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TriforceTimes
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เข้าร่วมเมื่อ 2 เม.ย. 2022
This is a Legend of Zelda-focused channel featuring news, theories, guides and the home of the Zelda Game Club.
What could the next Zelda game learn from Elden Ring?
Recently I’ve been thinking about what the next Zelda game could be, plus I’ve been playing a lot of Elden Ring, and it feels like the Legend of Zelda series could learn a few things. Today I’m going to continue looking at what the next Zelda game could be, and some inspiration it could find in Elden Ring.
00:00 What could the next Zelda game learn from Elden Ring?
01:53 Dungeons
04:23 Exploration
05:54 Enemy levels
06:15 Horse
07:20 Fear and risk
08:34 Combat
09:45 No weapon durabiity
11:30 Community
13:27 Outro
13:51 Backstage Ad
14:35 Credits
#zelda
Thanks for watching!
Become a channel member
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Triforce Times is a dedicated Legend of Zelda resource focused on News, Reviews and Guides. We focus on bringing you everything you need to know about Hyrule and break it all down in an easy-to-digest manner.
Useful links:
* Follow on Twitter triforcetimes
* Follow on Instagram triforcetimes
* Support on Patreon www.patreon.com/triforcetimes
00:00 What could the next Zelda game learn from Elden Ring?
01:53 Dungeons
04:23 Exploration
05:54 Enemy levels
06:15 Horse
07:20 Fear and risk
08:34 Combat
09:45 No weapon durabiity
11:30 Community
13:27 Outro
13:51 Backstage Ad
14:35 Credits
#zelda
Thanks for watching!
Become a channel member
th-cam.com/channels/8hzIfmxHk0xWsnXbemJpGA.htmljoin
Triforce Times is a dedicated Legend of Zelda resource focused on News, Reviews and Guides. We focus on bringing you everything you need to know about Hyrule and break it all down in an easy-to-digest manner.
Useful links:
* Follow on Twitter triforcetimes
* Follow on Instagram triforcetimes
* Support on Patreon www.patreon.com/triforcetimes
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What will the next Legend of Zelda game be?
มุมมอง 13Kวันที่ผ่านมา
Zelda fans have eaten well these past few years, we had the long awaited release of Tears of the Kingdom in 2023 and that was followed up with the surprise release of Echoes of Wisdom in 2024. But what are we going to get next? That is precisely the question I’d like to throw out there in today’s video, have a look at what comes next for the Zelda franchise, look at what type of Zelda game we’r...
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Bombs are a staple of the Legend of Zelda series and even though Nintendo has switched up the formula in Echoes of Wisdom it’s still possible to get your hands on bombs for attacking enemies and blowing holes in cracked walls like good old times. You can get bombs very early in the game, so today I’m going to run through a quick guide for how to get bombs in Zelda Echoes of Wisdom. 0:00 How to ...
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I’m dying to play BOTW again but I want to wait to see if Nintendo releases an upgraded version for the Switch 2.
I think they will
I personally consider Elden Ring a Zelda game in its own right and the true successor to the series. BotW and TotK are not Zelda games
So much of this statement is hilarious
Its the other way around.
Why's that?
why do u sound so much like the caretaker from hogwarts legacy
english accent?
@@triforcetimes maybe
They could have unbreakable weapons and still inspire exploration. Use the fuse mechanic to fuse weapons of the same kind to gradually upgrade the weapon of choice with the limited numbers of that weapon type, there's alot you could do with that to keep it interesting for the player throughout the whole game.
Personally I think a lot of guys from my era, ones who started with Ocarina or Link To The Past and older guys who played the first two in the series, crave for that old school Zelda back. I gave Breath Of The Wild a couple different tries, once on the Wii u, which I hated the console, so I figured that’s why I wasn’t having fun with it, then once on the Switch, I ended up getting further on the switch but didn’t sink a super amount of time into it. I love open world games, like Skyrim and Witcher for example. But I don’t think Zelda really needs this massive open world. I think another open world Zelda game would be great but on a much smaller scale. I didn’t care for the shrines or the fact that your weapon would break often in BOTW. I think if we had a smaller open world, even maybe a semi open world with that traditional Zelda feel the old dungeons a classic Zelda story like OOT, Twlight Princess, it would be great. I think they should do something similar to God Of War 2018 and Ragnarok, if we could have a Zelda game based like those with the old school dungeons we all want it could be perfect. I’d be cool with an OOT remaster or remake as well. Not that I really need it personally. I played the GameCube version recently and it played great to me.
