Wondering how the new HD Wind Waker stands up to the original? Let's take a look! (read more)
There was plenty of love for Wind Waker when it was first released back in 2003 for many reasons. The cel shading design was unique and really made Wind Waker stick out compared to any other Legend of Zelda titles, the whole sailing mechanic and ocean setting were new and never-before-seen in any Zelda game, and the experience Wind Waker gave players was very memorable. When an HD version of Wind Waker was revealed for the Wii U, the first question that popped in my mind was, "What new kinds of features would Wind Waker HD have since it'll be for the Wii U?"
Some new features like faster sailing and the Tingle Bottle have already been revealed to be included in Wind Waker HD, but in a recent Kotaku interview with Eiji Aonuma - the big cheese behind all Zelda games at Nintendo - we hear that the currently untitled Zelda Wii U game is being somewhat influenced by the HD remake:
"Wind Waker HD is kind of a testing ground for us. With Wind Waker we were able to accomplish, for the first time, to create a seamless experience. You traveled a great sea… also [we are adding] the Miiverse communication of playing with others virtually. So we’re going to take things like this and add to those so the Wii U [new Zelda] experience should be one that is satisfying to players."
While The Wind Waker HD may just be an HD remake, it still looks to be an interesting experience. If it's having an influence over the next original Zelda game, what do you think could be the result? Transportation-related? Something else? Leave a comment with your thoughts and ideas!
Following their quick discussion with Venture Beat regarding hypothetical ideas for Metroid on Wii U, Retro Studios had a short brainstorming session about a bit more ridiculous idea. Apparently Kensuke Tanabe, a producer on Donkey Kong Country Returns: Tropical Freeze, would love to take on the challenge of making a Tingle game that can convince Western audiences to love Tingle. When you read this, keep in mind that what Tanabe says in no way reflects any real project currently in development; he's just throwing out ideas:
"I know how hated the character of Tingle is in the U.S. I know that people cannot stand Tingle. But to me that challenge is: Could I take this character that is so reviled in the West and just [do] a complete turnaround and make him a beloved, fun character? The idea of that really just gets me going. I know we have made a Tingle game in the past, but maybe at some point down the road. …"-- Kensuke Tanabe
And, judging from the next thing he's quoted saying, it sounds like he's actually really passionate about this idea. Head past the jump to hear more!
In a turn of events that surprises absolutely nobody, it turns out that some playable fighters from Super Smash Bros. Brawl on the Wii will not make it back for the series' latest installments on Wii U and Nintendo 3DS. Much like Roy, Mewtwo, Pichu, and Dr. Mario were absent from Brawl, a small slew of fighters will not be returning.
When asked by NowGamer whether or not all of Brawl's characters would return for another round of Smash on Wii U and Nintendo 3DS, Smash director Masahiro Sakurai had a simple answer with a complicated explanation.
"I can answer that: no." — Masahiro Sakurai
Head past the jump for the full quote and a little bit of my own speculation.
At first this felt like an odd question to me. It's a remastered Zelda game in HD, of course it's worth it! However, upon further thought it is indeed a harder question to answer because there are a lot of considerations to make. If you don't own the original, nor have you played the original, and you happen to own a Wii U or plan to buy one this holiday, this a no brainer. The Wind Waker is a fantastic experience and is probably slightly better overall on the Wii U. However, with a small Wii U install base and most of us being avid fans, you might be hard pressed to find a massive lot of people who haven't played the original and are actually interested in the game in general.
The number one thing to consider I feel is the price tag. If Nintendo launches it at $60, they are simply crazy to think that it's acceptable to overhaul the graphics and toss in a few tweaks and expect full retail value that is higher priced then the original game on the day of release. If they go the $40 route, suddenly there starts to be some value, especially if the new HD presentation looks as fantastic for you as it does for me. There are other things to take into consideration as well. If the Tingle Tuner was a major factor for you in the first game, the fact it's not around the second time may actually be a negative for you. In the end, has Nintendo done enough to make the game worth the purchase for you at this point? Check out our Wind Waker HD Walkthrough later this year for all your game help needs.
One of the games I tried at this year’s E3 was a little title called Game & Wario. Game & Wario was first announced a few years back to little attention, and has since garnered little recognition beyond the fact that it’s going to sell at retail for $40 when it launches. Being a repackaging of several demos created to show the capabilities of the Wii U GamePad and attracting so little care caused me to walk up to the booth with low hopes — I expected a mundane "well, that was that" experience. Instead it was one of the most original and most exciting titles in all of Nintendo’s lineup. Though I entered with little enthusiasm, I came out of the experience absolutely loving Game & Wario.
