So top down games should not be made anymore in 2019? You realize this goes for an entirely different gameplay loop than BotW, yes?Bolded the relevance. Outside of nostalgia, I don't see the appeal of a game like this in 2019. I also understand that it's OK that not all games are made for me. You should also understand that not everybody should like the games you like.
Well it would be guidelines of course. They're not going to limit it to two buttons. They have four face buttons and four triggers to play around with so I'm sure they'll get it right. It's not like it's their first Zelda.if they copy the LttP controls there won't be a shield button at all!!
Yes, all those cramped areas really need to be expanded. The desert is only 2x4 screens, Mabe is 4x4 with a 1x2 chunk cut out for the forest entrance, Animal Village is 2x2, the castle is 4x4, the Face Shrine dungeon has a whole 4x4 screens dedicated to both the key shrine and the dungeon entrance itself, the lake itself is fairly small, I could go on. Expand some of those things slightly and it'll be great. A lot of the locations are cramped next to others but it never mattered because you never really transitioned between them so you wouldn't notice. But now it scrolls smoothly and you can see other areas from other areas so how's it going to look when you can see the desert right on the other side of a thin wall next to the Animal Village? Or the wall separating the moat of the castle from the rapids right next door? Liberties will be taken. I can't wait to see how they model the island.Definitely. I speculated this earlier, but I think they will stretch it out. Basically, the entire eastern side gets an overhaul thanks to this, because the broken wooden bridges and the Eagle Tower are now pushed towards the right.
-Much larger Tal Tal Heights for the Wind Fish Egg Portion. Turtle Rock and the eastern portion stay the same however.
-South portion gets a complete overhaul thanks to this.
-Larger Desert, Animal Village now in between the face shrine and the Face Shrines, straight east from Mabe Village.
-Kanalet Castle is now directly in the center of the island.
-Martha Bay is now slightly bigger.
As I posted a few pages back, you can pretty much almost fit the entirety of Link's Awakening's maps inside the LttP overworld map. It's that small. Not only is each screen less than half the size in tiles of a SNES screen (10x8 tiles for GameBoy vs. about 16x14 for a SNES screen) but the map is only 16x16 screens with each dungeon limited to the same and another 16x16 map dedicated to all the caves and houses and other random rooms. So hopefully they do expand some things a bit just to make it feel less cramped.Not smaller per say, however it will severely shorten the games play time by hours. Going through that overworld without screen transitions will definitely be an issue in this regard, its already smaller than LttP.
I would love to see a game in this art style. It doesn't need to be Zelda.
A lot of the locations are cramped next to others but it never mattered because you never really transitioned between them so you wouldn't notice. But now it scrolls smoothly and you can see other areas from other areas so how's it going to look when you can see the desert right on the other side of a thin wall next to the Animal Village? Or the wall separating the moat of the castle from the rapids right next door? Liberties will be taken. I can't wait to see how they model the island.
No it isn't, it's clearly unlocked and swings all over the place. At spots it's clearly above ~40/50 but chops down to ~20 at points.The official trailer's video is in 60fps, but the actual gameplay is obviously 30fps and that really bothers me.
First of all, I like the artstyle. It's not what I would have chosen to do, but they are going for a very specific chibi macro lens aesthetic which creates a new toybox feel, and it looks good.
I'm of the camp that says the Link you were supposed to be imagining when playing Link's Awakening was the guy in the boat intro and in all the promo art. Link and Koholint Island looked like a Saturday morning cartoon - not realistic at all. But the idea that the disconnect between the intro cutscene and the gameplay graphics was an intentional decision to show that Link was in bizarre dream world is nebulous at best. You can make that argument for the remake, certainly, but Links Awakening's graphics are nothing more than typical top down 8-bit adventure/RPG graphics of their time. In gameplay it looks like its contemporaries - in fact, it looks exactly like an 8 bit monochrome A Link to the Past, a game decisively not set in a dream world.
TheCongressman raises a good point about Pokémon Red/Blue. When playing that game, you don't take the graphics at face value and assume the ludonarrative world of Pokémon is super deformed. You are imagining you are in a cartoon world that looks like the Sugimori's artwork or the anime. In the game's intro, a more naturalistically proportioned Red is literally transformed into a chibi avatar, a cute visual indicator of "entering" the Pokemon world, but also a cheeky acknowledgement of the graphical limitations.
As TheCongressman points out, the game even switches back to the more naturalistic avatar for battle scenes, but it's something you don't even think about. The characters are not literally shrinking and growing before your eyes like some Alice in Wonderland nightmare, the battles merely offer a detailed close up view.
You only have to look at Let's Go Pikachu/Eevee to see that the overworld gameplay graphics now resemble the Sugimori/anime art, proportions and all.
Nintendo have opted to take a very literal approach with the Link's Awakening remake and I like it. But in another world, they could have approached it like Let's Go Pikachu/Eevee and it would be equally as valid, if not more so.
Probably Rayman Legends or Child of Light. The Ubiart engine should honestly be used moreSomething I was thinking about: I've heard and read multiple people say they wished the entire game looked like the intro animation.
