10 Things You Might Have Missed About The New Zelda Reveal

Time for some trailer analysis! While we didn't get to see too much of the new Zelda, the short footage we saw was still jam-packed with small stuff that was easy to miss. I mean, let's be real, most of us were busy thinking about how amazing the grass looks now and such.

Thankfully, GameXplain has gone ahead and picked out all sorts of details from the trailer, including:

  • How time of day/day cycles might work
  • Small details in the initial footage, like villagers/villages, goat herders, pillars, windmill weather vanes, lookout points, lakes, forests (and what they might contain)
  • How we might've already seen our first temple and Hyrule castle itself in the distance, as well as Death Mountain
  • How it seems like there are destructible environments
  • What we can learn about the big monster that attacks Link
  • Inevitably, there's stuff here about how Link might be a girl, or at the very least not Link at all.
  • What the footage potentially tells us about Link's origin in this game
  • How you might have special horse moves, and how the horse might carry inventory
  • What we can tell about this world's seemingly futuristic tech
  • How the game seems like it takes some inspiration from Princess Mononoke (!) - so they theorize that perhaps Link also end up exiled and cutting off his ponytail.

The last point is obviously blatant speculating but they make a pretty good case for it. If nothing else, I'm certainly impressed by all the things they pick up on here. Eagle eyes!

Zelda Wii U - Trailer Analysis (Secrets & Hidden Details) [GameXplain]


Comments

    Or that this may have been a rushed tech demo for E3.
    It was a pretty to look at, but felt bland for a Zelda game reveal (remember Wind Waker and Twilights reveal??).

    Last edited 14/06/14 11:49 am

      It was definitely minimal but what we saw was.. unexpected.

      I kinda feel like Zelda in General makes people bust a nut no matter what gets shown. I mean, they said they are going open world, and every Zelda game I've played is open world, and people starting shedding tears ...

      But it looked damn pretty! Can't deny that!

        Zelda games aren't open world. You're restricted to where you can go either by some lack of item or some arbitrary barrier that disappears later on. Open World means you can go anywhere at any time.

          By that definition, neither GTA or Skyrim are open world.

          In my opinion, Zelda games have been open world. Unless you consider previous Zelda games to be linear?

          Last edited 14/06/14 1:14 pm

            The first Zelda game was the most open world Zelda we've ever seen. ALTTP and ALBW were much less linear games, and OoT also had a little less linearity (though there is still the standard order that is typically used in approaching the dungeons in the adult section) but ultimately every other Zelda game has been linear. You can explore a bit, perhaps, but everything must be done in order and most of the world is locked off to you until you do some of those things.

              So you have to do the missions in a certain order, just like other non open world games like GTA and Skyrim

                There's a story to progress through in those games (GTA, Skyrim, etc.), but generally very little of the map was kept inaccessible at any given time. Contrast this with Majora's Mask; you can't get out of the town and to the swamp until you have a sword; you can't get to the mountain unless you have the bow (found in the swamp's dungeon); you can't get to the ocean unless you have the horse (which required getting to the ranch early enough, which required doing a bunch of stuff at the mountain); you can't get to parts of the canyon unless you have certain things from the ocean (such as the ice arrows).
                Getting to entire sections of the map required completing, or near completing the previous section; that's not open world. Most other Zelda games were the same, although the exact methods for restricting an area differed.

                Last edited 14/06/14 5:24 pm

                  I never played Majora's Mask, but every other Zelda game I played seemed pretty opened world to me.

                  But if you're saying that having to complete certain objectives to unlock sections of the map makes it not an open world then I maintain my argument. In GTA you have to complete certain objectives in order to lower the bridges to access the entire map. In Skyrim you can't enter Whiterun until you've advanced the story to a certain point, and you need to learn a particular dragon shout to pass a barrier to access the top of the mountain. You can't access dungeons until you progress the story or gain an ability. I could keep going.

                  The point is, games like A Link to the Past were open world. I remember wandering all over, visiting villages, collecting stuff, completing quests at my discretion. How is that not open world? Zelda has definitely been open world. I can see how try can say they're opening up the world more in the next Zelda game, but to act like the previous games somehow weren't open world is a bit of a stretch in logic.

