now that's overkill *preps nuke*Macgyvercas said:I'll help. *loads minigun*Cpt Corallis said:I made sure of that! "Lights blowtorch"Macgyvercas said:What CD-i games? They don't exist, remember?
now that's overkill *preps nuke*Macgyvercas said:I'll help. *loads minigun*Cpt Corallis said:I made sure of that! "Lights blowtorch"Macgyvercas said:What CD-i games? They don't exist, remember?
There's a few problems here. Lets assume this rumor is true. With a few exceptions, Zelda games as a whole don't give much consideration to continuity. To say they are set before a certain event would mean that event had a marker in a time line. That's something that Zelda designers haven't built into their games. (I'm sure there are players a-plenty that have made up their own time line maps.)Logan Westbrook said:Other rumors say that the game will have no subtitle, and will just be called The Legend of Zelda. The game is also rumored to be set hundreds of years before Ocarina of Time and will show the creation of the Master Sword.
I'm not sure the Zelda fanbase wants an Elder-Scrolls-like title. I mean, I don't know, after years of asking "what's the big deal?" I've only started playing Zelda games a few months ago, but I understand how well-designed and thought out the game and the world are.PaulH said:I'm not sure how to take this. Because to an extent every Zelda had plugged the open world format for awhile. If they are talking about dungeons being somewhat coterminous to Hyrule then it's it's going to be about having a specific gadget to traverse it .... which is ... you know ... what Zelda does anyways.
But if they mean that it will give you the ability to go wherever the hell you please, anywhere anytime (kinda like Morrowind/Oblivion) ... then the primary use of items has been largely dashed aside because it's a bit of a dick move to have ultimate freedom... but also a boss you run into that you can't kill because you haven't picked up a specific item before trying to kill it.
I have mixed feelings about this.
I wouldn't mind Zelda being a bit more 'open' friendly ... a little less 'railroading' and a little more 'open' in the same way Morrowind was. But I would hate for it to lose that quintessential 'Zelda' formula.
All Zelda's are afflicted with the ageless feeling 'you know, Hyrule should be a bigger place with possibly more people in it'-sensation.
I would like it if they managed to encapsulate the feel of a living, breathing place that does operate regardless if you're there to see it or not. Majora's Mask had a 'schedule' that made it feel a little more 'alive'. You *knew* the clock was ticking, and you *knew* that the world was changing around you ... whether due to your actions or inactions.
It's Fantastic, and you can get it for Sub £10.GhostPhantasm said:i stil gotta play the (first)one for wii... i dont like being poor..
I didn't say 'like' <.< If they were to create towns like in morrowind that didn't have one exit-entrance. Which is what you're talking about. But in oblivion they don't have it. The cities are independant of the outside world (which to be fair, is a smart idea). In Anvil city you can jump onto the ramparts (via rooftops) and then jump off them into barely rendered nothingness.Seneschal said:I'm not sure the Zelda fanbase wants an Elder-Scrolls-like title. I mean, I don't know, after years of asking "what's the big deal?" I've only started playing Zelda games a few months ago, but I understand how well-designed and thought out the game and the world are.PaulH said:I'm not sure how to take this. Because to an extent every Zelda had plugged the open world format for awhile. If they are talking about dungeons being somewhat coterminous to Hyrule then it's it's going to be about having a specific gadget to traverse it .... which is ... you know ... what Zelda does anyways.
But if they mean that it will give you the ability to go wherever the hell you please, anywhere anytime (kinda like Morrowind/Oblivion) ... then the primary use of items has been largely dashed aside because it's a bit of a dick move to have ultimate freedom... but also a boss you run into that you can't kill because you haven't picked up a specific item before trying to kill it.
I have mixed feelings about this.
I wouldn't mind Zelda being a bit more 'open' friendly ... a little less 'railroading' and a little more 'open' in the same way Morrowind was. But I would hate for it to lose that quintessential 'Zelda' formula.
All Zelda's are afflicted with the ageless feeling 'you know, Hyrule should be a bigger place with possibly more people in it'-sensation.