That's seems pretty unfeasible, doesn't it? What's the closest a game with 3D models has gotten to looking like a hand drawn animation?
I love the art style but I will admit that if I could change just one thing it would be the eyes.
the new guilty gear games or dragon ball fighterZSomething I was thinking about: I've heard and read multiple people say they wished the entire game looked like the intro animation.
That's seems pretty unfeasible, doesn't it? What's the closest a game with 3D models has gotten to looking like a hand drawn animation?
I think it's meant to emphasize the low-key-ness of the adventure. If Breath of the Wild was grand, this is the opposite.I don't mind the art style however I don't know about the music. Although we only heard one track but it sounded a little underwhelming for me.
The GB title screen used to generate excitement, now it sounds a little off.
I would maybe start with A Link to the Past or Ocarina of Time, but you may also find them too outdated for your tastes.Bolded the relevance. Outside of nostalgia, I don't see the appeal of a game like this in 2019. I also understand that it's OK that not all games are made for me. You should also understand that not everybody should like the games you like.
I actually do wonder why they didn't do the opening animation in the clay style of the game or vice-versa. It only used super-deformed sprites on GB due to tech limitations anyway.
Reading this post rekindled my appreciation for LA's map design.Well it would be guidelines of course. They're not going to limit it to two buttons. They have four face buttons and four triggers to play around with so I'm sure they'll get it right. It's not like it's their first Zelda.
Yes, all those cramped areas really need to be expanded. The desert is only 2x4 screens, Mabe is 4x4 with a 1x2 chunk cut out for the forest entrance, Animal Village is 2x2, the castle is 4x4, the Face Shrine dungeon has a whole 4x4 screens dedicated to both the key shrine and the dungeon entrance itself, the lake itself is fairly small, I could go on. Expand some of those things slightly and it'll be great. A lot of the locations are cramped next to others but it never mattered because you never really transitioned between them so you wouldn't notice. But now it scrolls smoothly and you can see other areas from other areas so how's it going to look when you can see the desert right on the other side of a thin wall next to the Animal Village? Or the wall separating the moat of the castle from the rapids right next door? Liberties will be taken. I can't wait to see how they model the island.
As I posted a few pages back, you can pretty much almost fit the entirety of Link's Awakening's maps inside the LttP overworld map. It's that small. Not only is each screen less than half the size in tiles of a SNES screen (10x8 tiles for GameBoy vs. about 16x14 for a SNES screen) but the map is only 16x16 screens with each dungeon limited to the same and another 16x16 map dedicated to all the caves and houses and other random rooms. So hopefully they do expand some things a bit just to make it feel less cramped.
I would love to see a game in this art style. It doesn't need to be Zelda.
Had the game been like this, I would have pre-ordered already.
Nah, the official remake looks a dozen times better. The art style you want could as well run on a DS with lower res...Had the game been like this, I would have pre-ordered already.
The plastic looking rubbish they presented... can't support that choice.
I'm a bit confused why you say people shouldn't view it a certain way, but then say it's down to interpretation?THANK YOU!!!
That was the entire point I was trying to make before, and why I brought up Pokemon as to why you shouldn't view Link's Awakening as literally splitting itself up to multiple artstyles (if you want to interpret LA as having multiple artstyles bc of its dream themings, cool that's your interpretation). It was Nintendo working around the limitations of their handheld.
Talking about the art style, not the animation.This is a joke right?
There's like, two frames of animation on Marin and tarin is just a single static frame. The handdrawn style isn't bad, but come on, you don't want a game that animates like that.
The switch version looks better even ignoring that, of course.
...but that looks like a basic-ass flash gameHad the game been like this, I would have pre-ordered already.
yeah exactly, looks like an emulator filter
Had the game been like this, I would have pre-ordered already.
The plastic looking rubbish they presented... can't support that choice.
Agreed. That hand drawn style would only really work on the DS.Nah, the official remake looks a dozen times better. The art style you want could as well run on a DS with lower res...
And the plastic look is realised by advanced and modern rendering techniques such as PBR and bump mapped textures. It looks modern and graphically very good.
Had the game been like this, I would have pre-ordered already.
The plastic looking rubbish they presented... can't support that choice.
A high resolution version of the logo and the key art from the press assets:
Ewww no, it's disgustingHad the game been like this, I would have pre-ordered already.
The plastic looking rubbish they presented... can't support that choice.
from what I understand Hyrule Historia actually did place LA after the Oracle games, but then the Encyclopedia came out a few years later and changed it to the other way aroundI always thought it was strange that Hyrule Historia canonically places the Oracle games after Link's Awakening. Especially because they end with this:
I'm becoming more convinced that when it comes to the Zelda series, my own head canon is more valid that the constant retcons of the official source. Heck, BotW is basically a giant middle finger to timeline theorists, and I kind of really appreciate that.I always thought it was strange that Hyrule Historia canonically places the Oracle games after Link's Awakening. Especially because they end with this: