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Pre-Release The Legend of Zelda: Tears of the Kingdom Pre-Release Discussion Thread

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I can't be the only one who thinks having segmented off areas in this game and different play styles for different areas is completely opposite to the idea of the first game? If you can't go anywhere and do everything from the start without borders, or if I have to switch between characters with different movesets to access different parts of the game I would be very disappointed
Agreed. Considering the big amount of new fans that get into Zelda with BotW, a free to explore-No boundaries game, I doubt Nintendo is planning to continue the series with a segmented or restricted game.

If there are areas to explore with Zelda, my guess would be something like the paper Mario approach with the Peach segments, or some kind of “flashbacks” ala Witcher 3 with Ciri.
 
Agreed. Considering the big amount of new fans that get into Zelda with BotW, a free to explore-No boundaries game, I doubt Nintendo is planning to continue the series with a segmented or restricted game.

If there are areas to explore with Zelda, my guess would be something like the paper Mario approach with the Peach segments, or some kind of “flashbacks” ala Witcher 3 with Ciri.
The way I see it is, if Zelda were to be playable Nintendo would make it so that the game is still completely open air, which means either you switch between two characters with the same moveset, and which have access to the entire map, which seems pointless if they have the same movement. So rather than that a character choice would make more sense, but from everything we've seen focused on Link specifically from outfits to whatever it seems like that's out too?
 
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I can't be the only one who thinks having segmented off areas in this game and different play styles for different areas is completely opposite to the idea of the first game? If you can't go anywhere and do everything from the start without borders, or if I have to switch between characters with different movesets to access different parts of the game I would be very disappointed
I'm not fan of the total freedom approach of the first game and I would welcome some gated areas. But I agree with changing characters to do different actions parts. I would be really disappointed. Main reason I never wanted to play Genshin Impact.

Also the last time I played a game that did this it had a horrible implementation(looking at you spider-man). So I still have this bitter taste.
 
What if punished Link is actually Ganon inside Link's body. They have to unite and defeat a greater threat. /s

80d9cf40282412a3ac08a48d59b7133f.png
Actually, this is a thing that I would dig very much.

Picture it: With the Master Sword busted and Demise's seal being broken, it means that Demise finally gets exactly what he wants, and has no need for Ganondorf any more. Link ends up getting possessed by Ganondorf's soul, effectively the remaining vestige of his humanity, and tags along with him for the course of the adventure.

After all these countless eons of repeated death, resurrection and fighting endless battles against Hylia and her Hero's reincarnations, G-Dorf just wants to FINALLY DIE, and put an end to the cycle. And if it means palling around with Link, so be it.

Hence the longer hair and why Link wears what looks like an approximation of Ganondorf's garbs.
 
I can't be the only one who thinks having segmented off areas in this game and different play styles for different areas is completely opposite to the idea of the first game? If you can't go anywhere and do everything from the start without borders, or if I have to switch between characters with different movesets to access different parts of the game I would be very disappointed
It won’t be segmented because you’ll phase through the ground and sky.
 
My crackpot theory is that it's going to be called something like "The Legend of Zelda: Sky, Sea, Land and Depths"

If it were just a story hint, Nintendo would've announced the title. Story is barely that important and at least it gets people talking. That plus the "even beyond that" in the latest video makes me think there's at least underground Hyrule as well as Sky.
 
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Wasn’t it just the hand that was holding Ganon’s corpse down in the trailer?
 
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The origin of Links new hand... Is this
3x28bfmmv4431.png


ixths0mpj4431.png


images
What we really have to ask ourselves is what does the hand mean? You see, it seems to take the function of the Sheikah Slate, which in itself was a reference to the Wii U Gamepad and Switch. This means there is only one conclusion we can draw. The hand is foreshadowing and will be controlled by:

NES-Power-Glove.jpg


Nintendo you crazy bastards!
 
What we really have to ask ourselves is what does the hand mean? You see, it seems to take the function of the Sheikah Slate, which in itself was a reference to the Wii U Gamepad and Switch. This means there is only one conclusion we can draw. The hand is foreshadowing and will be controlled by:

NES-Power-Glove.jpg


Nintendo you crazy bastards!
 
