Nintendo talks Zelda Wii U ideas
Touch screen to replace MotionPlus?
Despite this year's long-awaited Wii Legend of Zelda: Skyward Sword still several months from launch, Nintendo is already planning the series' next incarnation for the Wii U.
Zelda head honcho Eiji Aonuma told Nintendo Power he already had several gameplay ideas for the Wii U's touch-screen controller, including ditching Skyward Sword's much-touted MotionPlus gameplay in favour of extensive touch screen controls.
"With The Legend of Zelda: Skyward Sword, we had the Nunchuck and Wii Remote sort of stand in for the sword and shield that Link carries."
"But in a game for the Wii U, I can definitely see something like the controller itself becoming the different items that Link is using, allowing you to interact with the game world and with the game items in a very different way."
Aonuma is also considering a more obvious application of the screen - an always-accessible item inventory.
"Imagine having the contents of Link's satchel available to you on the screen of your controller," he said. Gamers could then "use elements of the pouch to interact with gameplay on the television".
Nintendo wowed fans at E3 with a Zelda HD concept video that ran on the Wii U in real-time.
But Nintendo was cautious to label that gameplay snippet as just an "experience" that may change completely before release.
Zelda: Skyward Sword for Wii.
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Comments (40) Latest comment 9 months ago
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Although the use of motion+ in Skyward Sword looks interesting and they've promised an overhaul of how dungeons work, I'm still not terribly convinced SS will invigorate the franchise enough.
I'd love to see the kind of jump there was between LTTP and OOT, with all the innovation that went with it, again.
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It might sound like heresy, but Zelda needs a radical new environment, range of weapons and storyline. Taking Hyrule forward in time rather being this constant relic from the past might just be the solution.
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A cel-shaded Wii U Zelda would be fine by me.
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I may have to remain sceptical about touch screen controllers on a TV games console, though. As you can't feel anything on the screen you have to look at it - I'm not sure having to look at two screens in two completely different places is very practical for playing games. At least not fast paced ones anyway.
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Really? This is what you'd like?
http://th08.deviantart.net/fs10/300W/i/2...
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Looking down on the controller instead of the gameplay screen would break the immersion.
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Also, agree@dun0790
Gamers keep asking for more and more change, but there's only so much you can do before a game loses it's identity. Change too much and it would stop being Zelda.
Also, I feel Zelda already changes much with every game. I've seen people say Twilight Princess is exactly the same as Ocarina of Time, but now I'm actually playing Ocarina of Time, I don't see it. To me playing with the Twilight Realm is pretty different from the time traveling and solving puzzles with the Ocarina.
Some changes and additions to the games are even so big they're pushing it IMO (like the trains in Spirit Tracks).
Anyway, to each their own. I've had a lot of fun with Twilight Princess and I wouldn't be disappointed sat all if future titles remind me of it.
@IonOnion
I'll have to wait and see, but I'm hoping and expecting that looking down to the controller would actually increase immersion for me. After all, if you take something out of your bag in real life, or examine a map in real life, you'd normally be doing that right in front of you, looking down...
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Why?
@srpiccoro
God no. It would have to be done tastefully of course. You couldn't lose too much of what makes it Zelda. I wouldn't want to see guns. Or it become set in the real world. But you know, a Hyrule where they have learned to build skyscrapers and progressed a bit as a society would be nice.
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Sure maps work that way so its ok i guess. But what if you fight enemy bosses, would they wait for you to take out items in your bag thats lethal to them?
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Thinking more like this myself
http://technabob.com/blog/2011/01/07/a-l...
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That would only add to the tension of the game! You can still run around ( with the left circle pad and maybe the left trigger as Z-lock) while frantically trying to get out that one item that could help you. Of course, this would have to be playtested well to see whether it's viable... =P
Alone in the Dark (the latest one) didn't stop the action too while you were rummaging around in your inventory and was balanced around that. That worked fine for me. =)
But Nintendo doesn't have to do this. There's no reason for them not to allow the action to be paused if you were making inventory changes. It's just a matter of how they choose to build the game. With intense continuous action or with pauses for convenience.
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Oh but I will say one thing, if Zelda Skyward Sword has a flying bird section like those in Mario Galaxy 2, Nintendo can go fuck themselves, the motoin control for those barely worked and that was the only blight in an otherwise fantastic game.
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http://i45.tinypic.com/aw3ygk.jpg
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With today's crap; it's no wonder people are searching back in time!
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[link url=http://www.youtube.com/watch?v=rZwbchA4Hw4
]http://www.youtube.com/watch?v=rZwbchA4Hw4
[/link]
It also synchs up perfectly with the Wizard of Oz, but never say his name backwards three times after midnight.
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Hm now that I think of it... that's already pretty much what Zelda is. Entangled is just prettier, has a story and doesn't have puzzles.
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Joco84, that sort of has been done with Majora's Mask, and worked brilliantly.
For those wanting the realistic/cartoony world idea, it wouldn't be hard to implement at all, as a lot of Zeldas have a 'two opposite worlds' theme.
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