Recently, The Legend of Zelda Breath of the Wild was released for the Nintendo Switch. An incredible game with a huge explorable worlds and tons of interesting things to do, it received universal acclaim from players and critics alike.
In other words? It became the Ocarina of Time for the Nintendo Switch era.
However, as great as the game is, that still leaves one ‘issue’ for Nintendo. Namely, how do you improve upon near perfection?
Because let’s face it, Ocarina of Time left Nintendo in the same daunting situation. And while their follow ups to it were all great games in their own right, they also all felt like they lacked something or another in general. Like Nintendo had kind of missed the point in regards to what made Zelda popular or beloved.
So to avoid repeating the mistakes of the past, here are my answers to that question. To how Nintendo can in fact improve upon Breath of the Wild with their next few Zelda titles…
1. Focus on a New Central Idea for a Direct Sequel
Or in other words, you’ve got a great engine now. Time to consider the Nintendo Switch equivalent to Majora’s Mask. Aka a game with the same engine and resources but a new main concept completely different to anything found in Breath of the Wild.
Heck, maybe even bring back the parallel universe gimmick. After all, there are lots of NPCs here that you could put into new roles, and plenty of neat twists you could make to the ideas found within the title in general.
So yeah, start with something simple first.
2. Expand upon the dungeons and bosses
But then move onto improving perhaps the only minor ‘downside’ Breath of the Wild has. Namely, that its dungeons aren’t as interesting or unique as those in past games.
Okay, don’t get me wrong here. The Divine Beasts being huge animal shaped mechs is amazing, and the idea of you fighting them in a boss battle before you can get inside is a really neat twist on the formula too.
So those aspects could easily be retained for one or two of the dungeons.
However, what’s less amazing is the actual inside of the dungeons themselves. Basically, they have too little variety in enemies or puzzle setups.
Seriously, look at the dungeons here and tell me what enemies you remember fighting there. I’m pretty sure the answer is ‘just Guardians and Corruption Eyes’.
And that’s a bit disappointing really. One of the best aspects of the older games was how each dungeon used to have a unique mini boss encounter in it, as well as how the dungeons and setups would be themed around the region they’re in. No, that doesn’t require the game to be linear or the dungeons to be bland item puzzle based setups either. Just look at Link Between Worlds if you need proof of that.
So another improvement they could make in a sequel is to bring back the themed dungeons and greater enemy variety inside, and add them to the amazing world presented in Breath of the Wild.
I also think the bosses could be improved here too. Yeah, they are brilliant in Breath of the Wild (especially in a mechanical sense). And I do like the idea of bosses that act more like a physical battle than a glorified item puzzle, where the player can choose how they take them down. That’s really appreciated too.
But the downside here in Breath of the Wild’s bosses is that design wise, they just don’t look very varied. They’re all Ganon Blights, no exceptions. Which in turn makes them all weird Phantom Ganon like ghosts with Guardian weapons attached.
Hence I feel that visual design thing should be improved upon in future Zelda games too. Make the bosses look as unique as they feel, while keeping the same ‘action’ based setup as in Breath of the Wild. Give us a ton of different looking bosses with the same battle strategies and AI skills as the Ganon Blights. Make the bosses in Zelda both visually interesting and difficult at the same time.
3. Reintroduce some Classic Items and Upgrades
Another thing I feel future Zelda games could do is bring back some of the items and upgrades from past games. For example, the Hookshot could be reimagined to let Link instantly shoot to any land or wall he can climb within a reasonable distance. Or to steal items away from enemies like the Grappling Hook in The Wind Waker.
And the same goes for many other items. Not all of them mind (since many have been rightfully replaced by the weapons system or runes), but enough of them to expand upon the formula a bit. You could bring back the Magic Cape and its invisibility effects. The Dominion Rod could be merged with the Command Melody to brainwash enemies (imagine how cool it’d be to turn a Bokoblin or Moblin against its friends!) The Mole Mitts… well, digging underground seems pretty useful in an open wide title like this one.
The list just goes on and on. But that’s not all that could come back either.
Oh no, upgrades could return to. For example, remember the Golden Gauntlets (or slightly weaker Silver ones) in Ocarina of Time?
Yeah, those let you pick up and move large objects. I think those could make for an interesting rune or magic spell in a Breath of the Wild like game too. After all, we can already fling metal objects with Magnesis or catapult heavy ones with Stasis, why not let us literally throw or swing around even bigger ones with this power too?
Similarly, the boots from Ocarina of Time could make a comeback as well. I mean, we’ve already got sand and snow shoes (to walk at full speed on sand and snow respectively). So why not add in Iron, Hover and Magnetic Boots too? These could let us go underwater/brave strong winds, hover in the air for a few seconds or even climb on metal walls/ceilings like in Twilight Princess’ Goron Mines!
