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Zelda Overworlds: Learning From Other Series

ZD writes:

In my old article, Overworlds: The Land Between, I took the time to define the personal names I have for four styles of overworld commonly seen in Zelda. The wilderness is a wild and dangerous area where you are left on your own, while the map is either a miniaturized representation of the world or little more than a menu. But it’s the hub and transportation overworlds that I will be focusing on in this article, for I believe that the execution of these overworld concepts has generally been weak in the Zelda series.

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elhebbo161497d ago

i lost intrest in zelda because all i saw in it was "go to temple, get item, defeat boss... repeat until zelda is saved, the end" no matter how different they made the story it was always the same thing. i wanna see some dynamic events, some freedom, moral choices that could help or fuck up your path towards saving zelda.. or saving something else for a change. yes i still want those classical items because those are in fact a great staple to the series. but come on if nintendo want's its "hardcore" fans back they have to make something that makes you go holyshit not some sequentially predictable game.

shaneTsung1497d ago

a zela game bigger than skyrim would be a good start

3-4-51496d ago

1.) Over world = 4 times the size of Ocarina

2.) 12 Temples / bosses

3.) Amazing Story that includes side stories that can be branched off for future games.

They need to kind of re-build Hyrule a bit for the next Gen.

They will always be good games....But we can't them to be GREAT like Ocarina was the first time we all played it.

Music needs to improve as well.