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Hypothetical Zelda (again)


Zox Tomana

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So my latest thoughts about the hypothetical Zelda game I've been putting together in my head (detailed here and here), are as follows:

 

1. Dungeons in Hyrule itself don't change layout or puzzle style based on how you treat Labrynna and Holodrum. Instead, they are just flat-out very difficult dungeons that can be completed with merely a sword, shield, and bow (or whatever Zelda's initial loadout is). Have Link start with his bow and go from there. Completion of Holodrum and Labrynna give you items with allow you to complete Hyrulean dungeons more easily (though the dungeons should still be hard), but are not necessary to get through them.

 

2. Zelda's initial weaponry is as follows: a rapier style sword that has a somewhat different style of attacking than Link's, and a magical gauntlet (as inspired by Dresden Codak's [url="http://dresdencodak.tumblr.com/post/47724463171/inspired-by-anita-sarkeesians-video-game-tropes"Clockwork Empire idea). Probably the main difference between my idea and Diaz' idea is in the capabilities of the gauntlet. It comes pre-loaded with a basic shield spell and a distance attack (some kind of kinetic punch). Zelda, of course, has a limited amount of MP, and both shielding and attacking with the gauntlet drains this. Given that the player would ideally be making heavy use of this gauntlet for fighting and exploring (as well as in a world where MP restoration items are sparce/expensive), the person playing Zelda would have to focus on movement and avoiding attacks both near and far. Get in, get out style attacking to conserve MP because shielding eats into that resource.

 

The difference in Link and Zelda's fighting style (physical sword and shield supplemented by magic vs. magical shield and attacking supplemented by a sword) is there to reflect their Triforce Pieces. Though the associations are probably wholly my own, the idea is "Courage -> physical action, Wisdom -> magical action, Power -> mixture of the two".

 

3. When you get to Hyrule, moving around in lands not under claim by the Hyrule Royal Family requires you to avoid patrols and fight your way across the land. This is where Holodrum and Labrynna come in. Not that players know this, helping these two countries out puts troops from those countries in Hyrule, and they fight to expand an area to which you can return in order to restock and re-equip. Each Hylian dungeon beat expands your area until the troops are outside Castle Town. Here's the thing: you can leave Hyrule and explore the ocean or go back to help Labrynna or Holodrum. But each event (read: dungeon or quest) you complete while away from Hyrule has them retreat back a certain amount (perhaps half the amount gained?) until they are back to their coastal foothold. The question here, is how does ignoring or helping either country contribute to the expansion of the foothold? Here's my idea. Without help, the Hylian troops can make is 1/3rd of the way to Hyrule Castle. With help from one of the countries, they can make is 2/3rds of the way. I would also say that, for each country you help, the remaining region under Gerudo control becomes more difficult to peacefully navigate. Just a way to consequences.

 

4. Magic is back! Link's spells are the three you obtain in Hyrule: Din's Fire, Farfore's Wind, and Nayru's Love. All are combat oriented. Din's Fire does what it does in OOT, as does Nayru's Love. I think Farfore's Wind needs to be changed up to allow it to be actually useful. Make it a targeted attack instead of a "teleport you to the beginning of the dungeon" spell. Or, to keep it a teleportation spell, have it where you can teleport to any point within a given radius. Abuse can be prevented by MP Cost and/or by having certain rooms encrusted with runes to prevent usage of such spells. Also, you could limit how long you have to choose your point and if you don't choose quickly the spell burns out, uses up 2x the MP, and you can't use it for a while.

 

These spells would do the same things in Zelda's hands, but Zelda learns spells in place of gaining items. In fact, Link can gain an equipment item in some dungeons while Zelda gains spells in others. That would help make sure that you don't over-equip Link by having to have an item every dungeon. Add to that the idea that some dungeons have neither a new item nor a spell, but are purely plot advancing (even having "temples" which are actual freaking temples instead of intricate deathtraps) and you can really avoid having tons of items you hardly ever use (I'm looking at you, TP Spinner >_> ). Really, the most used items in my experience are Sword, Shield, Bow/Arrow, Hookshot, and Bombs. That's what I tend to keep equipped a lot, generally, and even as far as bombs go I only equip them when I need them and keep a lesser projectile weapon handy.

 

5. I'd also like to bring back useful outfits. Hero Tunics and Zora Armor plus a few other things like Shadow Garb (for stealth/disguise in Future Hyrule and Present Gerudo-Controlled Hyrule) or Divine Robes (perhaps lower MP Cost?). Making each have its strengths and weaknesses would be cool, not to mention having them be more general use than specific use. I dislike how TP's Zora Armour made you extremely weak to Fire and Ice. You could lose most of your health in one or two attacks that wouldn't concern you much otherwise. Woo, I can swim underwater, but I DIE HORRIBLY just because I didn't take it off when I left the lake.

 

6. Finally, I'd like some certain "illegal actions" to be allowed. Like stealing. Mainly stealing. I dunno if I'd allow killing civilians. Maybe "enemy persons" like Gerudo or Future Hylian Soldiers. But it would have to come with a huge cost of some kind.

 

Hey, Nintendo! I'm willing to work for you for a while! Can I work on the story of this game for you over the next few months? I think it could be awesome!

 

*gets rejection letter from Nintendo despite them never reading this ever*

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