Dear Nintendo, THIS is How You FIX Zelda

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  • เผยแพร่เมื่อ 31 พ.ค. 2024
  • Some people love the current state of the Legend of Zelda, and others... don't. No matter how you felt about Tears of the Kingdom or Breath of the Wild, here's my list of 20+ things Nintendo could implement in the next Zelda game to fix it, once and for all, for everyone.
    The perfect Zelda game.
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    P.S. I'm very grateful for you. Thank you for watching, and I'll see you next time.
    Video Footage Credits:
    Shirrako
    ZeldaMaster
    ZorZelda
    Yours Truly
    00:00 - 1. Weapons
    04:14 - 2. Food
    06:47 - 3. Map
    09:25 - 4. Hearts
    11:15 - 5. Dungeons
    14:00 - 6. Events
    15:15 - 7. Companions
    16:33 - 8. LORE
    17:38 - 9. Villain
    19:05 - 10. UNDERWATER
    19:45 - 11. Items
    21:47 - 12. Bottles
    22:31 - 13. Story
    23:45 - 14. Linearity
    24:57 - 15. Choice
    25:53 - 16. Enemies
    27:54 - 17. Save Files
    29:21 - 18. Setting
    30:45 - 19. Mounts
    31:39 - ?? + 20. Crafting
    #nintendo #zelda #legendofzelda #botw #totk #breathofthewild #tearsofthekingdom #nintendodirect #nintendoswitch
  • เกม

ความคิดเห็น • 2K

  • @Zeltik
    @Zeltik 4 หลายเดือนก่อน +625

    Thanks Big Bandit for fixing all this

    • @ACW-dn9wb
      @ACW-dn9wb 4 หลายเดือนก่อน +34

      For real Bandit, these are all things I've been saying for a while now. Zelda needs to be like Zelda again. Glad you're here to voice out what changes need ot happen to bring it back to what made the franchise great. In fact a BOTW few mods I know of, like "Dangerous to Go Alone" and "Second Wind", adds a lot of what you've said in the vid (old Zelda gadgets, new enemies, new weapons, dungeons, magic spells, companions, masks, new story beats, crafting, and much more). And even recent OOT romhacks like Indigo aim to do the same. If you crave what Zelda's been missing, you should definitely check those out bro. TOTK/BOTW modders are giving what Nintendon't.

    • @ninkstheultimate3376
      @ninkstheultimate3376 4 หลายเดือนก่อน +6

      Yas, Zeltik! You guys are the best! Maybe you Zeldudes and Bandit could collaborate one day? Here's hoping!

    • @megarotom1590
      @megarotom1590 4 หลายเดือนก่อน +20

      @@ACW-dn9wb I agree w/ this whole heartedly. Imo they should either merge the two halves together well so it feels like both... or rebrand BotW/TotK style games under a new IP, cause they ain't really Zelda, least not imo

    • @elloisefarrow7769
      @elloisefarrow7769 4 หลายเดือนก่อน

      so the term you were looking for was Rogue LITE - likes involve turn placed gameplay. Roguelites on the other hand take a lot of the elements of a roguelike and modify it. i think TOTK could have really benefited from some kind of this element though..
      Also to expand upon the companions thing: Paper Mario the thousand year door did this kind of thing really well - where certain companions had different dialogue, abilities and etc which could/would unlock new and different things.

    • @joppejaapbusscher2851
      @joppejaapbusscher2851 4 หลายเดือนก่อน +3

      please guys can u direct the new game please

  • @MageJiro
    @MageJiro 4 หลายเดือนก่อน +563

    Heck, if we get seasons, it's a GREAT reason to bring back a magical instrument to change what season it is.

    • @claud77714
      @claud77714 4 หลายเดือนก่อน +49

      I wouldn't imagine what you're rod-ing about

    • @MageJiro
      @MageJiro 4 หลายเดือนก่อน +21

      @@claud77714 was it a rod in oracle of seasons? I never played that one

    • @Heinz_Egbert
      @Heinz_Egbert 4 หลายเดือนก่อน +22

      ​@@MageJiro bringing back the Rod of Seasons is a cool idea, though i wonder, how would that tie into the lore? It's from the temple of seasons faar away in holodrum, and it seems Seasons are a holodrum exclusive (somehow??? Zelda is so weird sometimes)
      Ps: nice Marcille pfp!!! I fucking love Dungeon meshi

    • @Vivigreeny25
      @Vivigreeny25 4 หลายเดือนก่อน +16

      PLEASE I WANT MORE ZELDA INSTRUMENTS!!!!!

    • @javiervasquez625
      @javiervasquez625 4 หลายเดือนก่อน +4

      If such a magical instrument returns then i don't see any reason why the _character_ related to said instrument shouldn't return either (i'm talking about Din).

  • @ShallBePurified
    @ShallBePurified 4 หลายเดือนก่อน +247

    I want more towns like Windfall Island or Clock Town where NPCs have vibrant personalities and they have interactions with each other outside of just doing quests. I think Gerudo Town in BotW was the closest we got to it, like hearing about the secret shop or learning about how to talk to men.

    • @xinpingdonohoe3978
      @xinpingdonohoe3978 4 หลายเดือนก่อน +25

      Gerudo Town was pretty lively. Seeing Nali and Pritana meet in the central square to gossip felt real. Watching the children congregate too was fun. There was a good level of interactivity.

    • @firenze6478
      @firenze6478 4 หลายเดือนก่อน +21

      Yeah, gerudo town was one of the closest moments I had to the game actually feeling zelda, though I hate that in botw you can’t eventually earn their trust.
      In oot they weren’t sexist elites, but outcasted because of their evil king’s brainwashing and accept link when he proves his usefulness.

    • @mbii7667
      @mbii7667 4 หลายเดือนก่อน

      ​@@firenze6478they accept him in TOTK

    • @Faceplay2
      @Faceplay2 4 หลายเดือนก่อน +6

      Just do weapons like ever other rpg handles it weapon durability sucks and it makes it not
      Worth it unlocking a new item.
      With unbreakable weapons, they could’ve had quest lines that you do to earn a cool sword just like Skyrim, the Witcher cyberpunk Falwell have done for decades

    • @firenze6478
      @firenze6478 4 หลายเดือนก่อน +1

      @@Faceplay2 exactly. It adds nothing but late game grinding to maintain your playstyle and discourage combat.

  • @Draezeth
    @Draezeth 4 หลายเดือนก่อน +80

    I've never heard someone articulate the need for an Oracle of Seasons remake so well before!

  • @theoaremevano3227
    @theoaremevano3227 4 หลายเดือนก่อน +128

    Also yes, multiple save files should always be a thing. It's not just about convenience, it's extremely valuable to be able to keep your files backed up in case something ever goes wrong. I've seen games bet on 'oh nothing will go wrong with ONE auto-saving file' before. Trust me. It didn't work. XD

    • @justa9560
      @justa9560 4 หลายเดือนก่อน +20

      multiple save files just for "i want to replay this game but don't want to overwrite my 100% save file" alone is amazing

    • @spookypanda5730
      @spookypanda5730 4 หลายเดือนก่อน +7

      @@justa9560 You technically can by creating a new profile on your account, that's how I was able to lend my switch to my brother so he could play tears of the kingdom without losing my save file, but yeah it's not intuitive at all.

    • @justa9560
      @justa9560 4 หลายเดือนก่อน +2

      @@spookypanda5730 the amount of times my little brother overwrote my saves because of that...

    • @orange_turtle3412
      @orange_turtle3412 4 หลายเดือนก่อน +4

      Nintendo doesnt even benefit from the “more sales” thing mentioned in the video. Even if you buy a switch game digitally, its available for everyone on the console regardless of who made the purchase. They aren’t making any extra profits from the one save limit.

    • @theoaremevano3227
      @theoaremevano3227 4 หลายเดือนก่อน +4

      @@orange_turtle3412 : Some games have you select a profile when loading them up, too. They might've been able to curtail that myth if more games had done that from the start.
      Still, having come from an era that used multiple files, I find it pointless to NOT have multiple save slots. I can't think of any actual benefit to that.

  • @Grandwigg
    @Grandwigg 4 หลายเดือนก่อน +237

    I think my biggest problem with ToTK is the assumption that open world gameplay must mean the story can't progress in a linear(ish) manner . The memories/sage monologue left much to be desired. (And I'm one of the folks that took screenshots of the walls in the map room to get things in order.)

    • @ninkstheultimate3376
      @ninkstheultimate3376 4 หลายเดือนก่อน +1

      That is true

    • @theoaremevano3227
      @theoaremevano3227 4 หลายเดือนก่อน +11

      Yeah, any kind of main objective that can be counted incrementally can be used to trigger story events that do happen in sequence.

    • @MB26535
      @MB26535 4 หลายเดือนก่อน +10

      Instead of the story taking place solely in cutscenes, Link can get sent back in time during the fallen timeline and experience it first hand, kind of like PLA but come a future where Hyrule is a distant memory and isolated villages are all that are left. There can be some cool temples that deal with time switching.

    • @NapaCat
      @NapaCat 4 หลายเดือนก่อน +23

      I wish each Sage had their own memory explaining their past and giving a piece of the puzzle.
      Have the Lightning Sage show why she defected and Ganondorf's rise. The Water Sage could show the Zora's reaction to the war/the chaos it caused for them. The Wind Sage could show the Rito, being more militaristic (at least slighty so) than the others and how they took the Moldgua horde, potentially advising Rauru about what could've happened, the Fire Sage could've shown the effects, etc.

    • @pemanilnoob587
      @pemanilnoob587 4 หลายเดือนก่อน +4

      Honestly I think the story was better because I didn’t look at the memories in order
      Still not the greatest. But the last one made my jaw drop and apparently everyone who saw it in order expected it

  • @normal6483
    @normal6483 4 หลายเดือนก่อน +52

    7:07 A Zelda game about seasons would be amazing, I can't believe we've never done that! But what would we call it? Oracle of Seasons, maybe?

    • @yowza9638
      @yowza9638 4 หลายเดือนก่อน +4

      Went looking for this comment, I haven't played the Oracle games so I was like, "Maybe the seasonal changes were heavily localized?"

    • @drmcv
      @drmcv 4 หลายเดือนก่อน +8

      I can’t believe I had to scroll so long to find this comment either lol. I do like the idea of dungeon accessibility being constrained by seasonality. But it is just taking the idea of restricting areas and pathways by seasonality to a really specific degree…. Odd for Bandit to miss this one!! And I love the Oracle games 🥺

    • @mbii7667
      @mbii7667 4 หลายเดือนก่อน +1

      Seriously, this video had a lot of dumb moments like that

    • @yowza9638
      @yowza9638 4 หลายเดือนก่อน +1

      I will add that after I said this, I scrolled even farther than this comment and found that Bandit did leave a correction in the comments. But it's not pinned because Zeltik is pinned instead 😂, so it got buried. Perhaps the description would have been a better spot for a correction haha, but it is there

  • @Victor-dm4qv
    @Victor-dm4qv 4 หลายเดือนก่อน +96

    Pieces of hearts encouraged you to explore and overcome challenges that were in the world. With shrines, it was just a grind that felt removed from the world.

    • @tsuki3752
      @tsuki3752 4 หลายเดือนก่อน +9

      hard agree. they felt more integrated in botw maybe because of all the other sheikah tech (literally) running around. plus the fact that some people have had the artifacts of them become heirlooms or were integral parts of cultures. maybe it’s just rose tinted glasses but the shrines were just a lot of fun, they weren’t difficult to find (unlike the shrines of light where i think they intentionally made them difficult to find due to the stupid crystal finding challenges…) and their purpose (to train the hero) felt novel and interesting. but yes they certainly feel like a grind. in the future i think it would be better if they were bigger mini-dungeon style, where instead of 150 there was maybe like… 50 😂 so they can put focus on those if they REALLY wanna keep it up. and then do what genshin impact/majora’s mask did where they made small warp structures.

    • @legacy404
      @legacy404 4 หลายเดือนก่อน +3

      Not only that, with shrines you have to skip all these sequences/cutscenes...
      touch green hand
      watch door open
      walk through
      --loading screen--
      Skip intro text
      Solve shrine
      Touch green hand again
      Skip through text
      Acknowledge new light blessing pop up
      --loading screen again--
      X 100. Like seriously nintendo, you didnt think this would be annoying after the first 10 times?? And this all has absolutely 0 to do with the story.
      If next zelda has shrines, no thanks!!

    • @YujiUedaFan
      @YujiUedaFan 4 หลายเดือนก่อน +3

      @@legacy404 Also ALL of these stupid shrine quests should have just been missions given to you by NPCs like in older games. Even the spin-off game Age of Calamity did it! Each mission rewards you with more hearts, an extended moveset, costumes and rare items. Even though you don't see the people, at least there's dialogue involved that isn't just the same stuff muttered by the same old faceless statues.

    • @amandaslough125
      @amandaslough125 4 หลายเดือนก่อน +4

      ​@@YujiUedaFanThe tutorial shrines in TotK could've _all_ been in the realm of "Hey Link, you got a minute? Come show the new troops how drills are done".

