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File: oot remake.jpg (100 KB, 372x606)
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What does it need besides an open world?
>>
Nothing. It's the "break glass to make profit" cheat code of Nintendo. Easier than making a 3D Mario too.
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>>739465951
Open world would be detrimental to the game's design. I'm in favor of a larger Hyrule Field with more stuff to do, but Ocarina of Time should remain mostly linear, with the already established sequence breaking points.
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>>739466454
It could benefit from an open world
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>>739466454
How about adding swaying grass to Hyrule Field instead of just being a flat empty texture
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>>739466586
If they do that we need a way to run around with your sword out and cut grass like TP did, it's crazy that's the only game to do it
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>>739465951
Why is discussion around gaming so stupid? Why does everything have to be open world or linear with nothing in between, they're not even opposite terms, you can have an open world game that's linear (rockstar style games for example), you can have a non open world game that's non linear (like dark souls 1).
OoT does not need to be and shouldn't be an open world like botw, it should have elements of non linearity though, like OoT already had to begin with (it wasn't completely linear like some of the later 3d zeldas).
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>>739466992
This, they could promote different dungeon orders that the original already had
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>>739466581
No, it couldn't.
>>
Open world for sure, different dungeons layouts with long chain quest to gain access to them. Linear story with voice acted character, more equipement like BOTW, better magic system, rebalanced bottles. New boss battle, skyward sword upgrades for all gear. Updated soundtrack and probably light dungeon added in. Time travel should also have more parts of the world changed.
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>>739465951
They are gonna let you buy all the items at the start of the game, give all of the bosses giant eyeball weaknesses, and turn it into openworldslop.
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>>739467196
It could by a large margin
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>>739466992
I see what you mean, when I hear open world I know I'm not seeing what a lot of other people seem to be imagining.
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>>739465951
Nintendo can't do a fucking thing to convince me Ship of Harkinian won't always be worth more of my time. It's got QoL features and online randomizers, a simple graphical remaster of OoT isn't going to entice me at this point. Hell I don't even like modern Zelda either.
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>>739467889
Actually sounds kino, they could never
>>739467635
See that sounds amazing, people will pretend to hate it though
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>>739468149
I dont see the point in that at all, randomizer, what for. It still plays the same way as vanilla but you're just going about progression in half assed ways.
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>>739466992
games are for children and the stupid, so the only people willing to talk about it are one of the two
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>>739465951
Open world for sure, no debate. I just want better combat against stahlchildren.
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>>739466992
>you can have an open world game that's linear
OOT was already pretty much exactly that
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>>739465951
Neat art but how is Zelda and Link on there three times?
What about the sages? Or other important characters?
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>>739466992
It was funny seeing people bitching about Prime 4 being BotW when it literally had the same map style as OoT.
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>>739468149
The only good Zelda randomizer is Wind Waker
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>>739468415
It was hardly OoT, it was Skyward Sword.
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>>739468221
I like watching people race WW randomizers. I have no earthly idea why anyone would do it otherwise.
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>>739468359
>sages
>important
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>>739468462
>big empty middle area with transportation gimmick that connects the separate areas
I mean...
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>>739468415
That made me really disheartened. Seems Zelda is the only thing to do open world right these days, and now it's time for Ocarina of Time to get the fix up!
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>>739468494
Some more than others
You spend quite a lot of time with Saria and Ruto.
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>>739468547
Malon being a sage would be kino
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>>739468629
>OOT but all the sages are love interests
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>>739465951
Wonder if it would be realistic for it to include Majora's.
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>>739466984
fucking casual, that's in TOTK as well
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>>739468059
backup your claim
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>>739465951
Add MM's NPC schedule and Bomber's Notebook to it
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>>739465951
Things they will absolutely do regardless of if it hurts the game as a whole:
>add a menu toggle for past/present instead of it being tied to the master sword and temple of time (please think of the younger players)
>censor the face stab on ganon with a camera angle (younger players)
>change dead hand and the shadow temple’s designs and atmosphere (younger players)
>add a stamina meter for dashing
>voice acting
>30fps lock (fuck you)
>remove the suggestive dialogue from Nabooru and the Poe Collector
>remove any subtlety in Saria’s feelings towards Link and make them much more pronounced (engagement bait, generate waifu discourse)
>add info markers/Navi triggers to talk to random NPCs after key moments (like Mido’s apology to Link after the Forest Temple) (younger players wouldn’t think to go check on old areas please understand)
>have Epona start with 3 carrots, have to unlock the remaining ones through tacked on care mechanics
>all bombs from the player are now 100% remote detonating (please understand some of the bomb challenges are too tough)
>all rewards from minigames are given simultaneously instead of asking the player to redo challenges with higher scores
>auto play option for ocarina songs (memorizing songs too hard)
>Navi hints will appear as a dialogue box automatically
>master quest is a post launch dlc for $20 (also includes cosmetic items)
MSRP $69.99
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>>739468707
>timey whimey Link you're the last sage! you must pass on your combat techniques to the hero to come
uhhh kino
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>>739468523
>big empty middle area that you don't need to travel across ever because you have warp songs almost immediately as an adult and never have to go anywhere other than back to kokiri forest once or twice as a child

