' or 'no'. That way, we keep our own reaction to the game, but we have more input with it.
Yeah, I'm with you on this one. However, I am (and I'm guessing this applies to you guys also) a diehard Zelda fan, and I feel that the futuristic shift would be extremely beneficial, if not somewhat "necessary" for epic storyline expansion. Placing a Zelda game far in the future would open a HUGE space for other Zelda titles to be implemented, a good 1000-year gap between TP and ZF (Zelda Future).Lordy, it does sound promising, but imagine trying to sell that game to already jaded Zelda aficionados. Trying to get people acclimated to the mere fact that it was cel-shaded in WW was a big enough pain.
Still, if it was done right... Awesome sauce.
Oooh... I like the idea of a totally revamped, but ultimately similar item line-up. The sword could be more of a lightsaber sort of thing, and his shield could be a laser-based one generated spontaneously whenever needed. The hookshot would make the transition from being a mechanical chain-based device, to being a Batman-esque device that could implant itself into most surfaces for Link to climb or swing. He could have a multi-functional upgradeable gun-thingy, which shot different types of bombs in addition to arrows.Plus, who's to say that Link would use a gun? I see him using a kickass, revamped Master Sword, an automatic-mechanical bow with an array of arrows, an assortment of bombs, and just about a futuristic revamp of all of his classic items, along with many new items.
http://ca.youtube.com/watch?v=W8WrsKr7r-4Really? ... Well I played through it without it. It's a shame that bosses aren't harder though.. xD
Well, his green tunic certainly comes in contact with fire, lava, crap like that in the Zelda games, but remains intact. Perhaps however, he could have body armor with some fabric to give it the tunic feel, along with similar coloring.If it Is in the Future some things that have been known to the Series has to go
The Green Tunic: The classic tunic will most likely go. Laser will burn it. Plasma blades will cut though it. It has to be something extraordinary. Technology fused with the blessing and Magic of the Gods. Maybe this new Magic Armor can be fused with Upgrades. Instead of having 3 sets of Armor why not 1 that changes in a Menu.
Starter Sword: Of course if its in the future it won't be a Sword of metal. It would be a VibroSword, Plasma edge sword, or a Sword with a Beam Cutter. What sword exactly would be the main thing.
Master Sword: The old Master Sword we have known is probably has to leave or be Upgraded. It won't likely cut the armor of militants and won't slice Biomechanical(sp?) Monsters of darkness( If they are going to do that). Once again fuse Technology with Magic and the God's blessings.
Than WTF would be the point of going to futuristic temples? He would visit them just for the heck of it? Or would it be some test to see if he's a good warrior?My original idea was that Its the Future where there is no Triforce( in the first parts of the game), No Magic and no god blessings. At first Link will have the same things like other warriors but half way though the game he will find out of the Triforce, the Gods, Magic and Ganondorfs plan.
This doesn't make any sense, as it breaks the storyline completely. The Twilight Realm is at last at peace under Midna's reign, and so is Hyrule, as Ganon has been defeated.How about a sequel to TP where a way to the Twilight has been discovered, and a war is about to break out between the two sides?
Each faction has its own Chosen One they believe is destined to be the next Hero: Midna's young son fighting for the Twilight, a teenage Colin fighting for Hyrule, and a third for the mysterious secret society which watches from the sidelines. Each one would have a different play style (sword-focused, balanced, and magic-focused, respectively) and they would encounter each other several times.
Epona would become E-PoNA (Electronic Police Navigational Aparatus, i.e., a stolen police motorcycle that OWNS). And who needs shields if Link get's some duck-and-cover gameplay similar to Gears of War? Or, he could make use of his environment as his shield, grabbing chairs, manhole covers, or enemies as necessary.I missed a lot.
But, I think that if Zelda Future ever came to be, we should be done with the Bow and Arrows in that game altogether. Replace it with a gun.
On the topic of the Master Sword, that HAS TO STAY. Same sword, same mismatched purple hilt (sorry, Spire), but maybe the Gods came down and messed with it. New steel, maybe even a lightsaber. But I still prefer a steel rendition.
Link's tunic has to stay as well. The hero's garb is just... sacred ground for Zelda, just like the original 12 are for Smash. As somebody else said, it's survived fire, water damage, and plenty of other stuff. Also, note the chainmail under Link's tunic.
Item upgrades are a logical step. Not for the Master Sword, but for guns and other items. Link also needs to buy items. This has already been talked about, so I'll just make a list of items that I think would work:
- Armor upgrades
- Ammo magazines
- Different guns
- Scopes
- Silencers
- Maybe some future technology? Like bombs you can place on the ground and then control them and blow them up?