                  @shadow
                  Most of the GTA games are not so restrictive; I think 3 was and possibly 4, but other than that you had a free run of most of the map at any given time iirc (except in some missions in some games). You can walk, drive, fly or swim from one end of the map to the other from very early in most of the games (exact methods of transport are game dependent).
                  As for Skyrim, you're talking about not being able to access a single city in a large map and other small areas; compare this to not being able to access the majority of the game world in the earlyish parts of the game in Zelda II, Majora's Mask and Twilight Princess (as the more egregious examples I've played). And that's not counting dungeons in Zelda because I treat those as equivalent to story missions and therefore restricted to when the player is up to that part of the story, so that's no different.

                  Zelda games are generally more open world than, for example, CoD, but more closed than most games described as open world or sandbox.

                  Gee, this is really confusing. The concepts, properties and definition seem to keep changing. So, why don't you give me your definition of what an open world video game is?

                  @shadow
                  I consider a game to be open world if the majority of the time the player is not in a mission/dungeon, they are able to access the majority of the map without progressing the story (assuming there is a story). In games without a mission or dungeon structure, then they are still able to access the majority of the map at almost any given time.
                  By this definition, (most) Zelda and Metroid games are not open world because significant portions of the world are inaccessible until either a specific item is obtained or an arbitrary point in the story is reached.

                  Huh, well it seems I was wrong. I assumed Red Dead Redemption was open world. But with half of the map, Mexico, being locked off till after the second half of the game it isn't so. I suppose Assassin's Creed and Farcry 3 aren't open world either for that same reason. Both have large sections locked off until you advance the story.

                  You should contact Giant Bomb and Wikipedia because they both list A Link to the Past as an open world game (giant bomb's definition of open world uses a screenshot of ALTTP as its thumbnail).

                  It turns out we were all wrong, everything we thought we knew about the open world genre was more or less wrong. You need to get out there and start reeducation the world, quick.

                  @shadow
                  As usefully condescending as that was, perhaps you could give your definition of open world?

                  It's actually technically impossible to define. You could, at the most technical level, argue that Mario Bros in an open world game by allowing you to walk over or under an obstacle. But the most concise definition of an open world game is simply a game that takes place in an open world.

                  The tightest limitations I would place on the definition of open world would be that it's a game that, by intent, allows you to visit a number of functional locations at your pleasure.

                  And that's about as restrictive as you can get without disqualifying any number of huge open world games from being included in the genre.

            Open world to me also says minimal loading screens, a lot of Zelda games have loading: go thru door, load, go thru cave entrance, load. Open world is wherw you can also go from one end to the other. You can do that in Skyrim, Zelda games typically had some special condition required to open a whole map area.

              So Red Dead Redemption doesn't allow you access to the whole world straight away, nor does Assassin's Creed. And Skyrim is full of loading screens every time you want to go into a dungeon, city, house etc, or like you said "go through door, load, go through cave entrance, load" ... that's pretty much Skyrim.

                eh I guess I haven't played Skyrim in a while so I've kinda forgotten that.
                With regards to loading, Zelda has had a lot more loading screens compared to the games you've mentioned. When an area loads in Skyrim or Red Dead, you can still go very far in that area.
                Zelda games have been mostly "compartmentalised".
                For a Zelda game, having minimal to almost no loading screens will be a first.

      A drastic improvement from Skyward Swords though. Twilight Princess's reveal was legendary.

        Pity the game was the worst Zelda ever.

          Hmm, I still thought it turned out to be a much better game than Twilight Princess.

            Actually, I stand corrected. It was a lot better than Twilight Princess.

    I've got my fingers crossed that Link is Zelda incognito.

    Judging by the ruins and the design of the monster I'm surprised they didn't really talk about the idea some kind of ancient civilization/technology that has awoken . The monster looks to me like it might just be a dome stuck in the landscape until it wakes up, its legs pop out and its head pops up.

    Skyward Sword never held my attention enough to finish it but wasn't it that game that had the little robots in the mining colony somewhere near the beginning?

    im disappointed they didnt note that its most likely new hyrule found by tetra and link due to the futuristic looking weapons or the fact that links clothes (his shirt reminds me of windwakers hero's pjs though) are obviously gerudo inspired with his bracers lifted straight from gannondorf even the cloak shares similaritys with 'dorfs design

    How the game seems like it takes some inspiration from Princess Mononoke (!) – so they theorize that perhaps Link also end up exiled and cutting off his ponytail.
    Haha, I like this one :)

    Loved the mononoke feel of the E3 preview.

    Good job on this one Patricia. Listing the content of a video is what everyone has been asking for a long time. Cheers.

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