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

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oh, i know that its not as easy as other more formulaic games.
But i feel like 2-3 years is reasonable, if you dont have to make a massive game like TP or BotW and can reuse assets.
(Majoras mask, wind waker also had not that much time. 3 years seems also like it was more or less the maximum development time for most 2d zeldas)
And even Majoras Mask back then, while reusing asset, did push the n64 to its limits, and used the tools from back then.
Purely from the technical perspective it should be easier.
Design wise... tahts a different question, but i also did not mean games as expansive and detailed.
I mean, would be great to get games that can rival MM, but my thought where way lower.
Wind waker created a completly new artstyle, everything new, and one of the most beloved zelda games (i know, it was technically rushed) in 2.5 years. BotW was 5 years and 300 people.
Im confident that it would be possible (depending on who) to have teams between 25 and 50 people and create those type of smaller skale zelda games in 1-2 yearsif they are more relyant on reuse.
Again, im not talking about full fledged new entries made from the ground up...
in regards to "be happy to" if nobody would want to, i am against pushing them. its more of:
you want to, you feel you can do something? shure, have at it.
There for shure are also members that would be fine having a broader reach over a smaller project to.

I feel like im not managing to convey what im thinking of well enough. oh well.

Oh, i was never talking about economic sense. They could sel remakes of OoT every 5 yers and would still sell tons of it.
But if you propose me a port of OoT 3D just in HD...or a remix that is kind of a new entry with new dungeons and stuff...yeah, the first one im 0 interested and wont buy, but the second one? for shure.

As you say, they chose not to... and why? because even tho they are "smaller" in the sense that the world is not as massive as BotW, Skyward Sword and TP where big expensive games. They cant just do them in that fashion next to BotW.

I mean in my dream they would just have more zelda teams that we dont have to wait 5 years between entries. At first it was thought that new games and remakes will fill the space between the big ones, but we had... 1 remake that was almost 1:1, and a muso spinoff and remasters.

Then theres the aspect, that they are less open to weirdness. Smaller scale projects could fill that and be a testbed for ideas before they use them fully fledged out in a big entry.

And "coming up with cool stuff thats essentially a rom hack": i compared it to those.
But i still think that a team of people being paid to do it will create more then people working on weekends in their free time.
Even a small budget is more then no budget. And they can then sell those, rom hacks cant be sold.

I am aware that this comes mostly from my wish for more zelda gameplay and experimentation with mood, narative and characters, and the big zelda games are to expensive and big in scale to do that. so the only way that would be an option is a lower budget subseries.

But then we are back at what nintendo does now: if a series is established, they are kinda skitish in regards to not mass marketable ideas. Just see how 2D mario homogenized since the DS/Wii.

Would those sell as the big ones? no, they would not sell as much as BotW. but im confident that they would be financially viable. The problem is less feasability or money, more the overall controll over branding that they want to keep tight.
I feel in that regard you can compare them to disney.

I do hope that those unique aspects and locations are more this time around.
For BotW it worked. Its one of my favorit games, its a 10/10...but its far from perfect.
i could think of a f-ton of improvements, and that was in the first week after release.
But it made so much, and what it made was such a well crafted look for me, that it was great.
For a sequell i do hope for more refinement. The biggest hurdle could be them not wanting to
get to complex for players that are less mechanically inclined and more narative and atmosphere interested.
I just really hope they indulge in their ideas, and dont try to make them to systematic again (the 4 beasts where structurally the same,same interior design, all shrines had the same design,...).

I dont know, the rain rarely was that much of a problem. or lets say it this way: the rain was the moment where i started to dig into my resources (stamina food, stasis tech, using waterfalls and the zora armor, moving over to horse travel, realis gale), or simply searched an alcove to light afire and sleep till the next day.
I have not read all of this post, but you’ve earned a Yeah!
 
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It's still more area to cover. But yeah, in the end it will come down to how it's designed and integrated into the rest of the game. Caves tend to be boring and drab visually too, that's another thing I'm worried about. We'll see...
On this point, IRL caves can have diverse geology, and I would trust zelda devs to have done their research to come up with some intriguing visuals. The obvious real life example would be that super hot cave in Mexico with the giant crystals, but there are myriad other things they could play with.