    • @YujiUedaFan
      @YujiUedaFan 4 หลายเดือนก่อน

      @@amandaslough125 Yeah, Link lived through two Apocalypses so who else would be better at teaching people how to survive?

  • @elijah9878
    @elijah9878 4 หลายเดือนก่อน +32

    Something I suggest they should do more in Zelda games is make mini bosses drop the dungeon item after fights like how you get the gale boomerang as well as the ball and chain in Twilight Princess. It felt more natural than the item just appearing in a chest afterward.

    • @tsuki3752
      @tsuki3752 4 หลายเดือนก่อน +2

      that would be cool! with the fuse drops i think this would make a lot of sense.

    • @antonionatalvenancio6131
      @antonionatalvenancio6131 4 หลายเดือนก่อน +1

      I honestly think they should stop with the chests, like they literally magically appear out of nowhere, this was a issue for me back in Twilight princess because the dungeons in this game are a lot more meaningful, snowpeak mountains gotta have a cool backstorie and is the mansion of a couple of yetis, you can even interact with them in this dungeon, arbiter grounds also has a cool back storie, them why does these puzzle just feel like they shouldn't be just there for the gameplay? Why does a chest appear out of nowhere after you defeat some enemies? you so many random chests in random places in snowpeak ruins? I think it's not that hard to appeal more the artistic choice of the game to a more realistic sense without messing up with the gameplay

    • @cherubin7th
      @cherubin7th 2 หลายเดือนก่อน +1

      I liked that so much in Metroid Prime 2, the enemies used the weapon to fight you and after killing them it was your weapon.

  • @Ninjaananas
    @Ninjaananas 4 หลายเดือนก่อน +313

    Heart pieces would would make discovery much more fun again. And the world simply does not have to be this big so that finding a sizable amount would be hard. Quests can also be more rewarding this way.
    I just hope they would not make them like the Moons in Odyssey.

    • @jaydenc367
      @jaydenc367 4 หลายเดือนก่อน +14

      Aren`t spirit orbs or light or whatever basically heart pieces?

    • @TheGeatTryhard
      @TheGeatTryhard 4 หลายเดือนก่อน +8

      as long as you don't need 5 of them like in twilight princess, i'm fine with that

    • @ilbroducciore
      @ilbroducciore 4 หลายเดือนก่อน +10

      @@jaydenc367yes they are. I really don’t see why changing the “what” you’re trying to find (shrines or heart pieces, either way) would significantly alter the exploration experience.

    • @Ninjaananas
      @Ninjaananas 4 หลายเดือนก่อน +20

      @@ilbroducciore
      Finding shrines is just zooming across the overworld. You roughly see whether there is a shrine around ang go away if there is none. Shrines are mostly seen miles ahead, which is not really a discovery.

    • @natesamadhi33
      @natesamadhi33 4 หลายเดือนก่อน +14

      @@jaydenc367 Yea, but I think what OP is saying is the WAY you find the pieces should be different. For example, instead of heart-pieces only being locked away in tedious shrines, make it so that we can discover pieces out in the wild again (hence why OP mentioned "discovery"). maybe there's a piece of heart in a chest in an enemy-camp in the woods, or there could be a heart-piece sitting in a lynel nest; different things like that.

  • @Big_Man_W
    @Big_Man_W 4 หลายเดือนก่อน +248

    The biggest one for me is the events of an interesting story unfolding around the player instead of it having happened already

    • @KingExalted
      @KingExalted 4 หลายเดือนก่อน +24

      Like every thing that happens already happened and you feel out of it cause the events played out in a different realm beyond yours and you’re just wandering around the aftermath and that sucks

    • @notsans9995
      @notsans9995 4 หลายเดือนก่อน +28

      Exactly, they literally repeated the main flaw of botw by having all the interesting stuff happen in the past while you just do random fetch quests and 5 minutes of dialogue with NPCs you only talk to like twice in the whole 80 hour campaign lol

    • @OnlyTwoShoes
      @OnlyTwoShoes 4 หลายเดือนก่อน +2

      That's why I skip the main story and go for the slice of life side quests. Terry Town for instance.

    • @Draezeth
      @Draezeth 4 หลายเดือนก่อน +1

      ​@@OnlyTwoShoes Quest*

    • @OnlyTwoShoes
      @OnlyTwoShoes 4 หลายเดือนก่อน +2

      @@Draezeth?

  • @sule001
    @sule001 4 หลายเดือนก่อน +94

    I want more big structures to explore in the newer zelda games. Shrines and caves are cool but they're pretty small. Something like a dungeon waiting to be discovered that's completely optional.

    • @Orange_Swirl
      @Orange_Swirl 4 หลายเดือนก่อน +20

      I lowkey fucking hate shrines, and would love it if they were removed. Just gut them all and replace them with actual, sizeable dungeons like you said.
      And either get rid of those fucking Korok Seeds or make collecting them all actually worth it beyond watching a percentage go up.

    • @Ray-dl5mp
      @Ray-dl5mp 4 หลายเดือนก่อน +1

      Well you could kinda make them optional. I think you should get an important weapon or device from every shrine. Which I guess they kinda do with the sages. Or they could have a weapon that is kinda good but not the best in the game but it’s extremely useful in that dungeon. For example ultra hand could be something you get from completing a dungeon. The master sword could be from completing the biggest past dungeon.

    • @vendetta7930
      @vendetta7930 4 หลายเดือนก่อน

      Actually Ocarina of Time had this idea of having middle-size dungeons here and there like the Ice dungeon to get the heavy boots, or that dark dungeon to get the monocle eye. If Nintendo decides to give a Zelda game with the Ocarina of Time receipt and adding that Breath of the Wild open world touch on top of it, it would be a great experience.

    • @sule001
      @sule001 4 หลายเดือนก่อน +1

      @@vendetta7930 playing the older zelda games after botw and totk made me realized how important dungeon are to zelda. Shrines, caves the overworld do have dungeon elements from previous games but we need more dungeons. I'll be fine if they're like diving beasts but just more.

    • @vendetta7930
      @vendetta7930 4 หลายเดือนก่อน

      @@sule001 Yes, actually what is missing is that authentic dungeon feel you get from the old ones. Finding treasures, having mini bosses before the big one for each dungeon and of course making every dungeon unique. The Divine beast looked so similar in mecanism, you had to activate 4-5 parts on it and then you go to the final boss which is the same guy but different power.

  • @aeon3valefore
    @aeon3valefore 4 หลายเดือนก่อน +78

    Here's something. Bring back the open field music like in Twilight Princess. I loved how it was a booming heroic song in day and a melancholy song at night. The current music isn't bad, but for a franchise that had a lot of the most iconic tracks, Wild and Tears didn't have much I can recall fondly. It had great pieces, but I don't find myself humming those a lot as old ones.

    • @shrimpchris6580
      @shrimpchris6580 4 หลายเดือนก่อน +2

      @@therealgirl3295 It can work, you just have to commit to making a few songs, especially if you make songs for each region. I know budget is a concern, but the ratio of price to quality improvement has to be a really good deal for that kind of thing. It doesn't have to even be bombastic and in your face, just something. I'd rather just have silence than a really annoying set of piano chords chime in randomly, at least then I can play my own music if I want and there's nothing that's going to interrupt it. Elden Ring and the Souls series were great for this since they just completely didn't have music outside of bosses and really important areas as a strong contrast to the usual ambient environmental sound effects.

    • @tsuki3752
      @tsuki3752 4 หลายเดือนก่อน +2

      @@shrimpchris6580 agree with this completely! i’ve always disagreed with the “we need old zelda music back” due to how botw is structured. the music is helpful when used properly since it warns you of enemies you can’t see or stables/towns. and it would get really annoying hearing the same damn song for like 40 hours due to how much you spend in the field. but i think doing it regionally would make sense, they do that as it is already with cold areas. if they made it more interesting but variable then i think it would be fun and not as boring after a while. and could still warn you if nearby things and let you know when you’re entering a region. and budget shouldn’t be a problem when these two games have made nintendo billions of dollars alone. you can make a few more songs lol the composers of zelda are already geniuses as it is.

    • @YujiUedaFan
      @YujiUedaFan 4 หลายเดือนก่อน +1

      I don't like all the weird orchestra/atmosphere music, since it's so forgettable. I do like some of the echoes of music from past locations, though why did they skip out the OOT castle town music?

    • @YujiUedaFan
      @YujiUedaFan 4 หลายเดือนก่อน

      @@tsuki3752 That's not an excuse though. You wind up hearing Hyrule Field over and over again in OOT, yet it never gets boring. It doesn't matter if a game has 100 tracks or only 10, just as long as they're memorable and not in the bad way. Heck, Zelda 1 had two tracks you'd hear over and over again and no-one ever complained.
      In fact I'd say that OOT separated songs per region well enough.
      Central Hyrule has Hyrule Field music
      Faron has Kokiri Forest and Lost Woods music
      Lanaryu has Zora's Domain music
      Eldin has Goron City music
      Necluda has Kakariko Town music
      Gerudo has Gerudo Vally music
      Hebra has Dragon Roost Island music
      I'm not sure what the music for Akkala could be, since it's not an area in any other Zelda games before BotW.

    • @grandsome1
      @grandsome1 4 หลายเดือนก่อน

      ​@@tsuki3752It's always the same battle song, the battle song should be at least region dependant. There should be more music in the game, doesn't have to be bombastic orchestra.

  • @sohopedeco
    @sohopedeco 4 หลายเดือนก่อน +37

    One thing. Multiple members of the family can definitely play on different save files as of today. My brother and I are doing just that with TOTK as is. You just need to create two users on your switch.

    • @YujiUedaFan
      @YujiUedaFan 4 หลายเดือนก่อน +2

      Yeah, I don't know where he got that from. You can already play the same game on each profile for years!

    • @aekibunnie9746
      @aekibunnie9746 4 หลายเดือนก่อน +3

      if the primary account of the switch didnt buy it, then only the account that bought the game can play it, but yeah more than one person can play the game on one switch

    • @YujiUedaFan
      @YujiUedaFan 4 หลายเดือนก่อน

      @@aekibunnie9746 I swear I've bought games using a separate account before and I could still play them on all of them.

  • @jiographic
    @jiographic 4 หลายเดือนก่อน +99

    i really like the idea of dungeons that are only accessible/traversable under certain circumstances. whether it’s season changes or manipulating time (lanayru in skyward sword, temple of time in twilight princess) or moments where the mechanic doesn’t match the dungeon element. for example, sidon’s ability to get through that section with flames in the water temple felt like a much more useful way to solve puzzles in my opinion, rather than the way it’s used for the rest of the temple.

    • @jesusantonio6740
      @jesusantonio6740 4 หลายเดือนก่อน +3

      so being oracle of seasons/ages

    • @jiographic
      @jiographic 4 หลายเดือนก่อน +1

      @@jesusantonio6740 yess i’d love to see it again

  • @ChrisLeeW00
    @ChrisLeeW00 4 หลายเดือนก่อน +6

    I think the obvious choice for an underwater mount is giant seahorses.

  • @hollowspawn9675
    @hollowspawn9675 4 หลายเดือนก่อน +49

    Not sure if this has been mentioned but can they please bring back title sequences. Ocarina, Twilight Princess, Wind Waker are some of my favorite intros into a Zelda Game. Imagine if Breath of the Wild or Tears of the Kingdom playing their main themes as you booted them up

    • @orlando5789
      @orlando5789 4 หลายเดือนก่อน +1

      Both games have title sequences. In BOTW, it’s during The Great Plateau opening. In TOTK, It’s during the first fall on the Great Sky Island

    • @hollowspawn9675
      @hollowspawn9675 4 หลายเดือนก่อน +15

      I guess I meant when you boot up the game intros like twilight princess and Ocarina where link rides Epona across hyrule field. Boot up BOTW or TOTK and its quiet BOTW art and the stone murals of TOTK

    • @WJCTechyman
      @WJCTechyman 4 หลายเดือนก่อน +1

      @@hollowspawn9675 I actually like the way Breath and Tears brings up the title. Also, the game does have a title card on bootup. Granted, it's part of the menu but Nintendo's way of bringing it up during gameplay was pretty novel, like a movie. I mean, starting with, "Nintendo Presents" then those words fade away,
      fading to "The Legend of Zelda" and those fade away then the game's specific or episodic title. Then starting with the beginning sequences of the game and then when it comes time, title music with the animation of Link running out of the Shrine of Resurrection showing the title artwork down in the corner or the large sky diving scene of Link on Tears.

  • @padraigconordenisbrazilcar4973
    @padraigconordenisbrazilcar4973 4 หลายเดือนก่อน +53

    For the point of "multiple endings", a great system is the 1 in majoras mask in which all major sidequests being completed effects the credits by adding new cutscenes refferinging each quest.
    Its a perfect middleground of encouraging u to do quests, without forcing you to. (Maybe they could expand on this by having more quests woth optional endings, and the games credits reffer to the way you ended the quest)

    • @hanburgundy4317
      @hanburgundy4317 4 หลายเดือนก่อน +5

      As someone who's always done every side quest before beating Majora, I've only ever seen the full end credits sequence and only VERY recently learned about the changes lol

    • @Mr.Slinky
      @Mr.Slinky 4 หลายเดือนก่อน

      another examples is in Links Awakening, where beating the game without dying slightly changes the ending

    • @tsuki3752
      @tsuki3752 4 หลายเดือนก่อน +2

      @@hanburgundy4317 same lol. think majora not only makes it worth it for item/optional endings but also because you feel bad NOT helping these people out of their anguish… me redoing the entire anju and kafei quest when i finished the game just so they can greet the morning together. while a functional item or nice reward would be great for a quest, i loved majora’s mask because they would have an emotional pay off for every quest, even if the item you got was useless (like the gorman/musical instrument quest).

