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Zelda has been rebooted and we didn't notice


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#1 Raiden

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Posted 17 August 2014 - 06:58 AM

Let me explain. Love or hate them the two Zeldas on DS sorta failed. Yeah they sold ok but even Nintendo has said they just didn't work out in the end in ideas and were sorta mistakes. Skyward Sword loved by some hated by some. Now Skyward Swords issues lay within the game forgetting what started the series. Exploration. SS suffered some problems the DS games did in fighting the same boss over and over and repeating areas. It also a had a linear design. SS had some great ideas as well like the dungeons were well done. If you love these games that is fine.

 

Now let me explain this reboot. Traditionally reboots erase all canon and start the series back to square one.  Well Nintendo has but only in one way. The story and characters that has all remained intact. Nintendo also is doing it in 3phases. First one is Link Between Worlds on 3DS. Letting you tackle any dungeon you want in any order you want. Throw in some SNES era art design and a even a new mechanic and you have a game going back to basics while offering something new.

 

Phase two give the players something wildly new in the series as a spinoff. Not a demo for a plastic attachment. Hyrule Warriors is another way to breath new life into the series and do something they never done before and could turn into it's own series. Finally Phase three. Legend of Zelda U as it was explained in the E3 video in June the games last few years have had a set point of entry and  specific order in how to progress in beating dungeons and a set place to enter and leave. I think nintendo knows things were getting a bit stale. They even say in the E3 video how they want to bring back more ideas from Zelda on NES. Also erasing many conventions. The vast world to explore and the way you get to the dungeons is like the NES game. In fact Darksiders II played out in it's open world similar to NES Zelda in how you get there.

 

The core story and events remain in tact but mechanics gameplay and conventions and even ideas have been rebooted. This is where Nintendo again this generation follows a trend but does it in thier own clever way. Nintendo has done this right.

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Edited by Ryudo, 17 August 2014 - 06:55 AM.


#2 3Dude

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Posted 17 August 2014 - 07:00 AM

Zelda's constantly being rebooted....


Im pretty convinced it was the wii's hardware limitations and trying to fit skyward swords ambition within those limitations is what resulted in skyward sword being... skyward sword on the exploration adventure front, not remotely referring to motion plus, as the motion plus implementation was absolutely fantastic, and merely highlights a generation of wasted potential, polish and improvement on real motion controls instead of waggle crap.

A link between words is not... going back to the basics. Being blatantly given every item in the game for chump change, and then having billboards advertising what item you need to explore an area changes the face of the game dramatically, in particualr the exploration part of the game, its almost the same as not bothering with items at all. On the plus side, you actually get to discover dungeons again, instead of 'riding the railroad track', but at the expense of the other half of the equation that made zelda (and metroid) great.

Its the complete antithesis of the specific tight design of the earlier zelda's. You werent SUPPOSED to do the dungeons out of order, but players could defeat the intent of the designer should they possess the skill (even if they didnt know they were doing it) in the original nes zelda, dungeons didnt really rely onitems very much, with few exceptions (like the raft), but the overworld made heavy use of items for progression design, and with exploration adventure games of this specific design, getting an item out of order, changes the face of the game drastically, that cant be accomplished with albw's give you everything in one small shack design model. This is what has been cut out of Zelda (and metroid) by the increasingly more and more effective qa and testing of modern game qa. Now (not inlcuding albw's) the proper path is not only near the only possible path, but has neon signs and metaphorical railroad tracks you have to ride.

What really needs to be done, is finding that sweet spot between player agency, designer intent, and qa again.

Oot style Zeldas miss the mark by going too far extreme left, while albw's misses it by going too far to the extreme right.

So far I take Aunoma talking about freedom to explore, ie player agency, without mentioning giving up on progression design (having all items available to the player at once) to be a positive sign that they are zeroing in on that sweet spot in the middle.

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#3 Raiden

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Posted 17 August 2014 - 07:25 AM

I would not say constantly rebooting. As sure they added some new mechanic or setting but they kept the same conventions since OoT. That's just the kinda thing you expect in order to keep making new games. Just it was hitting that point it was getting harder and harder to just make a new game.

