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

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Soooo we got a post friday as well. Maybe they will be showing pictures every week day. Hopefully they get into new material too.

Aight so, they didn't tweet anything today. So i guess we will just randomly get old pics few days a week.
 
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As someone who did look, and enjoyed looking, I do really understand people who want to hold back. Even if the spoilers aren’t huge - 200+ pages of images does provide a lot of information - and shows plenty of crazy designs that would be fun to encounter unexpectedly in-game.

I can’t decide if I regret it or not - but I do really love speculating on the puzzle pieces atm.

Seeing crazy designs for the first time, whether they’re enemies, dungeons or even just routine architecture, was part of the splendor of Breath of the Wild. I understand people don’t think it constitutes as spoilery, but it’s 200+ pages as you said, and if that many pages of art doesn’t show me something I might constitute as a spoiler, then that’s a pretty shit art book.

We also don’t know for certain what we’ll see next from the marketing, so I’d hesitate to say this art book will be fully covered by launch.

Edit: Quick example for those that don’t relate on the idea of what constitutes a spoiler. Imagine the frame of mind one might have prior to Breath of the Wild if they were aware of the three labyrinths, as they’d seen an art book depicting them without any context. You might then play the game looking for them, perhaps to their detriment, thinking they were something bigger in the plot than they actually were. Or you might see one and think oh hey that’s from the art book - not quite eliciting the same surprise as having never seen it before.
 
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I’ve been pretty tempted to take a peek in the art book threads, haha. Part of the reason is just wanting to know what everyone else thinks. It’s fun to enjoy this stuff with other people, so there’s definitely some feeling of being left out.
It's like a party but you were not invited.
 
Greetings from the spoilers thread. It is warm down here.

zelda-hand.gif
 
As someone that did look fully page to page of the art book, lot of the art is without context. So it may or may not be a spoiler just because a lot of it has no context about what is being seen. It is just speculating about the art. There are things that are minor spoilers though even without context just by seeing them that I would guess would probably be revealed before the release date in a trailer or something as it is really minor.

Even though the art book is something everyone gets with the CE before they start the game. It’s also 3 more months or so before it was supposed to be seen, and time for Nintendo to show glimpses of their reason for that art in future trailers or a Direct for the game.
 
Not looking at leaks and even trailer footage is only a positive for a game you hundred percent will buy and play, don't fool yourselves.

It's not like the game is still a year off or so, it's out in two and a half months. I know I would have an even better time with the game if I didn't look at all that stuff and just played it blind, but I'm weak.
 
Imagine opening up your TotK CE and the art book is missing, you realize that your CE art book must have been the one that was photographed and leaked.
 
I like that they at least seem to be trying with the NPC designs this time. They're not just generic ciphers crapped out of a Mii generator. They're weird and unique, and that adds to the sense of discovery imo.
 
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hate to be this guy, but I wonder if they’ve already started production on the next Zelda? does anyone know how this usually works?
If they have a lot of ideas that clearly don’t fit into TotK they probably stockpile all of them to return to them later. Also they do listen to fan feedback somewhat otherwise we may have gotten a linear BotW, since they seemed to be so fond of Skyward Sword which is a scary thought.

Just for fun,
Thinking how they would make BotW linear if they wanted us to only go a certain way to find a shrine. It’s a sunny day and we decide we want to climb the mountain on the right, just as we start to climb they blast us with a never ending thunderstorm. So we climb back down and it’s magically sunny again. We then decide we are going to go left around the next bend, only to be instantly attacked by a hoard of Lynels, ok we will go right instead, bam 12 guardian stalkers attack us. Hmm… maybe I will just go straight here, “oh look a shrine.”
 
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hate to be this guy, but I wonder if they’ve already started production on the next Zelda? does anyone know how this usually works?
I think so as they always have small teams prototyping stuff. Ideas from totk that didn't make it will either become DLC or used in the new game. I think they will move away from the botw formula though. They will probably go for a different art style and different setting in general. I think a return to the Sea world of Wind Waker would be great and then add diving into the mix.
 