I'd like to see Zelda learn a few things from another Nintendo franchise, Xenoblade, Its developers are already acting as support for Nintendo on recent titles, and I'd like to see certain features carry over carry over. - Consistent voice acting. Don't have only a few lines be fully voice-acted and the rest of the information are delivered through grunts. Hire actual British VAs rather than make Americans do fake posh accents - Unique or "alien" looking environments. Experiment more with different biomes that aren't just grassy plains, the depths was already a step in the right direction - More interesting map design. Every Zelda game seems to follow a similar format of a central town in the middle and every region extending from it like a compass. It'd be a nice change of pace if only some regions were connected to one another. Like if you want to reach a city, you'd have to traverse through a swamp region and a forest region in that particular order.
this makes a lot of sense, I love these ideas
NOTHING, please god NOTHING!!!! Zelda is a much more enjoyable game than Elden ring.
why didn't you like elden ring?
@ imperceptible “story,” ridiculous difficulty spikes every 5 minutes, ugly sad monotonous world, and it requires extremely fast combat skills but the frame rate is almost never stable. Can’t do online to get some help without some random fucking ass hole also coming in to kill you either. It’s just not fun for people who have jobs and don’t want to sink 15 hours into learning how to play it.
@@rinas6550sounds like a skill issue
This touched on something I realized we need around dungeons. Dungeons should be these cool places that are discoverable rather than always the same plot point of having to go to a village like zoras domain and then dungeon
100% agree, dungeons in TOTK became predictable and repetitive
Elden Ring needs to learn from Zelda. Hyrule is so much more of a believeable world than Elden Ring. I do have more hours pumped into Elden Ring, but Hyrule is a special place for me
Hyrule is a special place, I would agree with that. I'd argue Elden Ring did learn a lot from BOTW, but the zelda series can always learn and evolve to get better
Saying Zelda should learn from Elden Rings exploration is just wrong💀
Why?
There‘s no game with better traversing than TotK, being able to run, ride, climb, reversing falling objects, building zonai vehicles, ascend and so on. Your reasoning for Elden Rings „superior“ exploration is the exacly same reason why i find BotW/TotK makes it better. There is often moments in Elden Ring with its beautiful world where i think:“dammn, if it only was Zelda, where u can move more freely“. Farum Azula for example, wouldnt it be sick as fuck, the same map being in TotK, it would be a reallly good Sky Island. I think you could‘ve bring a more valid point into this comparison, which I then would‘ve agreed with you, and that is the reward in exploring. In Zelda its more like „It's not the destination, it's the journey that counts“, which i just told before, Zelda has a great traversing, but the rewards in itself isnt as satisfying as in Elden Ring when you find a new talisman. With all that, i dont want to discredit Elden Ring because oh boy this game is an absolutely blast, the world is so beautiful and big. But somehow i still had more fun with TotK, i like it more when you can travel the world more freely.
Overall I pretty much agree 👍 On difficulty I also prefer the static enemy levels. The open setting leaves plenty of room to vary that level per area, main quest points but also optional challenges that can be tough as hell and not block anyone. Open world means the player should be able to go in any direction, but it's ok if they face a wall from time to time, it's an incentive to get stronger and come back, or just try something else. Even TOTK shows they had that thought in the back of their minds sometimes, but they forced themselves to keep everything equivalent in all directions _in theory._ That ties into how I wish the main progression was more defined beyond an optional non-linear main quest. Keep the ability to reach the final boss with mind-numbing difficulty if you want, leave the choice to go in a few directions at each stage, but put more obvious story beats on the path with a clear before and after for everyone involved. TOTK somewhat does that with each local crisis but it felt superficial with essentially no story pay-off. That wouldn't prevent the player from going in any direction for secondary content at all times. It's ok if some quests have conditions, ER sometimes had weird ways to lock you out of certain quests or items (hello Sanctified Whetblade in Leyndell) but at least most actions felt impactful on the world and characters _during_ the playthrough (not just implied from the intro or in the finale). 6:57 I loved the wildlife interactions in BOTW, which TOTK sort of left aside. If they're going to commit I'd like to tame more than just horses. And whenever we'll revisit the skies (please Zelda team don't consider you're done with the concept, sky islands were clearly undercooked), we can't skip descendants of the Loftwings again... we must have that in an open world some day. 9:45 I didn't mind durability in BOTW, I thought it _actually_ encouraged variation and I liked the flow of breaking something against enemies an stealing their stuff, but it _did_ break too often. Lots of people asked for a proper blacksmith but in the traditional sense it would just mean more interruptions. Lowering the frequency could go a long way and I believe there was a rather popular mod that simply gave x2 or x3 the official durability to all weapons. In TOTK Fuse was fun but it didn't address durability unlike what a lot of people say. It added extra management since materials matter, fusing requires input, and only pristine weapons can really last longer which requires grinding in the Depths. I do like that fusing itself is a physical interaction, but selecting a material and un-fusing add to menu clutter. Weirdly enough the quick weapon menu was slower than BOTW, I believe because it had to render the combination of fused models on the fly. That really bothered me since horizontal menus already aren't good. I think a better system would have durability by default, but we'd have to work to upgrade specific traits of weapons we like: more durable, more powerful, side effects, etc. It doesn't have to be too deep but along with an overhaul of the food / elixir / armor effect systems, there's a better way to balance all that. Some weapons can also be overpowered if we go back to my wish for more defined progression: if we get the Master Sword later in the game, it's ok if it doesn't break, the player will know by then what works best for them. That doesn't prevent from using anything else if the player finds it fun.