True, I’m just second guessing myself because if they are gonna show it, it would’ve been nice to have that as a condolence prize for today “however, we will reveal more information in June!” Or something

Hell AC’s delay was announced after its E3 trailer
Thing is they only ever reveal their E3 (or whatever it is) plan around the time of their Q1 financial briefing at the end of April/early May (I'm too lazy to look up the usual date) so they wouldn't even tease that here yet since that's not been announced.
Barely related, but something I just hadn't really considered: If this game contains a lot of the same stuff as BOTW and then plenty more, I suppose this will be the first first-party game to release on a card beyond 16GB.
That's not how file size/content works. It's like the inverse of the silly "omg this game is only 2.7GB and you're charging full price for barely any content???". Most of the game size is textures and audio (and sometimes video files) so unless they have an enormous amount of new assets on top of all the existing assets then there's no reason to assume this game will be particularly "larger" in terms of file size than the previous one.
I was thinking it would be more of an indirect kind of thing, not a co-op or PvP mode
Or like, messages that appear in the world? Like for example if you put them in a bottle and throw them in the water? :p
 
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Now that I'm about 80+ hours playing Elden Ring I have to say that the way they handled exploration is closer from what I expected of BOTW. I'm really really enjoying it even though I'm not huge fan of the series(only finished ds3, had a good time with it but that's it).

Before BOTW was released my expectation was that we would have open areas but also gated areas where you need some items to access them.

I always loved the idea of having, for example, a path with a broken bridge leading to a inaccessible place that you need a item to restore that bridge(maybe some item that reverses time of an object). Then we could have some npc or gossip stone nearby saying: "They say in the valley near southeast of Lake Hylia there was a man who could fix all kind of objects". And maybe that direction leads to a mini dungeon of something like that where you would be rewarded an item.

Seeing this kind of stuff on ER really proved for me how enjoyable it can be. And how rewarded I felt for exploring. And the best part is that If they player don't want to engage on this type of quest no problem, it was always optional anyway.
In this sense I feel like already having all the tools in BOTW spoiled me and was detrimental to the experience.

For me ER biggest triumph is how well FromSoft mixed their past games and an open world game. The balance between linearity and openness really clicked with me as a player. I really hope that Zelda team came to the same conclusion for BOTW2.
 
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There really isn't a The Legend of Zelda ST thread for general discussion so...

Eh.

Guess I'll post this here.




...Any good? If so, how good? Kinda just heard about this.

I’ve actually heard the Twilight Princess Manga is easily the best and longest of the Zelda manga so I’m pretty interested in this myself.
 
There really isn't a The Legend of Zelda ST thread for general discussion so...

Eh.

Guess I'll post this here.




...Any good? If so, how good? Kinda just heard about this.

Really good, definitely worth it if you’re into mangas and Zelda, or just a big Zelda fan. Even though the main story beats are essentially the same, it adds some interesting, sometimes truly charming elements that make me wish they were in the game. Plus, the artwork is great. I have the french volumes 1 through 10 and am looking forward to the 11th (and last) one.
 
more importantly, how is this a nintendo community board and there's no general zelda thread

who allowed this
That’s actually kind of interesting now that you bring it up, especially considering there is a full Xeno series thread here. Ironically, I think it’s because Zelda is too big/known to stir up the demand for a general topic specific to the Zelda series, so any topic that warrants in depth discussion (like say this thread or a “What do you think of _____ in the Zelda series?” threads) end up getting their own threads, while smaller whims, hot takes, art, tweets, etc. are just dumped into the general thread because that’s where the most activity is and more likely than not a sizable portion of the audience will appreciate it. That basically applies to all of the main series I suppose. Having said that, if anyone wanted to make a general Zelda thread they’d certainly be welcome to. Heck if there seems to be demand, I can make one. But that’s at least why I think there isn’t one currently.
 