it's such a non issue it's not even funny. In prime 4 you HAVE to explore and travel across the empty-ass desert to beat the game. Now the "grottos" in the desert as actually pretty decent, mind you, having fairly interesting puzzles inside of them, but having to trudge across it over and over to go between areas is anathema to good metroidvania design.
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>>739468912
If I could do Dodongo Cavern first I would have fun doing so
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>>739468940
>add a stamina meter for dashing
thank god
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>>739468970
>useless hubworld
hope they fix that
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>>739469101
It's not useless. It exists to indicate the concept of distance between areas but not forced constant pointless straight line travel. You have to travel through it a couple times and it helps you understand how the world is laid out and make it feel like you're on an adventure. But you don't constantly have to go back and forth through it like you're a merchant delivering shit back and forth between areas. Because they understand it detracts from the feeling of adventure to have to constantly travel back and forth through an empty area. "Just make it not empty and full of collectible bullshit!" no. The game isn't that area. The game is the destinations/dungeons. Adding randomly generated pointless challenges to do or 5000 1/10th pieces of heart across a gigantic "hyrule field" would be cancer to an otherwise relatively focused 20-30 hour game.
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>>739469356
So it's just there to pad out length and you're going to skip it.
>>
99% of this thread's suggestions are garbage and I hope Nintendo doesn't hire that man.
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>>739469482
there's an incredible irony to you saying that if they don't add countless time-wasting collectibles to a central area that such an area is padding
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>>739466454
I kind of get what you are saying and agree with you but if they are gonna remake this is needs a full expansion in in relative case that means an open world.
So firstly, obviously hyrule field needs massively expanding, which of course was the hub world in teh OG game, then from that the areas themselves need massively expanding as well as being seamless rather than cells. So by that the game ould be an open world. Still linear progress and gameplay but open world.

Imagine lake hylia, kakariko, the castle, zoras domain etc, all just cell areas adjacent to the hub. That would all need to be just seamless explorable areas like they are in BotW/TotK and with that engine they could od it fine.