  • @DonutSwordsman
    @DonutSwordsman 4 หลายเดือนก่อน +58

    It is weird there are only 3 move sets. Also you can makes whips kinda with Liz tails. And there are 2 ways to repair in totk with the octorocks and unfusing with the little Goron. I know what you mean tho

    • @hanburgundy4317
      @hanburgundy4317 4 หลายเดือนก่อน

      Adding in a Smithy system would be the simplest and most ideal way to implement weapon repair (if they're deadset on weapons degrading and breaking). They could have smithies at stables and in towns, with some smiths giving you better quality work than others depending on location, price, or reputation, and then have portable forge kits so Link can repair his own weapons on the go (with worse results than at a professional smithy).
      It'd make more sense than something like Repair Powder from Dark Cloud from an in-world standpoint, but could function the same. It'd also be nice for each weapon to have a hit counter displayed in the menu so that you know EXACTLY how many hits you can deliver before breaking. And then, of course, they should bring back indestructible weapons and cool gadgets (especially the Hookshot, ffs), and the Master Sword should be both indestructible and the strongest weapon in the game BY FAR.

  • @lightandsalt7612
    @lightandsalt7612 4 หลายเดือนก่อน +21

    Okay, so ideas for the horses: saddle bags. Since horses can not travel everywhere, it would be interesting to pack provisions and dungeon delve with limited items on your person and the remaining items on your horse. A bird has no carry capacity besides yourself. If anything, this will make for a perfect horse/ bird duo. After completing certain tasks, bridges can be built, and other barriers can be removed for your horse to delve deeper into an area. Kind like Dark souls.

  • @Tortaleaney
    @Tortaleaney 4 หลายเดือนก่อน +22

    4:14 A neat idea for a repairing mechanic could be instead of weapons exploding they go into a damaged state and become useless but not gone and if you repair it enough times it becomes a trusty weapon which has a damage boost and far higher durability or maybe even infinite if we're pushing it. If infinite there should a trusty weapons section in the inventory to reduce clutter.

    • @QnjtGWonQNqVsbYyzjx4
      @QnjtGWonQNqVsbYyzjx4 3 หลายเดือนก่อน

      How about if weapon have spirit and have to wait for a while before being repaired. Or weapons breaks but trying to slay monster with that broken weapon(which is harder) will replace the weapon drop to a new weapon of the same kind. At the same time, slaying a monster using a broken weapon is just as difficult as with a stick

  • @BanditGames
    @BanditGames  4 หลายเดือนก่อน +64

    EDIT: Ok so I forgot to mention Oracle of Seasons has the season-changing mechanic I was talking about in the video 😅
    What do YOU want to see most in the next Zelda game?
    Also, HAPPY 2024! WE MADE IT!

    • @TroyWishonTalks
      @TroyWishonTalks 4 หลายเดือนก่อน +2

      Yo

    • @saraeebs
      @saraeebs 4 หลายเดือนก่อน +8

      a better way to show the story, not just memories that don't actually involve link. keep the open world tho somehow, maybe a little less open for a better shown story

    • @BetterThanDoomWithAZ
      @BetterThanDoomWithAZ 4 หลายเดือนก่อน +3

      Breath of the Wild quality overworld that includes proper dungeons which include dungeon items.

    • @Maigus224
      @Maigus224 4 หลายเดือนก่อน +1

      A multi world game where you can pass through them, and some worlds are super light and colorful while others are dark dreary and spooky. You spend your time trying to untangle the worlds so that by the end of it you have distinct worlds to travel to and have multiple quest lines but at first it’s a jumbled mess were you have to find a dungeon but now instead there’s a dark spooky mansion there and you need to talk to the ghosts to figure out where they used to be in there world and that’s where the dungeon is now. Maiby at first the world would be normal but there would be rifts that aper and monster from these other worlds show up that are nothing like Hyrule monsters and you must investigate them because your link is captain of the royal guard and queen Zelda (its time she got a promotion) orders you to investigate. Maybe link will be a Shika in the game and be more prone to Shika like tendencies.

    • @DrDolan2000
      @DrDolan2000 4 หลายเดือนก่อน +4

      Real dungeons. Like A Link to the Past, Majora's Mask, and Skyward Sword

  • @Applemangh
    @Applemangh 4 หลายเดือนก่อน +24

    My number one thing is dungeons. I still love BotW and TotK, but I've been playing Link's Awakening remake lately and it really highlights just how much I've been missing those complex, labyrinthine, but still self contained challenges.
    Number 2 would be meaningful new items/abilities/spells/etc. Even in an open world game where all of your core powers have to be available from the beginning, there could still be useful but not mandatory upgrades to discover. Imagine BotW but at the end of a dungeon you get the Pegasus Boots, letting you run extremely fast but only in a perfectly straight line, or magic boots to walk on the surface of water or lava, or a cape of (limited) invisibility. Limit them with a magic meter, or cool downs, or whatever. The possibilities are basically infinite, and they would make exploring and finishing dungeons a lot more rewarding.

    • @christophergarcia2055
      @christophergarcia2055 4 หลายเดือนก่อน

      Stamina = Magic Meter

    • @GoProGamer447
      @GoProGamer447 4 หลายเดือนก่อน

      Amen to everything you said 1000% agreed

  • @lasercraft32
    @lasercraft32 4 หลายเดือนก่อน +33

    I really hate the sentiment that games shouldn't have stories... Not every game needs to be Minecraft. A lot of the most impactful stories I've ever seen were from video games. The most memorable Mario games have more in-depth stories (y'know... relatively speaking), same goes for Legend of Zelda.

    • @highdefinition450
      @highdefinition450 4 หลายเดือนก่อน +6

      yea that argument comes from people who don't care about the media they consume, it's like they're still in the 80's and think fun is the only criteria a game should be judged by. video games are an amazing medium for storytelling, and the best games take advantage of the interactivity video games allow to make really poignant stories, all while also having great gameplay. it's so stupid to be criticized for wishing for more from a company that you know is able to provide..

    • @scrappy2082
      @scrappy2082 4 หลายเดือนก่อน +6

      anyone who says that games shouldn't have stories are just outing themselves as people who barely experiment with games. story rich games have existed since forever, especially in the pc & rpg department

    • @dreamimgflowerd976
      @dreamimgflowerd976 3 หลายเดือนก่อน +7

      totally agree. That's why Totk didn't leave much of an impact to me. Because it lacked that story telling to pull me into the world and car.e for the characters. Totk didn't feel like it was Link's journey, or mine, I felt more like an outsider being dragged into the mess of someone else. OoT was such a hit because it had a great story, people were emerged, they were curious and got to know the characters. MM even improved on it with their mini quests. I want that back

    • @BraydonAttoe-xs4yg
      @BraydonAttoe-xs4yg 3 หลายเดือนก่อน +2

      Twilight princess story line is immaculate

    • @blakebennett3987
      @blakebennett3987 หลายเดือนก่อน

      I think story focused games can be great. Zeldas just never been that. With the sol exception of maybe Majora’s Mask. The stories have always been very basic. Zelda has always been a gameplay focused game. OoT is your basic evil wizard, Zelda 1 and 2 don’t really have stories, Wind waker is simple. The puzzle solving and duneoneering have always been the star of the show.

  • @The_dandy_zombie
    @The_dandy_zombie 4 หลายเดือนก่อน +19

    I'll never forget my disappointment when I found out the pirates occupying Lurilin were just regular Bokoblin's on a boat. Like When I came across that quest for the first time I got so bad excited. I thought "omg its gonna be some of the evil Zora taking advantage of Zelda being missing and Ganondorf being back!" or maybe it was gonna be some Gerudo or regular hylians, or some people from a whole other place! I really really thought it was gonna be something new and unique to TOTK.

    • @dillis2188
      @dillis2188 4 หลายเดือนก่อน +4

      Yeah, I found that area when I was somewhat bored of the game - that was a real letdown.

  • @Ophmar4
    @Ophmar4 4 หลายเดือนก่อน +44

    I think to accompany bottles, an interesting add on could be things such as bags for food (nut bag/fruit bag/mushroom bag/meat bag) with a limited inventory that can be increased in small increments. A cooked meal would be like a bottle and limited to the number of meal containers Link has. The inventory can't be so limitless, but it would be cool if it could be adaptable and if you could store things in chests.
    I'd also like Link to be a smithy that works at an anvil as a weaponsmith where during the adventure he refines select weapons in workshop locations throughout the lands

    • @hanburgundy4317
      @hanburgundy4317 4 หลายเดือนก่อน +4

      Skyward Sword had a really neat mechanic for storage where you'd aquire more pouches to gain more inventory slots.

    • @Ophmar4
      @Ophmar4 4 หลายเดือนก่อน +1

      @@hanburgundy4317 Yeah! It was one the aspects of Skyward Sword I really enjoyed! Adding containers/bags/pouches that could be upgraded would add added progression. I love all the things you can find in BotW/TotK, but it feels really cheap to have 999 of everything for over 100 different variations of material.
      The blacksmith aspect would also allow Link to work on certain weapons to fortify durability (sorta like Skyward Sword with sheilds). He might be able to increase the damage of the weapon as well, and eventually craft a weapon (sheild/bow/armor) from scratch. It would also be really cool if you could keep your broken parts to reforge a certain weapon too. This would be a good way to reduce weapon slots (example: maximum of 5 rather than 20). Finally, a whetstone item of sorts could fix a bit of weapon damage.

    • @Draezeth
      @Draezeth 4 หลายเดือนก่อน +3

      I'd just eat bottles back, personally. Link downing a potion/soup makes much more sense than scarfing down an entire meal.

    • @Ophmar4
      @Ophmar4 4 หลายเดือนก่อน +2

      @@Draezeth Make's sense, but I was picturing Link with these little lunch boxes... but then they may tie it up to some ancient Tupperware technology, and I'd be happier without that. So long as the inventory is limited, I'd be happy

    • @tsuki3752
      @tsuki3752 4 หลายเดือนก่อน

      i’m not sure if i agree with this since i hate this in video games, and the weapon inventory absolutely infuriates me… but i understand the idea behind it.

  • @saintfayde4438
    @saintfayde4438 4 หลายเดือนก่อน +36

    As far as dungeons go, I think there's a huge disconnect on what everybody perceives a Zelda dungeon to be. When we said we wanted dungeons to come back, Nintendo looked at that and went ok well what is different between Divine Beasts and Dungeons? TotK comes out and we saw what 2 answers they came up with for that. 1): Unique Environments. Good job, Nintendo, you got one. Unique environments are indeed a core aspect of Zelda dungeons. We were no longer stuck in the Divine Beast Backrooms staring at the same piss yellow walls, floors and ceilings. Each location was different. Visually anyways. So now we come to answer number 2): Proper puzzles. And this is where they got it right, but also got it horribly wrong. Puzzles are crucial to a Zelda dungeon. But how they chose to execute the idea is what was wrong with it. They gave us puzzles, but in that same lazy cookie cutter Divine Beast format. Every single dungeon was "go here, fix exactly 5 devices, kill the boss, leave." Every time I got to a dungeon I knew what I was going to be doing. Fixing 5 of the exact same thing, no more, no less, killing the boss, and leaving. Previous Zelda dungeons did not have this monotony. Every dungeon was a fresh experience where you didn't know what to expect the moment you walked in the door. Or even well before that. But while we're on the topic of puzzles I'd like to mention something somewhat related that I think was missing that drastically alters the feel of what a "dungeon" is in Zelda. And that is, they need to bring back the Small and Boss Keys. Why? Because finding them and figuring out the "puzzle" of navigating the dungeons were also, in my opinion, a core aspect of dungeons. Many previous dungeons had multiple doors you could use keys on. Were you about to open the door to a loot room? A small combat arena? A puzzle necessary to progress? A sub-boss guarding a unique piece of equipment? For that matter, where even WAS the boss room? We didn't know. We had to explore to find it. It wasn't staring us in the face as soon as we walked in. Of course, this isn't the ONLY thing that's missing. But I do think that it's a large part that goes underestimated. But of course, the "go anywhere in any way" format of TotK is very antithetical to this style of dungeon to begin with, so I don't know if they could have ever pulled it off. In the end I guess what I have to say is...I'm in agreeance of Link losing his spider climbing abilities. It was cool once. But ultimately it defeats the need to figure out how to get where you want to go.