I think I might have said this before but I would love to sometime play a Zelda game mostly set in a weird, sprawling open-world city with the different regions of Hyrule reimagined as districts or layers. The gameplay elements could be really unique if they brought back timeshift stones, dungeons (a bank, museum, power plant, sewers, parks, reservoir, slums, skyscraper, farm, canal systems) or even a mirrored dark world city. I’m imagining it set in something similar to the 1890s, but even stretching the Zelda aesthetic into a magical 1950s could be pretty cool. it could take some cues from something like The Legend of Korra, and be surrounded by a traditional forest and Hyrule field.
 
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I think so as they always have small teams prototyping stuff. Ideas from totk that didn't make it will either become DLC or used in the new game. I think they will move away from the botw formula though. They will probably go for a different art style and different setting in general. I think a return to the Sea world of Wind Waker would be great and then add diving into the mix.

Zelda’s never been as popular as it is now. The next decade of Zelda is likely to iterate on Breath of the Wild as a template, just as Ocarina of Time served as the template before it.
 
I hope they change the item-collecting jingle from BotW. That really got on my nerves quickly (especially in the beginning). :D
Or let me turn it off completely.

And will Link pet a dog in the next trailer?
 
Zelda’s never been as popular as it is now. The next decade of Zelda is likely to iterate on Breath of the Wild as a template, just as Ocarina of Time served as the template before it.
Doesnt dissagree with his statement. Changes in setting and artstyle are not that far of.

And to be honest, i would love for a big budget push for a new setting. Im done with hyrule for at least a decade after this game.
Give us something new, like termina, like Koholint, , like Holodrum and Labrynna. Not a "new hyrule", not a alternate realm or mirror realm.

honestly, one thing that cemented the Heroe of time as one of the best was not OoT, but (and thats my assumption back then, then they changed it)
that he packed his stuff and decided to go on adventures. Majoras Mask, and in my Head OoA/S where just additional adventures, because he got bored in hyrule where he knew everything and saved everyone.

Heck, i would be fine if we stay with the artstyle, but have such a radical shift (it will be developed for the successor, so big graphical jump), and if it makes like venture out to a different place. What i really hope is that they don't try to do a "4 letter title/of the" trillogy. (BotW, TotK, XotY).
 
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I've seen part of the artbook and, for anyone who wants to go as blind as possible, is pretty spoilery. Of course you are not going to find the final boss or a big plot twist in the book. Hell, it doesn't even includes towns or early bosses. But seeing a great amount of Link's new outfits, NPCs designs, new objects and places can be considered a spoiler, because you are ruining yourself the surprise of seeing them ingame for the first time.
 
Been playing other Zelda games in preparation for TotK which has made me think a lot about potential returning enemy types. Even people who loved BotW won't argue that enemy variety and enemy distribution was somewhat lacking in that game, though different weapon types and elemental variations obviously helped a bit. And with ancient Sheikah tech effectively gone, it means we're also losing five Guardian enemy types. Luckily, TotK seems to refresh the old monsters and add several new ones but I hope it also addresses some of my other more specific complaints that I think some people here share.

Obviously, we're gonna need a completely new set of boss fights since I doubt they will reuse the Blights. Though I did like the fights mechanically, I was, like many others, disappointed in their similar aesthetics and narrative framing. I think it's fine to have a recurring boss enemy type (more on that later) but if those make up the bulk of boss fights, it can wear thin. This is something the Zelda team is usually good at so BotW felt like an outlier.

The other thing is that I'd also like to see more enemy types unique to different habitats. In BotW you basically get the basic enemy types in almost every area but with elemental variants thrown in. This was obviously the consequence of effective resource management but it also makes all these environments feel less unique. With the sky and underground opening up in TotK, this seems even more necessary. We've already seen those weird things hanging from the ceiling in one of the trailers so that's a good sign.

Anyway, if you wanted to read the some random ramblings from a very bored mind, this is for you. I mainly approached it with my three main criticisms in mind. Putting these in spoilers mostly because it's a lot of text and images. This won’t include anything about TotK beyond what we've seen in the teasers and trailers so I'd appreciate if people didn't reply with stuff from the artbook leak.