Then from that they obviously cannot have the dungeons as a 1:1. they need to be expanded though they could pretty much keep the puzzles same or similar.
>>
i hate the idea but you know nintendo is gonna add some form of open world because normies are gonna eat that shit up because of the idea of OoT with open world
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>>739469536
I'm the 1%
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>>739466992
Because most people on /v/ are fucking retards that have immediate kneejerk reactions and sperg out like monkeys any time they hear the word "open world" because they're too incapable of conceiving of the actual term or its design implications to think about how it could be implemented.
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>>739469595
Expand on this map.
>Expand the Haunted Wasteland, add some extra areas and a path leading to a Gerudo village
>Expand on the Lost Woods, add an optional dungeon for child Link midway through the adult segments, example, the Golden Scale would be needed to dive deep underwater towards another area
>Add a sewer complex under Hyrule Castle Town, when you get the Ocarina of Time, there's a small ditch you can climb out of to the right, the Ocarina could float in the ducts and you'd have to find it
>Climb up further in the Gerudo Valley and discover a second training ground, one that utilizes all your weapons and items
>Find an alternate path to Death Mountain Crater that leads even deeper down underground
>The passage from the Graveyard to the Windmill, with other paths leading to other rooms or even the bottom of the well itself
>All towns and villages, this goes without saying
>All the grottoes with one chest and gossip stone talking about Ganondorf's horse are overhauled completely. Keep one as is but change the rest
>Hyrule Field as Adult Link should have randomized enemies, mainly Lizalfos, Moblins and Stalfos with a few others, like Dinofols near the valley area
>Hyrule Field should be a vast, lush landscape to escape in
You can see the river in Gerudo Valley going up to Death Mountain and even part of the water source in western Hyrule Field. Being able to go upwards to Death Mountain would be a cool feature, you could even add a dungeon or something else up there too.
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>>739465951
>Nintendo remakes that changed the main structure:
I have retarded Final Fantasy VII Redditbirth fans fatigue
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>>739469692
You're not interesting or original just because you THINK you hate open world.
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>>739466992
When most people talk about open world vs non-open world, they mean "You can do anything in any order and the story sucks ass due to this" as well as "There are countless fucking collectibles (way too many) spread across an endless expanse of nothing else except challenges to get these collectibles"
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>>739469595
Yeah, an empty space with no content that you will fast travel to avoid is pretty.... wasteful.
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>>739469536
Nintendo needs to hire Xcryz and also add that nude Saria webm in the game
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>>739469625
could be dope
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>>739465951
It needs to not exist because I'm tired of all these fucking remakes instead of new games
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>>739469876
They could just regale the story in linear order no matter which glyph you check out
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>>739469919
You're still not understanding the concept that adding pointless content to it only detracts from the overall game as it focuses your gameplay on something that isn't nearly as fun as the rest of the game for long periods. This is why the poe hunting quest as an adult is hated in the original game. Shit is just annoying padding for a minor reward.
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>>739469997
The remake will be a new game thoughbeit
>>739469865
Oot is perfect to do timey whimey shenanigans and I will not pretend otherwise
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>>739470076
>pointless content
I found your issue, so we're just not going to do that
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>>739470093
uh oh lol the shills are supporting a three part butchering of a classic game again
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>>739470163
>three games of Ocarina of Time
too based for current Nintendo
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>>739470163
If they do a trilogy a la FF7R, this is how it'll play out.
>Ocarina of Time - Majora's Mask - New Adventure with the Hero of Time
>OoT - interquel between Majora - MM
No way they stretch Ocarina out to three games.
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>>739470252
>No way they stretch Ocarina out to three games.
but that's the dream, and I could see it if they went all out making the Ura Zelda they originally conceived of
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>>739470321
The adult world is already the mechanical equivalent of alttp's dark world, an actual dark world would be kind of redundant
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>>739465951
Sage of Light Dungeon or a boss fight with Sheik helping maybe?
To be honest I would prefer just a new Zelda.
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>>739470380
It's way too tame and boring. An actual dark world would be kino.
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>>739470163
How raped do you need to be to want a 3 part remake of oot? Only literal goycattle would buy something as retarded as that
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>>739469978
What is that image supposed to be?

I can see the ideal OoT remake on the TotK engine in my mind.
you can just imagine how BotW map is now, and pretty much think of how the areas in that game are, which are all close to adjacent to hyrule field one way or another. So imagine expanding hyrule field itself in that game and bringing the adjacent areas more closer to hyrule field so its a hub. Expanding the areas so they themselves are larger.
I could imagine hyrule castle town being the size of TP castle. Kakariko would need to be the size, or a bit bigger than hateno in BotW.
Zoras domain maybe smaller than it is in BotW but death mountain same size.
It would be so easy for them to do it. The only real issue there is they need to make hyrule field more intricate so it is not a simple B line to areas like it is in OG OoT, more enemies, exploration and side stuff to find. Then flesh out the other areas so they have more content rather than being corridors of puzzles to traverse like the traversal to zoras domain or gerudo
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>>739470479
>What is that image supposed to be?
eliminating the hub world from Ocarina of Time, interconnecting the areas of the game
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>>739470451
more for me, literally
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>>739470451
Aren't shills the most raped goycattle of them all?
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>>739470321
I'd be down with that only because the child and adult parts of the game are more or less two different maps. You'd be playing with four maps in that sense.
Should they pull a Lorule with the Dark World and add Ravio, Hilda and Yuga?
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>>739470578
They could do cooler stuff by now, like have a Link from another timeline and Rauru being the same from Totk
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>>739470651
>and Rauru being the same from Totk
ew
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>>739465951
>open world

fuck off botw tranny. Just because you lack the attentionspan to pay attention to anything other than holding forward doesn't mean OOT remake has to suffer from shit game design.
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>>739470508
They need to keep the hub, that is the core feeling of the sense of adventure.
the way the game worked was that you would go to one area and do whatever then head out on your next adventure and hyrule field hub was that.
Its just like how it is in BtW, same as OG LoZ and aLttP. Its a core function of zelda games that give it a sense of adventure. The journey rather than the destination.