@WestEgg

@TheMoon

Welp, time to go Ultra Instinct.

it's dangerous to browse alone, read this!
 
So, do we have an idea of the other game the dev team is getting inspiration? We know about RDR2, but what about the other? 🤔
does this matter? it's not like this means anything. they're always just telling you about stuff they recently played that left an impression in regards to what they're making. it's not like that tells us anything like "ah, they played RDR2, so clearly that means the horses will all have meticulous testicles now and Link can bathe!"

Aonuma said he played Skyrim and Far Cry 4 during BotW interviews. If you bend yourself backwards you can say "a-ha! they clearly copied the "see that mountain, you can go there!" from Skyrim and the gliding from FC4 and they also saw the Ubitowers and went "LOL NAH". But that is imo on the extreme end of reading too much into statements.
 
does this matter? it's not like this means anything. they're always just telling you about stuff they recently played that left an impression in regards to what they're making. it's not like that tells us anything like "ah, they played RDR2, so clearly that means the horses will all have meticulous testicles now and Link can bathe!"

Aonuma said he played Skyrim and Far Cry 4 during BotW interviews. If you bend yourself backwards you can say "a-ha! they clearly copied the "see that mountain, you can go there!" from Skyrim and the gliding from FC4 and they also saw the Ubitowers and went "LOL NAH". But that is imo on the extreme end of reading too much into statements.
Yes it matters. That gives us a vague idea of some gameplay ideas adapted to the game.
 
Oh God, don't tell me that Nintendo is going to emulate RDR2 when it comes to Link's horses or something.

:eek::eek:
Don’t think so. Maybe some game play elements or quest estructures. I guess we can only wait until they spill something.
 
There really isn't a The Legend of Zelda ST thread for general discussion so...

Eh.

Guess I'll post this here.




...Any good? If so, how good? Kinda just heard about this.

I haven't sought this out, myself, but I've heard that it's generally considered actually pretty good, with fleshing out various aspects and adding details. It was just concluding to be the longest Zelda Manga to this point.

more importantly, how is this a nintendo community board and there's no general zelda thread

who allowed this
We collectively and wisely determined to take the myriad arguments that would comprise the thread and instead cordon them into their own individual containment zones.

Other than that,
That’s actually kind of interesting now that you bring it up, especially considering there is a full Xeno series thread here. Ironically, I think it’s because Zelda is too big/known to stir up the demand for a general topic specific to the Zelda series, so any topic that warrants in depth discussion (like say this thread or a “What do you think of _____ in the Zelda series?” threads) end up getting their own threads, while smaller whims, hot takes, art, tweets, etc. are just dumped into the general thread because that’s where the most activity is and more likely than not a sizable portion of the audience will appreciate it. That basically applies to all of the main series I suppose. Having said that, if anyone wanted to make a general Zelda thread they’d certainly be welcome to. Heck if there seems to be demand, I can make one. But that’s at least why I think there isn’t one currently.
This is my basic take. Zelda, as a series, is more likely to develop and sustain individual threads for the sundry random thoughts that percolate or appear spontaneously regarding it.

I could see how a dedicated thread could be used, especially as a catch-all to facilitate further discussion about random thoughts, -- and I might even be willing to make one if I currently had access to a computer I could use to do it justice -- though even some of those bits that currently get thrown more into the General thread could theoretically generate threads of their own.
 
it's not like that tells us anything like "ah, they played RDR2, so clearly that means the horses will all have meticulous testicles now and Link can bathe!"
Oh God, don't tell me that Nintendo is going to emulate RDR2 when it comes to Link's horses or something.

:eek::eek:
That's all being saved for the Western-inspired game after this game. Link will also sport a stylish poncho. Please be excited.



Yes it matters. That gives us a vague idea of some gameplay ideas adapted to the game.
Maybe some very vague, barely nebulous idea, given how any such inspiration is likely to be rather unidentifiable (How often do you suppose Skyrim is used as a point of reference for explaining Breath of the Wild, or in what capacity?).

Not that we absolutely won't be able to directly infer a connection or an inspiration, but, judging by precedent, we might not be able to count on it.

