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Impresiones de Tokyopia sobre, Zelda:Kane No Takuto
You know it's a good day when on your lunch break, you wander into your local Tokyo games store and find the finished version of Zelda: Kaze no Takuto playable on a big, progressive scan TV.
1. Although the finished version, and considerably improved from previous demos, there were only three save games to choose from. That means, you had to start at one of three places in the game story, not from the narrative start itself.
2. The playable booth reset every 10 minutes. RATS!
Caution: these are early impressions, based off 90 minutes of play.
Where to start?
How about with this:
The finished version of Zelda is awe-inspiringly, shockingly great.
Much has been improved since the last demo we've seen. I finished all three E3 demos multiple times, and wasn't hugely impressed. My impressions of that are here .
Perhaps the game benefits now from progressive mode, or just tidying up. Zelda now just looks incredible. I went inside one door, and trapped the camera to give a closeup of Link's face. Hello, where are the pixels? Can we have some pixels please? Even on a television, the game looks 100% like moving hand drawn animation. Lit. In 3D. And controllable.
The game world has been improved, tweaked, and tightened, and perfected since the last demo we saw. It it breathtaking. 10 minutes in, I started thinking strange thoughts. Thoughts like, "why isn't every game in the world made to look like this? Silly developers."
Imagine the most solid, consistantly beautiful game world ever constructed. Well that isn't Zelda. Because you can't really imagine how well they've pulled it off.
So let's start. I select save file one, and off we go. I start off on a totally different island, one I haven't seen in either shots or demos. A village on an island to be precise, larger than the one in the E3 demo. Grassy roads winding up the hill, houses and shops built on slopes, overlooking the ocean like a Tuscan village.
I continue through. Certain people are reactive to where I walk, a first for a Zelda game. A group of children spot me, a stranger, and run up to me, eyes amazed, circling me slowly. I walk away, they follow me. I stop, they stop and gawp at me again. They follow me all over the village with curious expressions, eyes following me everywhere I go. Brilliant.
I wander up the slope, and into more houses and buildings. One of them contains a jail, with that crazy clown-merchant dude from the last two games sitting behind bars, looking dejected. No time to talk now, I'm on a 10 minute play limit. Next, a rich person's house, large with ornaments, two floors and a chandelier. He gets mad when I smash some of his pots. I take a run at the chandelier from the second floor stairs, hop, and grab onto it, swing back and forth. Cool. On the way out, he docks rupees from pocket for repairs.
More buildings on my way up. Fantastic character designs, interiors modelled around the personality of the owners. Higher up I reach a hilly plain with a grave, some lunatic guy with an afro dancing next to it. Further up the wind gets stronger, and I'm looking out over a cliff edge. Beyond I can see clouds billowing in the distance, the ocean stretching on for miles, little Miyazaki style waves washing over it right to the horizon. Then I spot my boat, down by the dock.
I jump off the ledge, fall for ages, land in the water (the splash is considerably improved from the E3 demo... then again, so is everything). Swim up to the boat. The front of the boat is a dragon face, as you know from the artwork.
What you don't know, is that the boat is a living thing. Its head follows me around curiously as I swim around it. I lock on, and it talks to me. The boat is sort of like Navi, except less intrusive as it's not tied to you 24/7. It offers me some context sensitive advice.
Later on, it will teach me how to use it the Wand of the Wind.
I hop on the dragon boat, and paddle out slowly to sea. Not much speed. I check my inventory, and find a white sail (multiple sails then...) open it up, and whoosh! The boat rockets forward in the direction of the wind at top speed. I'm flying at mad speed ahead into the unknown. A sea gull joins me and skims the water by my side, soon joined by three or four others, flying along side me at top speed while my boat crashes through the waves. A strong contender for the most exhilarating feeling captured in a video game this year. I kick back and swing the camera around... where to go? Far, far in the distance I spot dry land. A tower! I tilt the sail, because somehow this has already become second nature, and the boat swings effortlessly towards it.