desu senpai I am actually hoping the rumour of an OoT remake is true because i would like a remake that is massively expanded in the new engine, but the one thing i would not want is the cartoony art style i would want a more realistic style. Not realism and not grim dark like T but less cell shaded, more where trees or enemies look like real trees and enemies.
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>>739468874
I've played over 300 hours of that game. You can run with your sword out and cut the grass in it? It's been a while since I played
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>>739470689
You dont know kino when it mushroom stamps your head
>>739470693
ironic to say this about Ocarina of Time, the OG movie game
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>>739470704
>They need to keep the hub, that is the core feeling of the sense of adventure.
GROSS, that hubworld has got to GO.
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>>739465951
Demakes are a plague. Anything but new graphics and slightly improved camera and combat would be criminal.
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This game was genuine 10/10
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>they are going to turn Ocarina of Time into nu Zelda ubislop with towers, weapon durability and crafting.
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>>739471868
This, small QOL stuff and 60 FPS and better graphics are all it really needs
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>>739465951
The game is already the perfect balance between open and structured. It just needs more stuff to do to complete it, and more challenge.
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>>739468940
>>add info markers/Navi triggers to talk to random NPCs after key moments (like Mido’s apology to Link after the Forest Temple) (younger players wouldn’t think to go check on old areas please understand)
This is actually a massive, massive problem with BotW, in that it has fucktons of shit that actually only unlocks later in the game that requires you to return to earlier areas, but it gives no indication of this beforehand or any incentive to re-explore those areas, so tons of people would have missed most of the game's quests.

OoT naturally doesn't have that problem, since it encourages you to re-explore areas anyway, as opposed to spending 90% of your time roaming a field.
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>>739471945
I can only be so errect
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>>739474814
oot is the poster child for that problem, the person you're responding to was making that point about oot
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>>739474814
This is not true actually. BotW had region quests, some side quests you do before completing the region problem/dungeon, then some side quests after then after that you are done and never need to go back to that region at all.
TotK on the other hand it gave you reasons to go back and forth between regions multiple times with side quests, objectives and more to explore after the region issue is sorted.
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>>739465951
nigger this shit is already open world
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>>739465951
sky islands
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>>739465951
Dating sim minigames with Malon, Ruto, Saria and/or Zelda.
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>>739469018
that's retarded
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>>739465951
It doesn't need any major changes, the game is about as flawless as a game can be. I hope they do a nearly 1:1 remake and people realize that not every game needs to be open world slop.
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>>739469018
>go to Dodongo's Cavern straight away
>can't progress because no slingshot
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>>739465951
The only thing a remake needs is further small convenient tweaks, a bit like how 3DS turned the Iron Boots into an item. Anything like another dungeon or 80 materials that are inconsequential to the core game just feels like blatant padding.
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>>739478656
>oot is the poster child for that problem,
My point is that it's not a problem for OoT because the game naturally encourages you to complete dungeons to progress, and then come back to areas with new equipment

BotW lets you fuck around for ages without any hint that there are 'post-dungeon quests', because it gives the impression that most shit is supposed to be accessible from the get go, but there's actually relatively little to do in most towns pre-dungeon, so you can spend ages wandering around, completing the beasts later, and then have no clue that it's only then that a heap of quests will pop up.
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>>739481596
Open world is just the laziest of the design
If I liked old re games and alien Isolation etc was because like oot they pushed you to explore new zones as soon as you got the equipment
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>>739465951
Crafting, co-op and random generated dungeons.
All lore is explained on stills.