And there are plenty of weird subterranean organisms to draw inspiration from. A glow worm cave would be cool as hell.

And if there’s diving, you can add underwater caves that are gated by how long you can hold your breath…which doesn’t help your “more area to cover” concern, but I’d love to see what they did with it.
 
Okay...

Not necessarily related to TOTK, but holy shit!!! I just stumbled on this video and my God!

Didn't know of 60% of this lol



I know the whole "Breath of the Wild keeps on giving" meme is kind of old by now, but I'm genuinely impressed with how little I know about this game.
 
What if, in addition to the traditional dungeons we’re very likely to get, the caves are the new Shrines for this game? Whether it’s a entrances via cliff sides, holes in the ground, or a hidden crevices in lakes, maybe there a hundred or so of them spread across Hyrule and defeating each one helps to rid the world of Malice and rewards the player with a heart piece or rare weapon. The more you discover and beat, the ‘weaker’ the source of the Malice gets.

The bigger sources of Malice, like Death Mountain for instance, would be the traditional dungeons. Beating it not only would rid Death Mountain of Malice, but also reward the player with one of the Tears that will be used for whatever they’ll be used for.
 
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Pulled out my copy of Creating a Champion to see what unused ideas they could use. I'm hoping some of these outfit concepts make it into TOTK. My imagination is filled with the different costumes and outfits that could be in this game based on what we've seen so far.
 
Has anyone noticed that the magic half of the Master Sword in the logo of TotK has a small tear near the very end of it? The Sword is upside down in the logo and so is the tear, but when we use it in game, clearly there will be a symbol of a tear at the very end of the Sword.
 
Thought this was a decent analysis video from a small Youtuber


I didn’t listen to all of it, but I heard an excellent point everyone should consider:

The symbol Zelda and that mysterious woman make with their hands seems like it may be the symbol on the giant door Link pushes open, two dragons meeting each other, not devouring each other.
 
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re: Traditional 3D Zelda coming back - God Of War 2018 is effectively a modern AAA traditional Zelda game, so I do see them going in that direction eventually (probably in a big FF7R style remake of Ocarina Of Time)
 
re: Traditional 3D Zelda coming back - God Of War 2018 is effectively a modern AAA traditional Zelda game, so I do see them going in that direction eventually (probably in a big FF7R style remake of Ocarina Of Time)
God I hope not, unless it's a side project or something. BOTW open world is the future.
 
So my opinion is that we figured out the main core concept of Tears of the Kingdom. To recap:

As you progress through the game, you will need to rebuild the Sky Island. You will have the ability to raise chunks of Hyrule back into the sky. By doing so reverses time on said chunks which would explain why they look different once they are actually in the sky. The more chunks you raise, the more they will eventually start to connect together. In some of the shots, you see roads and pathways on the island chunks that do not connect to anything but upon rebuilding the entire sky kingdom, these will all form one large sky kingdom. Could be Skyloft, could be the original Zonai kingdom. Maybe the two are actually one of the same. As you send chunks back into the sky, there will be craters on the surface world that likely can be explored revealing secrets and underground stuff to explore.

The Tears of the Kingdom is exactly that. Each island chunk is a tear that has fallen from the great kingdom that once was. Also represents tears in a kingdom as it was ripped apart. Your job is to restore the original kingdom. This will play a major role in defeating the evil and what not. Don't know how the entire story will work out but I feel confident that the core gameplay loop is restoring a long lost sky kingdom likely tied to the Zonai race that was done dirty by Ganondorf. As you send each chunk back in time which propells the pieces back into the sky, the former kingdom slowly becomes restored. It's been clear since the first trailer that time mechanics play a huge role and that island pieces can be raises as you saw Hyrule castle lift from the ground leaving behind a crater. Now we have enough evidence and information to piece together the restoration of the sky island and original Zonai race that inhabited said land.

This is so beautiful that I'm now going to be disappointed if this is not what it is
 
i really hope that Switch Pro/Drake/2 will have a traditional 2D Zelda and a 4 swords adventure reboot.

I feel pretty confident that they have a 2D Zelda in the works (why would they suddenly stop making them), and I see no reason for them to make it exclusive to Drake. Perhaps we see it as the 2024 Zelda release?
 
TBH, the only 2D Zelda i see in the near future is/are remakes like Link's Awakening.