026.jpg
TEbgSFW.jpg

Darknuts, Phantoms and other knight-type enemies are probably the most notable omission from BotW and with Ganon(dorf) being resurrected, it makes sense to bring them back in some form. I always liked the idea of these super formidable elite warriors sent by the big bad that give you a difficult time in a 1-on-1 fight only for the game to suddenly throw multiple of them at you. For a new version I'd like to see some sort of combination of the Darknuts of Wind Waker and of Twilight Princess: Heavy, hulking enemies but underneath all that armour they are quick and feral canines. Think a bit Maliketh the Black Blade from Elden Ring. It's also easy to add variety to them through different weapon and armour types or putting them on horses. I think these could effectively take the role of the Guardian Stalkers but I think I'd prefer some of them to be unique named enemies, like how Onox was basically an Iron Knuckle.

Aeralfos.jpg

Aeralfos are kind of a no-brainer with the Lizalfos being such prominently featured enemies and TotK going to the sky. Now that they can turn invisible they're can be even more annoying. Instead of fire, ice and electric types, however, I'd like to see them use mostly wind-based attacks, maybe to blow Link off of platforms. We've already seen Bokoblins being carried by the new unnamed flying enemy so Aeralfos could be limited to the sky islands. Of course, it'd then make sense to have them visually inspired by the feathered serpent.

49wlnO5.png

Many of us probably still remember what the Gohma fight in Twilight Princess was originally supposed to look like and I feel like it's time to fully realize this in TotK. Imagine entering the Lost Woods and being ambushed by a bunch of smaller Gohma Larvae who knock out Link. He wakes up, wrapped up in spiderweb with no weapons and then has to make his way out of the Lost Woods while being chased by the Gohma's queen and scrounging up for shitty weapons. Eventually you'd find all of your equipment again and could fight it head on. Gohma could effectively work like an eight-legged Guardian Stalker but instead of shooting lasers it'd shoot spiderwebs and could regenerate its legs. Bonus points if it has an ugly egg sac on its back.

Dongorongoph.png

Dodongos are intricately linked to Gorons to me and with Death Mountain being affected by malice I'd love to see them come back in some form. Design-wise, I'm partial to Dongorongo as seen in Phantom Hourglass that incorporates even more rock-like features and this would definitely make sense if the ground below Death Mountain breaks up and they can rise to the surface. I'd primarily like to see them switch up the fire attacks that have been traditionally more straightforward fireballs with AOE-attacks, explosions etc.

CSRZi5y.jpg

As I've said in a previous post, I absolutely love the Gyorg Pair in Minish Cap and think would it be a spectacular boss fight in 3D, having you jump back and forth between the two. The Gyorg come in three variations: The big red female, the smaller blue male and the very small green younglings:
TMC_Gyorg_Pair_Sprite_2.png
The male uses its tail and projectiles to attack while the female can spew forth green younglins. In hindsight, the boss fight already feels like a 2D prototype for TotK. Additionally, the Gyorg, specifically the blue and green ones, could also make for an appealing basic enemy type endemic to the more tropical coastal regions in the south. I like the vibe of East Necluda and Lurelin Village but sadly there's not a lot to it otherwise. The Gyorgs with their manta ray designs, however, immediately fit in and would give it some much needed flavour. The only obvious addition from the Minish Cap version would be the ability to dive in and out of water instead of being entirely airborne.

Goriya.jpg
shuriken-ninja-tanuki.jpg

In BotW Lizalfos basically take the role of the boomerang wielding enemies but Goriyas have never been done in 3D and I think there's potential for some cool stuff. Taking the Brother Goriyas boss fight from Oracle of Ages as inspiration, I'd basically turn them into mujina that can shape shift into shuriken. You'd essentially fight three ninja like Goriyas at once that can change their forms at will and have to kill them one by one.

normal_Vire.jpg
DvkB0YIXQAEkC6B.jpg

In every appearance Vires have split into two Keese when defeated and I think I'd take that concept and turn it up to eleven for a 3D game by making it split into several bats at will, vampire-style. As you hack away at the Keese rushing you, Vire would gradually lose its wings and attack you on ground. In TotK specifically I think I'd probably go for a design inspired by Camazotz and bring back Dark Keese from Skyward Sword. This doesn't specifically have to be a Vire but it would work out nicely, I think.