No more pause to refill your health keep the action going
indeed
Rolling to avoid attacks and healing via flasks (potions/elixirs) is such an easy thing they could re-implement to the series to improve combat significantly. The controls in BOTW are almost the same as those of Elden Ring, Dark Souls... down to how the Dpad works, having Up be the runes (spells in ER), Right be Weapons (Right hand Armament in ER), and Left be Shields (Left Hand Armament in ER). Down in BOTW/TOTK is for whistling, while in ER it is used for items such as flasks. Rolling can be implemented as simply as tapping the sprint button to roll, and hold it to sprint, exactly as ER, and then depending on the direction you move while targetting, you roll forwards, sideways... This allows them to make more agressive monsters, increase the difficulty a bit more. They can improve weapon equipping to be able to equip the same things on either left and right hand slots (for example, dual wielding swords, dual wielding shields...) or even allow for one hand or two handed stances (It boggles my mind tha Link is SEEN changing stances from one handed to two handed sword wielding when training in that one cinematic with Zelda in the rain, yet we never get to do that in the gameplay). But what I NEED them to keep, is narrative structure and progression. EOW is a great example of how to marry the traditional linear storytelling, with the open exploration and mechanical freedom of these newer titles. One does not excuse the absence of the other. What TOTK did with its narrative is abysmal and inexcusible, specially when the main plot revolves around a mystery that is instantly spoiled by fragmented memories that even spoil themselves, and no one reacts to your findings except for Impa, who is the only person Link decides to tell (and all this, all the plot, dungeons, quests... all are rendered irrelevant and not even worth doing if you can go straight to the final boss from the start of the game with the outcome being the same if you do the rest or not. A good or bad ending would at least excuse this, like having Zelda remain as a dragon in the bad ending, and saving her in the good ending. But a story needs structure. there is no buildup to the finale whatsoever). You can have a story as intricate, engaging and linear as Twilight Princess (Mind you it would have to be segmented into story arcs, with sub-story arcs that can be completed in any order, exactly like EOW did by allowing you to choose which dungeons to do first), while simultaneously have the freedom of exploration and experimentation that BOTW introduced with its gameplay (which goes back to the "choosing your path" I mentioned before) ER doesnt let you go to the Elden Beast from the start of the game. there are bosses and locations you need to go to first, steps you need to take to get to that finale, and optional paths that unlock different endings too. Zelda needs this desperately.
Thanks for checking it out Zelda Lore
I do like the idea of improving the weapon selection. Botw felt better in combat for me. While TOTK overall was objectively better, the combat was too stop-start. Something like the dpad (or another mechanism to swap weapons) would be a nice improvement
@@ZeldaLore rolling with I frames is very lazy, and gets old fast. Ocarina and Botw already do it right and makr you look stylish with backflips, parries and side flips, from software combat formula has its strengths, specially with how it rewards us for memorization and dexterity, but its janky slow paced mechanics are not the way to go. Zelda is quite fast paced at times and I like it that way.
@vitormoraes8320 same can be said about flurry rushes. If I have to choose between dodging and maintaining the flow of combat, or dodging and stopping the flow of combat completely, I'll go with maintaining the flow
@@ZeldaLore we can get rid of that, I also think flurry rushes are cheap and add little to combat
I have elden ring and both Zelda games. Totk is the best out of the 3. Botw is at #2.
