How would you even remake it without losing all its magic?
How would you even remake it without losing all its magic?
Simple. Just keep the mana bar in the remake.
There's a rumor the remake is coming.
Gohma is a word play for "Gomen"
Triforce came from a local Shinto shrine one of Nintendo's bosses always went to
The 4 poes in Forest Temple are based on the characters from Louisa M. Alcott's novel Little Women
The Kokiri characters are named after music scales like "do re mi fa so la ti do"
There's no way zoomers would be able to recapture the subtleties of this game, without taking the source material as its own reference, due to lack of media literacy.
We are so fucked.
Hire Capcom
They're probably hiring a Westoid studio to make it. Can you imagine how good this game will sound with Hollywood talent voicing it? Matthew Mercer finally got cast as Ganondorf in Tears of the Kingdom, after all.
You take it as is, add raytracing to it, and add in new quests, items, secret areas and new optional end game dungeons.
Imagine if hackers were working on that.
What's the point of subtleties?
define remake in this context, because i thought it was already remade for 3ds?
like this
post the etika shrine
How would you even remake it without losing all its magic?
It's simple; don't remake it.
kys.
Make sure that the magic bar is always full
I would go for the MAXIMALIST approach.
Completely overhauled combat; actual depth and difficulty instead of crouch spam and OP items
Way bigger environment, expanded cities, denser populations, more neutral animals in the world
Dating sim side quests
No attention cameras, no hand-holding. Navi gives useless joke advice
Built in randomizer option because why not
Wow! This is what Zelda will look like in 2014!
Idk, but 2d zelda never had a bad remake
What if there were three niggas who created the dragon triangles, then fucked off and left, because
I really do not get Zelda's gradual emphasis on completely nonsensical, unnecessary lore additions. The more they continue to introduce magic, timeline and destiny bumfuckery, the less it feels like you're playing a hero, let alone defeating a villain.
In other words: Ocarina of Time can suck my dick and balls.
DINNER
fin
Add more soul by making the graphics worse
What the fuck are you talking about?
he's.... stoic....
all remakes are inherently soulless
copy pasting something that already happened in the past is a creatively bankrupt affair now matter how you spin it
they give depth to something without shoving it in your face all the time so you can enjoy it at your own pace
How do arbitrary references create depth? If I release an album called Violet Rain, am I being subtle? Does my work have depth?
NINTENDO
So Ocarina of Time is inherently soulless, since it's a remake of A Link To The Past?
FPBP
all remakes are inherently soulless
HG/SS and REmake, anon
no joke, my perfect OoT Remake would be this
Give it to FromSoftware
Request they keep the story, and stay faithful to the original dialogue and cinematics
Replace emphasis on clearing enemies in dungeons with puzzles
Otherwise let loose and let them make it Zelda Souls
One of the reasons I became enamoured with Souls was because right away it felt like a Next Gennification of the vibe I remember feeling when playing OoT for the first time. And I always felt like Zelda was slightly diminished by its over-easy combat. And FromSoft can make labyrinthine in-door locations, so if it wasn't for them going full Corposlop lately I would've really liked to see a prime-time FromSoftware develop a Zelda clone.
God no. Bad pick. Ocarina's world needs to feel alive and all Fromsoft can do is empty worlds with NPCs that do nothing but stand still and vend out dialogue. Anon you need to play more games, Fromsoft is not the only dev around who can make half-decent melee combat.
It creates depth in the sense that the developer who made the ghosts, read the novel, felt an aspiration to put an element of that storyline into Ocarina, and it gives the game a sense that the devs wanted it to be bigger and even profound.
They were youngsters developing an early 3D title and in the end the subtext they were thinking of doesn't quite come across, but the reference to the book did actually inform the relationships between the 4 poes, and that's why after killing the other ones, the one that spawns in the central room can be seen crying when you enter it from a distance. That's because it's taken from that novel, because it touched the dev who made this part of the game and he wanted to mimic it.
So as a result, you have a ghost that's sad that its 3 siblings were killed, and further with the inspiration they took it from, we can infer that the ghosts are actually good in spirit, but they've ended up in a situation where they're in Link's away and have become bad due to circumstances.
I think this inspiration->Game idea, format is the way that games have some of their best moments. It's based on something that made the developer feel something so they started aspiring to something slightly deeper than just "4 evil ghosts."
Otherwise the entire game would've just been "Video game the video game" but it isn't because all of them including Miyamoto was thinking of things that made an impression of them, and how they wished to project that onto the Zelda brand, which so far, hadn't been a particularly deep series.
in most cases those are references that you most likely will not spot or recognize as a normal user of the media. look at the zelda ones, the devs most likely just talked about it in an interview 10 years later. i think it gives depth because they are rooted in reality and the makers of the media have feelings and memories surrounding them that will flow into their work and give it more nuances. the work will not only be one layer of memories and experiences but many. that way everyone is able to find different aspects that are interesting to them. its mostly how making art works honestly, you never work in some kind of vacuum.
i have no idea what you want to reference with VR, i never heard of that before but if you mean the actress, no, its not subtle at all to just use her name. also i dont think just because you used something subtle somewhere does your work automatically become something good, it can feel too much / fake too. you shouldnt use references just to use them, people will always be able to tell at some point.