White_Wolfos_2_-_TPGCN.png

For Wolfos I'd do it like Twilight Princess and keep only the white variant specific to the Hebra Mountains and Tabantha Tundra. But since there's already cold-footed wolves in the game, I'd make it much larger, basically the size of Moro from Princess Mononoke and have a pack of wolves accompany it. As with any wolf the temptation to look at Sif and the Red Wolf of Radagon for inspiration. And honestly, there's worse you can do than to give a wolf a dope sword. But I think it should retain its ability from Twilight Princess to hide in the snow and attack Link from below and work more like an ice version of Darkbeast Paarl from Bloodborne, infusing itself with more elemental energy as the fight goes on. In TP they have an icy glow but I like the idea of them being basically wolf spirits possessing ice and shattering into a thousand pieces when they are defeated.
 
Been playing other Zelda games in preparation for TotK which has made me think a lot about potential returning enemy types. Even people who loved BotW won't argue that enemy variety and enemy distribution was somewhat lacking in that game, though different weapon types and elemental variations obviously helped a bit. And with ancient Sheikah tech effectively gone, it means we're also losing five Guardian enemy types. Luckily, TotK seems to refresh the old monsters and add several new ones but I hope it also addresses some of my other more specific complaints that I think some people here share.

Obviously, we're gonna need a completely new set of boss fights since I doubt they will reuse the Blights. Though I did like the fights mechanically, I was, like many others, disappointed in their similar aesthetics and narrative framing. I think it's fine to have a recurring boss enemy type (more on that later) but if those make up the bulk of boss fights, it can wear thin. This is something the Zelda team is usually good at so BotW felt like an outlier.

The other thing is that I'd also like to see more enemy types unique to different habitats. In BotW you basically get the basic enemy types in almost every area but with elemental variants thrown in. This was obviously the consequence of effective resource management but it also makes all these environments feel less unique. With the sky and underground opening up in TotK, this seems even more necessary. We've already seen those weird things hanging from the ceiling in one of the trailers so that's a good sign.

Anyway, if you wanted to read the some random ramblings from a very bored mind, this is for you. I mainly approached it with my three main criticisms in mind. Putting these in spoilers mostly because it's a lot of text and images. This won’t include anything about TotK beyond what we've seen in the teasers and trailers so I'd appreciate if people didn't reply with stuff from the artbook leak.

026.jpg
TEbgSFW.jpg

Darknuts, Phantoms and other knight-type enemies are probably the most notable omission from BotW and with Ganon(dorf) being resurrected, it makes sense to bring them back in some form. I always liked the idea of these super formidable elite warriors sent by the big bad that give you a difficult time in a 1-on-1 fight only for the game to suddenly throw multiple of them at you. For a new version I'd like to see some sort of combination of the Darknuts of Wind Waker and of Twilight Princess: Heavy, hulking enemies but underneath all that armour they are quick and feral canines. Think a bit Maliketh the Black Blade from Elden Ring. It's also easy to add variety to them through different weapon and armour types or putting them on horses. I think these could effectively take the role of the Guardian Stalkers but I think I'd prefer some of them to be unique named enemies, like how Onox was basically an Iron Knuckle.

Aeralfos.jpg

Aeralfos are kind of a no-brainer with the Lizalfos being such prominently featured enemies and TotK going to the sky. Now that they can turn invisible they're can be even more annoying. Instead of fire, ice and electric types, however, I'd like to see them use mostly wind-based attacks, maybe to blow Link off of platforms. We've already seen Bokoblins being carried by the new unnamed flying enemy so Aeralfos could be limited to the sky islands. Of course, it'd then make sense to have them visually inspired by the feathered serpent.

