The floating block(s)

June 6, 2010

Admittedly, many of my ideas for Zelda Wii relate to one aspect that´s really most important to me: freedom. It´s no different with the floating block.

A floating block - though, proportions are off in that example, looking at the the tiny princess

This item is kind of inspired by Cloud Mario from Super Mario Galaxy 2. If you don´t know, let me explain: When you transform into Cloud Mario, you have three small clouds following you. You can now active a cloud inmidst of the air to create a whole new platform to stand on. That´s kind of what I want from the floating blocks here.

But this is Zelda, so the whole feature would feel more solid. Here, the floating block would be an item that you can throw around freely, using your own movement thanks to MotionPlus. Let´s assume the floating block would be a small block made of hard rock. So, you pick it, throw it up, and when you think it is in the right spot, you press a button and the block stops falling…and starts floating. Now, there´s two ways to interact with the floating block. You could either put it up in the air right in front of yourself to simply climb on it. You could, however, also throw it high in the sky and…use the hookshot to pull yourself upwards. That way you could basically reach higher areas inmidst of a field with nothing else in it. And just to make this one of the most awesome items ever, you could upgrade it to dual blocks later in the game, allowing for aerial free-climbing. Simply throw up one block, pull yourself upwards, then from your raised position throw up the other block, pull yourself upwards again. Now let go of the first block and throw that one up again, and so on. There would be no more vertical limits. Exploration in perfection. And all that thanks to simple blocks.

Rings

June 4, 2010

Rings or not, that´s actually not that important. What is important is that I think there should be more ways to equip Link. I already had one update where I wrote about instead of finding heart pieces, you´d find new armor-parts. That´s something completely else, though.

Invisibility? Maybe

Rings would be specialized items with certain unique characteristics. These rings would enable you with mostly passive skills. Look at the update below, the Dark Caves. Using the lantern would empty its oil rather quickly. Instead, you could have a ring that emits a weak, glowing, white light from Link´s finger. Not enough to lighten a room, but to grant him a few meters of sight. Now, don´t think this would turn Zelda into a WRPG-heavy game. Think of the rings more like the masks from Majora´s Mask. There wouldn´t be any “+2 power” or “+5 speed” rings. Every ring would feature a unique, passive ability.

And because Link has more than one finger, let´s say he could equip two rings at the same time, one on each hand. Not only does that allow for even more individualizing, it could also result in certain positive, or negative, combination skills.

Hand-to-Hand Combat

June 3, 2010

In every Zelda-game, Link eventually grows into a mighty knight, being able to make use of a ton of specialized items. Yet, take away these items and he´s defenseless. There, introduce hand-to-hand combat, Nintendo.

Almost

Of course, I´m not talking about in-depth fighting mechanics as if it was a beat’em up. But Link should be able to do so-me-th-ing, even without any items. Just as minimum means of defense against enemies. And if that´s really not enough, then simply introduce an item called “Power Gloves”, gloves that make Link´s punches powerful enough to turn his hand-to-hand combat into something useful.

Individual Lock-On

June 2, 2010

Ocarina of Time´s revolutionary lock-on system changed the whole video games industry. It´s time for an advance form of it.

It certainly is not a must, just some idea, but it´d utilize the wiimote´s pointer-function. Instead of just pressing the shoulder-button to lock-on an enemy, you point at an enemy and then lock on to him. But not just on the enemy in general, but on to the very part you pointed towards. That way you could target special parts of any enemy, for whatever reason – instead of having one general lock-on that simplifies any battle. Maybe it´s part of finding the enemy´s weak spot, maybe you can cut off/hurt an enemy´s arms/legs, stuff like that.

Different vision

June 1, 2010

I´m a big fan of changing vision, meaning, whenever your character´s vision changes, the on-screen visuals change as well.

Examples for that would be the Metroid Prime-games and items like the thermal visor or echo visor. Or for an in-series example, the wolf-vision from Twilight Princess or the Lense of Truth from Ocarina of Time. I´d like to see more stuff like that, preferably for optional use. These different visions could be the result of wearing a mask, a certain armor or maybe magic rings, to introduce a new kind of equipment. There could be all kinds of crazy visions, like “animal vision”, letting you talk to animals, while making it impossible for you to understand Hylian citizens anymore. Maybe animals´ appearance would change, too, looking more like real characters, while suddenly human beings all look kind of similar and creepy. And there could be typical vision-changing stuff like night vision. Play with the player´s mind, that´s what I want.