It could still be interesting to consider how such influences might play out, though.


They were inspired by Breath of the Wild
Now that's a radical take, and I scarce believe it.
It's just too far out there. It can't be true.

The team is drawing from ideas they concocted for their ideal Kid Icarus game, much as how the "open air" concept came about to start with, and I defy you or anyone else to convince me otherwise.
 
does this matter? it's not like this means anything. they're always just telling you about stuff they recently played that left an impression in regards to what they're making. it's not like that tells us anything like "ah, they played RDR2, so clearly that means the horses will all have meticulous testicles now and Link can bathe!"

Yeah, also you can't just straight copy like that, you gotta at least switch things up a little or it's too obvious.

So link will have meticulous testicles and the horse can bathe.
 
Yeah, also you can't just straight copy like that, you gotta at least switch things up a little or it's too obvious.

So link will have meticulous testicles and the horse can bathe.
I can read the kotaku article in my mind already

Yes it matters. That gives us a vague idea of some gameplay ideas adapted to the game.
I really don't think it does. Not in any useful way ahead of time. Like, again, going back to BotW and the two games Aonuma namedropped for that one: Skyrim and FarCry 4. What does that tell you even in retrospect that you've not learned as general input from interviews anyway? The goal was openness, Aonuma also played the OG Zelda 1 again, cited people being okay with getting lost a bit in response to the strict hand-holding in previous games. You can get lost in Skyrim, You can also get lost in Zelda 1, or get lost in numerous other games the people on the dev team have played and actually also taken inspiration from. What did knowing about FC4 tell us? Wild animals? Enemy camps? Gliding down a mountain? In retrospect you could make an argument that they may have gotten the idea of integrating the hang glider into combat and stuff from FC4. Maybe. But then you remember that they showed off the sailcloth already working like it does in the final game in that TGA demo gameplay in December 2014 - a month after FC4 came out. I just paused to google, he had just started playing it in February 2015 when he was interviewed. He also played The Witcher (3 presumably). What does that tell us for BotW? In 2016 he says he played The Last Guardian and compared the paragliding in both games - again, after it was already in BotW.

What does that really us in advance? Even knowing he played RDR2 already in terms of the sequel, other than speculating "maybe Link grows a beard and has to shave!" for every single mechanic, what do we get out of that?
 
In retrospect you could make an argument that they may have gotten the idea of integrating the hang glider into combat and stuff from FC4. Maybe. But then you remember that they showed off the sailcloth already working like it does in the final game in that TGA demo gameplay in December 2014 - a month after FC4 came out. I just paused to google, he had just started playing it in February 2015 when he was interviewed.
I'm confident the paraglider is just an extension of Skyward Sword's sailcloth + Wind Waker's deku leaf.

This is all I can gather about Red Dead Redemption and Botw2 - this interview:

What's a game that you keep on hearing your young staff members talk about that inspires them?

Mr. Aonuma: I do remember when I was working on Breath of the Wild, Mr. Fujibayashi was the director. He was playing Skyrim. Another thing I did hear that a lot of people were playing was Red Dead Redemption 2.

We know BotW2 has freefalling aerial combat, phasing through surfaces, and rewinding the flow of time of objects, so as far as I'm concerned it's in a whole 'nother ballgame and I don't know what in particular I would want that's inspired by other open-world games.
 
I'm confident the paraglider is just an extension of Skyward Sword's sailcloth + Wind Waker's deku leaf.

This is all I can gather about Red Dead Redemption and Botw2 - this interview:



We know BotW2 has freefalling aerial combat, phasing through surfaces, and rewinding the flow of time of objects, so as far as I'm concerned it's in a whole 'nother ballgame and I don't know what in particular I would want that's inspired by other open-world games.
Right, that touches on something I've been saying elsewhere recently when everyone was falling over themselves saying they wished the release of Elden Ring was farther away from BotW2 so they could be inspired by it: they've already done versions of almost all of the things they could possibly learn from most of these games. They've had numerous takes on horse riding including combat, flying mechanics, seamless dungeons integrated into the overworld, labyrinthine open worlds, RPG mechanics, dungeons themed after all sorts of things, dungeon-like design in the overworld, gnarly 1v1 combat, etc etc.

