How Zelda: Wind Waker Might Work on Wii U: Gameplay Video Mock-up

By Jorge Ba-oh 04.03.2013 21

Image for How Zelda: Wind Waker Might Work on Wii U: Gameplay Video Mock-up


There's something quite special about The Legend of Zelda: The Wind Waker. Nintendo's steps into a unique cell-shaded world is soon approaching its 10th birthday in North America and Europe, so what better way to celebrate than to ponder how the game might control on the Nintendo Wii U.

Nintendo shocked fans with a surprise announcement earlier this year of a spruced up, high-definition version of The Wind Waker, releasing a handful of screenshots for the world to see. What still remains a mystery though is how the game might control: the Wii U GamePad is a given, but will Nintendo incorporate motion controls for aiming and even Wii Remote for swordplay?

In this edition of The Game Factory we wanted to try something a little different  by crafting a video mock-up of a what if scenario, bringing different ideas as to how Nintendo could control movement, items and weapons in the much anticipated Wii U version of The Legend of Zelda: The Wind Waker.

These are unofficial suggestions, designs and ideas using a mock-up Wii U GamePad interface with GameCube graphics and are not indicative of what Nintendo are developing.


 

 

Which Controller to Use?

The issue with The Legend of Zelda series when it comes to the Wii U asks the all-important question: Wii Remote or Wii U GamePad?

Image for How Zelda: Wind Waker Might Work on Wii U: Gameplay Video Mock-up


In our mock-up video we demonstrate how the upcoming The Legend of Zelda: The Wind Waker: Wii U Edition might look on the GamePad plus could handle if a Wii Remote were thrown into the mix.  

The GameCube classic had and still has an incredible amount of potential to use a Wii Remote for Link's set of weapons and tools - as a sword, grappling hook, bow and even sailing - and the GamePad offering an extra screen for inventory and map management. Nintendo Land also demonstrated that aiming through the 6.2 inch touch screen isn't as clumsy as it sounds, and by offering a range of control schemes Nintendo could create an irresistible Wind Waker remake with a setup to cater for the traditional Zelda player and one for the motion-lover.

Image for How Zelda: Wind Waker Might Work on Wii U: Gameplay Video Mock-up


The GamePad - Traditional Mode

When Nintendo first revealed the Wii U GamePad concept and its delicious touch-screen, one of the immediate ideas that sprung to mind is a place for a map and items in an adventure game or RPG. The Legend of Zelda is heavily reliant on both of these and much like Ocarina of Time 3D on the Nintendo 3DS, the Wii U version is more than likely to use the second screen in this way.

Nintendo are also promising Off-TV play, so a separate item/pause menu would also be required, with an array of configurations depending on how players wish to tackle the game.

In our video mock-up the touch screen has an enlarged map, health and items that can be assigned to two face buttons - X and Y - plus two additional as shoulder buttons.  Movement and camera could, as you'd expect, work with the two analogue sticks fora traditional means of playing the game with an added inventory layer on the touch screen.

Image for How Zelda: Wind Waker Might Work on Wii U: Gameplay Video Mock-up


The GamePad - Stylus/Touch Mode

The Legend of Zelda: Phantom Hourglass attempted something different; controlling Link directly using the stylus on the screen. Whilst this method perhaps wasn't for everyone, it might be interesting to see Nintendo bring back this approach in The Wind Waker U.

Players would be able to draw on the screen to move Link around, swipe to roll and for swordplay. In the same way items could be selected on the touch-screen and also manipulated with the stylus; for example using the bow and arrow in first person on the touch screen, whilst Link remains in third person on the TV.
Using the touch screen could be effective for both right handed and left handed players too, with L/R acting as the shield and ZL/ZR as the aiming trigger depending on whichever hand is in control. Items could be assigned to the D-Pad or face buttons, with the analogue stick as a free camera.

Image for How Zelda: Wind Waker Might Work on Wii U: Gameplay Video Mock-up


Wii Remote Control

The  GamePad is likely to be the control method of choice for Nintendo given that it's the primary Wii U peripheral, but the studio could include Wii Remote and nun-chuck control as a possible alternative. Twilight Princess on Wii re-ignited the series by quite literally putting Link's sword and shield your hands, and whilst wasn't mapped 1:1, gave an extra layer of immersion.