Not that I'd mind mostly remakes, but why?

They've been making new 2D Zelda games forever. Phantom Hourglass and Spirit Tracks were a bit divergent in their mix of 2D and 3D, but in my mind they still count. I could see Nintendo not making a routine out of them like they did for dedicated handhelds, but if the team has a good idea for that space, I don't think they'd hesitate to start building it. If anything there's more room now than ever for a traditional 2D Zelda game, now that the 'Open-Air' formula is being used for 3D titles.

It's been 9 years since A Link Between Worlds - I'm guessing something's cooking.
 
Not that I'd mind mostly remakes, but why?

They've been making new 2D Zelda games forever. Phantom Hourglass and Spirit Tracks were a bit divergent in their mix of 2D and 3D, but in my mind they still count. I could see Nintendo not making a routine out of them like they did for dedicated handhelds, but if the team has a good idea for that space, I don't think they'd hesitate to start building it. If anything there's more room now than ever for a traditional 2D Zelda game, now that the 'Open-Air' formula is being used for 3D titles.

It's been 9 years since A Link Between Worlds - I'm guessing something's cooking.

And who should make a new 2D one? The main Zelda team is 100% focues on TotK, and afterwards will likely split between DLC and start with planning the next 3D one after that.

Grezzo might be the only dev i can currently think of which could make a 2D Zelda, and they've been doing the Links Awakening remake. What they're working on now dunno, but i think it's more likely they're working on Orcales remakes or Minish Cap or something.
 
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Oh, i was never talking about economic sense. They could sel remakes of OoT every 5 yers and would still sell tons of it.
But if you propose me a port of OoT 3D just in HD...or a remix that is kind of a new entry with new dungeons and stuff...yeah, the first one im 0 interested and wont buy, but the second one? for shure.

As you say, they chose not to... and why? because even tho they are "smaller" in the sense that the world is not as massive as BotW, Skyward Sword and TP where big expensive games. They cant just do them in that fashion next to BotW.

I mean in my dream they would just have more zelda teams that we dont have to wait 5 years between entries. At first it was thought that new games and remakes will fill the space between the big ones, but we had... 1 remake that was almost 1:1, and a muso spinoff and remasters.

Then theres the aspect, that they are less open to weirdness. Smaller scale projects could fill that and be a testbed for ideas before they use them fully fledged out in a big entry.

And "coming up with cool stuff thats essentially a rom hack": i compared it to those.
But i still think that a team of people being paid to do it will create more then people working on weekends in their free time.
Even a small budget is more then no budget. And they can then sell those, rom hacks cant be sold.

I am aware that this comes mostly from my wish for more zelda gameplay and experimentation with mood, narative and characters, and the big zelda games are to expensive and big in scale to do that. so the only way that would be an option is a lower budget subseries.

But then we are back at what nintendo does now: if a series is established, they are kinda skitish in regards to not mass marketable ideas. Just see how 2D mario homogenized since the DS/Wii.

Would those sell as the big ones? no, they would not sell as much as BotW. but im confident that they would be financially viable. The problem is less feasability or money, more the overall controll over branding that they want to keep tight.
I feel in that regard you can compare them to disney.
This is really a question of opportunity cost more than anything. The Zelda team already experiments by using old games and assets for prototypes but creating something for release is a different beast entirely. There's so much that goes into releasing a game these days, it's barely comparable to what they used to do. Just as an example, the number of languages in BotW has doubled compared to Wind Waker.

What you are suggesting is a pretty big ask and would require a ton of resources for planning, design, coordination, testing, marketing, localization etc. all stuff that you can't really rationalize away. Not to mention that it would still not completely eliminate the need for new art, animation and music even if they were of lower fidelity. Just look at the staff list of something like Mario Maker 2 which needed a lot of people despite mostly reusing existing assets. The reason why we aren't seeing stuff like this, from any developer or publisher, is because at some point you’re just better off making a new game altogether and crafting it into an appealing product. Or they make DLC for existing titles like they've done with Octo-Expansion in Splatoon 3.

The best shot fans of "traditional" 3D Zelda have is if Aonuma decides to hand the IP to some external dev that they can supervise like they've done with Hyrule Warriors. But that would actually be a full production rather than a cheap rehash.
 