That's not to say (obviously) that they cannot (or should not) learn anything new from other games that do something well or that they might never play or see something in another game that makes them go "huh, how could we use that", it's just that when people cling onto this idea of "oh if only they had played Dark Souls" or whatever is everyone's darling go-to, they often just want them to copy something and replicate it with a Zelda skin. All it really does is color in the context of what happens outside of their own desks, what works and what doesn't work well elsewhere. They don't need to have played ER, as the current example goes, to suddenly come up with the idea "hmm how about some cool caves" or "what if we do a big dungeon you can enter without a load screen". They've already come up with a version of this before. Whatever their initial idea for the game is will motivate whatever gets put in, and drive the focus in a certain direction. The hot thing that another game just nailed might not be that. Link probably won't have to shave because his hair keeps growing over time.

We don't know this but they could have all been playing lots of Assassin's Creed games during Skyward Sword dev and maybe that's how the wall-run came into the game? Or maybe they just expanded on the ledge-grab they already had because they wanted increased mobility. These might not be mutually exclusive. It would also be pretty bold to just assume they took a certain mechanic or whatever that is similar to one from a game we find out someone on the team has played.

I find it much more interesting when they actually share what inspired certain things after the fact, because very often it's not even coming from video games. And that is the trap many fans fall into when they forget how good video game designers work and how they get inspiration. Ideally it's stuff you take from the real world. That's why you ask veterans for advice and they tell you "go outside, experience stuff". Everyone knows the story about Miyamoto gardening and seeing the ants and going "hmmm what if video game!" and the thing with that is that it's not a "lol typical weird Miyamoto magic" - that's how good designers do their job.

I'm gonna stop writing now because I've gone off on a weird tangent now and I'm super tired and need to get up for work in 7 hours and I don't even know if this post is coherent so sorry if it isnt lol

I meant in reference to the horse balls.

...It was a joke.

Laugh, dammit!
We already agreed that Link's balls are gonna get the HD Rumble treatment.
 
Right, that touches on something I've been saying elsewhere recently when everyone was falling over themselves saying they wished the release of Elden Ring was farther away from BotW2 so they could be inspired by it: they've already done versions of almost all of the things they could possibly learn from most of these games. They've had numerous takes on horse riding including combat, flying mechanics, seamless dungeons integrated into the overworld, labyrinthine open worlds, RPG mechanics, dungeons themed after all sorts of things, dungeon-like design in the overworld, gnarly 1v1 combat, etc etc.

That's not to say (obviously) that they cannot (or should not) learn anything new from other games that do something well or that they might never play or see something in another game that makes them go "huh, how could we use that", it's just that when people cling onto this idea of "oh if only they had played Dark Souls" or whatever is everyone's darling go-to, they often just want them to copy something and replicate it with a Zelda skin. All it really does is color in the context of what happens outside of their own desks, what works and what doesn't work well elsewhere. They don't need to have played ER, as the current example goes, to suddenly come up with the idea "hmm how about some cool caves" or "what if we do a big dungeon you can enter without a load screen". They've already come up with a version of this before. Whatever their initial idea for the game is will motivate whatever gets put in, and drive the focus in a certain direction. The hot thing that another game just nailed might not be that. Link probably won't have to shave because his hair keeps growing over time.

We don't know this but they could have all been playing lots of Assassin's Creed games during Skyward Sword dev and maybe that's how the wall-run came into the game? Or maybe they just expanded on the ledge-grab they already had because they wanted increased mobility. These might not be mutually exclusive. It would also be pretty bold to just assume they took a certain mechanic or whatever that is similar to one from a game we find out someone on the team has played.