Game & Wario focuses on sixteen minigames, each providing a much richer experience than the rapidfire "microgames" featured in past installments of the WarioWare franchise. At E3, I had the opportunity to try the first levels of the minigames Kung Fu, Designer, Gamer, Ashley, and Taxi, each using the GamePad in their own unique ways. In fact, that’s where the genius of Game & Wario lies: it makes excellent use of the Wii U’s GamePad, which truly makes it an impossible experience on any other console. Not to mention, it’s damn fun.
Head past the jump to see why I think Game & Wario is the best game on Nintendo's E3 show floor.
Shigeru Miyamoto has created some fantastic games. From Super Mario Bros. 3 to Donkey Kong to Pikmin 2, the designer has one of the most impressive resumes in the history of video games. Many people hold his work in high regard, oftentimes deeming it the best the industry has seen. Miyamoto-san has left an impact on the industry that will not be forgotten in any of our lifetimes.
Yet, despite the pantheon of classics, Shigeru Miyamoto is disappointed in one of his creations. In an interview with Kotaku, the game developer revealed he believes he's made a "bad" game.
Kotaku: Do you feel like you've ever made a bad game?
Shigeru Miyamoto: Yeah...
Of course, the interviewer pressed on to know more. Here's what Shiggy had to say.
"I wouldn't say that I've ever made a bad game, per se, but a game I think we could have done more with was..."
Oh you want to know what it is? Well you have to come inside to find out!
We as Zelda fans adore The Legend of Zelda series. Link is pretty much an icon to us that is bigger than the President of the United States. In 10 years, we may forget about Mr. Obama, but we’ll never forget about our favorite hero clad in green. He’s just meant a lot more to us, and arguably made a bigger difference in our lives, than anything the President has done.
I preface what I am about to say with this praise for Link because I do not want you to think we are dissatisfied with Link as a character and a hero. Rather, we adore him and long for the day you let him have a truly flourishing relationship with Zelda. Oh, right: this letter is about that lovely Princess we seem to always be saving from some sort of peril.
We previously mentioned in a totally different interview that Eiji Aonuma wasn't opposed to the idea of a playable Princess Zelda. He's gone a bit further in a new interview with Nintendo Life, stating that if the fan base has strong feelings about it then it is something he'll have to seriously consider.
NL: The Zelda series tells the story of a male hero rescuing a female princess. Would you ever consider giving Zelda her own game?
Aonuma: This is the second time I’ve received this question during this E3! I guess if people have strong feelings about it then it’s something to consider. I’ll keep that in mind! [laughs]
Do you like the idea of a game featuring Zelda as the protagonist?
By now you've hopefully grown familiar with Chris London and the Google Hangout livestreams about Super Smash Bros. and various other subjects. If not, well then there's no need to fear! Now you can get to know us pretty well. Chris and myself, alongside several other YouTubers, are holding a livestream discussion about Nintendo's E3 conference and any other companies that may be dragged into the conversation. We'll provide our insights, share our opinions, and answer as many questions you might have as we possibly can.
Head past the jump to watch the livestream, but if you missed it, fear not! It's going to be uploading to YouTube when the recording is done. Watch myself, Chris London, Mrgameandpichu, pizzadudemanguy, Stelios78910, and BongoBuddy61 chat it up about E3, and don't be afraid to jump into the Google+ chat and talk to us during the stream!
Oftentimes a common complaint and/or debate in the series revolves around the overworld, or the lack thereof in many regards. As an example, I personally wasn't a fan of Ocarina of Time's overworld... specifically Hyrule Field, because it was empty for the most part and felt pointless. At the same time, it did add some sense of belief in terms of scale to the world you were saving. It helped make the world seem much bigger than it really was, which in turn gave greater purpose to your quest.
Now, this isn't an open-world conversation. Debates about linearity and hand-holding are for another time. Rather, this is strictly about the size of the overworld and what you feel they need to do with that overworld to make it feel whole. Personally, I don't really want it to be the size of Skyrim, but I wouldn't mind an overworld that was twice the size of Twilight Princess. However, with more size comes greater responsibility, and this is where we run into the "how to make this space interesting" aspect. Outside of placing more enemies, you could have more areas and collectibles to discover, combined with weather changes that make the world feel more alive and thus less boring to travel through.
Another aspect is obviously interesting and varied terrain, but realistic variations. Not "spring-time Hyrule Field" directly feeding into a dried up desert with a snow kingdom right next door. More believable transitions would really keep things fresh to me. I also wouldn't mind if we happened to have a boss battle that happened right there out in the open beyond the final fight. Volvagia breaks loose from Death Mountain and we catch it mid-field and try to take the dragon down. Something exciting like that, because it's unexpected and makes the wide expanse worthwhile. If you're in a fight with a giant beast in a big field while constantly moving, it really gives a sense of necessity to the space you travel in. How big do you want the overworld to be in Zelda U, and what would you do with that space to make it feel alive?