Why is TOTK the best?
I don’t understand, How is possible that a game like Zelda BOW and TOK, who have sold a combined of 50 million copies should learn something from Elden Ring? Shouldn’t it be the other way around? How is possible that a legendary franchise as Zelda has to learn something from Elden Ring? BOW and TOK have received better reviews and have sold more copies than Elden Ring, that says a lot, especially considering that Elden ring is a multiplatform game. PlayStation fanboys don’t care much about Elden Ring either, their exclusives like God of War and the Last of Us always sell better than Elden Ring. There is too much hype around Elden Ring but not much evidence to prove its greatness.
you can always learn something new, however, successful you are. Interest in TOTK dropped off very quickly, as did the sales, where as Elden Ring has only grown since release. Elden Ring DID learn a lot from BOTW, but I don't think closing yourself off to feedback is a good idea, thats a quick way to kill the franchise.
Sales numbers don´t mean anything. BOTW sold a lot because A) Its Zelda, the name sells, B) it was a new take on Zelda, which gave people interest to see what they were going to do with it, and C) it released alongside their new system, the Switch, which was revolutionary, and of course people would buy it with the only major and greatly anticipated game on the system. BOTW was well received, and while it had flaws, people expected them to be a one time thing which would be improved in the future. When the sequel was announced, specially with that darker tone and more story focused intro, people expected a more narrative focused game, and for the flaws from BOTW to be fixed. that game was going to sell millions no matter the outcome of the game. Unfortunately, they doubled down on every flaw from BOTW, which is why there was such a dropoff in interest on the game, and why so many people criticise the game so viciously, myself included. Sales numbers don´t mean a product is perfect. A bad product can have ingenious marketing (look no further than scam products), and the same is true in the inverse, great product can have terrible marketing and have terrible sales numbers. Nintendo has great marketing.
@@triforcetimes I don’t understand, how can you claim that Interest in TOK dropped very quickly? What evidence have you got for this? TOK was nominated as game of the year and sold 20 million copies. Elden Ring has barely sold 3.5 million copies on the PS5, what makes you believe that Elden Ring has to teach something to Zelda, the most legendary franchise in gaming history. I don’t get this?
@@COFFEEBREAKRACING elden ring actually learned from Botw, as said by miyazaki.
@@COFFEEBREAKRACING TotK was nominated for game of the year, ER won it. Counting only PlayStation sales is disingenuous also, just makes you sound biased. On the topic of TGA, Fromsoft is the only studio to have won the main award twice. Zelda might be the most legendary series of history, but Fromsoft is the studio gold standard of today, many series have stuff you learn from them.
I really enjoyed your video and the point about the target audience for Zelda games. However, I believe you may have overlooked the fact that Nintendo is a family-oriented company and has always been. Their games, including the Zelda franchise, are meant to be accessible to all ages, especially teenagers. This is what has kept the fan base growing with each new release, as new generations are able to enjoy the games.
you are right, zelda is family friendly. However, I do think Nintendo could push their audience a little more. I've seen kids play elden ring, and beat crazy bosses :D
Combatwise I dont know what zelda could pick from elden ring, i prefer zelda to be on the action-side of things( i.e like Peco and japanese botw players do in combat montages), with its action cancelling mechanics, techs and more fast paced like bayonetta /devil may cry than slow paced like from software titles. I simply cant stand the long ass animations, the huge waiting times between inputting an action and watching it happen, and also I cant stand the floaty animations that from software puts in their games.
I see what you're saying. The flow of combat for me was broken in TOTK. Just going into the menu all the time, that made combat feel off for me. BOTW felt better IMO
@triforcetimes me too. I want non intrusive menus, so that I can combo while keeping the flow
Mac hype
Woop
"In Tears of The Kingdom I could build a simple Zonai machine and fly wherever I wanted" You also could not do that, the game is perfectly fine and enjoyable if you don't. I never see that being mentioned in those sorts of videos, as if building a Zonai machine is mandatory, or if the game allows you to do that in an early stage. You literally NEED to do ground exploration to loot, upgrade sets, progress the main story, do the damned side-quests if you want to, find caves, etc. Most of the content is on the ground and it is not like you can build a machine and use it to skip exploration early on, you get that ability after... well, after you collect materials on the ground. And to be fair, TOTK is still a very popular Zelda game, and funny enough, in many non-Zelda centered spaces. The only places I see people actually trashing it are on Zelda TH-cam channels and in discussion spaces with "traditional" Zelda fans. Average player does not care about any of the complaints lol.