Zonai Spiral Theory
One of the things I’ve noticed is that a lot of people are referring to Links new ability as a time reversal mechanic. When in actuality it seems to be a momentum reversal ability. Meaning time still moves forward but just the object moves to its previous position. Time doesn’t change just the position of the object,
So far we have only seen what it does on objects, being the spiked ball and the rock Link jumps onto in the 2nd and 3rd trailers. Since it’s pretty safe to assume the hand that was holding down Ganondorf now belongs to Link, I was wondering what effect that power would have on a living being,
The owner of the hand/arm had to have known about the curse and the endless cycle of birth and re-birth as represented by the ouroboros in the title screen. In the context of the curse occurring over and over again, it wouldn’t be represented as a circle but as a spiral because time keeps moving forward. Otherwise it would be the exact same events over and over again. So with each rebirth and death the circle moves forward slightly because of time forming a spiral pattern.
My two thoughts on this are could the hand holding down Ganondorf be trying to reverse the things he has done in the past, and is there a brief moment in time between the cycle of death and rebirth with the curse that it could actually be broken? Perhaps this could explain why the tribe may have split into two groups, the Sheikah who wanted the curse to be broken and the Yiga who worshipped Gannon.
 
Weapon durability is a great system, if a bit unintuitive, but I wouldn't be surprised if it's heavily reworked or completely replaced in TotK. It was one of the most common complaints of the original.

Not so sure about this. It wasn't a complaint of reviewers. And I'd guess 99% of people who played it had no issue with it. The vocal minority of people who complain about it probably also complain about shrines being trash / the story being trash / the music being trash / the VO being trash / the divine beasts being trash / the rain being trash / the performance being trash etc etc.

If they listened to internet forum hot takes they'd come to the conclusion they needed to quit game dev lol

Also, even when people complain about it just as many go the other way and like it. So they can't win either way. If it does change it will be their own choice, they aren't making changes due to what anyone is saying online. This isn't a Skyward Sword situation
This is so beautiful that I'm now going to be disappointed if this is not what it is

It won't be I'm afraid. The reversal mechanic is movement based - it has nothing to do with reversing time. People should check out exactly what the patents say as it clarifies it. Was a nice idea though
 
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Not that I'd mind mostly remakes, but why?

They've been making new 2D Zelda games forever. Phantom Hourglass and Spirit Tracks were a bit divergent in their mix of 2D and 3D, but in my mind they still count. I could see Nintendo not making a routine out of them like they did for dedicated handhelds, but if the team has a good idea for that space, I don't think they'd hesitate to start building it. If anything there's more room now than ever for a traditional 2D Zelda game, now that the 'Open-Air' formula is being used for 3D titles.

It's been 9 years since A Link Between Worlds - I'm guessing something's cooking.
the director is too busy making 1-2 switch sequel and im not kidding
 
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It won't be I'm afraid. The reversal mechanic is movement based - it has nothing to do with reversing time. People should check out exactly what the patents say as it clarifies it. Was a nice idea though

Could you elaborate? The explanation I read of it was that given an object, Link could have it traverse it's previous locations which is functionally reversing its local flow of time. Like that spike ball in the second teaser is being sent back along the path it previously traveled.

Im assuming it's dependent on the object, since I doubt Link is actively witnessing all of these sky blocks falling. They probably fell recently in the events of the game and Link is sending them back up.

My personal idea is that there is a local version of the ability for Link to use which is described in the patent, and a special version that could work like a Timeshift Stone that only shows up in cutscenes to change an entire area. Similar to how theres small Timeshift stones that Link can carry to shift a small portion of the world, and a larger one that flips an entire area back and forth, both perform "Timeshifting" but are different mechanics. These are all guesses / personal wishes, though.
 
Not so sure about this. It wasn't a complaint of reviewers. And I'd guess 99% of people who played it had no issue with it. The vocal minority of people who complain about it probably also complain about shrines being trash / the story being trash / the music being trash / the VO being trash / the divine beasts being trash / the rain being trash / the performance being trash etc etc.

