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Old 10-09-2011, 12:28 PM   #1
 
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Crafting Items in Zelda:Skyward Sword:TGiaS (and also more new info)

Apparently this isn't being reported as heavily as, you know, the near 1:1 sword-fighting experience they're claiming the game provides, but the new Zelda game does involve crafting elements.

There has also been the suggestion that you can determine what you have and is equipped, which means you might be able to, you know, stuff up and perhaps seriously underprepare yourself for a Zelda game for the first time since Zelda II.

That means much more depth than we've been getting in our Zeldas as of late, or at least to the amount of depth of equipment selection as the rings system provided in the Oracle games.
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Old 10-09-2011, 12:41 PM   #2
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ice bomb arrows

bombclaw explosive delivery system

bomberang

a spinner that can bomb jump

LETS GO

(i approve)
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Old 10-09-2011, 05:12 PM   #3
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I sure hope this is true. More depth would be great.

Got any sources, AI?
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Old 10-09-2011, 05:21 PM   #4
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Click to view video.


This video shows how the upgrade system will work.
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Old 10-09-2011, 05:31 PM   #5
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This is looking pretty sweet. I wonder if it's just a linear upgrade system, or if there are branches you can take.
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Old 10-09-2011, 06:39 PM   #6
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^SD3 style!

That video is cool. I'm really liking the sound of this.
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Old 10-10-2011, 02:56 AM   #7
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Wait, your shield has durability?
Argh more grinding for rupees
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Old 10-10-2011, 03:17 AM   #8
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I wonder if this system will make it possible to craft a mirror shield, or if the game will still treat that like a dungeon item (assuming that the shield is in the game of course).
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Old 10-10-2011, 01:21 PM   #9
 
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The mirror shield makes more sense as a dungeon item. Its use lies in its puzzle-solving capabilities, not in its strength. Just like the longshot; it's not a better weapon. It's a better tool for dungeons. Buying or making one would just defeat the purpose of the water temple.

Now if you're talking about redoing the entire style of the game in a way such that the dungeons don't rely on these items and puzzles associated with them, that's redoing the entire modern Zelda formula to an extreme degree I doubt we'll be seeing here.

In other news I am really excited about the possibilities of item forging :{D
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Old 10-10-2011, 01:40 PM   #10
 
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Upgrade system: Cool.
Crib-side music-box-sounding item-get noise: Not cool.
Quote:
Nobody knows why it's this shape.
It's a secret to everybody.

And remember, "I'm-a Luigi, number one!"
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Old 10-10-2011, 01:55 PM   #11
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Quote:
Originally Posted by CuccoLady View Post
Now if you're talking about redoing the entire style of the game in a way such that the dungeons don't rely on these items and puzzles associated with them, that's redoing the entire modern Zelda formula to an extreme degree I doubt we'll be seeing here.
The NES Zeldas didn't rely too heavily on item use in dungeons
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Old 10-10-2011, 01:58 PM   #12
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Quote:
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The NES Zeldas didn't rely too heavily on item use in dungeons
wat
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Old 10-10-2011, 03:02 PM   #13
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Okay so they did but I wanted to sound smart

Probably should have said "More combat oriented"
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Old 10-10-2011, 03:50 PM   #14
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The NES Zeldas still required you to get items in order to progress. In fact, since the games weren't driven by plot events and cutscenes, the items were even more important to your progression through the game.
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Old 10-10-2011, 04:42 PM   #15
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Idk, maybe I'm just overlooking the importance items had compared to the later games.
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Old 10-11-2011, 01:40 AM   #16
 
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And what exactly would you do without the *ladder *raft *bow, Loot?

Quote:
Originally Posted by CuccoLady View Post
The mirror shield makes more sense as a dungeon item. Its use lies in its puzzle-solving capabilities, not in its strength. Just like the longshot; it's not a better weapon. It's a better tool for dungeons. Buying or making one would just defeat the purpose of the water temple.

Now if you're talking about redoing the entire style of the game in a way such that the dungeons don't rely on these items and puzzles associated with them, that's redoing the entire modern Zelda formula to an extreme degree I doubt we'll be seeing here.

In other news I am really excited about the possibilities of item forging :{D
What Loot was trying to say is that the items in LoZ (there were none in Zelda II, Loot) weren't obtained exclusively during dungeons, and were often still much more useful (magic key, etc) than your standard stuff since OoT. Instead, it was pretty clear that your ultimate, important goal was to retrieve the Triforce fragments, and that the focus wasn't exclusively on inventory expansion but negotiating combat.

Last edited by Cosmonautical; 10-11-2011 at 01:40 AM. Reason: Automerged Doublepost
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Old 10-11-2011, 02:34 AM   #17
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Okay, so they're required but I wouldn't go as far as to say they're more important. I only recall needing the bow to kill Ganon, the whistle for one boss, and bombs for the Dodongo. Items like the boomerang, wand, potions, rings, and bracelet in themself aren't really important(If I recall) but the lack of multiple of said items does make the difficulty curve exponentially.

Ugh, I thought I posted this during lunch?
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Old 10-11-2011, 03:25 AM   #18
 
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^^ That's what I was trying to say in my post-- that working the Mirror Shield in any way other than a dungeon item requires revamping the current Zelda formula, which is something I'm not sure we can expect from this game.

By all means, though, surprise me. I'd love a game with oldschool exploration elements combined with the newer focus on character and plot. A good mix of the two could yield unbelievably epic results.
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Old 10-14-2011, 01:43 PM   #19
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New Zelda: Skyward Sword Details Emerge - Wii News at IGN

New races and places revealed. FUN FUN ISLAND YSE
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Old 10-14-2011, 02:49 PM   #20
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Quote:
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And what exactly would you do without the *ladder *raft *bow, Loot?
I'd climb mountains with my bear hands, ford rivers with my bear feet, and kill enemies with my fists of fury of course
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