- Buying your new boots instead of finding them
Also, vehicles might work but what about Epona? I think Epona was just introduced in OoT and has only appeared in three games, so I'm not sure if she really holds any significance to the series. But still, in the future vehicles will undoubtedly replace the horse. So um... yeah. Sorry, Epona fans.
Also, with the WiiMotion plus, maybe they could find a way to integrate this into the nunchuck to. I'm talking about this because the ability for Link to fight enemies with guns with just his sword wouldn't work. Maybe that 1:1 could give us some pretty nice shield control. You could shield yourself from the bullets and charge up to attack with the sword.
I dunno, in a more modern or futuristic setting someone like Link, operating outside of the established rules and laws of society and of his own volition, would be regarded as an outlaw. Stepping on a few toes and breaking a few rules in the name of the greater good has never been outside of Link's moral compass. In a fantasy setting, there is little or no law and he would be able to function as he needed to accomplish his goals. Modern and futuristic settings would have Link working apart from, but along side (or perhaps in opposition to) the established peacekeepers of the world, and would likely have him breaking more than a few laws along the way.I want to keep the Sword and Shield. Still though, the ability to grab an enemy and use him as a shield would be great.
An E-PoNA would be good, but um... Link's a good guy? Stealing from cops is a no-no. So something else needs to take place of the Police.
Oh, and the boomerang needs to be replaced with some type of gun that works like one. But, just not a boomerang.
Only he was mean and weasely about it. Tingle outright wanted your money because he's a greedy...Spire III said:Remember Purlo from the STAR game in Hyrule Castle Town in TP? He's basically Tingle entirely - witty, "poetic", and really wants to rob you of your rupees, and to refresh you of his appearance, wears similar green clothing with a pointed hood, and carries a blue clock. Tingle in a nutshell.
This would be awesome! Link runs around as usual on his quest, and Tingle tags along. Unlike the Tingle Tuner in WW, the Link player could actually see and interact with Tingle in the game. Both players would see the same thing, but because the screens aren't shared, there would be no camera issues. Of course, the DS graphics wouldn't be as pretty, but whatever.SklyerOcon said:Why not do this with the DS so that you could actually have Tingle there in a full 3D environment, just controlled by the DS. I think that would be cool.
Link, won't you help me defeat Ganon?Oh yeah, and why don't we have options so that you could have Link effect the dialouge. Like, when prompted for something you can say 'yes' or 'no'. That way, we keep our own reaction to the game, but we have more input with it.
I think your eyes are broken--it looks blue to me. They should change it up a bit though. In ALttP it was silver all over with a red grip...Spire III said:and please, drop the purple hilt, because it never matched well.
Really, what was the last videogame you played that had no plot holes or unexplainable quirks? The simple addition of a free-minded factor (i.e. the player, YOU), makes telling concrete stories almost entirely impossible, because for every player who's totally absorbed in the world the developer has made and who will more or less go along quietly with the plot, there are three people who will dispute every turn the plot takes and try their darndest to go against the grain.
Now, I know it's impossible to please everyone all of the time, but let me once again bring up Shadow of the Colossus. The game has a total of 6 characters, not including the Colossi, spirits, and wildlife. One of these characters is in a coma for 99% of the game, one is a horse, and two of them don't have any speaking parts. Aside from the main character calling his horse, he never speaks either. The only person who does speak in the game is an unnamed religious official who appears shortly twice in the game.
And yet the game is around ten hours long, and is the most beautiful piece of art the videogame industry has produced in years. It's plot is deeper than 99.9% of other games, simply because it takes the free-minded factor of The Player and uses it to it's fullest extent. There are no characters telling you where to go or what to do, no flashing arrows directing your movements...just one short cutscene at the beginning and a few lines of text that give you a general idea of What's Going On Here, and how to use your sword.
I exxagerate only a little when I say that the next Zelda needs to be almost exactly like SotC. The landscape shouldn't be completely barren, there should be talking NPCs, and there should be the typical Zelda tropes of dungeons, bosses, chests, and items.
But the plot should be simple. Link should have an overarching goal from the beginning ("Ganon has returned, you must stop him"), and then the whole world should be open to him. It's up to the player to determine where to go next and what to do next. The game should never tell you "Oh, you got the Stone of Water, now you need to go to Death Mountain, cuz' the Gorons have the Stone of Earth." Through the game, hints should be dropped instead (Random NPC conversation: "Yup, I hired a troop of Gorons to help me plow my fields this year--that's why they're so perfect, those Gorons sure know how to work the soil.")...
...Wow. I've gotten a bit off-track, eh?
Well, I'll end with an example of why Nintendo won't do this (they can't): in TP, when Link finds Ilia again, and she's lost her memory, Telma asks Link if he knows her. There's no option to say yes or no. Link just looks forlornly at Ilia, and says nothing. So Telma's all "whatev'", and drops it.
