Yes, I realize I have been neglecting the site a bit lately, but I couldn't let these details slip past us. Thanks goes out to TheDan'sMan for emailing us about this. The changes to Skyward Sword's Dungeon and Field method sounds pretty intriguing.
Categories: Zelda News
Good stuff... he basically confirmed the departure from traditional dungeon-field-dungeon method as well.
EA: Link goes to the world below "In search of a valuable friend".
I assume he means the Skyward Sword girl?
Fields that operate like dungeons just sound like more dungeons gameplay-wise in the long run, and might actually take away from the field of Hyrule and some of its exploration. I hope not, though. Perhaps those field-dungeon areas will be islands in the sky, with the true hyrule field down below.
and losing your sword? Now I'm losing hope. Why the heck would I want to lose my sword in a game that should emphasize around it? For more puzzles? Don't we get enough of that already?
well its interesting about the part of losing your sword, im sure what will happen is the skyward sword girl gets kidnapped or prisoner and you arent able to use the sword until you rescue her, that would make the most sense within the story. all this isnt bad, maybe they are trying to make exploring the overworld more of a challenge and instead of limiting player exploration by a fence or boulder and story, you have to really fight your way across hyrule, they did say some enemies on the overworld would be like bosses
Forsaken Fortress returns! (Swordless in a dungeon)
@Realm
The more I see, the more it seems that the overworld will be quite different from the other 3D Zelda games. All of them have had this open sort of hub area, wether is was a field or an ocean. I think Skyward Sword will return back to more of the 2D style overworld, where it's mostly smaller interconnecting areas.
I don't think it will necessarily kill exploration, but I do think it won't be quite as visually impressive. Sure you'll probably be able to climb up some mountain and look out at the world, but I don't think you will ever get to a point where you come to some huge open field that makes you feel small.
Hopefully the puzzles will be more about encouraging exploration than just using an item. That's the reason why I like the idea of carrying less items, but being able to use more things lying around the place.
I think the temple in Spirit Tracks at Lost At Sea Station is a DS version copy of the temple in Skywrd Sword that Aonuma said you would have to leave your sword behind.
"Valuable friend-What!?!"
Ha I called it! Fist-fighting confirmed! Lol, well maybe.
Wait, didn't The hero of Winds lose his swords oncee while he got thrown towards the forsaken fortress?
Fleeing enemies, wasn't the Hero of Twilight Fleeing for gohma in one of the Beta trailers?
Just made my day, I feel this title is going to be very good.
I just hope Nintendo realizes how much I dislike stealth in my Zelda games.
I actually enjoyed it in the Temple of the Ocean King though...which is funny. Forsaken Fortress, Gerudo Fortress. Ugh.
Ahhh the good old Forsaken Fortress memories...how I hated not being able to kick some ass. Gerudo Fortress was ok, at least you were able to knock them out from a safe distance. Though, nothing beats the Temple of the Ocean King. I hated that place.
Still, if they make some good stealthlike passages in the game, like you lose your sword and have Whip+Bow available only or something, then I'm looking forward to them. Just don't make it pure stealth where you have nothing at your disposal and have to sneak around the enemies.
I don't know why I keep thinking of Navi after he said "in search of a lost and valuable friend"
Who is Zordiana, why does nobody answer this?
I loved the Forsaken Fortress and Gerudo Fortress.
It helps keep the pacing fresh, instead of just going in and killing everything 5 times in a row.







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