I find it much more interesting when they actually share what inspired certain things after the fact, because very often it's not even coming from video games. And that is the trap many fans fall into when they forget how good video game designers work and how they get inspiration. Ideally it's stuff you take from the real world. That's why you ask veterans for advice and they tell you "go outside, experience stuff". Everyone knows the story about Miyamoto gardening and seeing the ants and going "hmmm what if video game!" and the thing with that is that it's not a "lol typical weird Miyamoto magic" - that's how good designers do their job.

I'm gonna stop writing now because I've gone off on a weird tangent now and I'm super tired and need to get up for work in 7 hours and I don't even know if this post is coherent so sorry if it isnt lol


We already agreed that Link's balls are gonna get the HD Rumble treatment.
It was an awesome tangent, not weird at all. Sometimes the world needs to be reminded that video games aren't all just derivatives of other popular video games.
 
Right, that touches on something I've been saying elsewhere recently when everyone was falling over themselves saying they wished the release of Elden Ring was farther away from BotW2 so they could be inspired by it: they've already done versions of almost all of the things they could possibly learn from most of these games. They've had numerous takes on horse riding including combat, flying mechanics, seamless dungeons integrated into the overworld, labyrinthine open worlds, RPG mechanics, dungeons themed after all sorts of things, dungeon-like design in the overworld, gnarly 1v1 combat, etc etc.

That's not to say (obviously) that they cannot (or should not) learn anything new from other games that do something well or that they might never play or see something in another game that makes them go "huh, how could we use that", it's just that when people cling onto this idea of "oh if only they had played Dark Souls" or whatever is everyone's darling go-to, they often just want them to copy something and replicate it with a Zelda skin. All it really does is color in the context of what happens outside of their own desks, what works and what doesn't work well elsewhere. They don't need to have played ER, as the current example goes, to suddenly come up with the idea "hmm how about some cool caves" or "what if we do a big dungeon you can enter without a load screen". They've already come up with a version of this before. Whatever their initial idea for the game is will motivate whatever gets put in, and drive the focus in a certain direction. The hot thing that another game just nailed might not be that. Link probably won't have to shave because his hair keeps growing over time.

We don't know this but they could have all been playing lots of Assassin's Creed games during Skyward Sword dev and maybe that's how the wall-run came into the game? Or maybe they just expanded on the ledge-grab they already had because they wanted increased mobility. These might not be mutually exclusive. It would also be pretty bold to just assume they took a certain mechanic or whatever that is similar to one from a game we find out someone on the team has played.

I find it much more interesting when they actually share what inspired certain things after the fact, because very often it's not even coming from video games. And that is the trap many fans fall into when they forget how good video game designers work and how they get inspiration. Ideally it's stuff you take from the real world. That's why you ask veterans for advice and they tell you "go outside, experience stuff". Everyone knows the story about Miyamoto gardening and seeing the ants and going "hmmm what if video game!" and the thing with that is that it's not a "lol typical weird Miyamoto magic" - that's how good designers do their job.

I'm gonna stop writing now because I've gone off on a weird tangent now and I'm super tired and need to get up for work in 7 hours and I don't even know if this post is coherent so sorry if it isnt lol


We already agreed that Link's balls are gonna get the HD Rumble treatment.

Goated post

You’re sleep deprived but it was worth it
 
I think the references to Skyrim and Far Cry 4 were to give a ballpark idea of the kind of game the Zelda team are trying to make, using games which were well-known at the time as reference. It also serves to perhaps interest those gamers who already know they like the aforementioned games. Anything Nintendo says in public is crafted to generate a response.
 
I'm confident the paraglider is just an extension of Skyward Sword's sailcloth + Wind Waker's deku leaf.

This is all I can gather about Red Dead Redemption and Botw2 - this interview:
For some reason I'd thought that used to be the general consensus, back when the paragliding was first revealed ... but maybe I imagined that?

Also, as worded there, the game that "inspires them" might not even be implied to mean it inspired anything in particular for the game they were working on. It was just inspirational.

