- Joined
- Jul 1, 2010
- Location
- MD
As the curtain closes on Skyward Sword, we look to the future of the Legend of Zelda series. In the more immediate future, we've got an original Zelda title in development for the 3DS alongside either a Majora's Mask or an A Link to the Past remake. However, as we look forward to what is on the way for Nintendo's new home console, the Wii U, we can only exhibit earnest curiosity and speculation.
Here, I'll be going down a list of fiercely debated topics in regard to features that could be included in the future Legend of Zelda title on the Wii U, and offer my take on how each could possibly be integrated.
1. Control Scheme
Will Nintendo stick with the intuitive 1:1 motion controls introduced in Skyward Sword, or will they embrace the streamlined item management introduced in Ocarina of Time 3D, and showcased in the Legend of Zelda HD Experience at E3 2011. It is, unfortunately, a "one or the other" affair. Either Nintendo will choose to continue with and improve on motion controls, by way of the Wii Remote Plus and Nun-chuck peripheral, as per Skyward Sword, or return to classic controller-based combat and puzzle solving in favor of a friendly touch screen user-interface for item management, as we've already seen could happen, using the Wii U Gamepad.
Shigeru Miyamoto raised a few eyebrows in a recent interview, as he suggested flaws in Skyward Sword's motion controls, based on consumer feedback. Axel the Beast speculated on this and offered his own solution for integrating 1:1 controls by way of the Wii U Gamepad in his Zelda Wii U Control Compromise. However, I am a believer that motion controls are king in respect to 1:1 combat. If motion controls are, indeed, dropped, 1:1 combat should go with it, and gameplay should return to the controller/gyroscope style exhibited in Ocarina of Time 3D.
2. Graphical Style
Nintendo, at E3 2011, showed a beautiful HD example of just what could be done with a Zelda game on the Wii U. After showing this demo off, they assured the world that the graphical style of the Wii U Legend of Zelda is subject to change, and not necessarily represented in what the HD experience offered. This resulted in dismay among fans who would salivate over the thought of a realistic HD Zelda game - But, should the Zelda series move into the world of realism, as so many action-adventure games have in recent years?
My belief is that there are many fans, including myself, who believe that Nintendo still owes what Twilight Princess promised back in 2004. While an amazing game, the scope of Twilight Princess fell short due to hardware limitations and an extended development cycle in an effort to port the Gamecube title to the Wii. Nintendo now has the tech to complete a fully-realized Zelda with more polygons, thousands of colliding particles, high definition textures, and dramatic lighting to add to the spectacle of adventuring in the world of Hyrule, as we've never seen it before.
On the cel shaded side of the fence, Nintendo also has many possibilities at their disposal to present a beautiful HD experience to fans. An anime style could be adopted, similar to Naruto Shippuden: Ultimate Ninja Storm Generations. Other paint brush styles could be exhibited, like the inspiring art style of Ōkami, to offer other-worldly effects and environments in a fantasy world, brought to life through brush strokes in different painting styles. Either style could bring something amazing to the Legend of Zelda on Wii U, but it all comes down to which is better suited for gameplay.
3. Voice Acting
The most debated topic among the Zelda community is the inevitable future inclusion of voice acting in the Legend of Zelda series. Nintendo has done voice acting in the past, met with varied success. Most recently, Kid Icarus: Uprising shined with its colorful cast, voiced by talented individuals that really brought each respective character to life. Metroid Prime 3: Corruption also excelled as an example of good voice act casting. Metroid: Other M, on the other hand, fell through as the silent protagonist, Samus, was given a voice - of which she used a bit too much in stagnant monologue.
Zelda could either excel into the world of modern games or crash and burn like Metroid: Other M. The solution lies in how much voice acting would be used, and who would perform it. The right actor must be cast to bring their respective character to life. Currently, we have our imaginations, but when the real deal shows to do the talking for us, it must be believable, not flat.
Zelda is a game of constant conversation, so text boxes will always exist as Link interacts with different NPCs. Grunting will suffice, as it always has, when Link stops to talk to the passerby. However, it's during cutscenes that these text boxes get in the way, as we try to read during important animations. This is where voice acting should be injected, just as it was in Super Mario Sunshine. As a final note, I'd like to remark that Link should NEVER be given a voice outside of grunts and gasps. We don't need Link to join Samus in the quiet corner.