The more recent Skyward Sword took control a step further with accurate swordplay, but this approach might be difficult to incorporate in Wind Waker U. The reason being that Nintendo would presumably have to choose one form of swordplay and given the GamePad would be primary control, any Wii Remote use would likely have to be fixed like Twilight Princess. With the Wii Remote combo for movement and item use, the GamePad could be freed up to perhaps display a map and the Tingle Tuner as a second information screen on the side.

Again like stylus control, Wii Remote play isn't for everyone but would be a solid addition and hopefully an approach Nintendo won't neglect with future Legend of Zelda adventures.

Image for How Zelda: Wind Waker Might Work on Wii U: Gameplay Video Mock-up


Selecting Items

One of the most likely ideas Nintendo might implement is having the map and items shown on the GamePad touch screen for quick and easy access. This could work in two different ways - instant or assignable.

Having to look down at the GamePad to continue to change items in the heat of a battle might be problematic, but the option to select items to use on the fly could be an interesting way of handling inventory. That said, tapping on an item and assigning it to the face buttons would probably be the method of choice for seasoned adventurers.

Like the more recent Legend of Zelda games, using the Wii Remote could require the item selection to show up on the TV screen at the press of a button, with these assignable to the D-Pad for quick use.

Image for How Zelda: Wind Waker Might Work on Wii U: Gameplay Video Mock-up


Aiming and Using Items

Ever since Link stepped into a polygon world in Ocarina of Time, the series cemented itself as the King of adventure game control. The use of L or Z targeting to constantly focus on enemies is one that's often overlooked and a key part of games playing in third person. What about aiming and firing items?

In The Wind Waker and other 3D Legend of Zelda titles, you're able to choose between aiming freely in first person or homing in on a target using the L trigger. Why not have the ability to use both? In our mock-up Link would remain in third person on the TV, whilst popping into first person view for more precise aiming - allowing you to continue to strafe from left to right and getting a precise shot in if needed.

Image for How Zelda: Wind Waker Might Work on Wii U: Gameplay Video Mock-up


Tingles, Battlesquids , Mail Sorting and Auto Sailing

Controls aside, the GamePad could also be used as an interface for the Tingle Tuner, an additional accessory that players would use with a Game Boy Advance on the original GameCube release. The peculiar Hylian could be controlled suing the GamePad's touch screen on the fly, perhaps switching out the map for the Tuner at the press of a button. Kooloo-Limpah!

Likewise the controller could make the Battlesquids mini-game more direct by allowing players to plot out their bombs using the touchscreen, and even fling letters in the Dragon Roost Island Mail Sorting game.
Feeling a tad lazy? The GamePad could even be used as a means of plotting a sailing path - drawing on the touch screen and letting the King of Red Lions drift you towards your destination.

Image for How Zelda: Wind Waker Might Work on Wii U: Gameplay Video Mock-up
Image for How Zelda: Wind Waker Might Work on Wii U: Gameplay Video Mock-up


The Legend of Zelda: The Wind Waker is a highly underrated experience that brought classic Zelda mechanics into a vivid, bustling world of adventure to explore. With the game making a triumphant return to the living room this year on Wii U, the prospect for new ways to play and additional content is an exciting one.

What ideas are you hoping Nintendo incorporate in The Wind Waker Wii U remake? Be sure to post your thoughts and ideas in the comments section below.

Box art for The Legend of Zelda: The Wind Waker
Developer

Nintendo

Publisher

Nintendo

Genre

Action Adventure

Players

1

C3 Score

Rated $score out of 10  9/10

Reader Score

Rated $score out of 10  8/10 (8 Votes)

European release date Out now   North America release date Out now   Japan release date Out now   Australian release date Out now   

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Comments

That's bloody amazing! Smilie Very impressive work, Jorge! Must have taken a long time to sort that out...