49wlnO5.png

Many of us probably still remember what the Gohma fight in Twilight Princess was originally supposed to look like and I feel like it's time to fully realize this in TotK. Imagine entering the Lost Woods and being ambushed by a bunch of smaller Gohma Larvae who knock out Link. He wakes up, wrapped up in spiderweb with no weapons and then has to make his way out of the Lost Woods while being chased by the Gohma's queen and scrounging up for shitty weapons. Eventually you'd find all of your equipment again and could fight it head on. Gohma could effectively work like an eight-legged Guardian Stalker but instead of shooting lasers it'd shoot spiderwebs and could regenerate its legs. Bonus points if it has an ugly egg sac on its back.

Dongorongoph.png

Dodongos are intricately linked to Gorons to me and with Death Mountain being affected by malice I'd love to see them come back in some form. Design-wise, I'm partial to Dongorongo as seen in Phantom Hourglass that incorporates even more rock-like features and this would definitely make sense if the ground below Death Mountain breaks up and they can rise to the surface. I'd primarily like to see them switch up the fire attacks that have been traditionally more straightforward fireballs with AOE-attacks, explosions etc.

CSRZi5y.jpg

As I've said in a previous post, I absolutely love the Gyorg Pair in Minish Cap and think would it be a spectacular boss fight in 3D, having you jump back and forth between the two. The Gyorg come in three variations: The big red female, the smaller blue male and the very small green younglings:
TMC_Gyorg_Pair_Sprite_2.png
The male uses its tail and projectiles to attack while the female can spew forth green younglins. In hindsight, the boss fight already feels like a 2D prototype for TotK. Additionally, the Gyorg, specifically the blue and green ones, could also make for an appealing basic enemy type endemic to the more tropical coastal regions in the south. I like the vibe of East Necluda and Lurelin Village but sadly there's not a lot to it otherwise. The Gyorgs with their manta ray designs, however, immediately fit in and would give it some much needed flavour. The only obvious addition from the Minish Cap version would be the ability to dive in and out of water instead of being entirely airborne.

Goriya.jpg
shuriken-ninja-tanuki.jpg

In BotW Lizalfos basically take the role of the boomerang wielding enemies but Goriyas have never been done in 3D and I think there's potential for some cool stuff. Taking the Brother Goriyas boss fight from Oracle of Ages as inspiration, I'd basically turn them into mujina that can shape shift into shuriken. You'd essentially fight three ninja like Goriyas at once that can change their forms at will and have to kill them one by one.

normal_Vire.jpg
DvkB0YIXQAEkC6B.jpg

In every appearance Vires have split into two Keese when defeated and I think I'd take that concept and turn it up to eleven for a 3D game by making it split into several bats at will, vampire-style. As you hack away at the Keese rushing you, Vire would gradually lose its wings and attack you on ground. In TotK specifically I think I'd probably go for a design inspired by Camazotz and bring back Dark Keese from Skyward Sword. This doesn't specifically have to be a Vire but it would work out nicely, I think.

White_Wolfos_2_-_TPGCN.png

For Wolfos I'd do it like Twilight Princess and keep only the white variant specific to the Hebra Mountains and Tabantha Tundra. But since there's already cold-footed wolves in the game, I'd make it much larger, basically the size of Moro from Princess Mononoke and have a pack of wolves accompany it. As with any wolf the temptation to look at Sif and the Red Wolf of Radagon for inspiration. And honestly, there's worse you can do than to give a wolf a dope sword. But I think it should retain its ability from Twilight Princess to hide in the snow and attack Link from below and work more like an ice version of Darkbeast Paarl from Bloodborne, infusing itself with more elemental energy as the fight goes on. In TP they have an icy glow but I like the idea of them being basically wolf spirits possessing ice and shattering into a thousand pieces when they are defeated.
The omission of Darknuts/Iron Knuckles was pretty glaring. I'm wondering if they didn't want to put in heavily armored enemies since you're given a tool that's supposed to let you move metal at will (magnesis) and they don't want to trivialize those fights but at the same time they don't want you do see big metal armor and wonder why magnesis isn't working.
 
The omission of Darknuts/Iron Knuckles was pretty glaring. I'm wondering if they didn't want to put in heavily armored enemies since you're given a tool that's supposed to let you move metal at will (magnesis) and they don't want to trivialize those fights but at the same time they don't want you do see big metal armor and wonder why magnesis isn't working.
I would have liked to fight a Darknut that looked like this. The player would understand that Sheikah tech is non-conductive and non-magnetic.