Also its on steam and sells millions
>>
I don't think I trust Nintendo with it at this point. Tiktok was absolutely terrible.
However it's hard to go back because these 3D zeldas are really small and have no detail compared to a lot of other games. I've been playing TP again and it really feels like someone's directing me to the content on it. I'm looking at hyrule field and it's all just like 2 or 3 things of importance and a lot of absolutely nothing.
I guess if we could have maybe something similar to BotW but considerably smaller, more hand crafted, no bullshit combat, no dumb quick inventory management, no gimmicky stupid shit like crafting fucking vehicles, no extensive crafting or durability bullshit, if you're not making a serious fucking action RPG just don't pretend otherwise, ok? Make exploration and puzzles decent enough.
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>>739481532
just remove any puzzles that require a certain tool, or only have 4 lame as fuck tools they give you infinite uses of 10 minutes into the game.
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>>739481812
>I've been playing TP again and it really feels like someone's directing me to the content on it
That's purely an issue with TP. The N64 games feel nothing like that and do an excellent job of giving you the sense that you have meaningful freedom to check out various things and discover more about the world yourself.
>>
>>739481812
TPs hyrule field(s) are really terrible. I'm not sure if they just gave fast travel too conviently/early or if they thought the real value of any hyrule field is to take time once to give a sense of scale and then just be a big void.
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>>739465951
Going by Nintendo's remakes the last little while I fully expect them to just import the world assets and engine in to UE5 or something, then polish it up complete with copious amounts of "Nintendo hire this man!" lighting and ground clutter.

What I'd really like is for them to remix everything, a little like how SE handled FFVII Remakes level design and cutscenes. Without the retarded story changes of course. I also think they should write in a reference to the 3 different timeline splits and explain it better.
>How Miyamoto explained it
Link fails off screen leaving one timeline as a failure
>A better way to explain it
There already exists 3 timelines. They could explain this as there being one Link.
>Timeline 1
Adult timeline leading to the timeline. This is the timeline left when OoT Link returns to the past after defeating Ganondorf and leads to Wind Waker after Ganon returns and the land is flooded
>Timeline 2
New child timeline, reminder that at the end of OoT Link returns to BEFORE the events of the game and warns Zelda early. This is the timeline where Link becomes a Stalfos after Majora's Mask
>Timeline 3
Original child timeline where OoT Link no longer exists, leading to A Link to the Past
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>>739481920
Eh, I don't know. I find Majora's Mask more interesting conceptually than anything.
What I'm specifically referring to is that you have the equivalent of yellow paint everywhere. Every secret stands out and is really easy for you to find and remember. There's no feeling of accomplishment for finding a secret on your own in these games. If there's a giant fucking rock in the middle of nowhere of course I'm going to bomb the fucking thing. Same with that fucking wall. I see there at the distance there's a very specific tree that sticks out like a sore thumb. This is what I'm referring to mostly.
I don't blame the N64 games on this because they clearly need to deal with hardware limitations and such (though I will say, they feel somewhat more detailed than TP, somehow). I just feel like they can expand on that more without going all the way open world find 500 koroks and yet another cool looking piece of equipment you'll continuously break.
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>>739482140
>There's no feeling of accomplishment for finding a secret on your own in these games.
The games have tons of genuinely well hidden secrets that aren't obviously signposted, mixed in with more basic "come back here when you have thing"content.
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>>739481812
TP Hyrule Field is pretty meh. But also, people forget that these games aren't their overworlds. Hyrule Field is just there to instill a sense of scale and place, it's not the meat of the game. That's the dungeons and the sections leading up to them. The Field is just there to make those parts feel interconnected. At some point when open worlds became the norm, the mindset shifted to where the overworld IS the game, and not just the connecting tissue.
I've had the opposite experience going back to Twilight Princess, it's reinvigorated me and made me remember why I fell in love with the series in the first place. It's a flawed game that can definitely feel railroaded sometimes, and it did feel dated initially before I settled into it, but it's been really refreshing just going through some well designed set pieces, watching a story unfold with consistent pacing, and having some stuff to find in between that is admittedly pretty simple but at least isn't FOMO-driven collect-a-million-useless-baubles. Like, are the shiny bugs the most exciting thing to collect? Not really, but damn at least there's a tangible goal to chase instead of just collecting 342 out of 1000 korok seeds. I like open world sometimes, but not every series needs to be open world or benefits from it. I really miss this kind of game. Twilight Princess is far from the best (Ocarina and Majora are a lot better imo) but still.
>>
>>739482381
Some of them do, but TP suffers from the latter severely more than the former. I think bug hunting/poe catching isn't rewarding enough and your rupees aren't as valuable, which contributes to forgetting about the side content.
>>
what retard made poes only appear at night and also didnt add a way to skip to night
>>
has nintendo ever dramatically remade a game? the only thing I can think of are basically 1:1 remakes with minor changes