 

That's what I meant on LBW is you can actually explore again. Nintendo just seemed hesitant to break away the core conventions since OoT. Nintendo has fully breathed new life into the series in Three distinct phases. Not talking a tech demo for a periph or needing to own cabled and Game Boy Advances as a expensive gimmick. They fully gave the series a breath of fresh air and Link didn't need to turn M rated with a Cigar or Motorcycle named Epona or just erase the past and remake the series.

 

Not that limited to Zelda either as Mario Kart Wii and 7 sorta phoned it in. MK8 was to me the first time they truly tried with the series since Double Dash. Also sure Galaxy is loved but since Mario 64 every game has been an extension of that game. While 3D Land/World mixed old and newer ideas to create something a little different than we been getting since Nintendo 64 and I mean the main series. They have made more subtle changes in those 2 games conventions with new entries but Zelda they really went out in Three ways.



#4 NintendoReport

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Posted 17 August 2014 - 07:55 AM

Not to go way off topic but here is a new analysis video of the e3 zelda reveal

 


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#5 KeptMyWiiUAndLeftTheForums

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Posted 17 August 2014 - 12:32 PM

Phantom hourglass was the first LoZ game I ever finished. I still love it.


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#6 3Dude

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Posted 18 August 2014 - 03:52 AM

I would not say constantly rebooting. As sure they added some new mechanic or setting but they kept the same conventions since OoT. That's just the kinda thing you expect in order to keep making new games. Just it was hitting that point it was getting harder and harder to just make a new game.
 
That's what I meant on LBW is you can actually explore again. Nintendo just seemed hesitant to break away the core conventions since OoT. Nintendo has fully breathed new life into the series in Three distinct phases. Not talking a tech demo for a periph or needing to own cabled and Game Boy Advances as a expensive gimmick. They fully gave the series a breath of fresh air and Link didn't need to turn M rated with a Cigar or Motorcycle named Epona or just erase the past and remake the series.
 
Not that limited to Zelda either as Mario Kart Wii and 7 sorta phoned it in. MK8 was to me the first time they truly tried with the series since Double Dash. Also sure Galaxy is loved but since Mario 64 every game has been an extension of that game. While 3D Land/World mixed old and newer ideas to create something a little different than we been getting since Nintendo 64 and I mean the main series. They have made more subtle changes in those 2 games conventions with new entries but Zelda they really went out in Three ways.


You keep emphasizing the 3 phase thing, but havent really detailed it, so I cant really respond to it.

Oot was a reboot mechanically, adjusting the series to 3d, ditching the tiled overworld for a central hub system in hyrule field.

majoras mask was an inverted hub, with the town being the main hub instead of hyrule field.

Windwaker ditched the hub system for a completely open world with the great sea... but technical limitations of the time meant the only way it could be done was well... the great sea,a whole lot of nothing sprinkled with islands.

The ds games ditched the overworld of both hub and open styles, and went back to a seperate not to scale map a la zelda 2, except on rails.

Twilight princess returned to the hub system, except was a slight evolution of multiple hyrule field hubs... With pretty much nothing in them.

Skyward sword returned to the inverted hub system, with the skyloft town being the hub to the seperated overworld.

albw was an emulation of the tile based overworlds.

Zelda U appears to at last be a non compromised open world, akin to what the game has been trying to represent since its inception.A feat that no doubt has something to do with monolithsofts breakthroughs in openworld design alongside involvement of one of their studios with zelda.

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#7 Raiden

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Posted 18 August 2014 - 05:53 AM

Whatever. Going to disagree with you and move on before this turns into a CAPS and the words straw appear.


Edited by Ryudo, 18 August 2014 - 06:26 AM.


#8 NintendoReport

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Posted 18 August 2014 - 06:13 AM

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#9 3Dude

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Posted 18 August 2014 - 07:27 AM

Whatever. Going to disagree with you and move on before this turns into a CAPS and the words straw appear.


Nah man, dont worry about it, Im just rambling Zelda.
I was just listing the fundamental design changes in each series, Im not really responding to your phase theory, as much as just responding to individual games, because its just too fuzzy to me. Im also thrown off a bit at the line drawn at the series starting with Oot... I have trouble not looking at the series as a whole.

Ill try though, so let me see if Im getting this right.