    • @lankyboy90
      @lankyboy90 4 หลายเดือนก่อน +6

      When I saw the Temples were returning I was so happy! But you're right in that they weren't really temples at all! I found some of the shrines more challenging than the Water Temple. For the Wind Temple, the ascent to get there was more challenging and took longer than the Temple itself!
      Skyward Sword, initially I was very disappointed by because the first Temples seemed soooo easy! But, the difficulty scaled quite quickly as you went through. But, given the non-linear nature of TotK, they couldn't really do that. They made each Temple as easy as the others just in case you decided to go and help the Zora before helping the Rito or whatever.
      I'd say Linear storytelling is essential to making a game.....a game! It keeps you invested and changes the level of challenge! The only thing that scales difficulty wise is the colour variant of certain mobs in TotK

    • @jeffeezy
      @jeffeezy 3 หลายเดือนก่อน +2

      The dungeons were to easy, I agree with the keys and finding the dungeon map idea. I loved the air and desert temple lay outs in TotK but with all the items of ultra hand combos you could blow through each “temple”.
      There was also very little magic to them and everything else in the game.
      If this gets thrown out again in the next game I think I am done with Zelda

  • @perseusgaming365
    @perseusgaming365 4 หลายเดือนก่อน +7

    For bringing back items, I'm even okay with them keeping it as Link abilities, just as long as they introduce each one per dungeon, not per first four shrines in the tutorial. That's what made the old dungeons fun. You have an area you can't access because it's locked by a specific ability that you don't have yet, which makes you think about where you need to go and what you need to do to get there.

  • @lighthouseraven
    @lighthouseraven 4 หลายเดือนก่อน +9

    Haven't watched through the full video yet, but one thing I definitely think should be changed is that like in the older games, you should:
    1) have to wait until a certain point in the game/unlock the ability to teleport around the map
    and/or
    2) have less/farther spaced out teleport options.
    One of the most fun parts of Wind Waker for me was having to sail across the Great Sea to get places even after unlocking fast travel and fast travel points. Following a map and maneuvering around the world manually is one of the things that makes this kind of game fun. Another (however non-Zelda) example of a game that does this Hollow Knight. Having one stag station in each area and needing to walk from there adds more of a thinking element to the game. When I have a specific area I want to get to, I think of: which station to travel to, what's the shortest route to take, what enemies will I have to fight to get there, etc.
    I think being able to teleport at any time can make Breath of the Wild and Tears of the Kingdom too easy for two main reasons:
    1) In battle. Since you can just bail, there's no real risk in deciding to fight something.
    2) Making exploration too easy (mentioned before).

  • @thajocoth
    @thajocoth 4 หลายเดือนก่อน +10

    On the topic of Link playing as a villain... What if we got to play as Link, Zelda, or Ganondorf for three different kinds of playthroughs? Link would be the courageous sword-wielding master of items. Zelda would have the wisdom to learn and use a wide variety of spells and maybe rely on some stealth when her mana is low. Ganondorf would have a powerful balance of sword combat & warlock magic with subterfuge, maybe some minions, and a goal to rule Hyrule. They could all be opposing a new villain from different angles, starting in different regions, and having different endings if they win.

  • @joffa99m44
    @joffa99m44 4 หลายเดือนก่อน +65

    Point 7: Each companion could be necessary for a respective event. Like the key to a dungeon, an important interaction with npcs and each time you go back to the hub to switch there would be a scene like a campfire scen in which they discuss your adventures and choices.

    • @firenze6478
      @firenze6478 4 หลายเดือนก่อน +3

      This was what I was hoping totk would do, like xenoblades events.
      I was so bummed out when we got silent creepy ghosts instead.

    • @Zebra2015
      @Zebra2015 4 หลายเดือนก่อน +3

      ​@@firenze6478thought they would follow you too 😂

  • @drakenstoc4885
    @drakenstoc4885 4 หลายเดือนก่อน +14

    My take on the durability system: I believe that permanent weapons should return, while significantly increasing the utility of temporary weapons.
    For example, they could make it so that temporary weapons hit harder (than they do in BotW and TotK) or have more exaggerated effects on enemies/the environment than permanent ones do, while still breaking after a few uses. When a weapon breaks, an item drops that can be used to grant a (weaker) temporary buff/effect to the permanent weapons that are based on the whatever specific effect the broken weapon had. And they could make it so that you can stack different effects too (example: you break an ice-rod and a fire-rod, pick up the items that drop from them, and apply one or both of the ice/fire effects on your permanent sword/bow/whatever weapon you prefer to use at the same time). Thereby encouraging the usage (and breakage) of the different temporary weapons you find in the environment.

    • @SeAn-jd9cl
      @SeAn-jd9cl 4 หลายเดือนก่อน +1

      Feels like Ninty missed a trick by having weapons break but then not giving you a way to repair the weapon. Like you have a weapon, you get told its brittle, and then you have the option to throw it and permanently destroy it, or to pocket the broken weapon and repair it at a blacksmith. Then have different level blacksmiths for different level weapons.

  • @wesnohathas1993
    @wesnohathas1993 4 หลายเดือนก่อน +50

    On the point of items, I think Zelda would benefit much more from being approached as a metroidvania style of "open world" rather than a sandbox type. They can get the exploration elements they want while sticking closer to the series' old identity of its gameplay style.
    Heck, the fanbase has essentially already made that through randomizers.

    • @Ryan-is-me
      @Ryan-is-me 4 หลายเดือนก่อน +7

      Yes! The two godfathers of the Metroidvania genre (Super Metroid and Symphony of the Night) were both inspired by A Link to the Past's game design. There's a reason why the Zelda series has inspired so many games over the years. I loved the feeling of finding a new item and realizing that it's the missing key that gets you to a new area. Their obsession with having a fully open world means they're losing out on too many of the things that made Zelda great. A gradually expanding world, with items and dungeons, would be much better than an open world, imo

    • @mercianthane2503
      @mercianthane2503 4 หลายเดือนก่อน +1

      God of War for PS4 and God of War Ragnarok are like that, right?

    • @mercianthane2503
      @mercianthane2503 4 หลายเดือนก่อน

      God of War for PS4 and God of War Ragnarok are like that, right?

    • @mercianthane2503
      @mercianthane2503 4 หลายเดือนก่อน

      God of War for PS4 and God of War Ragnarok are like that, right?

    • @mercianthane2503
      @mercianthane2503 4 หลายเดือนก่อน

      God of War for PS4 and God of War Ragnarok are like that, right?

  • @indigoiozzi
    @indigoiozzi 4 หลายเดือนก่อน +10

    Truer opinions had never been said. It's kinda frustrating to see Aonuma not understanding why we love older Zelda games.

  • @Ivaknight
    @Ivaknight 4 หลายเดือนก่อน +10

    “No Zelda game has ever had SEASONS before”
    Oracle of seasons: “yeah… never before”

    • @mbii7667
      @mbii7667 4 หลายเดือนก่อน +3

      This was a dumb video for many reasons including that

  • @_eggers
    @_eggers 4 หลายเดือนก่อน +5

    Agreed with pretty much everything. My biggest thing is the amount of copy pasting. If you have to repeat the same boss 50 times you either need to shrink your open world or create more unique content.

  • @lnsflare1
    @lnsflare1 4 หลายเดือนก่อน +12

    7:08
    Oracle of Seasons: "Hey, what the f-"
    Also, I'm surprised that you brought up Genshin Impact for the food and partner, but not for the recently added underwater regions/mechanics, which are just amazing.

    • @BanditGames
      @BanditGames  4 หลายเดือนก่อน +3

      Oh nice, if it's post-mid-Sumeru, I haven't gotten there quite yet but that sounds really exciting!

    • @lnsflare1
      @lnsflare1 4 หลายเดือนก่อน

      ​​​@@BanditGames Yeah, it's in the region of Fontaine which comes after Sumeru (though you can access it without needing to finish Sumeru first), and it's excellent. It's huge, gorgeous, and varied, the controls are perfect, and it's chocked to the eyeballs with lore, worldbuilding, minor and major sidequests, themed mini-dungeons, and puzzles in there. There's even a village of adorable pseudo-eldritch-abominations that is half understand because they (and any Vision Bearer/the Traveler and Paimon) can breathe underwater in that region.
      Like, if TotK had replaced half of the Depths and Sky Islands with Fontaine's underwater region, a lot of people would be a lot happier with it.

    • @lnsflare1
      @lnsflare1 4 หลายเดือนก่อน

      Also, if you haven't logged in recently, they've also added a bunch of great QOL features, like underground/underwater layers (that would help finish up Sumeru) to the map and the ability to call in and send out all of your expeditions with one button press each.

    • @mbii7667
      @mbii7667 4 หลายเดือนก่อน

      ​@@BanditGamesit's Fontaine dude... you know, the Hydro nation?

  • @samueltitone5683
    @samueltitone5683 4 หลายเดือนก่อน +11

    Big Link Between Worlds. That’s all I want. A linear story with well written characters, and well-designed dungeons I can complete in any order I please. AND FOR THE LOVE OF HYLIA! BRING BACK THE DUNGEON ITEMS! You can’t convince me something like the hookshot wouldn’t be an absolute delight to use in an open world game.

    • @jacobsims8307
      @jacobsims8307 4 หลายเดือนก่อน +2

      It would look sooo good with modern link.

  • @Multipurpose_Bagel
    @Multipurpose_Bagel 3 หลายเดือนก่อน +3

    I played TP next-to-new on GC. Been saying this on and off for years anytime anyone mentions the Spinner from TP: The Spinner should have been / return as a shield type. Still can solve gear puzzles, obstacle courses, etc, but also be used as an attack, or negate certain types of oncoming damage or statuses.
    Random idea I've had before too. Young Link meets young Ganondorf instead of young Zelda.

  • @DanSutherland
    @DanSutherland 4 หลายเดือนก่อน +7

    Items and story is the key to enjoying every 3D Legend of Zelda and why I kinda found BotW to feel like it was a pretty mid game. One of the biggest annoyances I had with BotW was the focus on the Champions. They're supposed to be the character's Link is closest to and all of these moments they had together, but I really didn't care about them. The tragedy of their deaths wasn't all that strong because they were only 2 minute cutscenes of a 160 hour journey whereas I was way more interested in Sidon, Rita, and the other descendants as they at least reacted to my agency and role in the story.

  • @Leonkennedy19992
    @Leonkennedy19992 4 หลายเดือนก่อน +25

    As a huge fan of zelda music and one that has finished sonic frontiers, they should add a music box. They can keep their ambient music but lets say you are exploring and hidden in the world there is tiny music boxes that link can collect. One of them contains the song of storms. Another one lost woods. Another one the main theme. And you can play the songs in the background while you explore. Would be amazing to collect all of them

    • @Iffondrel
      @Iffondrel 4 หลายเดือนก่อน +5

      That would be delightful! I miss having dynamic music so much. Which is weird because I love the totk soundtrack and I enjoy the ambient music.... but very rarely do I hum along to the music or chase those sounds like I do in past games.

    • @hanburgundy4317
      @hanburgundy4317 4 หลายเดือนก่อน +2

      The classic soundtracks are sorely missed by me and countless others - I get what they were going for with the ambient nature sounds, but it doesn't lend to the air of adventure that the old games had. At least the villages like Kakariko, Hateno, and Lurelin have kept the theme aspect going, but the main cities don't have the classic songs they should - give me the OG Goron City theme, ffs; the new one is weird. Give me the classic Zora's Domain theme instead of the odd arrangement. Bring back the old Kakariko theme. Bring back the epic Hyrule Field theme. I miss the old Zelda games.

    • @RoxarHuntley
      @RoxarHuntley 4 หลายเดือนก่อน +1

      OMG THAT'S AN AMAZING IDEA WHAAAT

  • @116yony
    @116yony 4 หลายเดือนก่อน +20

    I like the idea of introducing a new antagonist. Like you said it's been done before. It would be cool that over a few games they built up Gannon as a last boss. You would have to fight a few final bosses that work under Gannon and you had to defeat to reach him.

    • @jacky9575
      @jacky9575 4 หลายเดือนก่อน +7

      Maybe even bring back some other antagonists or make a new main antagonists different that ganondorf. There's Vaati, Yuga, Majora's Mask, etc...

    • @elettramelodia8990
      @elettramelodia8990 4 หลายเดือนก่อน +4

      Or they could have Ganon reincarnate again, but this time he's a Zora. Or a Goron. Or a great fairy. Or whatever. And the Gerudo women are still around, and getting destroyed by Ganondorf...but they get to be just a bit smug that the Gerudo aren't responsible for the world ending threat this time around. Maybe the Gerudo discovered some ancient wrong they did and learned how to make amends for it(Something with the eighth Gerudo warrior, perhaps?). Maybe a different faction turns on the royal family, and Demise chooses them as the best chance to attack Hyrule. Imagine an evil Korok empire, trying to fight back and keep the forest alive and wild, against a human empire trying to expand its cities. Or Ganon gets the triforce of power, but also gets the mantle of a sage, and he's sort of an ally, sort of an enemy while the two ancestral roles war within him. Maybe that's the basis for multiple endings to the game. So many fun possibilities.