TOTK is arguably one of the best games of all time, however there's a few things that really didn't work out with it. A great series can always iterate and improve
I really like the new Elden ring spin-off I really think Nintendo could have done a multiplayer botw spinoff similar to that made by another studio instead of making totk. So Zelda team would have an entire generation to work on switch 2 Zelda. But because of totk it’s unlikely we get a next gen Zelda for a long time. Fromsoft made elden ring and a dlc in a new map and now a spinoff all extremely fast, they really are outpacing Zelda team imo. I’m hopeful for the Zelda series on switch 2 but I’m also slightly concerned about development time extending. With new hardware they will surprise us for sure
Multiplayer Zelda? Yes please
The legend of Zelda series can learn a few things but it teaches so much. This is also protection against the all annoying "first"
For sure, it's inspired so many
I went to the construct on Sky island to covert my zonite, and it wasn't THERE, so I tried the mine one, and he told me to follow the yiga clan boss -- no offer to exchange it for me. What is wrong with me or my game?
The caves and the depths were so boring in Totk, not to mention repetitive, so hopefully these don't make a return. The whole building vehicles thing also became tedious once the novelty wore off. Nintendo is sometimes just too darn clever for their own good. I wish they would just stick to the blueprint for a Zelda game, and stop thinking that they have to make every thing they do so dramatically different to the last one. BOTW was amazing apart from the divine beasts, if that game had traditional dungeons instead it would have probably been the perfect Zelda game.
I can think of so many great ideas. How about this one. Have a open world, like Breath Of The Wild, and have a certain amount of dungeons and shrines where no shrine is similar, and that solving them alows access to different parts of the map, making it progressively harder, in order to get to different areas where dungeons are! And have all 10 dungeons connected throughout the world. Where you have to solve portions of the dungeons, in order to open other portions of all dungeons. Until you get enough equipment to solve dungeon 1, and so on. Making the last dungeons almost impossible to solve And at the end of the game, in order to defeat the villain, a whole new portion of a landscape reveals itself, and you have a number of puzzles to solve in order to defeat villains! And defeat the final boss. Ganon or whatever end boss!
Hopefully not TOTK mechanic heavy
I never figured out how to level up. Finished the game with everything Lv 1. 😂
I want one similar to twilight princess
I'm thinking they will stay with the open air concept so the linear concept will be a thing of the past.
I don’t think a better resolution Zelda would be something anybody would be interested in. We all loved low resolution Zelda compared to the other consoles. That would be wasted money. We don’t crave for better graphics.
I would like to continue the BOTW and TOTK I love the open world free play. We have to find a way to restore Zelda back to a human or should I say Hylian. The 2D games are great time fillers in between making the larger games.
Why does he keep referring to EOW as a “surprise release”??
because we didn't know about it at the beginning of 2024. it was announced in june, released in september. previously with zelda titles, we knew about them much further in advance.
Love the video! Personally, I’d like a game that pushes the boundaries of what constitutes a Zelda game, similar in style to that of Spirit Tracks. One wouldn’t normally associate Zelda with Trains, but it meshed well! We think that envelope could be pushed even further, especially with new hardware coming soon.
Something entirely different that the fan base will hate until it's been out for 10 years.
Hope it will be the same freedom like in totk
I would love to see how they magically make the story linear while keeping the game entirely non-linear. Great comment 🙄
they'll use thier powers of "game design"
Someone needs more zelda games to complain about zelda games
I am imagining starting out rhe next 3D zelda game as waking up in a bustling desert Gerudo cavern port town. We wake up not as link but as the sole male Gerudo AKA ganondorf. Through our choices throughout the game we can choose to become evil and take over hyrule or save it from an invading enemy.
Everyone's obsession with dungeons wears me out. And nobody really knows what they mean when they say it. I'd love to see another BotW or TotK type game, maybe even bigger.
Can we please stop using hyrule? Bring us back to termina or something damn
I feel like the story for the next Zelda should flip the classic, reincarnation story on its head. Why not have the Gerudo male be the hero incarnate in this story?
Smaller open world, more linear story, traditional items, traditional dungeons like Twilight Princess and Skyward Sword, and expand on BOTW’s combat and RPG elements and I think that would be my ideal Zelda game
i want better dungeons, i want them to be as big as the hyrule castle, have keys and locked doors, and various kinds of enemies, like darknuts, wizzrobes, wallmasters
I’m certain a remake of ocarina of time, ground up, will release with Switch 2.