GODF*CKING**** that p*ssed me offThis completely took me out of the game. I suddenly felt like I wasn't in Hyrule, on an epic quest to save Hyrule. I suddenly realized I was just playing a flawed videogame. In a game like Zelda, the fourth wall needs to stay firmly intact, and this was sadly not the case in TP. By adding so many artificial plot-links to Link, they completely killed the Zelda experience.
If Nintendo must satiate the players who hated Windwaker so much with a game like Twilight Princess by making a "deep" storyline, they sure as heck had better do it right.
...Uh, /rant, I guess. Sorry.
Well, it was an example, but you see what I mean.Well, you shouldn't be given the option to not defeat Ganon. I was talking about just the option to say yes or no to side quests, and it could effect your relationship with NPCs.
There shouldn't be an option to not fight Ganon. I don't want to be able to have an Evil Link.
You realize you just gave us a complete and exhaustive walk-through of the original Legend of Zelda?start out the game and be told how to play and where to go first, so we'd go there and do what we needed to do. Then, there'd need to be some sort of a hint as to where to proceed next elsewise it would descend into the realm of trial-and-error
Oh, I completely agree there. There need be no shepherding of Link at all. Less obvious hints would be appreciated, certainly. No more, "Link, my grandfather used to make swords. Maybe you should give him a visit in the Castle." Subtlety is a virtue. Heck, let me just stumble upon it and get whatever it is that I need without even knowing I needed it. Then, when I find out that I needed it I feel even better about myself.You realize you just gave us a complete and exhaustive walk-through of the original Legend of Zelda?
It obviously wouldn't be as sandbox-y as Shadow of the Colossus, simply because there are other people in Hyrule, whereas there are only birds, lizards, and sixteen stone behemoths in Shadow.
As an example, let's say in Twilight Princess, Midna tells you you have to collect the Mirror Fragments, and proceeds to tell you what she's picked up about them: there's one to the north, south, east, and west. As you go to those places, the local yokels drop hints through their conversations with you about the odd sandstorms in the desert/odd whirlpools in the lake/odd creatures in the moors/odd whozit in the whatzit, and you go exploring until you find it.
I never again want a Zelda where I find a Mirror Shard, and am then shepherded back to my "base of operations" to be told by my "allies" where to go next. At the very least, let me tackle my dungeons in any order, a la Ocarina of Time. Sure, I might not be able to complete them, but don't artificially shut me out for the sake of your generic plot.
Oh Lord, I completely forgot about those. The colored words have basically become a joke in my circle of friends. It's a total riot to repeat the sentences with them audibly--they almost always sound like the character's talking to a three year old who got separated from his mom in an airport.No more, "Link, my grandfather used to make swords. Maybe you should give him a visit in the Castle."
Well, they wouldn't. There'd be an introductory sequence along the lines of Windwaker's, but from then on, you'd be basically on your own.I just don't want them to drop Link in the middle of a field, sword and shield in hand, and expect him to figure it out himself.
I think the sidekick does as fine a job as any in this regard. Sure, Navi was annoying, but consider this: if she had said "What would Saria say?" only when you loaded your save, and never again until you turned it off then loaded it again...Your "base of operations" needs to exist in one form or another as a repository for information about your quest. With no "journal" or "quest log" to track your progress, the game has usually used a sidekick of some sort to keep the player updated with where they should be focusing on next. This need not be the case anymore because it does hand-hold a bit, but there does need to be a way to get some sort of bearing on what has been accomplished thus far and what still needs to be done.
Just so long as we've got something to introduce what the hell is going on, I'm okay. I thought that WW's intro worked pretty well at setting the framework of the game, and I'd also like to see some increased freedom from that point on.Well, they wouldn't. There'd be an introductory sequence along the lines of Windwaker's, but from then on, you'd be basically on your own.
The problem is, keeping the sidekick is going to keep the sentence "Sure, [insert sidekick here] was annoying..." coming from everyone following every release. It is a feature fairly unique to Zelda, however, so keeping it as a staple makes sense. I suppose it is a better option than incorporating a hub you'd have to keep venturing back to.I think the sidekick does as fine a job as any in this regard. Sure, Navi was annoying, but consider this: if she had said "What would Saria say?" only when you loaded your save, and never again until you turned it off then loaded it again...
I think that solves that problem.
Yea in Phantom hourglass there was a sword beam but it really wasn't a true one. I was like.I agree with the above post, we REALLY need the Sword Beam back, it was awesome, and it always gave me a reason to always have my health at max.
Zelda's my second-favorite game series (first being Smash), I can't believe I've never posted in this thread before...
Sword Beam Ideas in a Future ZeldaOMG A SWORD BEAM!!!*slash* wait I didn't lose heath? Aww..
O RLY?Darkslash said:It hasn't appeared in any 3d Zelda game.