    • @hanburgundy4317
      @hanburgundy4317 4 หลายเดือนก่อน +2

      ​@@elettramelodia8990
      Hot take, probably, but I prefer the thief/pirate Gerudo of normal height and musculature to the WNBA giants with huge abs that we have now that are just so friendly as they travel the world 😂

  • @TwilightWolf032
    @TwilightWolf032 4 หลายเดือนก่อน +11

    I want Zelda to find a balance between BOTW and TP/SS.
    Make it an open world where each area has its own story independent from the other, but requires items to unlock the dungeons that you can find in the overworld. Then, you get items inside the dungeons that unlock the next set of dungeons, and now the story connects between the separate areas (like a Mega Man game, where you can beat 4 bosses in any order you want, and that unlocks harder levels that require all the items you got that you also can beat at any order).

  • @lasercraft32
    @lasercraft32 4 หลายเดือนก่อน +19

    Roaming bosses could easily be implemented in a similar way to the Dragons... They have a set path that they move on, and just loop through it. Could work effectively to have large boss mobs just wandering like a nomad or something.

  • @Rwebs
    @Rwebs 4 หลายเดือนก่อน +86

    I am over the shrines as they are so excessive at this point but I’d settle for a shrine/heart piece combo...I dearly miss the heart pieces.

    • @cobracommander6522
      @cobracommander6522 4 หลายเดือนก่อน +9

      Same here I agree.

    • @ninkstheultimate3376
      @ninkstheultimate3376 4 หลายเดือนก่อน +5

      Same

    • @natesamadhi33
      @natesamadhi33 4 หลายเดือนก่อน +18

      They could be good, depending on how they're done. Like you said, they're excessive, so if I were to implement shrines, I would do this:
      1. **Cut down the amount of shrines by 75%** . This should go without saying; there are way too many damn shrines, like you said. instead of 160 shrines, i'd cut it to roughly 40-something shrines depending on the map-size.
      2. **Make each shrine unique** . I'd craft each shrine to be themed after the area it's in; shrines in the woods would look more "foresty", shrines in the desert would look sandy and "stoney", etc. Let every shrine actually have an environmental impact & a history to it, instead of just randomly & awkwardly sitting in places with no rhyme or reason.
      3. **Make each shrine immediately rewarding** . Since shrines would be more rare [in my ideal Zelda], then it's only right that the shrine-rewards would be more "special." I think having to go through **four** tedious shrines to get just ONE heart or stamina-vial is what makes the shrines such a chore, so I think each shrine should leave you with something that's immediately useful & special; maybe you could get a **full** heart immediately after completing a shrine, or, at the more hidden, difficult shrines, you could get a special permanent item (that's NOT recycled Amiibo armor), or a new special ability of your choice. This, IMO, would make each shrine actually feel fresh and exciting to go to; shrines should make you say: "oooh, I cant WAIT to see what's there!", not say: "I did all that JUST for another shrine???...ugh, whatever.."
      So with this in mind, if FULL hearts will be in shrines and boss-battles, then **quarter** heart-pieces would go back to being scattered out across the overworld like they were in the old games; maybe in places like enemy-camps or secret grottos.

    • @Preston241
      @Preston241 4 หลายเดือนก่อน +4

      @@natesamadhi33nailed it.

    • @Tomn_n
      @Tomn_n 4 หลายเดือนก่อน +2

      But the orbs are kind of heart pieces tho...

  • @TroyWishonTalks
    @TroyWishonTalks 4 หลายเดือนก่อน +8

    Imo the best ways to fix Zelda is bring back items, heart containers and HAVING HEARTS BE FULL! I DON'T WANT 38 HEARTS NINTENDO, I WANT 40!!

    • @mbii7667
      @mbii7667 4 หลายเดือนก่อน +1

      I feel this

  • @Bsdel
    @Bsdel 4 หลายเดือนก่อน +4

    Personally, I’d like to see them drop most of the “free movement” from the open world concept. Like, if they got rid of the glider, climbing, and fast travel systems and spent more time building a map that takes thought to traverse it would require the player to carefully think about how they are going to navigate the open world. This would allow them to retain the ability of the player to choose their own path through hyrule, allow them to reintroduce traditional dungeons, reintroduce dungeon items that make navigation easier (like a clawshot to get to the top of ledges, etc.), and bring back warping via instruments and songs.
    Then it would be cool if they made the game somewhat linear…like have a linear section (for story purposes), an open world section where you can choose which of the eight dungeons you want to do, then after four dungeons you get mandatory story progression, then you can do two more dungeons and then more story, and finally after the last two dungeons you get the climax of the story. A game that kind of does this is Knights of the Old Republic-and I don’t think a lot of people complain about that style of storytelling.

    • @athorem
      @athorem 4 หลายเดือนก่อน +2

      Great ideas. The ability to just fly over all of the potentially interesting content with a glider of hoverbike doesn't improve the game experience

    • @Bsdel
      @Bsdel 4 หลายเดือนก่อน +2

      @@athorem 100% -one of the most incredible experiences I had in TOTK was trying to reach the end of the spiral peninsula area of the depths. No warping out without losing progress, no flying over everything (unless you brought the materials with you), and very few resources available within the path. It felt like I was making progress little by little and constantly reevaluating whether I had the resources to continue. I think the the next game should take a similar approach to regions when exploring. You can take any path you want, but once you choose you have to commit until the end or you’ll lose all of the progress in the region (not story-wise, but physical progress into the region.) then warp points should be unlocked once you complete the temple/dungeon

  • @TrueKoalaKnight
    @TrueKoalaKnight 4 หลายเดือนก่อน +4

    Well, technically you can repair weapons and shields through the use of Rock Octorocks, but I'd much prefer something less contrived.
    They already have NPC that can make new champion weapons, it's not that much of a stretch to have weapon smiths who can repair weapons at the cost of resources and some rupees.
    Not to mention the idea of letting Link make his own repairs at specific locations or on the go using a rare resource like a "zonai forge".

  • @spustatu
    @spustatu 4 หลายเดือนก่อน +6

    Edit: I'm writing bits of comment as I watch because ADHD.
    1) I actually quite like that Link can eat endless amounts of food. It's very Goku and I like that. However, I think maybe instead of a hard cap saying you can't eat anymore, appetite could maybe scale how many hearts you get from eating in some way. For instance, if he's eaten a ton, then that meal that would normally fill your hearts completely would only replenish a single heart while an apple would do nothing at all. Maybe something like that.
    2) I also really like being able to climb and go to literally any point you can see. I really struggle with games designed in the "old way" with weird invisible barriers and no ability to climb up a very climbable slope. But what if there's no stamina vessels for improving how long you can climb. You're required to either make and have stamina-granting potions or food with you OR you need to find the hookshot and they could make any natural surface hookshot-able, but some surfaces, like hewn stone not hookshot-able. Maybe to wrap everything up in a little more logic across the board as far as what is and isn't climbable/hookshot-able, hewn stone surfaces shouldn't be climbable either. I think that gives designers enough to work with to create good navigation puzzles. Just give me my hookshot back!

  • @nickywampole3306
    @nickywampole3306 4 หลายเดือนก่อน +29

    I’m glad to know I’m not the only one that misses heart pieces they were one of my fav things to collect in the old Zelda games

    • @Schmanton
      @Schmanton 4 หลายเดือนก่อน +5

      Because you fell smart, lucky or talented when you get one. In the casual shrines u know you will get it no matter what, its just a matter of time.

  • @firenze6478
    @firenze6478 4 หลายเดือนก่อน +2

    Zelda 1 was also linear and non linear. Unlike what a lot of people say. It far more closely follows alltp than botw and still has everything us older fans liked about the series

  • @OnionChoppingNinja
    @OnionChoppingNinja 4 หลายเดือนก่อน +2

    " Zelda games never had seasons"
    Legend of Zelda Oracle of SEASONS (GBC): " Am I a f-ing joke to you>!"

  • @wackswavy4k
    @wackswavy4k 4 หลายเดือนก่อน +7

    2:59 something id like to add is age of calamity actually added a new weapon type in the flail they totally should've kept and expanded flails for totk a spinning weapon and the fuse mechanic would've been so Chaotic

  • @user-ep5pf4hb3q
    @user-ep5pf4hb3q 4 หลายเดือนก่อน +5

    I just really miss old dungeons man. The water/sky temple in TotK especially felt so lazy, just different random unconnected puzzles on different floating platforms.

  • @Count_XD
    @Count_XD 4 หลายเดือนก่อน +4

    A real bunch of good ideas, Bandit. Man I miss the items so much, it was so fun to use the hookshot to access new areas. I loved to play both botw as totk, but as you said, 10 years since A Link Between Worlds. Please, Aonuma San, give us some of old Zelda again and please less mining next time xD. Sometimes I replay the old ones, but if we could get something that have half of the map of the two lasts, and get some wonderful mechanics back, it would be pure gold. Excellent and necessary video!

  • @theo3728
    @theo3728 3 หลายเดือนก่อน +1

    About the companions: I really didn't understand why they didn't make Mineru one. She was always inside the Purah Pad, and she herself said that the initial plan was to guide Link to the constructs' factory from the moment he woke up.

  • @homerman76
    @homerman76 4 หลายเดือนก่อน +25

    Definitely a good list of things I'd love to see adjusted and changed for the next game, though I'm still a bit worried about getting another masive open world game. I get why people like the genre, but I'm honestly pretty burnt out after TotK and really just need some a bit more traditional 😅

    • @bluegreen196
      @bluegreen196 4 หลายเดือนก่อน +5

      Ive been replaying a link between worlds and its honestly so nice haha

    • @madmoomoo12
      @madmoomoo12 4 หลายเดือนก่อน +1

      Completely understand this sentiment, open world with so much tech and possibility can be so overwhelming... I also loved working out how to solve a puzzle with the limited tools that you're given in old games too, or getting a weird item that you have to work out what it's for

    • @hichaelhighers
      @hichaelhighers 4 หลายเดือนก่อน +1

      @@bluegreen196ALBW rules, I'm currently playing this too. We need another game like this, no matter what way.

    • @bluegreen196
      @bluegreen196 4 หลายเดือนก่อน +1

      @@hichaelhighers exactly, just something that doesn't take another 6 years smh

  • @chrispysaid
    @chrispysaid 4 หลายเดือนก่อน +4

    When I say I want Zelda dungeons back, I'm talking about a large space with linear but Metroidvania-esque progression that requires me to find the route through trial and error, to come upon a key door and remember its location for the next time I find a key, to walk into a room with a puzzle that doesn't make any sense whatsoever because I haven't discovered that dungeon's item yet (which, incidentally, also allows me to access other parts of the overworld now that I have it). It doesn't need to be longer, per se, just more intentional and built smarter.
    The Fire Temple in the depths, for instance. Perfect example of what NOT to do. I just rode Bichael (that's what I named my fan bike) around from open room to open room solving mini puzzles. There was no progression, it was just a treasure hunt. There was no working out which rooms I could access and which I had to save for later, each room was a self-contained Korok puzzle, more or less.
    Bringing back Zelda dungeons would go 70% of the way to making it feel more like a Zelda game again.

  • @StudioWulf
    @StudioWulf 4 หลายเดือนก่อน +2

    I'm still under the opinion that you can totally have the story structure and dungeons of old Zelda while still having the gameplay and open world of modern Zelda

    • @mbii7667
      @mbii7667 4 หลายเดือนก่อน

      Agreed

  • @cherubin7th
    @cherubin7th 2 หลายเดือนก่อน +2

    Fishing rod, and no pause the game for healing. You can place a limited number of healing items in a quick menu to access them in a fight, but healing in the endless menu would get you killed because it is too slow and doesn't pause. Infinite healing just ruins the fights, either you are unbeatable or the enemy must be able to one shot you and this is not good too.

  • @Sussylizzy92
    @Sussylizzy92 4 หลายเดือนก่อน +12

    With regards to the companions idea, and the seasons idea, you could really just bundle them together. Have each season have its own companion, or have each companion trigger/have seasonal effects to encourage players to swap out companions.

  • @UltimateTobi
    @UltimateTobi 4 หลายเดือนก่อน +13

    Agreed on everything except the lore-thing. I want it connected.
    As for save files: you don't need a new copy for every save file, all you need to do is create a new profile on your account. Save files are tied to profiles, not accounts!
    Granted, it's still bothersome to switch profiles and I'd rather have save files or a more common manual save system with which you can create infinite save files.
    Good video. Cheers.

    • @mbii7667
      @mbii7667 4 หลายเดือนก่อน +3

      Yeah those were some strange points he was making

    • @nworder4life
      @nworder4life 4 หลายเดือนก่อน +1

      He's given up on Nintendo connecting lore, and rightfully so.

    • @mbii7667
      @mbii7667 4 หลายเดือนก่อน +1

      @@nworder4life there's nothing right about that

    • @nworder4life
      @nworder4life 4 หลายเดือนก่อน +1

      @@mbii7667 Gotta accept the truth, they don't care anymore.

  • @moy9948
    @moy9948 4 หลายเดือนก่อน +4

    for the weapons' durability one idea of mine was the use of "hilts," since every fusion uses the hilt of the weapon and replaces the blade with the item the hilt could be a permanent item and all you have to worry about is finding other resources (which happens as you play the game anyway). that's my idea at least for the melee weapons, bows a i haven't thought of anything yet

  • @neocrama6696
    @neocrama6696 4 หลายเดือนก่อน +3

    I got into Zelda because of Breath of the Wild and the open nature, but now that I have seen more of what the series has to offer, the more I want to see the blend of the two styles of new and old Zelda

  • @ClarenceJBoddicker
    @ClarenceJBoddicker 4 หลายเดือนก่อน +410

    I think it was fine until TOTK. I thought BOTW was great... But instead of expanding on that, they went in the completely wrong direction and did a retread.