Zelda_02012017_00186.jpg


I also wish the Yiga soldier battles involved more direct swordplay.
 
The omission of Darknuts/Iron Knuckles was pretty glaring. I'm wondering if they didn't want to put in heavily armored enemies since you're given a tool that's supposed to let you move metal at will (magnesis) and they don't want to trivialize those fights but at the same time they don't want you do see big metal armor and wonder why magnesis isn't working.
That thought has also crossed my mind and I think it makes the most sense. Depending on how that magnesis-like power works in TotK they could probably sidestep this issue.

I also wish the Yiga soldier battles involved more direct swordplay.

The Yiga also need to be heavily reworked if they are to make a return in TotK. It's weird how badly they scale in power compared to most other enemy types. At 400HP the Blademasters are weaker than every silver enemy variant and basically turn into little more than nuisances very quickly. I'd have loved to see Nintendo incorporate the Nemesis system from Shadow of Mordor where they grow stronger and adapt to your fighting style but sadly that can't happen thanks to WB holding the patent for that.

I feel like they need to double down on the ninja theme and give them more tools and make them craftier. At the end of BotW the Yiga are left in a bit of a weird place because Ganon and Kohga are defeated so they have no purpose and no leader. It'd be cool to see other members vying for the top spot and using all kinds of ninja weapons.
 
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Been playing other Zelda games in preparation for TotK which has made me think a lot about potential returning enemy types. Even people who loved BotW won't argue that enemy variety and enemy distribution was somewhat lacking in that game, though different weapon types and elemental variations obviously helped a bit. And with ancient Sheikah tech effectively gone, it means we're also losing five Guardian enemy types. Luckily, TotK seems to refresh the old monsters and add several new ones but I hope it also addresses some of my other more specific complaints that I think some people here share.

Obviously, we're gonna need a completely new set of boss fights since I doubt they will reuse the Blights. Though I did like the fights mechanically, I was, like many others, disappointed in their similar aesthetics and narrative framing. I think it's fine to have a recurring boss enemy type (more on that later) but if those make up the bulk of boss fights, it can wear thin. This is something the Zelda team is usually good at so BotW felt like an outlier.

The other thing is that I'd also like to see more enemy types unique to different habitats. In BotW you basically get the basic enemy types in almost every area but with elemental variants thrown in. This was obviously the consequence of effective resource management but it also makes all these environments feel less unique. With the sky and underground opening up in TotK, this seems even more necessary. We've already seen those weird things hanging from the ceiling in one of the trailers so that's a good sign.

Anyway, if you wanted to read the some random ramblings from a very bored mind, this is for you. I mainly approached it with my three main criticisms in mind. Putting these in spoilers mostly because it's a lot of text and images. This won’t include anything about TotK beyond what we've seen in the teasers and trailers so I'd appreciate if people didn't reply with stuff from the artbook leak.

026.jpg
TEbgSFW.jpg

Darknuts, Phantoms and other knight-type enemies are probably the most notable omission from BotW and with Ganon(dorf) being resurrected, it makes sense to bring them back in some form. I always liked the idea of these super formidable elite warriors sent by the big bad that give you a difficult time in a 1-on-1 fight only for the game to suddenly throw multiple of them at you. For a new version I'd like to see some sort of combination of the Darknuts of Wind Waker and of Twilight Princess: Heavy, hulking enemies but underneath all that armour they are quick and feral canines. Think a bit Maliketh the Black Blade from Elden Ring. It's also easy to add variety to them through different weapon and armour types or putting them on horses. I think these could effectively take the role of the Guardian Stalkers but I think I'd prefer some of them to be unique named enemies, like how Onox was basically an Iron Knuckle.

Aeralfos.jpg

Aeralfos are kind of a no-brainer with the Lizalfos being such prominently featured enemies and TotK going to the sky. Now that they can turn invisible they're can be even more annoying. Instead of fire, ice and electric types, however, I'd like to see them use mostly wind-based attacks, maybe to blow Link off of platforms. We've already seen Bokoblins being carried by the new unnamed flying enemy so Aeralfos could be limited to the sky islands. Of course, it'd then make sense to have them visually inspired by the feathered serpent.