First You explain that a reboot is all about starting over with series canon, but then state that this isnt that kind of reboot. I get that, though I dont think I really see it the same way. Reboots are all about starting the story line over to me, and as such are mostly arbitrary, cosmetic, and ultimately rather inconsequential to me, beyond modernizing the story. And really, the story in Zelda games really doesnt add up to more than 2 poots for me. In fact, story by its actual definition is actually the enemy of good Zelda design, as a story is a specific sequence of events. When people talk about story, they really mean the combination of story, plot, and characterization/character dialogue. Something that truly needs to be deconstructed and examined to find a suitable use for videogames, as the traditional conventions of what makes for good stories for written books, varies vastly from the combination that makes for a good movie, and both vary vastly from the combination that would make a good fit for a videogame. Although... I guess I just rambled all this for nothing, as story isnt involved in this style reboot you are talking about.

So you state that phase 1 is albw's, but I just dont see the games design as anything other than a gimmick. Yeah, it lets you go in any order you want but.... 'not like this' gif. I dont see it as any different than any of the other changes to progress design expiriments of any of the other changes, like switching from a tile based overworld to a hub based overworld, where you still had a lot of freedom to enact your agency of the designers intent. The only difference is this time, its part of the game design, and its so loose it feels like a really hollow victory. But I guess I can see it as like, prototype stepping stone? Though I just dont see it being much use to Zelda U in that regaurd.

Then phase 2 is... hyrule warriors I think? Or were you talking about something else then used hyrule warriors as another example? I dont know. I dont really see hyrule warriors as that much different than crossbow training in relation to being a zelda game as far as the Zelda franchise series goes (***EDIT***** OOOOHHHHHH You were talking about crossbow training as the plastic peripheal gimmick thing right?). Its a fun action spin off, but its not even trying to be a zelda game. The four swords multiplayer games fit into this mold as well, so I cant really think of it as this new phase for transforming/rebooting the series... As again, the series seems like its always transforming at a fundamental level, beneath the 'Zelda formula' layer, and action oriented spin offs are nothing new.

And phase 3 is Zelda u. Which is a return to open world Zelda, like the first tile based games and games based on the tile based system (though this is not applied to all overhead zeldas, the gba ones onward were tile based and overhead, but the overworld was incredibly streamlined), and later different games attempted to emulate in different ways (Zelda 2 not to scale overwirld/map world, along with phantom hourglass and spirit tracks), or overly compromised ways like wind waker, or the hub designs of oot and tp, or inverted hubs of mm or ss.

To me I dont see a Re-boot, although I dont feel we know enough about the story to tell if its a 'reboot' reboot. I just see a long time coming realization of potential. A Zelda that is finally free from having to use overly huge scale tricks like extreme distance/time compression foreshortening (seperate paths and tunnels, seperated by screens used to foreshorten time and distance) to present what is supposed to be a huge world, without it being an empty ocean.


Although, I think, if I remove all the Zeldas before the use of the hub world designs, I began to get an idea of the picture you are talking about.

I guess I just dont see it as a mechanical( not story or lore) reboot, because I see it as 'This is what we always really wanted Zelda to be, but just couldnt practically do with the technology/experience of the time'. As such, since this is what they have always been striving for, but always been reduced to faking it, thus I dont see it as a reboot of mechanics, or conventions.


Summary of rambling time:
I feel that Zelda U is the result of the combination of hardware power, and Monolithsoft's open world experience being brought over with their involvement of the zelda titles, allowing the team to finally do what theyve always wanted but have been unable to.

I dont see the 3ds game being a part of that, because its stuck with the hardware constraints of trying to fake the open world experience.

I dont see hyrule warriors (? Im still not sure if I got this right, if this is what you were referring too) as part of it, as its not trying to be a Zelda game.


I guess what Im saying, is I just dont see it as a reboot, phases or no, but I also dont really feel I have a clear picture of what you personally consider a reboot in this regaurd, so maybe Im not even responding correctly to what you were talking about.

Or maybe what you feel is a reboot, and I feel is the realization of potential via hardware power and personell experience finally matching the ambition of Zelda is one and the same.

Regaurdless, I still want to talk Zelda.

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#10 umegames

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Posted 19 August 2014 - 05:51 PM

but...but the TIMELINE!?!?!?!






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