What inspired the four ghosts from the novel?
Zelda needs to feel alive
So like Breath of the Wild "is alive"?
Nah, fuck you. I'll go with Fromsoft any day of the week over a BotW-ification of Ocarina.
Fans who believe Zelda's whole appeal was how "IMPRESSIVE AND OPEN AND REAL THE WORLD IS" are so stupid to me. I grew up, 6 years old with my friend having his N64, and playing Zelda until we were 10 and knew how to beat the game... and I never, ever felt like the "point" of Ocarina was how "huge and alive" it was. To me it was a little story-box of "moments" and what impressed me was how every time you progress in the game, it genuinely takes you somewhere you didn't realize was in the game before. BotW isn't that kind of game, because BotW just shows you the whole map in the distance and says "You can go everywhere! Isn't that neat?" but I literally don't care about that shit.
OoT = Real Zelda
NES Zelda; BotW/TotK = Shit Zelda.
By not pandering to purists because they will obviously never feel le magic. It would have to be its own thing.
Those 4 characters, who have the same names as the ghosts except Joe who became Joelle
This would be great if it wasn't such a monkeypaw
make the remake its own thing within the margins of being the remake
being its own thing me it's just slapping modern audiences' trends into it
Anon says something objectively true about the Souls games
in response you hallucinate shit about BotW despite nobody mentioning the game
Log off man. I just want NPCs that walk around, react to stuff, and don't repeat two lines of text forever. Calm down
anon this is such a good question, ty for asking it. i will prob think about it for a week.
there's no way zoomers
Are you aware that most beloved video games, like this one, are Japanese? Are you cognisant of that fact? Was it in your mind when you wrote this post?
i wouldnt mind if they just upscaled the 3ds one unless they can really make a good original s2 remake.
You don't lol oot hasn't aged well just as a overall game
Just came to call you a nigger. You, and the rest of your ilk, are why we got hot garbage-takes about how Zelda "should-be." No, it doesn't need to be like gay-ass Souls. No, it doesn't need to be a fucking puzzle VN with goddamn dating mechanics. You dumb double-nigger. Good bait though.
When they tried to do combat, we got Twilight Princess' milquetoast attempt at it (and I even like that game). NES Zelda made combat a small puzzle, that's what made it cool. What Zelda could do is combine enemies with puzzles in a unique way to craft a flow that keeps you on your toes, and no I'm not talking about filling the room with Fire Keese or Iron Knuckles like some dumb jackass.
The best iteration of puzzles I've seen in a 3D environment was Master of Time, and I know that game is hotdog water (for other reasons).
Sorry, what I meant was what inspired those four characters from the source material? Where did their story come from, how did their character come to be?
What I'm inferring is that if you borrow a concept, which all writers do, you should have a reason within your own story to do so. In the case of the Poe Sisters, who are completely, emotionally forgettable without the implication of their source, they have none. But this isn't the case for the source material, because those same four characters were written. By a writer. Who knows how to write.
Writing and referencing are not the same concept. Being inspired by something is not an achievement if you cannot then utilize said inspiration in a compelling manner WITHOUT your contemporary audience requiring explanation of YOUR (the writer's) personal attachment to it.
The inspiration has to stand on its own. Otherwise it's just a reference, a shadow, or in this case, a ghost.
No, your vision is terrible, and I don't want anything you write to give bad ideas to Nintendo. They usually listen only to stupid people, so I want you to stop posting stuff like this.
Sorry, what I meant was what inspired those four characters from the source material? Where did their story come from, how did their character come to be?
I haven't read that novel myself, I just saw a tidbit about it in a japanese interview.
I don't know if the characters die or if they're ghosts too, but they have a similar relationship as the 4 ghosts, and the detail where the last poe cries because the other poes were taken out by Link was inspired by a moment in the book with a similar context. A lot of the Forest Temple was originally going to be quite different but ended up being very inspired by this book.
both mogged by the original game. HG/SS is especially annoying to me because they didnt even fix the biggest problem with gen 2, the shitty level curve in kanto.
how are they even similar? because they both have link, and a master sword?
underrated
Give it the same treatment that Twilight Town got between Kingdom Hearts 2 and 3. Take what's there, and add more detail and life to the setting.
A 3D remake to A Link to the Past would be fucking awesome,
anti soul gas, brown trees, brown grass, grey skies
Easy, don't make link a sissy faggot.
also debra wilson as zelda and jack black as navi
tom holland as young link
pedro pascal as adult link
pedro pascal
is this the dude with eye bags for a face?
how are they even similar?
>Three Pendants
>Seven Sages
>Triforce
>Dark/Evil Realm that was previously the Sacred Realm
>Prophetic/Telepathic bumfuckery by Zelda
>Warlock/Wizard secondary antagonist eventually revealed to be Pigma, the true antagonist