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Nintendo Switch

[Hilo Oficial] The Legend of Zelda: Breath of the Wild

Abierto por ReisendeR el 13 de junio de 2014 · 2.679 mensajes · 264.345 visitas · ★★★★★

#231
Que piense que un Zelda me parezca mas un juego de puzles que de combates no quiere decir que no me parecuera bien darle un toque algo mas Dark Siders.

Yo tengo la sensación que este zelda pendrá mucha mas acción en el transcurso de ir de un sitio a otro. A mi me gustaria que todo el mapa fuera una mazmorra en si.
#232
Konohamaru escribió:
Que piense que un Zelda me parezca mas un juego de puzles que de combates no quiere decir que no me parecuera bien darle un toque algo mas Dark Siders.

Yo tengo la sensación que este zelda pendrá mucha mas acción en el transcurso de ir de un sitio a otro. A mi me gustaria que todo el mapa fuera una mazmorra en si.

Yo tengo claro que nada de combos en Zelda, rompe completamente con su concepto, me basta con mayor IA y mayor número de enemigos, además de mayor variedad para derrotarlos.

Y lo del mundo-mazmorra ya se ha hecho. Especialmente en dos juegos: OoA y SS.
En SS cada vez que visitas una de las tres zonas es una mazmorra abierta, claro que no es un mundo continuo, pero la idea de mundo-mazmorra es constante.
#234
Estaría guay aprender técnicas de espada en plan Twilight Princess y Minish Cap. Siempre que todas sean útiles, porque en TP aparte del tajo trasero y el ataque escudo no usé ninguna con frecuencia.
1 me gusta
#235
Rumores del nuevo Zelda de Wii U filtrados por un supuesto empleado de Nintendo.
Los publican los de Zelda Informer, famosos por tragarse todos los "fakes" habidos y por haber, así que no lew daría mucha credibilidad. Pero bueno, siempre es entretenido leer estas cosas:

Rumor: Tons of Information from a Recent Zelda U Build
Regarding the new Zelda: development has actually only been for a relatively short amount of time. The planning stages of course have been going on since Skyward Sword went gold, however actual technical implementation has only been going on for the last 20 months. What you have seen in the E3 reveal is more or less the bulk of what had been actually developed at that time; but the developer tools EAD have developed this time are very robust and streamlined. They allow for very rapid development compared to previous iterations. EAD is always very good at implementing changes relatively quickly, but the turnaround for the content we have been seeing thus far is without a doubt the fastest I have ever seen, and I've been here almost 10 years now.

The reason Wind Waker HD saw release is because EAD wanted to test the new lighting and shaders that are being utilized in the new iteration. These effects were actually the first ones developed for the new Zelda, and were completed before any actual assets had left the conceptual stage. Wind Waker was chosen to showcase them because they were easy to implement and didn't require a lot of effort from EAD to re-release compared to other entries that would be much more strenuous (keep in mind, this aspect is conjecture on my part based on the correspondence we received from Japan).

Over the last 10 or so months, we've seen a huge shift in direction in terms of focuses of the development. The (admittedly sparse) amount of content we've seen has become noticeably more open and exploratory in nature from the initial build that we saw. Keep in mind this is second hand, but a good friend of mine that works in the Kyoto office informed me that for a short time there was a huge argument in EAD between Tezuka and Aonuma on what direction should be pursued for the new Zelda. The argument seems to be over, though, because while the first build we received was very straight-forward, the two we've had since have allowed for an impressive amount of exploration, even if the map is still very sparse. There is very little collision implemented in Hyrule Field yet which makes exploring in-game impossible. However in debug mode, we are capable of looking around at much of it.

The plot is almost non-existent in-game at this point. The only cutscene that has been implemented in the game thus far is the one in the E3 presentation, and that won't even be included in the final product, I'd expect. The only thing we have pertaining to plot is a short blurb outlining the basic structure. And even then, this tends to change significantly over the course of development; plot is always the last thing that gets considered in the actual dev cycle and nothing is set in stone until the game is otherwise feature-complete. The blurb states that Ganondorf is not the main focus this time, but instead takes after Zelda II a bit and is actually a villain named Larenu and his followers who are attempting to revive him. Something else of note is that instead of the usual farmboy Link saves Princess Zelda scenario, in this case Link and Zelda are actually brother and sister in a small village with a Shiekah protector who has acted like a parent. They are both royalty who have been exiled their whole lives, and are only made aware of this at the beginning of the game. A possibly familial relationship between Link, Zelda and Larenu is implied, but what that may be is not made clear.

The call to action is that ancient machinery that has lay dormant for centuries are coming back to life and causing problems in Hyrule. In the case of Link and Zelda's village, a system that has kept the river that runs through it clean and the crops growing has become unruly making the water undrinkable and the crops weaken.

Gameplay-wise, the game plays like a traditional Zelda game in a lot of aspects. You move with the left thumbstick, Z-target with the left trigger, attack with Y, roll with X, etc. The camera can at this point be controlled by the right thumbstick or gyroscopic controls. You switch weapons via the touch screen. What is interesting is that the sword is no longer a default item that is always set. Instead of Sword and 3 side items, you now have one item slot, but that item can be switched at any time, even while in combat. That is because there is a new combo system.