If they listened to internet forum hot takes they'd come to the conclusion they needed to quit game dev lol

Also, even when people complain about it just as many go the other way and like it. So they can't win either way. If it does change it will be their own choice, they aren't making changes due to what anyone is saying online given. This isn't a Skyward Sword situation

The durability system is one of the most commonly brought up complaints about the game and we already know from people like Emily that Nintendo employees hang around message boards. It's unlikely this hasn't reached the dev team and that they haven't at least looked at the system for the new game. Not sure why you make it sound like reacting to feedback is the same as throwing the baby out with the bathwater.
 
Remember the story that broke a while ago about Pietro Ubaldi, Daryl’s Italian voice actor, saying he finished work on BOTW2 where he voiced an ancestor?

An ancestor from the sky island perhaps? Not sure how that would work; I don’t think the Gorons have ever not been on the surface.
 
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Could you elaborate? The explanation I read of it was that given an object, Link could have it traverse it's previous locations which is functionally reversing its local flow of time. Like that spike ball in the second teaser is being sent back along the path it previously traveled.

Im assuming it's dependent on the object, since I doubt Link is actively witnessing all of these sky blocks falling. They probably fell recently in the events of the game and Link is sending them back up.

My personal idea is that there is a local version of the ability for Link to use which is described in the patent, and a special version that could work like a Timeshift Stone that only shows up in cutscenes to change an entire area. Similar to how theres small Timeshift stones that Link can carry to shift a small portion of the world, and a larger one that flips an entire area back and forth, both perform "Timeshifting" but are different mechanics. These are all guesses / personal wishes, though.
The patent isn't really indicative of anything because it's just the mechanical implementation of one particular skill. It's not like this specific patent even has to apply to raising chunks of the land above.
 
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Starting to buy into that theory that the big island we see near the end of the trailer is what remains of Skyloft.

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What's more...

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FdGOc2SXkAAonOC
 
Could you elaborate? The explanation I read of it was that given an object, Link could have it traverse it's previous locations which is functionally reversing its local flow of time. Like that spike ball in the second teaser is being sent back along the path it previously traveled.

Im assuming it's dependent on the object, since I doubt Link is actively witnessing all of these sky blocks falling. They probably fell recently in the events of the game and Link is sending them back up.

My personal idea is that there is a local version of the ability for Link to use which is described in the patent, and a special version that could work like a Timeshift Stone that only shows up in cutscenes to change an entire area. Similar to how theres small Timeshift stones that Link can carry to shift a small portion of the world, and a larger one that flips an entire area back and forth, both perform "Timeshifting" but are different mechanics. These are all guesses / personal wishes, though.

I did post about this a lot earlier somewhere in this thread but yeh - the wording from the patent is - "perform return movement to return to previously recorded positions and orientations, sequentially backward" - it is not reversing its flow of time - its reversing its positionals sequentially backwards which is a totally different thing. Think of a train on a track.
 
This is really a question of opportunity cost more than anything. The Zelda team already experiments by using old games and assets for prototypes but creating something for release is a different beast entirely. There's so much that goes into releasing a game these days, it's barely comparable to what they used to do. Just as an example, the number of languages in BotW has doubled compared to Wind Waker.

What you are suggesting is a pretty big ask and would require a ton of resources for planning, design, coordination, testing, marketing, localization etc. all stuff that you can't really rationalize away. Not to mention that it would still not completely eliminate the need for new art, animation and music even if they were of lower fidelity. Just look at the staff list of something like Mario Maker 2 which needed a lot of people despite mostly reusing existing assets. The reason why we aren't seeing stuff like this, from any developer or publisher, is because at some point you’re just better off making a new game altogether and crafting it into an appealing product. Or they make DLC for existing titles like they've done with Octo-Expansion in Splatoon 3.

The best shot fans of "traditional" 3D Zelda have is if Aonuma decides to hand the IP to some external dev that they can supervise like they've done with Hyrule Warriors. But that would actually be a full production rather than a cheap rehash.
I hear that all the time, and when i see what small indie teams can (can, im aware that its not the norm) achive, and how smaller teams created major masterpieces back then it just brings me to doubt.
Studios and especially big companies like Nintendo have a lot mor synergies going with the development of tools and internet (especially in regards to localisation, which was a major pain back then), and seing how smaller developers and publishers can make tons of niche jrpgs that are happy if they sell even half a million...