I would like it if they managed to encapsulate the feel of a living, breathing place that does operate regardless if you're there to see it or not. Majora's Mask had a 'schedule' that made it feel a little more 'alive'. You *knew* the clock was ticking, and you *knew* that the world was changing around you ... whether due to your actions or inactions.
Unlike Morrowind, they do have a greater emphasis on the story, so railroading is a bit inevitable. Perhaps they could do it like Shadow of the Colossus - open world, scenery-porn galore, "dungeons" which you can enter without loading screens, but some parts aren't accessible until you progress further in the story. So you'd be able to enter a fortress or a palace, look through the window while you're slaughtering monsters and you would see the world outside. I'm not sure if this can be done, since Bethesda has been avoiding it for ages.
Yep, that would be cool. Day-night cycle, daily routines for every NPC, weather changes, season changes, even time-based story progression (like in the Persona games, but there you can choose when you're ready to go to the next day, the lack of which might feel a little cheap), maybe a touch of that "promised-by-Fable" world that changes with your actions/reputation/infamy, etc.PaulH said:I didn't say 'like' <.< If they were to create towns like in morrowind that didn't have one exit-entrance. Which is what you're talking about. But in oblivion they don't have it. The cities are independant of the outside world (which to be fair, is a smart idea). In Anvil city you can jump onto the ramparts (via rooftops) and then jump off them into barely rendered nothingness.Seneschal said:I'm not sure the Zelda fanbase wants an Elder-Scrolls-like title. I mean, I don't know, after years of asking "what's the big deal?" I've only started playing Zelda games a few months ago, but I understand how well-designed and thought out the game and the world are.PaulH said:I'm not sure how to take this. Because to an extent every Zelda had plugged the open world format for awhile. If they are talking about dungeons being somewhat coterminous to Hyrule then it's it's going to be about having a specific gadget to traverse it .... which is ... you know ... what Zelda does anyways.
But if they mean that it will give you the ability to go wherever the hell you please, anywhere anytime (kinda like Morrowind/Oblivion) ... then the primary use of items has been largely dashed aside because it's a bit of a dick move to have ultimate freedom... but also a boss you run into that you can't kill because you haven't picked up a specific item before trying to kill it.
I have mixed feelings about this.
I wouldn't mind Zelda being a bit more 'open' friendly ... a little less 'railroading' and a little more 'open' in the same way Morrowind was. But I would hate for it to lose that quintessential 'Zelda' formula.
All Zelda's are afflicted with the ageless feeling 'you know, Hyrule should be a bigger place with possibly more people in it'-sensation.
I would like it if they managed to encapsulate the feel of a living, breathing place that does operate regardless if you're there to see it or not. Majora's Mask had a 'schedule' that made it feel a little more 'alive'. You *knew* the clock was ticking, and you *knew* that the world was changing around you ... whether due to your actions or inactions.
Unlike Morrowind, they do have a greater emphasis on the story, so railroading is a bit inevitable. Perhaps they could do it like Shadow of the Colossus - open world, scenery-porn galore, "dungeons" which you can enter without loading screens, but some parts aren't accessible until you progress further in the story. So you'd be able to enter a fortress or a palace, look through the window while you're slaughtering monsters and you would see the world outside. I'm not sure if this can be done, since Bethesda has been avoiding it for ages.
Which is moreso what I'm taking about.
The villages feel lke seperate worlds which is understandable due to TP being a last gen game that was ported. Majora's mask conquered this feeling because of the focus on time and the effects on people due to time.
If they mean 'open world' as in recapturing that feeling of schedule, effective uses of time, and making the people feel like peopl of whom are actually native to the land itself it would be nice ^_^
wing comander tingletier, just cause of the skull kid 2, No More heros of time, red rupee faction: Goron. (heres a bonus- Grand Theft Epona: the balad of gay tingle)rollerfox88 said:Do four more.zombie711 said:OPEN WORLD! Grand Theft Epona, brutal legend of Zelda, red zeldead redeption. I could go all day people