    • @Leonkennedy19992
      @Leonkennedy19992 4 หลายเดือนก่อน +84

      My thoughts exactly. In my opinion totk was a better game than botw but yet it was my most dissapointing zelda game

    • @homerman76
      @homerman76 4 หลายเดือนก่อน +75

      ​@@Leonkennedy19992 Yeah, it's a super weird feeling of knowing TotK is better, but also not liking it nearly as much 🤔

    • @Beans-do6wc
      @Beans-do6wc 4 หลายเดือนก่อน +50

      I just want good dungeons

    • @ketto2034
      @ketto2034 4 หลายเดือนก่อน +17

      what do you mean retread? If story wise kinda but because they expanded the world three times over and used it with the water temple being in the sky and the Goron temple underground (though that was expected)

    • @twitchywitchx
      @twitchywitchx 4 หลายเดือนก่อน +24

      This is 100% facts.
      Totk is my least played Zelda game ever.

  • @alwayssleepy2476
    @alwayssleepy2476 4 หลายเดือนก่อน +4

    12:16 this whole dungeon section about how the weather can effect them is really reminding me of Banjo Kazooie’s final level “Click-Clock woods.” That level has a similar concept where certain sections of the levels are blocked off and is only available in winter, fall, or summer.
    Like how in the summer, everything is super hot and the entire lake in one part of the stage is completely dried out. It’s a really cool concept that you pitch and I feel like it can work in a Zelda dungeon system

  • @brys.3131
    @brys.3131 4 หลายเดือนก่อน +6

    Great video! I really want to experience some more horror elements like the Well from OOT and the Royal Family's Tomb. Man that was especially effective on me as a teenager playing kid Link discovering those types of places.

  • @TheToni9234
    @TheToni9234 4 หลายเดือนก่อน +16

    On the enemies: I honestly can't understand why they did a complete underworld in totk without skultullas. It's really beyond me.

    • @hanburgundy4317
      @hanburgundy4317 4 หลายเดือนก่อน +3

      But don't you love fighting five differently colored versions of the same few enemies, instead? 😂

    • @michaellane5381
      @michaellane5381 4 หลายเดือนก่อน +2

      Honestly the biggest problem is lacking vertical challenges, the only airspace with any challenges are Gleokk zones and surface level elevated hazards like gloom vines, it just doesn't elevate exploration over air drop mechanics and high flying.

  • @mangodango1733
    @mangodango1733 4 หลายเดือนก่อน +3

    I want both styles to meet in the middle so badly

  • @benjaminchi1989
    @benjaminchi1989 4 หลายเดือนก่อน +4

    If they bring back underwater traversal, I hope they bring back Zora swimming from Majora's Mask in some way

  • @lissyvale629
    @lissyvale629 4 หลายเดือนก่อน +2

    A Zelda game featuring SEASONS as a mechanic? I've been waiting for that for AGES! ^-^

  • @Adeams
    @Adeams 4 หลายเดือนก่อน +1

    I like all of your ideas ! Especially the return of the companion.
    One example of a game that put this improvement : Dragon Quest Builders 2.
    I really liked the first game, but one thing that kept on bothering me was that terrible feeling of loneliness I experienced throughout the whole game. You go from world to world all alone, you make friends with the NPCs, you save them, then you leave them all behind for the next world and you never see them again.
    In the sequel, in addition to a hub where you can bring some NPCs once you're done with a world, you have Malroth at your side, your companion who is gradually becoming your best friend (and personnally I really liked his character). He follows you everywhere, experiences the same events as you, and has his special role in the story. Thanks to that and gameplay improvements, this became one of my favorite games.
    In BOTW, I had kind of the same feeling of loneliness, stumbling upon ruins after ruins and monsters with no one by my side. I liked the champions : they were all dead. I liked the descendants : once I was done with their stories, they became completely useless, boring NPCs repeating one line of dialog. In TOTK, it wasn't much better. At the beginning of the game, I thought Zelda would be our companion as in Spirit Tracks, and I was looking forward to see her relationship with Link evolve over the events of the game. When the first sage lended me their power, I thought they would accompany me. But no, I was always alone with some kind of ghosts. The only comfort I took was in knowing that even if she couldn't talk, Fi was technically with me (once I got the Master Sword back).
    Twilight Princess is my favorite Zelda game for a lot of reasons, but I can say for sure that Midna is a huge reason, and I really hope they bring back actual companions you care about in the next game. It could even make me swallow the non-linear story pill better.

  • @ketto2034
    @ketto2034 4 หลายเดือนก่อน +4

    Maybe for food make it a situation thing where you can't hoarde food as well maybe it has a set time period before it "expires" or make it you have to eat the food immediately so you can't store food at all

    • @mbii7667
      @mbii7667 4 หลายเดือนก่อน

      I would hate that

  • @Explanda1
    @Explanda1 4 หลายเดือนก่อน +5

    2 ideas
    1 just put a durability bar under each weapon and have a item that spaws around the world like a mushroom that adds durability to whatever weapon and have rarer versions of these 'mushrooms' that increase the durability more, stronger wepons maybe gain less durability per 'mushroom'. That way your wepons still break and you know when but you can make sure your favorites one dont break.
    2 for food mabe make it so your food menu isnt accessible during combat. So picture it, gardian music starts playing you cant open your food inventory.

    • @homerman76
      @homerman76 4 หลายเดือนก่อน +3

      It's funny since they had a lot of this with Skyward Sword's durability mechanics, and yet they ignored all of that for BotW and TotK 🤔

  • @shlop1904
    @shlop1904 4 หลายเดือนก่อน +2

    I would like for a massive hyrule castle town similar to twlight princess, with a crap ton of npcs and vendors that you can interact with and buy/sell different and specific items with

  • @ThatAnArchyDude
    @ThatAnArchyDude 4 หลายเดือนก่อน +1

    Zelda Weapon Crafting Concept:
    Use ChuChu Jelly as a stand-in for the "Zonai Glue" to "Fuse" items/weapons at a crafting station at each stable.
    Different coloured ChuChu Jelly will also add different elemental procs, and also enhance any other elemental procs you're "Fusing" to the weapon.
    This could even allow us to use different effects together, such as a Scimitar which freezes enemies upon contact while also firing electric bolts using the Throw button.
    Or the other way around ... Shock enemies on contact, and emit a freezing breeze 360° around when you use the Throw button.

  • @j.r.r.tolkee7000
    @j.r.r.tolkee7000 4 หลายเดือนก่อน +51

    Dude, your commentaries since your initial Tears of the Kingdom rant have been off the charts good. Keep it going.

    • @Zebra2015
      @Zebra2015 4 หลายเดือนก่อน +3

      Ikr he forgot to point out that arrows kill all enemies tho 😅 he pointed almost ALL the huge flaws modern zelda has but he still forgot to mention that monster trucks should probably not be in zelda 😅

    • @hanburgundy4317
      @hanburgundy4317 4 หลายเดือนก่อน

      ​@@Zebra2015
      This. A little technology here and there - in a dungeon dedicated to it from a story standpoint, for example - can stay, but the new games have far too much tech for my liking. The Zelda series has traditionally been a medieval fantasy setting - heavily Germanic and European in design - with technology being included on a VERY seldom basis: torches, not spotlights; horses, not motorcycles; magic, not technology.
      I'd love a return to form with the Zelda series, but they could keep in some of the sandbox aspects of the new games; I just don't want the full sandbox, open world, limited and blasé story video games they've given us recently. I want a sweeping, epic journey with impetuous to keep going - not a short story chopped up and hidden behind a dumb memory system that ultimately doesn't matter to the game play; hell, most of my time in the Wild games is spent just riding my horse and looking at nature or doing pointless, countless side quests as the game and its limited story doesn't impress on me any limitations or reasons to do the main quest. I have no one to save, no one spurring me on in any given direction - I can do anything I want, but that just leads to me doing nothing; what I really want is a plot that keeps me trying my best to continue my adventure.

    • @Zebra2015
      @Zebra2015 4 หลายเดือนก่อน +1

      @@hanburgundy4317 dont forget the music , oh god the soundtrack zelda used to have especially oot and wind waker I LOVE the soundtracks and now what ? They throw some silent notes at you every 7 seconds 🤣 , and people praise it for it... Its disappointing because they overuse a lot of music and remix them (for the worse) wheras most older zeldas if not all have an original soundtrack , of course botw and totk do have ost but it has way too much reused music again for the worse.

  • @foxto100
    @foxto100 4 หลายเดือนก่อน +3

    Point 14 : What he's kinda referring to is you should start with gameplay and not with story. One thing that studios like Team Ico and fromsoft do is start with a experience or game play systems and build it up form there then they form a story around that, that go with the theme's that the gameplay represents. But trying to down play the story/lore in an open-world adventure is kinda silly.

  • @vendetta7930
    @vendetta7930 4 หลายเดือนก่อน +2

    I think the Only Zelda game that would put both Old and New generation fans agree together is to bring a new game that takes the best of old Zelda games like Link to the Past or Ocarina of Time (Classic dungeons, unique weapons to each dungeon...) and put the Breath of the Wild touch on it (Open world, food cooking, weapons that break). Both combined would give the best experience in my opinion. I'm not a huge fan of BOTW compared to the story of Ocarina of Time, but I do love that Open world feel it brings.

  • @DreadKyller
    @DreadKyller 4 หลายเดือนก่อน +2

    So my thoughts, as someone who has some game design background and experience with game development (programming). Warning this is VERY long...
    1) Increasing the durability and making more powerful weapons more rare, alongside adding repairs to weapons would go a ways towards alleviating many people's gripes, however it ignores a fundamental part of this. Weapon durability wouldn't be required if there weren't a suite of problems that it solves. Nintendo created a large world, but other than resources (which are all over the place) there's not any real major forms of loot to really cause players to explore a lot, so tying weapons to those locations as one of the primary forms of loot is a major driver of exploration. If the weapons never broke, or broke very rarely, or you almost never found good weapons, it would lessen the reward for exploration outside personal curiosity. Another issue is that because they went with an open world format, it's very easy to come across very powerful weapons very early and if they never broke people would use the same weapon throughout most of the game. The repair idea fixes this some, but now people just carry two powerful weapons through the game and when one breaks use the other one until you repair the first and repeat. In a linear game you can make weapons never break because you can guarantee the player that there's an upgrade at some point, it's much harder to do that in an open world unless you tie it to main story progression, and if the best weapons are story related they lose all benefits of exploration. This isn't a particularly easy problem to solve without caveats.
    2) Fully agreed on the hearts, breaking pots/boxes, cutting grass, defeating monsters searching for hearts to heal was pretty core to the Zelda experience pre-BOTW. And the hunger system makes sense, borrow a bit from survival genre, you can't eat infinite amounts of food. Apples should not be as effective as a cooked meal. In addition to the limit on how much can be consumed at a time, I'd also suggest a healing over time effect, get a portion of the health back immediately (say 25%) and the remaining (75%) would be restored over a period of 15-20 seconds for example. So a food item may heal enough if you're out of battle and have time, but you would need more items to heal up to full immediately, which due to the stomach system would mean that opening the inventory and spamming food was no longer a viable way to cheese death.
    3) Seasons are a nice idea, though their implementation would really dictate how beneficial or detrimental they are. If the seasons are too short for example they lose their impact and may as well not really exist for practical applications, not enough time to really utilize the differences. If they're too long however then it becomes easy to miss out on part of the cycle and have to wait for the other seasons to pass to get another shot. When combined with the ephemeral dungeons that are only accessible during certain seasons, if you miss a dungeon season you need to then wait 3 seasons before getting another attempt. Maybe along with the magical instruments idea an instrument could control the season, but doing that also impacts the ability of the game to use seasons to force change in gameplay or passage of events, as you could just set the season to whatever you need it to be at any time, in some ways that would be a positive, a tool to use to your advantage, in other ways that's a drawback not letting the seasons have any major impact on injecting an element of unpredictability and change, or to facilitate the passage of events. As for wandering world bosses, from a technical level this isn't really that difficult, you don't have to simulate the wandering precisely in areas the player isn't, if an area isn't loaded, you can have a smaller, simpler representation of the world's layout and update positions there, then when players get close by you load the world boss in and have it's standard AI take over from there. As for the climbing, while it was fun and enjoyable to go literally anywhere (minus a couple cases), it severely limited the ability of the game to have any real structure. You can still have an open world game with there being placed the player can't go, it was a nice gimmick but it costs too much in terms of designability in my perspective to be kept, at least in it's current state, a lesser form of it that allowed climbing on certain surface types or under certain conditions like angle would be nice.
    4) Please for the love of all things good, if anything in this video is seen by Nintendo, let it be this. These last two games have been large, but have suffered much from having a lack of things to add to the world. In BotW we have weapons, common resources, and Korok seeds as being really the only loot findable in the world outside of shrines. Adding heart pieces (or full containers even for particularly difficult puzzles), in TotK we have largely the same, with the addition on Zonai equipment. If you make a massive world you need to have enough stuff to put in it, both these games had realistically not many things to add to the world that made a difference that wasn't superficial, so the games required a fair number of even type of item to do much. Heart pieces would add another major incentive to explore the world. You could argue that the shrines were largely the heart pieces, but I'd argue differently, the shrines are obvious beacons that can be seen from significant distances in most cases, some few of them are hidden but they're the exception. When you find almost all shrines it's a mere formality to go and complete it, heart pieces in prior games could be staring you in the face for hours until you discover something about the game or gain something you didn't have before. The shrine concept could be used still in some form, but I agree with them being more for special rarer items and the like rather than being a replacement for hearts. If we include your magic system as well there's three stats, Health, Stamina, and Magic, each of which could have pieces that could be scattered around the world and as reward in some shrines, adding a lot of incentive for exploration. Shrines start all feeling the same, different puzzles but all using the same mechanics more or less, same visual style, where as heart containers required understanding the layout of an area, solving puzzles, collecting some type of item from somewhere, doing a quest for someone, some heart containers would be behind character standing where your actions change the opinion of other NPCs about you and lose or gain trust or respect, there are all kinds of ways the games had you get the heart pieces. Collecting heart containers is one of the most iconic parts of the Zelda series and needs to return in some form.
    5) Ephemeral dungeons is an interesting idea, and the possibility of including roguelike elements has some interesting merit to it if done well. For me the core of the Zelda dungeon is its puzzles, they are spatial and logical puzzles with a series of steps that often fundamentally alter the dungeon in some form, they usually contain two parts, going through the dungeon without it's item, getting the dungeon item from a miniboss or challenge, going back through the dungeon with the item to reach places you couldn't before and continue on towards a final dungeon boss. It feel it can not be understated how much the Zelda dungeon concept leans on the acquisition of a new fundamental item that alters either combat or navigation abilities in some form. This is where things get into whether these dungeons should be optional or not, if they're optional then the items can't be too game-changing without risking issues with balance, and if they are required then you have to decide whether there's a specific linear order. If there's a linear order then that's the easiest to design for because the items can be basically anything as you can design the other dungeons to require that item to get access to, if the order shouldn't be dependent, then the areas around each dungeon can't use the items from other dungeons in their design as you may not have them yet. The roguelike elements could be interesting and potentially allow you to replay the same dungeon multiple times (though how a dungeon item would work into that is something to ponder further). In addition to ephemeral dungeons, imagine a dungeon you need to visit multiple times, for example during each season a different section of the dungeon becomes accessible and once you do something with all seasons you can continue (if you have a magical instrument to change the seasons maybe this dungeon could even be where you find it as the dungeon item and the second part of the dungeon has you switching seasons to continue through the dungeon in ways you couldn't do otherwise)
    7) "Hey! Listen!", in all seriousness having the option for something like this would be nice, though it's good thinking to allow players to forego it if they wish to, some people are annoyed by this.