I know that standards changed (fidelity, localization,...), but i just feel there has to be a way to produce something between <5M$ indie games and 50M$ AAA games.

And i feel nintendo leans a little to much on the safe side in regards to optimization for profit.

Cadence of Hyrule was a HUGE + in my book, even if its not my type of game, i give them that, but its still destinctivly a side game, it does not play like a core oldschool zelda experience, and i fear they just dont want to give that out of their hands.
"Pretty big ask"...like every game they produce. games are always big project. the question is more, how does it scale to other projects. If it sells only a fraction...but also cost a fraction overall, then i dont see a problem with it.

The sugestion was less a " i want it to be exactly that engine and those assets", and more like "do whatever but greenlite some smaler more experimental/less business dictated zelda projects for your teams".
Im not asking for one every year to flud the market, or mass generated dungeons for a GaaS where it could lead to Zelda fatigue.
 
I did post about this a lot earlier somewhere in this thread but yeh - the wording from the patent is - "perform return movement to return to previously recorded positions and orientations, sequentially backward" - it is not reversing its flow of time - its reversing its positionals sequentially backwards which is a totally different thing. Think of a train on a track.

Can't that just be framed in-game lore as time reversal of the object ? That wording does say "previously recorded positions" so it seems effectively the mechanical implementation of a rewind feature. For example a puzzle where Link has to send a mine cart backwards on a track, even if the mechanic is just moving it to a previous position, the hint might be "rewind it to where it once was". But it's a unique rewind because it's possible to place a bomb in the mine cart and then move it back.

Like how stasis is described as stopping the flow of time when it's just stopping the object in one of it's predetermined physics path.
 
It's mildly interesting that the giant clump of islands appears to be over the Faron region, and going from what's visible on the ground, the initial skydives in the 2021 and new trailer both look like they could be from that same clump of islands. There may be multiple giant clumps like that though, we haven't seen enough sky yet.
 
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Anybody see the Stable in the trailer that is next to the giant green image /symbol closer to Hyrule Castle? That’s a new stable, and there’s one of those weird structures near it that seems to be the same structure near the Tabantha Bridge Stable, but without a green swirl around it.

Since shrines are gone, we will need a new way to teleport to Stables and around the map. Those new structures could be teleport points that work like shrines, that would make sense. A green swirl might indicate that it hasn’t been activated yet, or vice-versa.
 
I hear that all the time, and when i see what small indie teams can (can, im aware that its not the norm) achive, and how smaller teams created major masterpieces back then it just brings me to doubt.
Studios and especially big companies like Nintendo have a lot mor synergies going with the development of tools and internet (especially in regards to localisation, which was a major pain back then), and seing how smaller developers and publishers can make tons of niche jrpgs that are happy if they sell even half a million...

I know that standards changed (fidelity, localization,...), but i just feel there has to be a way to produce something between <5M$ indie games and 50M$ AAA games.

And i feel nintendo leans a little to much on the safe side in regards to optimization for profit.

Cadence of Hyrule was a HUGE + in my book, even if its not my type of game, i give them that, but its still destinctivly a side game, it does not play like a core oldschool zelda experience, and i fear they just dont want to give that out of their hands.
"Pretty big ask"...like every game they produce. games are always big project. the question is more, how does it scale to other projects. If it sells only a fraction...but also cost a fraction overall, then i dont see a problem with it.

The sugestion was less a " i want it to be exactly that engine and those assets", and more like "do whatever but greenlite some smaler more experimental/less business dictated zelda projects for your teams".
Im not asking for one every year to flud the market, or mass generated dungeons for a GaaS where it could lead to Zelda fatigue.

I only argued against the idea of taking N64-era assets and making new games with them. "Just do whatever" is a different discussion entirely.
 
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Anybody see the Stable in the trailer that is next to the giant green image /symbol closer to Hyrule Castle? That’s a new stable, and there’s one of those weird structures near it that seems to be the same structure near the Tabantha Bridge Stable, but without a green swirl around it.

Since shrines are gone, we will need a new way to teleport to Stables and around the map. Those new structures could be teleport points that work like shrines, that would make sense. A green swirl might indicate that it hasn’t been activated yet, or vice-versa.
Yeah, that's a new stable, makes me wonder if some will be gone and replaced by new ones.

stable.png
 
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