so I would assume the OoT remake would basically just be the same game but just uses gyro or something
>>
>>739482929
somewhat ironically, but starfox 64 is a remake of the original starfox.
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>>739482783
> but TP suffers from the latter severely more than the former.
Yes, so you agree with me then. TP sucks at this, but the N64 games are more balanced and full of interesting hidden things, along with more obvious incentives to return to areas.

>>739482838
Somehow the devs were just exceptionally retarded when making TP. IDK
>>
>>739482956
It's not, it's at best a reimagining reusing the same base idea but adding stuff from SF2.
It's the same way OoT is basically a reimagining of LttP.
It's like calling Zero a remake, when it's just using the same base idea but adding in garbage.
>>
>>739482838
at least in Dusk you can skip to night. but yeah. I think TP has among the best dungeons and set pieces in the series, but some of the worst side content.
>>
>>739482658
>Hyrule Field is just there to instill a sense of scale and place, it's not the meat of the game. That's the dungeons and the sections leading up to them.
I guess it's more like a different split between main and side content here where most of what you do in these older games seems crucial and what's considered side content is small and not difficult to complete.
I guess what I'm all about is lesser but meaningful secret/side content, that meaningful being the challenge of finding it, the reward and maybe even some challenge added after finding it.
I've been playing a fairly popular game that's been shilled all over this board in the last few months. It suffers from giving you a lot of random secret places to explore, but the reward is meaningless. You already know what you're gonna get. You can get it many other ways. You don't feel much of a sense of accomplishment when the map indicates when you're close to a secret.
>>
>>739482929
It'll probably have a more organized side quest menu as well
>>739482838
>didn't even add a way to do it in HD
It's a reason I hope they just do an in house remaster to add shit like that
>>
>>739482929
Mario 64 DS changed a lot
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>>739483238
That's true, I didn't think of that one.
>>
Am I the only one that doesn't want a crafting system or anything like that?
Give me 3 fucking swords, 3 fucking tunics, 3 shields, whatever. Make it a fucking adventure to get them. If you need your gay shit just put in maybe a few enhancements or durability making them a bit weaker or less performant and repairable but stop with this horseshit about immersion in what's supposed to be high fantasy boy saves the world from evil with his mighty penis
>>
Open world is "make your own fun" slop
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>>739483413
no you're not the only one, I'm fucking sick of crafting being in every game.
>>
can i skip the nes's zelda games?
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>>739483648
yeah
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>>739483648
you can skip any Zelda game, I mean some are more skippable than others but they're standalone games. it's not a series where you need to play certain ones in order or something. just play the ones that are interesting to you. but yes, you're not missing much by skipping them. Link to the Past really did more to establish the formula and lore of the series than Zelda 1 did, and Zelda 2 is a complete pariah in the series. Zelda 1 has some cool ideas and is worth checking out if you're a huge fan of the series but it's not necessary and is dated in a way that LTTP isn't.
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>>739468149
this.
SoH is already the perfect OOT remaster and there´s nothing Nintendo could add which mihgt be worthwhile.
Im rather more interested about the total conversion mods and what they bring than Nintendos assetflip #3. It will have upscaled 3ds models and cost 70 bucks, meanwhile SoH is for free and has unrestricted mod support.
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>>739481896
>4 lame as fuck tools
>>implying
anon c'mon stasis and recall are some of the best abilities ever put in the series
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>>739484148
yeah I was being a bit of a bitch there
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>>739468940
>(please think of the younger players)
What a weird point to repeat in your post, considering the age rating of zelda games has increased not decreased since OoT came out.
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>>739484148
they're cool and I like ascend too, but I agree with his point overall. the game feels stagnant when you get your entire toolkit in the first hour. it used to be understood that games needed a meaningful sense of player progression, at some point that got thrown out the window.

also as cool as a couple of the powers are, I'm not sure how I feel about turning Link into a quasi-mage (I know it's technically tech but magitech is a lame copout and is essentially just magic). it sort of takes away some of his identity of being a crafty adventurer who relies on actual tools, and has only a very limited use of magic, if any. but Link's identity is a whole other topic. bring back the green tunic and permanent master sword you fuckers, I barely felt like I was playing as Link. in fact, the whole Breath-duology felt like it was very reluctantly a part of the Zelda series. I have a feeling the devs would have rather been making an original IP. but anyway, I'm rambling.
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>>739484673
You do get the champion abilities as a form of progression, they're just not nearly as impactful as the base slate abilities. I'd be curious how BotW (or TotK) would play if the slate abilities were dished out progressively throughout the game instead of at the very start, and whether it would play any better from it. I can see their reasoning to giving them all at the start as otherwise the shrines and world exploration & puzzles would feel extremely tedious (imagine entering multiple shrines that require Ultrahand, an ability you don't own and may not even know exists somewhere in that gigantic map)

I do think TotK went too far with how OP the base abilities were tho, especially recall+ultrahand. I enjoyed BotW a lot more than TotK as I felt it was a better balanced and better designed game.
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>>739470508
>>739471683
So you just want Skyward Sword. Disgusting.
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>>739481596
BotW not letting you have its green tunic getup for half the dungeons (since a couple Shrines are locked behind post-dungeon quests) and having the other half of the dungeons heavily encourage wearing specific equipment was insanely fucking gay. That's one thing they objectively fixed in TotK.
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>>739485024
BotW's tunic fucking sucked anyway, all the outfits did.
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>>739484798
>I can see their reasoning to giving them all at the start as otherwise the shrines and world exploration & puzzles would feel extremely tedious (imagine entering multiple shrines that require Ultrahand, an ability you don't own and may not even know exists somewhere in that gigantic map)
yeah I get that and don't even think it's a flaw of BOTW specifically, more so just a flaw of open world game design in general. open world and character progression don't integrate very naturally. most games will just try to have some forced rpg mechanics or some kind of number-go-up system. like in BOTW you get progressively stronger weapons, but that doesn't feel impactful when the enemies just level up with you but otherwise don't change, they just take more of a beating.
compare that to a classic Zelda progression, for example in Ocarina of Time your projectile kit upgrades from the Slingshot to the Boomerang to the Bow. each item improves your projectile capabilities and opens up new tactics, and in turn you're faced with new enemies that require new strategies to beat. you feel like you're getting stronger with each item acquisition and are simultaneously presented with new challenges that put those items to the test. Breath just hands you a bow at the beginning of the game, and you continue to use bows in the exact same way, against the exact same enemies for the next 100 hours. oh, except this new bow has a bigger number on it than the last one you found. wow.