    • @DreadKyller
      @DreadKyller 4 หลายเดือนก่อน

      9) As much as I love Ganondorf/Ganon, lately he's been not used well, when I saw Ganondorf in the trailer I thought "Alright, they're returning, this means a lot of stuff is going to happen", and was very disappointed. Ganondorf in the games is extremely intelligent and cunning, he loves to use events to his benefit, controlling from the shadows, influencing events, stepping in where needed to direct events to his desires. It's not uncommon to believe we outsmarted Ganondorf to find he knew all along or was prepared for it and what we thought was a coming conclusion was just another cog in his plans. His direct involvement in events surrounding the player is core to his utility in the games. Having him appear at the start, and then not personally engage with him for the entire game until the end is a massive betrayal of expectations. A new villain would be nice, but the core issue is that the villain isn't even directly involved in the game's events. There's still a lot they could do with Ganondorf if they actually respected his characterization, I feel any new villain would fall into the same issues at this point as they don't seem interested in having a story at all anymore.
      10) Not sure about that one, a lot of people didn't care for most of the water sections of many other games, I enjoy it but I don't know if I'd say everyone would enjoy that.
      11) This goes back to the dungeons, most of the meaningful items listed come from dungeons in previous games, or from important story moments, and the difficulty again is in linearity vs openness, if the items are from story and mandatory content they can be used to manage story progression and access to areas, if the items are not mandatory to obtain they can be used more or less anywhere as long as they don't really make other items completely obsolete. There's a balancing act between how open or linear you want to make the game. the more linear the experience the more impactful and important these items can be, the more open the less valuable these types of items would be in general, if you don't tie them to mandatory content you can't use them in the story progression, so open game with mildly useful items that aid in certain limited situations, or linear game where the items become major linchpins or core parts of the progression, where on the scale between those should the game go is the condition to solve. The more tools at the players disposal the more creative they can be with said tools, that being said too many tools can be overwhelming so they have to be paced well and considered carefully.
      13) I mean look at basically any other open world game, linear stories can work perfectly fine in open worlds when done well, open world doesn't mean every single piece of everything has to be immediately open to you, you can block off some parts, what matters for open world is the ability for players to explore at will and have agency over their playthrough. Having areas of the game become more linear is fine as long as they don't overstay their welcome and don't get in the way much. If a quest objective is to gather information, you could have this information be available in many places so that players aren't forced on a road to a specific location, multiple solution to problems can do a lot for allowing a linear story to not remove too much player agency, but the fact of the matter is that as a game opens up the degree of control a game can fully assert over a story is limited, when players can go nearly everywhere at any time it becomes harder to justify specific series of events, linear games have far more control over what happens when and thus can tell more complex stories, this being said, the art of storytelling in open world games has improved generally over the years and Nintendo could really learn from many of them how to tell a compelling story while maintaining player agency.
      14) Continuing from last point, Aonuma doesn't want stories in games anymore if the translations aren't incorrect, I feel this is a bit out of touch with the gaming landscape in general, it's the same type of response EA gave for a lot of it's decisions "Players don't want stories anymore", and get slapped in the face when story driven games sell better than their other games. Video games are a form of artistic medium, like books, music, TV/movies/videos. Started with written word, then add audio, then add visuals, then add the ability to interact. Games are a form of artistic medium, and while a game should ideally be fun, they are also a platform to share an artistic vision, make players feel a certain way, give them a particular experience, tell them a captivating story. He wants players to make their own stories, but making your own story and experiencing someone else's story aren't mutually exclusive, look at Skyrim for example, it has a pretty decent story, that for the most part does not get in the way, it's a good story, but what people take from Skyrim (and most Elder Scroll's games) is the events they saw. They built their own character, did things in the world their way, saw things that other players didn't, created their own narratives to live alongside the story, and continued their characters story beyond the confines of the game's story. Games can do both. Also, creating your own story requires quite a bit of creativity, not every person enjoys or is good at formulating their own fun, for people like that a game like BotW and TotK can feel rather shallow when you're not someone who enjoys creating their own objectives, putting their own limitations, trying things for the sake of it, not everyone is into that. Furthermore this alienates older fans of the franchise, who grew up with and previously enjoyed the more story centric games from before, and still remain even with the influx of new fans, the core fanbase of the series, it's borderline disrespectful. I hope the translations are just wrong or something or it's blown out of proportion, because if that is what he wants for games and for the Zelda franchise, then the franchise will likely die out. If what he said is true then he's out of touch and as much as I respect his work we might need a new director for the series. I say this this harshly because ignoring and rejecting your core fanbase that made your games so successful is just about the worst thing you can do, I believe he needs very blunt criticism, there does seem to be a good amount of backlash so we'll see if it changes his tune, I just hope people don't go as far at harassments or threats, that's never acceptable.
      15) Diverging storylines are a neat concept, but I'm still waiting for a game to actually pull it off well. There have been a few games that came somewhat close, but most diverging stories boil down to a handful of different endings, which just isn't really enough if you really want to drive with the concept, the players choices should impact them throughout the game not just at the end, some games have done this better than others (not going to name names because you know how fanbases can get sometimes). Pulling off a story like that is quite difficult, most diverging stories diverse shortly then merge again in some way and lead to the same place in the end, a true diverging story should have much more diversity with where the game leads, but the better you do at that scope exponentially increased the complexity of doing so.
      17) Yeah unfortunately not likely to happen, as nice as this would be, it could interfere with them making all that sweet money. Ah the world of online games and logging in with online accounts, truly a wonderful world we're in.

  • @Zeppathy
    @Zeppathy 4 หลายเดือนก่อน +4

    7:14 LOZ: Oracle of Seasons for Gameboy enters the chat.

    • @MrAjking808
      @MrAjking808 หลายเดือนก่อน

      Just say it , everything doesn’t have to be a meme comment

    • @Zeppathy
      @Zeppathy หลายเดือนก่อน

      @MrAjking808 OR! And hear me out here. I can both say it, AND have it be in meme format!

  • @ultimatefan08
    @ultimatefan08 4 หลายเดือนก่อน +3

    Underwater please. I miss that a lot. And if they scrapped the climbing mechanic maybe they could bring back the hookshot as a way of getting to high ground. Probably my favorite tool in game.

  • @TaiWanWaf
    @TaiWanWaf 4 หลายเดือนก่อน +1

    When you started naming off the active companions I crossed my arms waiting for the Fi/Fi pronunciation. It still gives me brain tingles that you say both pronunciations 😂💜

  • @pixelpunchyt
    @pixelpunchyt 3 หลายเดือนก่อน +2

    I'm hoping for a spinoff Zelda anthology series that's solely focused on lore. Ideally, they'd play like a classic 3D Zelda, a PS-exclusive open world story game, a Warriors game, a new 3D Zelda, or whatever really, so long as the style best serves the narritive at a given moment. Could also serve to pull more gamers from other consoles if done well.
    I don't really care if Link is the main character either, we could play as an adult Zelda coming back from sending Link to his childhood, a Shiekah footsoldier during the Calamity, a Skyloft-ian explorer in charge of charting and conquering the in-between areas that aren't touched in Skyward Sword, a spy sent by the King to gather incriminating evidence against Ganondorf and the Gerudo to justify military action before Ganondorf comes to take Hyrule by force, etc.
    And even if we do play as a Link, it could be as the Hero of Time "undercover" as just another knight in Hyrule's army with a cute rancher wife, a bunch of leftover hero gear, and an odd relationship with the princess, an old Link that changes his name, goes into hiding, but ultimately ends up training the next Link during a conflict, a Link that exists during the merging of the timelines and gets help from the past heroes to kill some super mega ultimate Ganon that rips the fabric of spacetime out of sheer anger, Hero of the Sky Link struggling to establish or unite a kingdom with Zelda as its queen and he as its king shortly after the sage Rauru remodels the temple of Hylia into the Temple of Time, and best of all, Link from the time he leaves Hateno Village to join the Knights of Hyrule to when he finally falls in battle just outside Ft. Hateno.
    Because they're not necessarily main line entries to the franchise but instead part of a different series of story-first titles, staple elements from past games could very easily make comebacks.
    But idk

  • @Krait-sd7sh
    @Krait-sd7sh 4 หลายเดือนก่อน +3

    Personally I want to see more human enemies like darknuts and iron knuckles

  • @jegend9884
    @jegend9884 4 หลายเดือนก่อน +5

    I think seasons would be a great addition to the Zelda series. I think it would be great in a Pokémon Black and White style. In those games there were some areas where during certain seasons some places were either hard to get into or completely inaccessible until you came back during a certain season. It would just add so many more ways to get into places and diversity in the environment.

    • @Cherodar
      @Cherodar 4 หลายเดือนก่อน

      Ever played Oracle of Seasons?