Then I remember I have a telescope. I equip it while sailing at top speed towards the tower in the distance. With it, I can zoom into the far distance, and doing so I notice five or six land objects in different directions on the horizon. I can swing the boat around and journey to any of them. So this is it. The game overworld, the 'Hyrule field', except it's the sea, with multiple islands you can sail to and explore. You have no idea how liberating, exhilarating, it feels to pilot this boat around a vast ocean, Sinbad style, seeking out mysterious islands and land masses in the distance with your telescope, and actually being able to go to them, and find whole new areas, people, items, worlds to enter.
I zoom by small floating land masses, some of them have single houses on them, some of them have people. Are those little shops? More things to explore later. I pass another boat sailing... slow down, and find I can actually board it and go inside. A loserish looking guy is there selling a ramsackle assortment of stuff he obviously found in the sea. Coral and such like. Use? No idea. On wards there's lots of random debris to jump and skip over. Just traversing/exploring the sea is a brilliant game in its own right.
By now, I'm rapidly approaching the dark tower island. Details slowly reveal themselves as I get closer... a swirling dark cloud around the top.... faces carved out of a mountain... caves that lead underwater at the base. Now I can just see part of a giant dragon curled within the crater. One point of excellence is the way in which objects get more distinct as you speed closer... giving you a "that's no moon... that's a space station" feeling as it starts to dawn on you what you're approaching. Superb.
Reaching the island, I beach the boat and start to head in. Here, the boat teaches me how to use the Wand of the Wind. You wave the wand in time, in different directions to get the desired combination. Up, up, left, right, down. There are half and double measures as well, depending on how long you conduct in one direction. Not as easy as it looks, but I get the first combination right (half up, half left, half right) and I'm free to explore the island.
The island houses a series of halls carved from inside the rock, much like the Goro caves in OOT. I explore further, many, many rooms and people to talk to. I decide to swim around the outside of the island to search for caves. Soon I come across a smaller island a little offshore, and on closer inspection, it seems to house a grave stone. On the stone are wand inscribings.
As soon as I conduct this new combination, a bizarre-o frog swoops down on a cloud (think the owl from OOT) and explains to me the new skill I've learned. In this case, I can now use the wand to change the direction of wind to anything I choose (NSEW and everything inbetween). This he says, will allow me to journey to new directions, and hence new places with my dragon sail boat. Handy. I wonder what other uses the wand has? Changing wind direction is just the first, and accessible pretty early on to boot.
Making my way up through the level, I eventually find a giant liquid whirlpool of fire about 100 feet wide rotating in front of me. The fire is fully cell shaded, casting light everywhere as it rotates and folds into itself. Hundreds of little ash particles fly about gently in the air, blowing back and forth, all lit by the rotating flame. Insane effect.
Just past this is the entrance to a cave dungeon, presumably leading to the dragon at the top. The cave dungeon isn't too different from the E3 one, except that the inside has been considerably better detailed. It looks like the Cave of Wonders from Disney's Aladdin. Arabian looking vats of liquid emit wafts of green smoke, which trail around the room. Fire is everywhere. Getting too close to lava ripples and distorts the screen view almost to abstraction.... tense vibrations everywhere, the heat is palpable. And the way that fire light, torches, and flashes illuminate the 3D polygonal cartoon world is... well, it's just like nothing you've seen before.
So that's just a glimpse of the full game. 90 minutes, chosen at random. Imagine the variety of game locations, painted in this consistent, incredible artistic brush. Hoist your expectations as high as you like. Zelda: Kaze No Takuto is unlikely to to disappoint.
Segun Miyamoto, el tester mas rapido, termino el juego en 10 horas, y en el Zelda OoT, el mas rapido se lo acabo en unas 6 horas, osea, que posiblemente este Zelda sea algo mas largo que el OoT.Escrito originalmente por Urashima
Sólo comentar que el juego dura unas 40 horas
Escrito originalmente por maesebit
Por cierto, ¿cuanto dura el OoT aproximadamente para un jugador humano no Japones?
Escrito originalmente por malmsteen
pues segun los calculos 2 años.