49wlnO5.png

Many of us probably still remember what the Gohma fight in Twilight Princess was originally supposed to look like and I feel like it's time to fully realize this in TotK. Imagine entering the Lost Woods and being ambushed by a bunch of smaller Gohma Larvae who knock out Link. He wakes up, wrapped up in spiderweb with no weapons and then has to make his way out of the Lost Woods while being chased by the Gohma's queen and scrounging up for shitty weapons. Eventually you'd find all of your equipment again and could fight it head on. Gohma could effectively work like an eight-legged Guardian Stalker but instead of shooting lasers it'd shoot spiderwebs and could regenerate its legs. Bonus points if it has an ugly egg sac on its back.

Dongorongoph.png

Dodongos are intricately linked to Gorons to me and with Death Mountain being affected by malice I'd love to see them come back in some form. Design-wise, I'm partial to Dongorongo as seen in Phantom Hourglass that incorporates even more rock-like features and this would definitely make sense if the ground below Death Mountain breaks up and they can rise to the surface. I'd primarily like to see them switch up the fire attacks that have been traditionally more straightforward fireballs with AOE-attacks, explosions etc.

CSRZi5y.jpg

As I've said in a previous post, I absolutely love the Gyorg Pair in Minish Cap and think would it be a spectacular boss fight in 3D, having you jump back and forth between the two. The Gyorg come in three variations: The big red female, the smaller blue male and the very small green younglings:
TMC_Gyorg_Pair_Sprite_2.png
The male uses its tail and projectiles to attack while the female can spew forth green younglins. In hindsight, the boss fight already feels like a 2D prototype for TotK. Additionally, the Gyorg, specifically the blue and green ones, could also make for an appealing basic enemy type endemic to the more tropical coastal regions in the south. I like the vibe of East Necluda and Lurelin Village but sadly there's not a lot to it otherwise. The Gyorgs with their manta ray designs, however, immediately fit in and would give it some much needed flavour. The only obvious addition from the Minish Cap version would be the ability to dive in and out of water instead of being entirely airborne.

Goriya.jpg
shuriken-ninja-tanuki.jpg

In BotW Lizalfos basically take the role of the boomerang wielding enemies but Goriyas have never been done in 3D and I think there's potential for some cool stuff. Taking the Brother Goriyas boss fight from Oracle of Ages as inspiration, I'd basically turn them into mujina that can shape shift into shuriken. You'd essentially fight three ninja like Goriyas at once that can change their forms at will and have to kill them one by one.

normal_Vire.jpg
DvkB0YIXQAEkC6B.jpg

In every appearance Vires have split into two Keese when defeated and I think I'd take that concept and turn it up to eleven for a 3D game by making it split into several bats at will, vampire-style. As you hack away at the Keese rushing you, Vire would gradually lose its wings and attack you on ground. In TotK specifically I think I'd probably go for a design inspired by Camazotz and bring back Dark Keese from Skyward Sword. This doesn't specifically have to be a Vire but it would work out nicely, I think.

White_Wolfos_2_-_TPGCN.png

For Wolfos I'd do it like Twilight Princess and keep only the white variant specific to the Hebra Mountains and Tabantha Tundra. But since there's already cold-footed wolves in the game, I'd make it much larger, basically the size of Moro from Princess Mononoke and have a pack of wolves accompany it. As with any wolf the temptation to look at Sif and the Red Wolf of Radagon for inspiration. And honestly, there's worse you can do than to give a wolf a dope sword. But I think it should retain its ability from Twilight Princess to hide in the snow and attack Link from below and work more like an ice version of Darkbeast Paarl from Bloodborne, infusing itself with more elemental energy as the fight goes on. In TP they have an icy glow but I like the idea of them being basically wolf spirits possessing ice and shattering into a thousand pieces when they are defeated.
I also have fully surrendered my brain to Zelda lore recollection.

