I mean this will all due respect but on this topic...... fuck your wife. Fuck people who think like her. You don't know how intolerant a world "people" like your wife are making for explorefags like myself.i
bullet time, quest compass that kills exploration like Skyrim's, awesome button to prevent your horse from crashing into a tree
That said, the vast, empty spaces scare me. If they turn Zelda into hours of time just traversing a huge, boring world filled with procedural loot and collectibles, a la other open world games, I will be very sad. I was really hoping for a dense world with relatively small distances, and thoughtfully designed locations. And it seemed likely after the brilliant A Link Between Worlds. This seems to be the opposite.
I'm fairly certain the voice is Bill Trinen, Miyamoto's official translator. While I would prefer subtitles, he's the only guy who should be remotely touching that kind of thing.
I'm not worried about the open world by itself, but I fear they might make the dungeons more generic to make up for the fact you won't tackle them in an specific order and they won't know what sort of equipment you'll have when you enter.
From what I have heard. This game will offer something like that with dungeons being non linear with multiple paths.I'm not worried about the open world by itself, but I fear they might make the dungeons more generic to make up for the fact you won't tackle them in an specific order and they won't know what sort of equipment you'll have when you enter.
I thought the new Zelda game for the 3DS had dungeons that you could tackle in any order you want and from my understanding the dungeon design didn't suffer at all for it. All it meant was that the important key items needed to access/navigate the dungeons were scattered in the world and not hidden in the dungeons. I guess they could also apply the open world theme into the dungeons and add multiple paths depending on what items you have. It worked for Deus Ex, didn't it? For every possibility for something to go wrong, there is also a way to make it right.
And this is why I hate this huge open world trend we have been seeing for a while now. We keep seeing these pointlessly huge worlds with collectables scattered all over the place in the most uninteresting ways possible. The game's length gets padded out, but the it really achieves nothing but wasting the player's time.
I'm fairly certain the voice is Bill Trinen, Miyamoto's official translator. While I would prefer subtitles, he's the only guy who should be remotely touching that kind of thing.
What's with the personality cult?
I'm not worried about the open world by itself, but I fear they might make the dungeons more generic to make up for the fact you won't tackle them in an specific order and they won't know what sort of equipment you'll have when you enter.
I thought the new Zelda game for the 3DS had dungeons that you could tackle in any order you want and from my understanding the dungeon design didn't suffer at all for it.
Since I saw how big the Zelda Wii U's world map looked like I wanted to know how big it was.
I made a quick image of the world map then I drew a black and white line between the green arrow and red cross. I copy pasted that line from east to west and north to south http://imgur.com/a/xnVc1
According to the pic, I was able to copy/paste 14 times horizontally and about 11.75 times vertically. I know the lines aren't straight, this is just an approximation.
According to the trailer, it would take about 4-5 minutes to go from one point to another. If I don't count the time they messed around and suppose there's no wall between Link and the waypoint, I'm going to calculate the take it takes by using a minimal time of 5 minutes.
After doing the calculations, I end up with ~70 minutes east to west and ~60 minutes north to south.
I google'd what was the average speed of a trotting and galloping horse.
Then we do:
- Average trotting speed : 13 - 19 km/h -> 16 km/h
- Average galloping speed : 40 - 48 km/h -> 44 km/h
If we use the galloping speed.
- 16 km/h*70 min = ~18.7 km
- 16 km/h*60 min = ~16 km
- 18.7 km * 16 km = ~300 km2
So means Zelda Wii U could be probably between 300 km2 ( 116mi2) and 2260 km2 ( 873 mi2). This is just a wild speculation on how big the world map could be. There's nothing telling us that game is filled with invisible walls or not. Don't forget I was calculating for 5 minutes we don't know how long they traveled before they said it would take them 5 minutes
- 44 km/h*70 min = ~51.3 km
- 44 km/h*60 min = ~44km
- 51.3 km * 44 km = ~2260 km2
TL:DR; Zelda Wii U's world map could be really huge.
Edit: Fixed some bulletpoint format. Don't forget I was calculating for 5 minutes we don't know how long they traveled before they said it would take them 5 minutes.
Well, the grassy plains looks better than the bland environments in DAI, though that really isnt saying a lot.So, they replaced the sea with grass, and the boat with a horse. Big deal.
So, they replaced the sea with grass, and the boat with a horse. Big deal.
If they were smart, they'd implement a freeform mechanic like the hookshot from Just Cause 2 (heck, the Zelda series has always had a hookshot).
The hookshot in Just Cause 2 serves a bigger purpose than that. It also lets you pull stuff and enemies. It's as useful in combat as it is for exploration.Wouldn't that just be another way to traverse a still empty world?
The hookshot in Just Cause 2 serves a bigger purpose than that. It also lets you pull stuff and enemies. It's as useful in combat as it is for exploration.
The tools in Zelda games have always had very narrow purposes. It's pretty silly how the Wind Waker had both a grappling hook and a hookshot when they did almost the same thing, and the only difference seemed to be what arbitrarily-labeled surface they let you grapple/hook onto.