E3 2014 | More Freedom in Legend of Zelda Storytelling

By Jorge Ba-oh 16.06.2014 3

E3 2014 | More Freedom in Legend of Zelda Storytelling on Nintendo gaming news, videos and discussion

Storyline has been a key issue brought up by fans in the Legend of Zelda, and the new game aims to have more freedom.

Nintendo's ever-popular adventuring series is more known for dungeon design and quirky NPCs than its storyline development; often left to a fairly predictable plot. The new Wii U title is said to have an open-world approach, and it seems this will weave itself into the game's storyline.

Producer Eiji Aonuma wants to ensure that the new games continue to "experience the impact" of the environment, but give players "a little more freedom to choose the path the story takes" and to "open the opportunities up for the players to really make an impact on their environment", he said in an interview.

Do you think the Legend of Zelda story needs a shake-up?

Box art for The Legend of Zelda: Breath of the Wild
Developer

Nintendo

Publisher

Nintendo

Genre

Action Adventure

Players

1

C3 Score

Rated $score out of 10  10/10

Reader Score

Rated $score out of 10  10/10 (1 Votes)

European release date Out now   North America release date Out now   Japan release date Out now   Australian release date Out now    Also on Also on Nintendo eShop

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Our member of the week

Multiple endings would be cool (though they would perhaps make more branchine storylines for whatever may come after XD, amking things even more convoluted and complicated to understand XD)

Cubed3 Limited Staff :: Review and Feature Writer

Just want them to do-away with the structure: 3 or 4 emblems, plot twist/something happens, more emblems, end boss. We've been there, done that, a million times.

Link needs deeper relationships with his NPC allies, and people in the villages he visits - they dialogue, movement needs to be there - they need a purpose beyond selling you stuff or giving not-so-subtle clues on where to go next. Have them go through things with Link throughout the game, with multiple branching paths like that - so if you complete dungeon A before C, then certain things with become available to certain NPCs etc.

Would love to see someone Link gets close to turn on him, really mess with your feelings for that character.

Multiple endings as you say Rudy would be great - would give it more reason to be replayed.




( Edited 16.06.2014 22:11 by jb )

Cubed3 Admin/Founder & Designer
Darkflame (guest) 16.06.2014#3

I don't think you need branching paths for a good story.  Sands Of Time, Eternal Darkness, Portal....lots of my favorite game narratives have been essentially linear in nature.
You just need a fresh scenario, a bit of unpredictability, and some wit.

You can have all that with branching paths too.....but you can also have differences that dont amount to anything because (budget wise) they have to lead to the same basic points in the game.

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