  • @stachu5049
    @stachu5049 4 หลายเดือนก่อน +1

    1. Weapons: My main problem with the weapon system is that no weapons feel special. Stuff like a sword that's been passed down in your family for generations, or an ancient weapon of a legendary hero, or a big blade slowly forged by a Biggoron that you had to wirk gard to get, but is one of the most powerful weapons in the game (with some drawbacks). Now it's all pretty much "some stick dropped by a boko" or "a sword you found laying in some cavern" and even if you were to establish an emotional connection, it's gonna break anyway, like the Champions' weapons from BOTW. We really need some more legendary weapons that can grow to be considered iconic over the years. Maybe those weapons could lose some attack-damage if you don't repair them, but they shouldn't completely shatter.
    2. Food: man, when I first saw the material quick-menu icon (an apple) in the gameplay showcase, I immediately thought that it's gonna be the combat-healing menu. I theoritized that maybe you could "prepare" a limited amount of food and potions that you can use during a battle and you can't use any more once you use those ones. It's such a simple thing but it would greatly rebalance the game if you could have like, 5 healing items per battle.
    4. Hearts: I miss those little guys... Back in the day quests were very unique and they only sometimes had a piece of heart as a reward. You always had to complete some puzzle for them or complete a quest-line. Now you just get a shrine for most side-quests and they're really repetetive. Hearts could have many different contexts: you could find one after a parkour section, hidden in some sunken ship or recieve it from an old lady after helping her.
    7. Companions: Having multiple companions to choose from would make them feel less special, don't you think? For example, in Skyward Sword Fi (Fai) is crucial to the story, but if she was just one of a bunch of companions to choose from, that would only undermine it. Also, can I just say that when I first saw Rauru's spirit I was SURE he was gonna be our companion through the whole game? I even had a dream where that happened, along with a cool traditional dungeon called The Sky Tomb where you unlock Ascend.
    10. Underwater: I was SURE that Sidon's sage power was gonna be letting you swim underwater. Sure, he would have to be introduced early which would make the game more linear (apparently it's a problem to some people) but come on, that would've been great. Let's just say that the bubble was quite disapointing.
    11. Items/Spells: I miss the old items. They felt legendary, they were parts of your arsenal, of your powers. They could let you unlock locations, fight in different ways and just generally be COOL. Taking away Link's items would be like taking away Mario's ability to jump! And the instruments... Man, I wanted Link to have Kass' Archordeon so much... Imagine also being able to play music for NPCs to earn some rupees!
    15. Adapting story: the timeline theorists would go crazy with this one lmao. But just imagine that once the villain touches the Triforce and it splits, everyone actually gets a different piece depending on your choices and some hidden stats! Just imagine Link with the Triforce of Power, that would've been really subversive. You could maybe also have some cool powers depending on the piece! Usually the Triforce is just a McGuffin but I'd love if it could be tied in with some cool mechanic

  • @greenoffields
    @greenoffields 4 หลายเดือนก่อน +1

    If they bring back the weapon system I’d like to see more, if not all of them, have some kind of exploration function. Axes can chop down trees, hammers can bust ore deposits, boomerangs come back…
    Take whips and spears for example. If whips make a return then instead of being throwable I’d like to give them the ability to grab things from a distance like in Skyward. As for spears, maybe the ability to polevault with them.
    If dungeon items aren’t coming back then I feel like this would be a good compromise and truly encourage carrying multiple different kinds of weapons on you person much better than the durability system.

  • @jolterusx239
    @jolterusx239 4 หลายเดือนก่อน +3

    One thing I miss and loved were the multi player zelda games like the Four swords games, the Tingle Tuner in Windwaker, or the Battle and Trade modes in Phantom hourglass and Spirit tracks. The new character aspect could fit well with a Hyrule themed party and race system. A campaign where you fight the evil, but also need friends or NPCs of a variety to help progression or add to quality of life.

  • @ZeldaStrife613
    @ZeldaStrife613 4 หลายเดือนก่อน +4

    Bandit, I am behind you on ALL OF THESE IDEAS.
    Also, can you voice Ganondorf in the next installment?? K thx.
    I MISS MAGIC SO DAMN MUCH.
    As far as a linear/non linear/comprehensible story goes, Aonuma has basically said “Why would anyone want to return to that?” No joke, he said that in a recent interview, also referencing the old style of Zelda. At first I was just sad that there wouldn’t be a return to that Zelda formula, but after a while, his condescending tone started to get to me. And perhaps I’m just reading the tone out of context due to only reading this interview but it seems abundantly clear that Aonuma no longer wants to make those kinds of Zelda adventures. Arlo recently released a video sharing his thoughts on this as well, and I couldn’t agree more with the both of you.
    Peace!

    • @frankcaggiano8282
      @frankcaggiano8282 4 หลายเดือนก่อน +2

      It's all about the money. He doesn't mean "why would players want that", he means "why would we change this new formula that's printing us Yenjamins because of streamer culture?"

    • @ZeldaStrife613
      @ZeldaStrife613 4 หลายเดือนก่อน +1

      @@frankcaggiano8282100%, everything is literally about money. Both things can be true, however. I appreciate your comment.

  • @metalfaceirl
    @metalfaceirl 4 หลายเดือนก่อน +1

    your point about changing seasons is why i personally think that a great idea would be to remake the oracle games (rod of seasons mechanic, and you cant have seasons without ages released too) in something similar to the links awakening remake style, then take what we learned from the interesting and honestly kind of forgotten mechanics of those two games and apply it to another new game

  • @dragonking9388
    @dragonking9388 4 หลายเดือนก่อน +2

    Since we know according to the interview that hyrule was destroyed and rauru founded a new hyrule. Wouldn’t a game be set in the time where that game was destroted be cool?

  • @Dimipim1
    @Dimipim1 4 หลายเดือนก่อน +3

    I agree with most of the things that you said
    I would add that recently I've played Skiward Sord and I realy like how it handled weapons upgrades with the smith and potions upgrades. I think implementing this to the Wild's formula you can have a mix of "this weapon breaks, but is still in your inventory and you can fix it or upgrade it so it won't break as often".
    I wished also that the epic hero weapons that you get after the divine beasts would be like the Master Sword like, they're all magic of some sorts and need to regenerate and stuff but are a real reward post big dungeon.
    When I played ToTK I purposefully avoided getting the paraglider and I think that made me be much more cautious and that I had to think much harder about where and how I was going to places... I don't know what to propose thinking of this but I think we should reduce the amount of stamina in the next game. you don't need to REMOVE climbing, just make it more hard and complex. An actual thing that is complex and you can upgrade with items like the hookshot (oh, how I miss it).

  • @megarotom1590
    @megarotom1590 4 หลายเดือนก่อน +5

    I SO AGREE ON THE CLIMBING THING. I feel like it doesn't really add much of value aside from just tedium and makes it harder to design mechanics that allow you height. I mean the hookshot is practically a zelda staple but it can't exist in TotK & BotW for the most part cause... you can just climb the walls anyways

    • @michaellane5381
      @michaellane5381 4 หลายเดือนก่อน

      It could still work... They just need to add a unique fuse slot like the MS.

    • @megarotom1590
      @megarotom1590 4 หลายเดือนก่อน

      @@michaellane5381 the issue is just that there's no reason for it... like I mean it'd be convenient which I suppose would be helpful in of itself but it'd still not have the same world opening ability if the world is... already open
      which I think highlights the issue of open world zelda games to begin with. Part of the appeal of Zelda is the world opening up the more you play with all the dungeon items. How do you make the world open up more as you progress if there's no progress and the world is already open

    • @michaellane5381
      @michaellane5381 4 หลายเดือนก่อน

      @@megarotom1590 I feel like that is pretending Zelda is a Metroidvania series though... It operated similarly for a long time, but there are ways around that. The real problem lies in incentivising the final boss be possible from the jump.
      Just look at Mineru, you can start her quest anytime but you cannot just enter the Spirit temple interior, the upper rift, ECT. Until you find her mask, which is really hard to find if you haven't opened the storm, and still impossible if you don't have the hearts.
      "Open world" is not the problem, the problem is "empty objectives" we don't have reasons to go everywhere, just find the princess and defeat Ganon.
      Realistically we could have defended or retaken far more villages than just our favorite vacation spot and Gerudo town, we never even get a chance to rebuild Castletown fortifications or the mysterious noises heard there we can assume to be the monsters in the wells. We rebuild 1 town and the same cart 4 or 5 times but generally don't have any actual goals other than 2 you can't check off and the 4 optional regionals, we need a few hard objectives between in future titles that make it obvious that we don't have just 1 problem to solve in our open world.
      They can do it, it isn't hard to code multiple "endings" into the game, just another cutscene, or actual event triggers.

    • @megarotom1590
      @megarotom1590 4 หลายเดือนก่อน

      @@michaellane5381 yah I kinda agree. I do think Zelda's identity is SOMEWHAT linked to metroidvania style progression but yah I also agree that the issue is definitely in the hollow objectives. The main objectives feel like side objectives cause they aren't mandatory and the side objectives feel like time wasters cause they have no substance to them, it's usually just hand them resources or do some menial task and get some minimal reward. long past are the days where you can do a long quest chain to get a better sword or collecting every mask to get the ultimate boss killer. Majora's Mask My Beloved

    • @michaellane5381
      @michaellane5381 4 หลายเดือนก่อน

      @@megarotom1590 there is a reason I mentioned the Metroidvania similarities... Super Metroid is one of the highest rated amongst fans and yet the upgrades are often unnecessary and the game is closest to the "Open world" formula... Which tells me both properties can make the jump they just need to keep the objective on game design and not strictly making an open world for the hell of it or letting story slide.

  • @hylianflower9681
    @hylianflower9681 2 หลายเดือนก่อน +2

    Me being angry about totk will never fade.... only good thing was new link outfits

  • @TommySkywalker11
    @TommySkywalker11 4 หลายเดือนก่อน +1

    For traversal they should repeat what they did in XCX
    The game starts out with you unable to scale everything, having to use only ground paths, but as you progress you unlock means of climbing and flying, it would be easy to implement that with the clawshot being usable on any surface outside of dungeons, and then double clawshot for unlimited climbing
    For food the current system of finding ingredients functions the same as finding hearts, but they should limit it to only a few meal slots that can increase

  • @ThrowingCrunchy
    @ThrowingCrunchy 4 หลายเดือนก่อน +3

    I'm with you on every point in this vid, but #19 especially! I play a lot of Guild Wars 2 and my absolute favorite thing about exploring the world is the variety of mounts. Each type of mount moves and handles differently with different navigational specialties. It would be very fitting to see that kind of expansion in the mount options in future LoZ games. I'd also like to see more emphasis on cooking food for your mounts! It was neat that you can feed your horse to bond faster and increase endurance. But why not any of the other buffs that link can get? What if different mounts have taste preferences to give them more character? What if over filling your mount's apatite makes them more lethargic and less responsive, like they've got the itis?

  • @Gigi4u
    @Gigi4u 4 หลายเดือนก่อน +3

    If they hypothetically add a repair system they could add a new iron ore drop that instead of fusing to your weapon just restores part of its durability same could work with wood bundles. And if you have enough iron or wood you could fully restore the weapons durability stat. Of course if you use iron to reinforce your weapon it will take less iron to fully restore a weapon when trying to do the same thing with wood bundles.

  • @MaryCumbersnatch
    @MaryCumbersnatch 4 หลายเดือนก่อน +1

    There's been several times when it wasn't Hyrule: Koholint Island, Termina, New Hyrule, the open sea...

  • @idiotsplayinggames4752
    @idiotsplayinggames4752 4 หลายเดือนก่อน +1

    I agree a lot with what you said, but there are some changes I'd make. For example, weapons. Scrap the whole find new weapons that break thing. Instead, give Link (over the course of the game) a limited arsenal of weapons, such as a great sword, a spear, a whip, a straight sword with a shield. But give them something that makes them special, like in Blasphemous 2, each weapon can do something different. Give them secret techniques that you can learn, like in Twilight princess, so that Link's moveset isn't the exact same four swings, and instead make him more of that master warrior that we expect him to be. Give it an upgrade system like in Skyward sword, so that the weapons do extra damage, look cooler, and maybe gain an extra ability, so that it incentives exploration, since now you find materials instead of weapons. At the end you still find the master sword and it replaces the Straight sword you had previously, but make it unique like the other weapons, without making them obsolete either. For example, the Master sword is the legendary blade of Evils Bane, make it so that if there's any malice or gloom or whatever that makes an area impassable, the mastersword can destroy the evil. Make it so that when there's a storm, the mastersword attracts lightning and reflects it! Like in Skyward Sword! But also allow for the mastersword to be upgraded, like in A link between worlds. Don't be afraid of restricting where a player can go! Make it so that certain areas can only be reached or fully explored when the player gains a certain item/spell/weapon, so that they have to be like "shit I can't go there, guess I'll have to come back later". Companions! Maybe give a choice or make it be only one, Zelda. Zelda is possibly the most important character in the series, yet we barely get to do much with her. The best version of Zelda is Spirit Tracks Zelda (fight me!) Because she's a companion and actually has a personality! Maybe give her an actual purpose outside of what companions usually do (exposition or hints) maybe she fights? Uses a rapier or a bow or both? Maybe that Triforce of wisdom comes in handy and she's the one to use magic? She can heal Link, set enemies aflame, or create a protective barrier, or give short range teleportation, Maybe even summon? (Basically Atreus from God of War, and the Zelda from a Hero's dream fanfiction, which is really good by the way, would recommend). Finally, since exploration now no longer rewards with weapons but materials, maybe do something more as well? Like as mentioned in the video heart pieces or stamina pieces, but also the aforementioned special techniques, but also different equipment like mount equipment or clothes, or expansion to inventory space, along with bottles or maybe optional dungeons. More side quests, maybe items that grant perks like rings similar to Blasphemous 2's statuettes (what, it's a good game!) More spells to find, items/abilities that are optional but can be helpful. And finally, if you're going to tie it to the old games, respect the lore that has been established. Totk pissed me off when Ganon broke the Mastersword because he had a special stone. You're kidding me right? A full triforce Ganon couldn't break it, and this stone allows him to? You're telling me that this stone is stronger than the full triforce? Right whatever. And none of that Rauru, goat with abs was the first king of Hyrule shit, what the fuck happened to the events of Skyward Sword? Also, no shit like finding the goddess sword, or the dusk bow unless it's an amiibo, seriously that breaks the lore so bad, Zelda games have never been lore masterpieces like souls games, but there's still stuff there that should be respected. Anyway, that's just my two cents on this video, and the improvements to the next Zelda game.