Really, there are so many great possibilities here, and I hope Nintendo looks into some of them for the next Zelda title.
4. Allow for new methods of exploration
Finally, I think Nintendo should consider allowing new methods of exploration and new places to explore in the next game.
What do I mean by this?
Well, at the moment we can go anywhere we like on land via climbing. We can swim or sail anywhere we like providing our stamina holds up/we can find a raft. And with Stasis and some neat tricks, we can do a few more creative things there too.
But we cannot quite do everything just yet. We can’t actually go underwater, minus some recently found glitches. Flight is more like gliding, with no way to gain height in mid air. And while anywhere on the surface can be fully explored and enjoyed, going beneath that is limited to a few caves or Shrines.
So that’s the final thing I think Nintendo should work on in future Zelda games. A way to let us not only explore an open world environment on the surface, but to fly around, go underwater or even dig underground to drastically increase the number of possibilities for locations and mechanics. Take what you learned from Ocarina of Time, Minish Cap and Skyward Sword and implement it into the open world environments of Breath of the Wild.
That’s what Nintendo should do to build on Breath of the Wild’s success. Take what worked well, and add in the few things missing from Breath of the Wild to make an amazing new set of Zelda games for future generations.
But hey, what do you think? Do you feel Nintendo should do the above for the Zelda games post Breath of the Wild? Or is there another direction the series should be taken in now?
Have you ever run out of arrows in The Legend of Zelda Breath of the Wild?
Oh of course you have. This game gives you a million things to hit with arrows, but you actually have to go and work somewhat to actually find and attain them. It’s not like other Zelda games where you can just cut the grass and hope magic refills pop out.
Fortunately though, it seems you’re in luck. Why? Because as the title suggests, a YouTuber called Austin John has found an interesting trick that will let you farm as many arrows as you like without getting hit! Here’s his video showing off the process:
It’s pretty simple really. Just go to the area marked (with the Bokoblins on horseback), then use Revali’s Gale to fly upwards. Upon landing, keep the camera pointed down so you never see the enemies and well… you don’t get hit by arrows any more. Leaving you free to stand still pressing A to pick up all the arrows falling to the ground nearby.
But why does it happen anyway?
Well, I don’t know for sure. But my best guess is that it’s part of Nintendo being nice to the player. Part of a setup that Nintendo has implemented in a couple of games to avoid players being infuriated by attacks they can’t see.
In other words, the arrows never hit because Nintendo thinks it’s unfair if a projectile is fired at you from off screen without you being able to know where it’s coming from. They know you can’t see the Bokoblins, so they simply have their attacks JUST miss in order to get you moving/make you move the camera into a position where you can easily see and avoid them.
And I believe this because surprisingly, this isn’t the only game where such a tactic works. Oh no, Mario & Luigi Paper Jam did the exact same thing in its papercraft battles. If you can’t see the boss on screen, then the boss can’t hit you at all. Period.
That’s all for the same reason. If you can’t see the boss, having it repeatedly hit you is seen as being cruel to the player. So they simply disabled its attacks until you turned round.
Either way, their kindness is our gain. So go on guys! Go out there and get some more arrows in Zelda Breath of the Wild!
Ever wanted to play DuckTales, or Darkwing Duck on a modern games console? Feel like the classic adaptations of TaleSpin and Chip ‘n Dale need a revival? Or wanted to see DuckTales 2 finally get out from its predecessors shadow?
If so, it seems like you’re in luck! Because as the title suggests, Disney have just announced The Disney Afternoon Collection for PC, PS4 and Xbox One! Coming on April 18th and available for $19.99, the title includes six great Disney adaptations from the NES era. Aka:
- Darkwing Duck (NES)
- DuckTales (NES)
- DuckTales 2 (NES)
- TaleSpin (NES)
- Chip ‘n Dale Rescue Rangers
- And Chip ‘n Dale Rescue Rangers 2.
In other words, all the classic Capcom video game adaptations of Disney’s old cartoons, all in one convenient package. Here’s a trailer showing the title in action:
What’s more, these games aren’t just a bunch of ROMs slapped on a disc either. Oh no, there are also other neat additions here too. These include a Museum Mode (where you can see concept art for each game), emulator type rewind options and online leaderboards among other things. So if you ever felt like seeing who was best at these classics… well you can do that too.
Unfortunately, there’s one downside here. What is it?
This collection hasn’t been announced for the Wii U or Nintendo Switch. That’s disappointing really, especially how the originals got popular on a Nintendo platform, and their fans will likely really want to experience these games again in the near future. Add how the Switch is a hybrid system, and well… you can imagine how awesome playing DuckTales on the go would be!