Currently the only weapons that can be switched between in this build is the sword and the bow (regular bow, the mechanical bow from the E3 demonstration is not as of the latest playable build). Each hit you score on an enemy fills what we're currently calling the "momentum" bar. Switching between weapons in good flow during combat causes the bar to fill more quickly than just using a single weapon. When filled, you can activate it with the touch screen, which slows down time, and switches the input of the weapon currently equipped. For instance, slowing down time with the sword allows you to input precise and exact sword slices with the touch-pad, not unlike how Skyward Sword operated with 1:1 sword controls. With the bow during slow-time, you can mark individual enemies (or individual locations on enemies) with the touch pad very similarly to how the boomerang has operated in previous Zelda games. When slow-time is released, Link will fire multiple arrows concurrently with increased power. Not all enemies will require slow-time to defeat. Enemies in this build were bokoblins with no defensive abilities, and some really incomplete-looking Darknuts with a shield that requires more strategy and good use of the momentum bar to dispatch.

A few other things of note are that npc's in Link and Zelda's village have made references to things that may be promising in future builds. One mentioned other villages, plural, possibly indicating there will be more than one primary town area. A blacksmith character makes references to things that sound like a crafting system, but the system has not been implemented in this most recent build. Talking to Zelda makes it sound like it's possible she follows you around in-game as an npc character, like Ico or similar games. But that's only my assumption based on the dialogue. It could also possibly be a reference to co-op, as the build recognizes a second controller (Wii controller) when it's connected, but doing so causes the build to crash almost immediately.

Based on how far along the most recent build was compared to the one previous, I would say EAD are preparing a press build in the next coming months, but they generally don't reveal time-tables until the month before we are expected to execute them. But there will be footage of the next Zelda in the upcoming Nintendo Direct that will show off the village area (there are specific npc's with completed dialogue) the combo system, and climbing the waterfall to the first dungeon (that does not exist in this build).

Do what you wish with this information, I only ask that my identity be kept anonymous for legal and professional purposes. I will reveal more content of future builds if I am around to see them, but the only reason I am taking this risk now is because I am planning to leave Nintendo in the coming months to pursue other opportunities.
#236
ZeldaInformer no es que se "traguen" todos los fakes, si no que publican todo lo relacionado con Zelda que se encuentran. De hecho en la propia noticia insisten en que no se tratan más que de rumores y preguntan a los demás que opinan al respecto.

En resumen sobre los rumores:

- El juego ha estado en desarrollo durante poco tiempo, lo que vimos en el E3 es practicamente casi todo lo que tenían por entonces.
- A pesar de eso, el equipo EAD ha adoptado una posición de desarrollo bastante rápida e eficiente, permitiendo un desarrollo muy rápido en comparación con versiones anteriores.
- WWHD se hizo para poner a prueba los nuevos efectos de iluminación y sombras que se implementarían en el nuevo Zelda.
- No hay una trama todavía muy definida, la única escena existente es la del E3 y ni si quiera se sabe si se implementará en el producto final.
- Ganondorf no será el foco principal del juego, se ambientará después de Zelda II y el villano se llamará Larenu.
- Link y Zelda son hermanos, representan la imagen de algo (?), no entiendo muy bien lo que dice.
- Posible enlace familiar también con Larenu.
- El estilo de control será el clásico de toda la vida. Habrá un sistema de combos. Pantalla táctil para cambiar los objetos.
- Posible Direct en el futuro dónde enseñarán imagenes de fuera de la zona del pueblo principal, diálogos con un personaje NPC, el sistema de combos, y la subida de una cascada de la primera mazmorra.

El resto, es mucho lio que me cuesta entender, pero casi irrevelante xD Quién se maneje mejor con el inglés que lo traduzca si quiere xD

Todo esto es información que se envió en una carta el 31 de Julio, hace dos meses, así que podrían haber cambiado muchas cosas, o estar mucho más avanzado el proyecto.

Como prueba, el filtrador envió también una imagen de su tarjeta de empleado, con la condición de que se protegiera su privacidad:



Creo, si mal no entiendo la noticia, que el filtrador es el mismo ex-empleado de Nintendo que filtró toda la información del SSB, que al final resultó ser cierta.
#237
A priori el rumor parece bastante coherente y verosímil. Si es verdad que se trata del filtrador de Smash, aún más fácil de creer es. Bueno, ya se verá con el tiempo.
#238
Yo lo he entendido todo pero ahora no tengo tiempo para traducir todo el texto.

Me gusta la idea de un sistema de combos en el que tengas que cambiar activamente de armas y que no todo recaiga en la espada. Luego está lo de la barra de "momentum" para hacer ataque especiales que, si bien me parece una buena idea, espero que no sea demasiado abusiva y se acabe usando constantemente durante el combate.

En general estos rumores tienen bastante base y lo que se explica en ellos es perfectamente aplicable a un juego de Zelda pero, como siempre, sigue siendo un simple rumor y no hay que tomarse estas cosas como nada oficial.
#239
adbane escribió:

Tiene el palito metido en la nariz. Los rumores tienen que ser ciertos.
#240
Quieren proteger su identidad y dejan el código de barras a vista? No me lo creo, esto para mi es un fake... o una filtración interesada.

Hilo del archivo del foro: ya no admite respuestas.

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