Leaving marks

May 31, 2010

It is probably not possible with the Wii´s current hardware, but I´ll post it anyway: The ability to leave scratch marks anywhere in the world.

What that means is that you take out your sword, approach a house wall or tree or whatever surface, and scratch something into it. Why leave such marks? It´d be both a fun feature to mess around with, as well as what the Nintendo DS-Zelda games already did, noting something that you need for later. The most simple example would be: You´re inside a dark, confusing labyrinth. You have no idea which way to go. What do you do? Well, scratch signs into the wall, showing yourself where you have already been. That way you could work your way out of the labyrinth. At the end of the game, you could look back at a game, completely individualized by your marks.

The Claymore

May 30, 2010

I ´ve never been a fan of the idea of letting Link have several different kinds of swords. It would cheapen the Master Sword as you´d simply look for the most damaging sword. But what I liked was the Biggoron-sword from Ocarina of Time.

My real reason for wanting a Claymore like the Biggoron-sword (or even bigger) is because of how great and satisfying it most likely would feel to swing such a huge weapon with MotionPlus. And swinging it fast. I always wanted a game about the great BERSERK-manga series, so imagine swinging such a sword, and just as fast as character Guts does.

Stealth-gameplay

May 30, 2010

I already mentioned having the Invisibility Cloak from A link to the past, but that´s just a 100%-way of hiding yourself. Stealth should be part of the normal gameplay, too.

What I´m talking about is that enemies don´t automatically spot you once you´re close enough, even when they weren´t facing you. I want to sneak by them or do surprise attacks. But have some complexity to it: I also want to be able to hide again AFTER I have been spotted. So, let´s assume an enemy saw me, so I jump into high grass and crouch. Now I slowly walk within the grass, while crouching, away from where the enemy saw me last. And he will not automatically spot me or keep track of me. Think of the game Mini Ninjas. As I wrote in that other article, stealth-elements allow for a great deal of more gameplay-options and creating freedom. And they´re fun.

One of the key goals for Zelda Wii should be creating a lively, naturally feeling world. That isn´t only done by adding animals, nicely animated trees and clouds. It´s also being done by adding stuff like the Hylian News.

Instead of maps, he could sell newspaper. But, actually forget that, have a normal person sell the newspaper

Or more simplified, a newspaper. Maybe not even really a newspaper, but some kind of item you get to read that features newspaper-style information. Think of stuff like the board in Animal Crossing, where other animals would post news. It´d be like that, but more fleshed out. You´d enter a town and there´d be a guy selling newspapers. On some days, there´d be only trivial stuff to read, like “Malo painted his shop in a new color!” But other days, you´d be able to read stuff like “Malo was eaten alive by a giant fish. The local police force is looking for help”, and you could go to the police and engage in a completely optional sidequest.

So, think of the Hylia News as a mixture of sidequest-engaging, fun stories and actual interesting information about life in Hyrule. It´d be a great way to more naturally hand sidequests to the player as well as given a more in-depth impression about the game world.

The Air Cutter

May 25, 2010

Time for a rather cool item. Or should I say upgrade. The Air Cutter is an upgrade for your sword. What it can do? Well…

The Air Cutter would basically be the modern version of Link being able to shoot “laser beams” from his sword when at full health. Only that it isn´t “laser beams”, nor is it limited to full health. To use the Air Cutter, you simply somehow activate it by pressing some button, and now with every sword slash you do, a visible, cutting air wave is sent out. The way you have to imagine that shouldn´t be too hard, as it´s quite the common imagery, used in a lot of anime. One more prominent, popular example would be Ichigo´s Getsuga Tenshou from Bleach.

The fun thing about the Air Cutter would be both its functional use for doing long range-fighting with a sword and its visual presentation. And depending on how you swing the sword with your MotionPlus-enabled wiimote, the air wave would fly in a different way.