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Legend of Zelda Wii U Will May Not Really Be Open World
Nintendo’s Shigeru Miyamoto use of the hyphened phrase “open-world” to describe the upcoming Wii U entry to the The Legend of Zelda franchise may have been, qccording to his own suggestion – used to deliver a specific meaning that is not quite associated with the term to the audience, but it has certainly caught the perhaps unprecedented attention of journalists as they attempted to compare the upcoming Zelda title to The Elder Scrolls: Skyrim.
The title made its debut at the E3 2014 press conference, and though details on the title were scarce, Shigeru Miyamoto summarized the direction in which the franchise was heading in an interesting manner, using the “open-world” term that piqued the curiosity of all those attending and watching the presentation.
TechRadar however suggests that the phrase used isn’t quite supposed to portray what it was meant to, and comparisons with a highly immersive and open-ended title like Skyrim was a bit far-fetched.
According to their report, Miyamoto clarified the confusion in a shareholders meeting; when asked about what the game would turn out like, Miyamoto replied:
In addition, we have already announced that we are now developing the next title for the orthodox ‘The Legend of Zelda’ series for Wii U, and that it will be an ‘open world,’ as announced at E3. I prefer not to use the generally used term “open world” when developing software, but we used this term in order to make it easier for consumers to understand. This term means that there is a large world in which players can do numerous things daily.
The Legend of Zelda series will bring a familiar system of restrictions to the player’s net amount of freedom, but the pattern followed by the game will be different from its predecessors, catering to the desired pace of the player.
Miyamoto explained this by suggesting how players in previous titles would figure out how much of the game was left after completing a certain dungeon – this is a system Nintendo wishes to break in the upcoming game.
In the traditional “The Legend of Zelda” series, the player would play one dungeon at a time. For example, if there are eight dungeons, at the fourth dungeon, some players may think, “I’m already halfway through the game,” while other players may think, “I still have half of the game to play.” We are trying to gradually break down such mechanism and develop a game style in which you can enjoy “The Legend of Zelda” freely in a vast world, whenever you find the time to do so.
We created the games in the traditional “The Legend of Zelda” series in steps that players could easily understand and follow; the player would obtain a new item in each dungeon, use the item to clear that dungeon and be able to enjoy applying the items in different ways after acquiring about eight items.
However, in “The Legend of Zelda: A Link Between Worlds,” we broke that down and let the player rent different items from the beginning, so the player could use different combinations of items. In this way, we are gradually changing the structure of “The Legend of Zelda” series, and we are preparing to newly evolve the series for Wii U.
Either way, we’re hoping for an exciting new Legend of Zelda game. There’s still plenty of time left, as the game will only release next year, so keep checking back for news and reveals as they come.