Right, that touches on something I've been saying elsewhere recently when everyone was falling over themselves saying they wished the release of Elden Ring was farther away from BotW2 so they could be inspired by it: they've already done versions of almost all of the things they could possibly learn from most of these games. They've had numerous takes on horse riding including combat, flying mechanics, seamless dungeons integrated into the overworld, labyrinthine open worlds, RPG mechanics, dungeons themed after all sorts of things, dungeon-like design in the overworld, gnarly 1v1 combat, etc etc.
As for the combat, I referenced in another thread that 3D Zelda has historically had combat with the same sort of give-and-take element, kind of action-lite; it doesn't match up one-to-one, but a potential evolution of the combat could have theoretically led to something similar. You don't have to look to From Software for this, as the seed already exists in Zelda itself.

Likewise, dungeons integrated into the world so you can stumble upon them is something people have been clamoring for for ages, based on Zelda itself. Concept art from older games in the series is oft referenced in this context. And it exemplifies well the original concept and inspiration:
Miyamoto said:
There's a place near Kobe where there's a mountain, and you climb the mountain, and there's a big lake near the top of it. We had gone on this hiking trip and climbed up the mountain, and I was so amazed — it was the first time I had ever experienced hiking up this mountain and seeing this big lake at the top. And I drew on that inspiration when we were working on the Legend of Zelda.


I find it much more interesting when they actually share what inspired certain things after the fact, because very often it's not even coming from video games. And that is the trap many fans fall into when they forget how good video game designers work and how they get inspiration. Ideally it's stuff you take from the real world. That's why you ask veterans for advice and they tell you "go outside, experience stuff". Everyone knows the story about Miyamoto gardening and seeing the ants and going "hmmm what if video game!" and the thing with that is that it's not a "lol typical weird Miyamoto magic" - that's how good designers do their job.
It's interesting, too, that this ties in with what appears to be something of a preference at Nintendo, as can be seen in that interview Serif posted earlier:
Eiji Aonuma said:
I'm thinking probably very similar to Mr. Miyamoto and not necessarily do I want to work with someone that's good at playing games. I would rather be with people maybe have an interest in climbing mountains or love scuba diving in the ocean. Just someone with a very different skill. And so maybe by having those skills we can incorporate them into our games.

I think the references to Skyrim and Far Cry 4 were to give a ballpark idea of the kind of game the Zelda team are trying to make, using games which were well-known at the time as reference. It also serves to perhaps interest those gamers who already know they like the aforementioned games.
The same sort of concept as those blurbs you'll see on books: "For fans of The Hunger Games and Lud-in-the-Mist!"
And often, similarly, the better the work, the less those descriptions will actually mean.
 
Weird thought lately:

I want Ganondorf to have some sort-of wife or romantic interest.

Like... Idk. Some partner, at least? A genuine friend that fights for him?

Am I taking crazy pills here?!
You want Ganondorf to finally have his Agent Stone. It's understandable.
 
I just want Ganondorf in this game, man
Weird thought lately:

I want Ganondorf to have some sort-of wife or romantic interest.

Like... Idk. Some partner, at least? A genuine friend that fights for him?

Am I taking crazy pills here?!
You want Ganondorf to finally have his Agent Stone. It's understandable.

... I read this exchange as referring to Gandalf, of all angelic beings, and became progressively more confused with each new line.
 
Really glad Zelda got delayed. Without it, we wouldn't have the Fami conversation that peaks in
We already agreed that Link's balls are gonna get the HD Rumble treatment.
(Seriously though this post is great; I teach modern lit at University level and students always get caught up on authors being "influenced" - influence is complex, multifaceted, and both conscious and unconscious, and rarely as simple as people think it is - you can be influenced by the coffee you drank in the morning, the object you stubbed your toe on, the tree in your garden, as much as the last popular or great art/entertainment that came along)
 
There really isn't a The Legend of Zelda ST thread for general discussion so...

Eh.

Guess I'll post this here.




...Any good? If so, how good? Kinda just heard about this.

I've not bought these because the old Zelda manga were somewhat cringe borderline, but these one don't know
 
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Please note that this thread is completely spoiler-free, and that includes tagged spoilers. If you want to discuss spoilers, we refer to the spoiler thread.
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