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Dungeons
The dungeons in Wind Waker were easy, to be honest the whole game was pretty easy. Then there's Majora's Mask that had far too few dungeons to complete but they were much harder than Wind Waker's. The dungeons in OoT seemed to be the right level of difficulty and there was a good number of them so sticking to a similar style would seem a sensible option. Saying that, the Spirit Temple seemed easier than some of its predecessors so I would encourage Nintendo to make sure that the difficulty level raises at a steady rate without dropping along the way.
Items
I'm hoping for a big inventory. There have been loads of great items throughout Link's history with some of the highlights being the hookshot, the boomerang, and the lens of truth.
I also think that the idea from OoT with the different tunics and boots can be re-used possibly with different designs, e.g. magnetic boots that allow link to walk along metal walls and rooves to dodge lava covered floors, etc.
The masks from Majora's Mask could be hard to put into the game but there's no reason why their can't be a small side quest involving them, e.g. fall down a hole where a deku scrub gives you a deku scrub mask to complete an obstacle course with and then win a heart piece at the end before returning the mask.
Epona
Ok, so it's already been confirmed that Epona will be in the new game but it's such a good thing that I have to include it. The boat idea for Wind Waker was crap. Epona rules.
The End?
Why do the Zelda games refuse to let you save after defeating the final boss? It's stupid, I think that once you beat the game you should still be able to wander through Hyrule (or where ever it's set) and have some things to do. For example, after completing the game the bosses from the temples should respawn back in the temples so you can go back and fight them again as often as you want. Also, a few mini games could open up like an extra shooting range or a special horse racing circuit which could also include multi player. You should be able to go back and talk to the villagers and have them congratulate you. There could even be a special super item that you get like a hookshot that attaches itself to anything giving you the opportunity to fully explore the world once you've completed the game.
Golden Skullatas
I am praying that these do not return, I can't see how anybody could have found all of them in OoT.
Heart Pieces
These are a good idea for increasing your life meter but some of them are stupidly well hidden. I think that there should be some more clues to get them so you find them through logic rather than stumbling across them by chance.
Bosses
These should be tougher. The early bosses have always been at a sensible level of difficulty but later booses don't seem to increase much in difficulty. I'm not asking for anything as hard as Ultra Mega Mega Man in South Park or even King K. Rool in DK64 but something pretty tough harder than some previous Zelda bosses.
I can't think of anything else at the moment but I'm sure there are plenty of obvious points I've missed. So, what are your ideas?
> The ending of WW did suck, the boss was easy, but it's the ending
> seqence afterwards that sucked more.
I liked it. Especially when the King withdraws his hand from Link, was a nice moment. And as WS said, for a Zelda ending it was great.
If you want a really great ending though just play Skies again. Although everytime I'm left feeling Moegi can do so much better than that poof Enrique.
The ending wasn't nearly as celebratory as Ocarina of Time's or Majora's Mask. The credits were far better in those games.
Seeing the postman retun to duty, coming over that hill in MM, was great.
It also had the most developed story, perhaps along with Link's Awakening.
Very few.
Normality is one of the few games that I've been totally happy with the ending. That's old though and I doubt many people played that little gem.
> The ending of WW did suck, the boss was easy, but it's the ending
> seqence afterwards that sucked more.
That's what I was trying to say. After playing through a game and completing it you expcet to have some sort of reward and when you're given an ending sequence like the one in Wind Waker you have to be disappointed.
> Fair enough.
>
> But back to the original topic, I think that a high quality end of
> game video is a very important feature. In games like Zelda, the
> story line is very important so I expect the story to have an
> exciting finish shown in the video but the end to Wind Waker felt
> very anti-climaxic so I want a proper ending for this game.
I wouldn't go as far as to say that it was anti-climaxic, but it should have been harder. Fighting Puppet Ganon prior to Ganondorf was a much harder battle and it should have been the other way around.