Adam Riley [ Director :: Cubed3 ]

UNITE714: Weekly Prayers | Bible Verses

Adam Riley said:
That's bloody amazing! Smilie Very impressive work, Jorge! Must have taken a long time to sort that out...

Cheers! Ya the hardest part was the GamePad to TV syncing of footage, but was better once a few clips had been done Smilie Was ready for beginning of Feb but had to put it on hold till today - glad it's come together!

What way would you guys want to play Wind Waker Wii U?

Cubed3 Admin/Founder & Designer
Guest (guest) 05.03.2013#3

I think it would be very cool (though not necessarily for this game) to have a Skyward Sword style control, except with the game pad. I'm imagining the GamePad screen would have a map and some sort of border around it, looking similar to OoT 3D's bottom screen. The player could slash with the stylus along the map to attack non-enemy objects. When Link would lock onto something, the top screen would replace the bottom screen map. This way, the player would have 1:1, super-precise sword control allowing for more complex battles and instant access to all items (the aforementioned border). Character movement and shield would be controlled by the analog stick and the trigger respectively. How do you all think this might work?

I like motion plus controls but I wasnt keen on twilights simple shake controls. Motion controls only make sense if the motion has a strong correlation to the action to replace buttons and make it more intuitive and easier to control. Shaking controls feel loose and offer no connection to the character. 

Item access in your footage looks very ideal. It would be cool if new puzzles used the touch screen. Maybe plot sailing path using stylus. touching the screen to use the hook shot and aim would make the game far easier and more accessible to newcomers which is a good idea. 

Im not keen on sailing or flying in zelda games. The reason being that, without ground it becomes difficult to gauge your distance from other masses. In Skyward sword this was especially true. It also feels really slow and painful to travel. I just pray more dungeons are included.

( Edited 05.03.2013 02:53 by meeto_0 )

Ah, so this was the Facebook teaser. Fantastic work Jorge. Smilie

Our member of the week

Yup, excellent stuff indeed Smilie.

Would prefer Gamepad controls myself. The controls in ocarina of time 3D made so much sense, I'd want every Zelda game to be made like this in the future Smilie.

Cubed3 Limited Staff :: Review and Feature Writer
Peter (guest) 05.03.2013#7

Amazing work!
I want to do a mock-up for Ecco Defender of the Future that utilizes the Wii-Mote in a similar fashion to the flying sections of Skyward Sword, but really don't know where to begin. Any suggestions?
my twitter account is: @RoOhDiNi
I'm thankful for any tips.

Well done, very good mockup of Wind Waker. This is sort of the direction I hope Nintendo will take. Having the inventory menu on the gamepad will make the gameplay feel more smoother and seamless. They got it right with Ocarina of Time 3D and notably with the iron boots in the water temple. I hope they add first person controls in this too, after playing the Legend of Zelda in Nintendo Land, using the gamepad felt so natural and immersive. Cannot wait to play this game again, in HD. 

Great work Jb! I'm sure it took quite a bit of time to do this!

Working like a fiend isn't very fun... and surprisingly isn't very fiendish either.
derpcrap (guest) 05.03.2013#10

how do you hacked the wii u?
what way are you going to do that.
i'm very interesting in hacking the wii u, i want it so bad.

Our member of the week

derpcrap (guest) said:
how do you hacked the wii u?
what way are you going to do that.
i'm very interesting in hacking the wii u, i want it so bad.

*Sigh*, It's a mockup, he's not running Wind Waker on his Wii U, and he's not controlling it with the Gamepad and wii remotenunchuk for real... though if you got fooled, I guess it means it really was well done Smilie.

Besides that, Cubed3 isn't the place where you come and ask about console hacking.

Cubed3 Limited Staff :: Review and Feature Writer

so many possibilities.

I was not too excited about it but after this video it makes me think, it will be wonderful.

PS3 is just good for Catherine, Demons souls, Dark Souls, and Folklore
8)

Would love skyward sword controls, they'd have to change up the enemies though, so its unlikely to happen Smilie

JayUK said:
Would love skyward sword controls, they'd have to change up the enemies though, so its unlikely to happen Smilie

Those controls ruined that game for me so much so that I couldn't play. 

