Tempy wrote:Surely Exploring a broken Hyrule to see what's changed is as exciting as uncovering it the first time? Except now you've got the previous context to add to it?
Paul the sparky wrote:There has to be a time travel theme going from the music, right? It'd be cool to see Hyrule Castle in its pomp.
equinox_code wrote:I didn’t realize people actually liked the piss dungeons in anything
Tempy wrote:I'm talking about your comment in the context of people elsewhere online who seem to feel like developers owe them the absolute earth, and have made similar comments about this potential sequel being "just DLC" as if they have any conception of the work that goes into games.
I’m interpreting that more as an unsettling inversion of the familiar. Where in BotW we saw Ganon’s dark power creeping through the environment like ivy or tentacles, it is now back in force, an alternate location woven through the fabric of the Hyrule we can recognise. Imagine if it was even a Soul Reaver approach...Paul the sparky wrote:There has to be a time travel theme going from the music, right? It'd be cool to see Hyrule Castle in its pomp.
I realise I’m not at all knowledgeable about the franchise and how previous sequels have worked. My understanding, though, is that each instance of Zelda is a bit of history repeating. The story not always the same, but the constituent parts playing out their roles in thematically, aesthetically different settings. That being the case, does it not make sense that this, a direct sequel to a telling very much enshrined in its location, is set in some altered version of that same setting?Moot_Geeza wrote:Breath of the Wild was built from scratch, it's not inconceivable that a sequel could be too in terms of possible/not possible captain - theoretically speaking.
This is a good idea. Something along those lines anyway. Botw was a bit too open. If you can go almost anywhere at anytime, the game doesn’t know how far along you are. You don’t get the same level of progressing challenge if something is designed to be completed first or last or anywhere in between. It made some parts fall a bit flat for me (like the divine beasts). The traditional mix of over world and gated dungeons gets round that. So I don’t really care how it happens but I’d like something more structured.retroking1981 wrote:Maybe they could do them but have the weapons disintegrate in sun light or breaking killing the boss. Something silly along those lines anyway. It would stop things like the hookshot breaking the outside world.
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