Re: Darknuts' absence, I think another issue might be that Darknuts are known for swordfighting while BotW focuses on enemies that can wield (and drop) a variety of weapons. Lynels mastered the classic sword and shield combo, but also clubs, bow and arrows, and spears. They sort of made Darknuts redundant, and lynels appear in two locations you'd otherwise expect a Darknut to appear: the colosseum, and in a miniboss room at Hyrule Castle. The rest of the game's world emphasizes the way in which nature overtook the ruins, and Darknuts don't lend themselves to that theming as well. Lynels wield weapons a knight might, but the game claims that they made them themselves and are otherwise territorial lions. Much in the same way Ganon devolved nto an unthinking, bestial force, his forces are the beats of the land, monsters that are adapting to the environment.

With Ganon regaining his sentience and Hyrule presumably rebuilding in Calamity Ganon's absence before that point, there's a good opportunity now to bring Darknuts back.

I feel like Gohmas have to return. They're all over the 3D Zeldas! I love how you described the fight there. Recycling some of the mechanics of Guardian fights (being able to chop off the legs) and spewing silk instead of lasers is brilliant. Vires are also a fantastic pull.

(Trivia: the TP Gohma fight was actually recycled in Spirit Tracks.)
 
What if Zelda is playable and while you're deep underground trying to escape to the overworld, you encounter........Master Kohga.

He's been down there since BoTW.
 
I know Game informer.had an early look at BOTW before the other media previews. Early February I think, so 1 month out.

But who knows, maybe they really do stay restrained with this one.
Actually, speaking of Game Informer, I've been wondering if we'll see more magazine previews, just because they used that as an excuse to make some fantastic artwork.

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Hope to see everyone in my upcoming thread "Which classic Zelda baddie deserves the Lynel treatment in TotK and why is it Darknut."
 
What if Zelda is playable and while you're deep underground trying to escape to the overworld, you encounter........Master Kohga.

He's been down there since BoTW.
I ask myself that sometimes, how are they going to bring back the Kohga and the new champions with how much the tone has shifted. The game feels a lot more serious and i feel like Yunobo and Kohga don't fit.
 
I ask myself that sometimes, how are they going to bring back the Kohga and the new champions with how much the tone has shifted. The game feels a lot more serious and i feel like Yunobo and Kohga don't fit.

I don’t believe for a second that the game won’t have ample room for light hearted or goofy moments. The trailers are grim for sure, but silly things are a staple of every Zelda game.
 
The trailer is cut kind of mischievously. There's a moment where Link is being "attacked" by four Guardian arms and at first glance it seems related to the Ganondorf attack, especially since Guardians were rather terrifying in the first game. But on closer inspection it seems to be a goofy scene like Link getting his clothes dyed, probably Robbie or Purah shenanigans in what looks like a makeshift Sheikah hut.
 
The trailer is cut kind of mischievously. There's a moment where Link is being "attacked" by four Guardian arms and at first glance it seems related to the Ganondorf attack, especially since Guardians were rather terrifying in the first game. But on closer inspection it seems to be a goofy scene like Link getting his clothes dyed, probably Robbie or Purah shenanigans in what looks like a makeshift Sheikah hut.
Yeah, I’d always assumed the same.
 
The trailer is cut kind of mischievously. There's a moment where Link is being "attacked" by four Guardian arms and at first glance it seems related to the Ganondorf attack, especially since Guardians were rather terrifying in the first game. But on closer inspection it seems to be a goofy scene like Link getting his clothes dyed, probably Robbie or Purah shenanigans in what looks like a makeshift Sheikah hut.
I like how intentionally misleading this new trailer is overall. Like there's also that part with the bombardment and then an explosion, but if you look closely both scenes seem to be completely unrelated (the bombardment is probably powering up enemies with malice during a blood moon, while the explosion is similar to those explosions from BotW when you defeat a divine beast boss.)

I distrust what's been shown in the trailer so much that I'm thinking some of the "enemies" featured in the trailer might not even be enemies at all (like the cube monster).
 
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I'm reminded Kilton has a hot air balloon.

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We're gonna see some of that goofiness along with us in the skies hopefully ;)
 
For cross promotion, they should put a quest in Xenoblade 3 where you find Link's new outfit from Tears of the Kingdom. It all comes full circle or something

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