Echoes221 said:
JayUK said:
Would love skyward sword controls, they'd have to change up the enemies though, so its unlikely to happen Smilie

Those controls ruined that game for me so much so that I couldn't play. 

Same, they should have atleast made classic controls for the game too.

irfy said:
Echoes221 said:
JayUK said:
Would love skyward sword controls, they'd have to change up the enemies though, so its unlikely to happen Smilie

Those controls ruined that game for me so much so that I couldn't play. 

Same, they should have atleast made classic controls for the game too.

Can I ask what it was about the controls you didnt get on with? Because the direction of the sword attack was the focus in skyward sword I think classic controls would have been very difficult to implement. Most third person action games just use pre set attacks which are categorised as light or heavy.  Skyward sword offered more complexity in some regard.

meeto_0 said:
irfy said:
Echoes221 said:
JayUK said:
Would love skyward sword controls, they'd have to change up the enemies though, so its unlikely to happen Smilie

Those controls ruined that game for me so much so that I couldn't play. 

Same, they should have atleast made classic controls for the game too.

Can I ask what it was about the controls you didnt get on with? Because the direction of the sword attack was the focus in skyward sword I think classic controls would have been very difficult to implement. Most third person action games just use pre set attacks which are categorised as light or heavy.  Skyward sword offered more complexity in some regard.

After playing several hours of the game, I'd thought I'd hang of the controls, sword slicing was not working for me and got fed up, just passed the first dungeon. I've played all Zelda games and this was the only title I didn't finish because the controls seriously let me down, they just didnt feel right in my hands.

Really I only had to recalibrate the controller twice, both times were in the final dungeon where you have to move the rooms around. The only other issue I had was stabbing didn't work occasionally, but I think that was mainly to do with me being lazy and not moving the controller enough.

meeto_0 said:
irfy said:
Echoes221 said:
JayUK said:
Would love skyward sword controls, they'd have to change up the enemies though, so its unlikely to happen Smilie

Those controls ruined that game for me so much so that I couldn't play. 

Same, they should have atleast made classic controls for the game too.

Can I ask what it was about the controls you didnt get on with? Because the direction of the sword attack was the focus in skyward sword I think classic controls would have been very difficult to implement. Most third person action games just use pre set attacks which are categorised as light or heavy.  Skyward sword offered more complexity in some regard.

It's not that I didn't 'get' the controls, I've been a Wii user pretty much since launch as my main console. It was the fact that my actions wouldn't register in the ways that they should have. For instance, rolling bombs/throwing bombs, trying to get the sword to slice in the right way, using gadgets. 8 times out of 10 it didn't work for me and just left me really frustrated, I gave up about 8 hours in. I tried small movements, larger movements, flicks - you name it - wouldn't work.

( Edited 15.03.2013 10:54 by Echoes221 )

Echoes221 said:
meeto_0 said:
irfy said:
Echoes221 said:
JayUK said:
Would love skyward sword controls, they'd have to change up the enemies though, so its unlikely to happen Smilie

Those controls ruined that game for me so much so that I couldn't play. 

Same, they should have atleast made classic controls for the game too.

Can I ask what it was about the controls you didnt get on with? Because the direction of the sword attack was the focus in skyward sword I think classic controls would have been very difficult to implement. Most third person action games just use pre set attacks which are categorised as light or heavy.  Skyward sword offered more complexity in some regard.

It's not that I didn't 'get' the controls, I've been a Wii user pretty much since launch as my main console. It was the fact that my actions wouldn't register in the ways that they should have. For instance, rolling bombs/throwing bombs, trying to get the sword to slice in the right way, using gadgets. 8 times out of 10 it didn't work for me and just left me really frustrated, I gave up about 8 hours in. I tried small movements, larger movements, flicks - you name it - wouldn't work.

Exact same feeling. Really frustrated me and gave up.

Zeruda (guest) 22.04.2013#21

NO NO NO NO, Please Nintendo SHOW THE HUD BOTH IN THE WIIU GAMEPAD AND THE SCREEN...
Otherwise, great mock ups

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