Still, at least the collection exists, and such games are no longer in legal limbo. So if you’re a fan of classic Disney and have a PS4 or Xbox One, go and check it out. It’s definitely something you might miss if you’re not quick enough!
The Disney Afternoon Collection Revisits Classic Games on April 18th (Official Capcom Blog)
Since their debut in Ocarina of Time, the idea behind the Kokiri in the Zelda series has been a pretty simple one. They’re forest spirits created by the Deku Tree. They can’t leave the forest or grow up. And a few hundred years later, it turns out they’ve gotten changed into living tree creatures in order to survive the flood that created the Great Sea.
It’s all standard stuff for the Zelda series really, and most of the fanbase likely know it all by now.
But now it seems Nintendo has different ideas about the origins! Why?
Because according to the new Zelda Encyclopaedia, the Kokiri weren’t originally forest spirits at all.
Oh no, they were actually Hylians. As in, normal humans that entered the forest after running away from civilisation.
Here’s the page about it from the book that confirms it:
As well as a translation about the species via the nice guys at Source Gaming:
ok the Kokiri were originally Hylians who rejected civilization, so they ran into the forests. Then they started their own society and eventually became the Kokiris. It was said if they left the forest they would die, but in reality that was because the Great Deku Tree was holding them back from aging. Once the forest is revived by the sage, and the Deku Tree Sprout is born, the Kokiri could leave the area. In a later era, they worked as the wind sage. (Very loose translation)
As you can see, it’s a pretty drastic departure from their concept back in Ocarina of Time. However, here’s the thing:
It’s also an illogical one. Why?
Well, go back and play Ocarina of Time for a minute. Because if you do, you’ll notice that the game actually says that humans who get lost in the Lost Woods turn into Skull Kids or Stalfos. This is backed up by both a certain Gossip Stone:
They say that when non-fairy folk enter the Lost Woods, they become monsters!
As well as Fado in the Biggoron Sword sidequest:
That guy isn’t here anymore. Anybody who comes into the forest will be lost. Everybody will become a Stalfos. Everybody, Stalfos.
So yeah, it doesn’t really make a lot of sense when you think about it for a moment. But hey, it seems that’s the official viewpoint none the less. That despite lost folk becoming Stalfos or Skull Kids in later years, the original Kokiri folk were actually random Hylian citizens who wandered in the woods and never came out.
It’s a very strange reveal for the Zelda series, and makes you wonder what other crazy things the book will say about the species and their history!
Yesterday, Nintendo mentioned that they’d be posting some ‘making of’ videos about The Legend of Zelda Breath of the Wild.
Well, it seems they’ve lived up to that promise. Because here are the videos in question. All of which showcase a different aspect of the game’s development process:
So what’s interesting here?
Quite a few things actually! For starters, the one about the beginning of the game’s development actually states Nintendo has an ‘internal message board system’ which the game’s developers use to discuss ideas they have for the title. Like a sort of Miiverse setup, except for concept art and footage.
This is a pretty neat idea for sharing information about the game, and opens up the (very real) possibility that gaming’s Edward Snowden might have the perfect opportunity to post a bunch of Zelda development docs and concepts online.
And the cool aspects don’t end there. Oh no, they also gave a few details about how the enemies and characters were designed too. For example, did you know the Bokoblins were designed first in this game?
No, me neither. But apparently they were, even though they had some of the most complex AI in the entire experience. So that’s interesting I guess.
As is the talk of how certain sound effects were recorded. For instance, that horn said Blins use to summon backup… is actually a recording of a real horn a staff member owned. So yeah, calling for help through one of those things would actually sound identical to the Bokoblin calls in Breath of the Wild.
Other interesting things revealed are:
- That the Guardians were based off a staff member’s experiences with the Octoroks in the first game. Apparently he thought they were huge and imposing, so the team designed an enemy kind of based on his conception of the things.
- How Link’s whole design came about based on his character and personality. In other words, they didn’t design Link and then create his personality, but went the other way around.
- That part of the game’s concept came from being able to break free of tech limitations limiting the world designs to more linear setups. Interestingly, Skyward Sword is mentioned here, with comments about how they wanted to let players explore the world outside of the bits of the surface you visit in game.
Finally, they made it clear that the game’s development involved revisiting the series conventions and seeing what ones made sense at this point in time. So hey, it seems like the Zelda series is finally breaking away from the traditional formulas of the past and trying something new instead.
So what do you think about the videos? Do they give some interesting insights into Breath of the Wild’s development? Post your thoughts on them here in the comments or over at the Gaming Latest forums today!