I don't know how to reconcile it. I don't think open world is inherently bad and it can work with a lot of games, I just think it has a hard time coexisting with certain other game design tenants and probably shouldn't be in every game ever, but it feels like that's the way we're trending, and especially Nintendo seems to want to go full open world with all its core series.
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>dude take the game's one fault (Hyrule Field) and exacerbate it 10 times over
>but toss some stamps all over the map so morons think WHOA SO MUCH TO DO
Fuck open world and fuck you
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>>739485440
>like in BOTW you get progressively stronger weapons, but that doesn't feel impactful when the enemies just level up with you but otherwise don't change, they just take more of a beating.
Honestly this choice was the result of having too few enemies more than anything. You could absolutely allow the player to get stronger without scaling the enemies so aggressively if the variety of enemy encounters is great enough. TotK took a small step in the right direction by adding a few more enemy types (including much tougher ones like Gleeoks, giant constructs, and Frox)
I do think a combination of OoT and BotW design principles is possible, but it comes down to how much time they're willing to invest into a project to make it happen.
Designing the topography of the open world alone already takes a substancial amount of time, it's why I was initially excited that they were revisiting the same Hyrule for TotK (only to be disappointed with how TotK turned out, IMO BotW is still a far better game), achieving open design for the world while providing structured traditional zelda dungeon gameplay seamlessly integrated within is an extreme technical & design challenge for them to overcome. No game has ever done that properly.
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>>739468874
I think he means that you can slash while moving, which you can't in totk. You press Y and Link stops moving to slash in that game, while you press B in tp and Link keeps running while slashing.
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I'd support mixing up shit that doesn't interfere with the spirit, style, or core story/progression of OoT. One big example would be the Lost Woods; make it feel more like a real woods (instead of little isolated cells) and totally redesign it so that the original path to the Sacred Forest Meadow and other hidden areas won't help you whatsoever. You could probably also do this with a lot of puzzles and dungeon layouts, too.
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>>739485964
>You could probably also do this with a lot of puzzles and dungeon layouts, too.
ew, no. no no no. I wouldn't be against some of the outside areas being expanded a bit, but the dungeons need to be left alone. don't touch them.
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If OoT Remake is real, the number one complaint from BotW/TotK newcomers WILL 100% be that you have to actually do the dungeons.
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>>739486549
No, their complaint will be that the overworld is very linear and restrictive compared to what they're used to
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>>739465951
> Don't actually do Open World, keep the module-based map but increase its density with obstacles, enemies and additional content to do throughout (additional content can be stuff that's as simple as Grottos, Business Scrubs and Chests btw)
> Build on the existing story by adding more character moments particularly for the sages and Ganondorf
> Add some additional side dungeons that further add to Link fixing shit that went wrong in the 7 year time jump or prevents ruination while he's a kid (also probably have some sort of OoT version of the Savage Labyrinth/Cave of Ordeals amongst those)
> Add better Item-Enemy interactions like using the Hookshot to steal shields, Ice Arrows and Fire Arrows having added effectiveness against enemies of the opposing element (make Ice Arrows effective against Volvagia and his arena and have the arrows be effective against Koume and Kotake respectively)
> Give the Master Sword some way of quick clearing piss-weak enemies in large numbers, shit like Keese, Baby Gohmas, Walltulas, etc. probably just straight up the Sword Beam
> Add some sort of post-dungeon optional quest for each of the areas that helps further rejuvenate the land in that area
> Change-up Ganon's Tower so instead the lower levels of the tower are like a warped version of the eight main dungeons, seemingly layering on top of one another with design elements (both gameplay wise in terms of enemies and obstacles but also aesthetically with patterns and materials) bleeding from one into the other. Definitely still keep the cathedral aspects of the upper floors and maybe add some aspects of the old Hyrule Castle into the design to show that Ganon's basically built his new kingdom directly over the previous one.
> Add more ways to get around the map from one area to another, the level design should discourage the need for fast travel if the player is willing to explore thoroughly.
> Add a dungeon roughly the same size as the Ice Cavern but with a wind theme
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>>739486549
Conversely, some may praise the fact that your weapons don't break (except for the giants knife of course).
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>>739486694
>> Give the Master Sword some way of quick clearing piss-weak enemies in large numbers, shit like Keese, Baby Gohmas, Walltulas, etc. probably just straight up the Sword Beam
Sword Beam would be cool to have, not just because it was a staple before OoT, but because it'd be a neat little way to further tie the Hero of Time to the Hero's Shade (since he can do sword pewpews).
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More Semi-dungeons. I loved the optional ones OOT had, but it needs more. In an open world there is plenty of room for them. Fuck it put Skulltulas in them as their reward. Not Shrines, like actual places built into the world that you can come across.

Better Time Travel. It's the theme of the game, but N64 had its limits. Make it so Link can travel between Past and Future on the spot at some point, and have a shitload of time travel puzzles based around it, both in and out of dungeons.

Make the Future a proper ruined Hyrule, like the Market's first impression gave but all over. Child timeline has full BOTW open world, Future all shit has hit the fan, Monsters are everywhere, it's raining and storms and shit and you can still go anywhere but now you have to work out how to navigate with your inventory and magic.

As weary as it makes me too, voice acting. The story is very wordy, and would benefit from them actually talking to you, preferably with good voice acting. Also the owl now talks but it's not a cutscene and you can just walk away and he flies with you to talk or something..
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>>739486789
Oh yeah I forgot about Hero's Shade, I dunno if it'd be worth incorporating the TP attacks into OoT.
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>>739487674
It wouldn't have to be a direct implementation, just a way to further bridge the two.



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