So, what do you, the fans think? What should be added or improved upon to evolve Zelda on the Wii U?
Here, I'll be going down a list of fiercely debated topics in regard to features that could be included in the future Legend of Zelda title on the Wii U, and offer my take on how each could possibly be integrated.
1. Control Scheme
Will Nintendo stick with the intuitive 1:1 motion controls introduced in Skyward Sword, or will they embrace the streamlined item management introduced in Ocarina of Time 3D, and showcased in the Legend of Zelda HD Experience at E3 2011. It is, unfortunately, a "one or the other" affair. Either Nintendo will choose to continue with and improve on motion controls, by way of the Wii Remote Plus and Nun-chuck peripheral, as per Skyward Sword, or return to classic controller-based combat and puzzle solving in favor of a friendly touch screen user-interface for item management, as we've already seen could happen, using the Wii U Gamepad.
Shigeru Miyamoto raised a few eyebrows in a recent interview, as he suggested flaws in Skyward Sword's motion controls, based on consumer feedback. Axel the Beast speculated on this and offered his own solution for integrating 1:1 controls by way of the Wii U Gamepad in his Zelda Wii U Control Compromise. However, I am a believer that motion controls are king in respect to 1:1 combat. If motion controls are, indeed, dropped, 1:1 combat should go with it, and gameplay should return to the controller/gyroscope style exhibited in Ocarina of Time 3D.
2. Graphical Style
Nintendo, at E3 2011, showed a beautiful HD example of just what could be done with a Zelda game on the Wii U. After showing this demo off, they assured the world that the graphical style of the Wii U Legend of Zelda is subject to change, and not necessarily represented in what the HD experience offered. This resulted in dismay among fans who would salivate over the thought of a realistic HD Zelda game - But, should the Zelda series move into the world of realism, as so many action-adventure games have in recent years?
My belief is that there are many fans, including myself, who believe that Nintendo still owes what Twilight Princess promised back in 2004. While an amazing game, the scope of Twilight Princess fell short due to hardware limitations and an extended development cycle in an effort to port the Gamecube title to the Wii. Nintendo now has the tech to complete a fully-realized Zelda with more polygons, thousands of colliding particles, high definition textures, and dramatic lighting to add to the spectacle of adventuring in the world of Hyrule, as we've never seen it before.
On the cel shaded side of the fence, Nintendo also has many possibilities at their disposal to present a beautiful HD experience to fans. An anime style could be adopted, similar to Naruto Shippuden: Ultimate Ninja Storm Generations. Other paint brush styles could be exhibited, like the inspiring art style of Ōkami, to offer other-worldly effects and environments in a fantasy world, brought to life through brush strokes in different painting styles. Either style could bring something amazing to the Legend of Zelda on Wii U, but it all comes down to which is better suited for gameplay.
3. Voice Acting
The most debated topic among the Zelda community is the inevitable future inclusion of voice acting in the Legend of Zelda series. Nintendo has done voice acting in the past, met with varied success. Most recently, Kid Icarus: Uprising shined with its colorful cast, voiced by talented individuals that really brought each respective character to life. Metroid Prime 3: Corruption also excelled as an example of good voice act casting. Metroid: Other M, on the other hand, fell through as the silent protagonist, Samus, was given a voice - of which she used a bit too much in stagnant monologue.
Zelda could either excel into the world of modern games or crash and burn like Metroid: Other M. The solution lies in how much voice acting would be used, and who would perform it. The right actor must be cast to bring their respective character to life. Currently, we have our imaginations, but when the real deal shows to do the talking for us, it must be believable, not flat.
Zelda is a game of constant conversation, so text boxes will always exist as Link interacts with different NPCs. Grunting will suffice, as it always has, when Link stops to talk to the passerby. However, it's during cutscenes that these text boxes get in the way, as we try to read during important animations. This is where voice acting should be injected, just as it was in Super Mario Sunshine. As a final note, I'd like to remark that Link should NEVER be given a voice outside of grunts and gasps. We don't need Link to join Samus in the quiet corner.
So, what do you, the fans think? What should be added or improved upon to evolve Zelda on the Wii U?