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New Zelda game utilising Unreal Engine 4 has been hinted
Posted: Posted November 7th by Welsh_Gamer

http://uk.ign.com/articles/2017/11/07/zelda-remake-studio-hiring-for-new-legend-project
What do you all think about this?

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There are 15 Replies

I think they should remake Super Mario World 2: Yoshi's Island in Unreal Engine.

Posted November 7th by nullfather
nullfather

They ported Majora's mask on 3ds. I think Skyward Sword is a strong possibility.

Posted November 7th by ShadowFox08
ShadowFox08

Ocarina of Time and Majora's Mask have had plenty of re-releases. N64, Gamecube, Virtual Console, 3DS, etc. How many more times do Nintendo plan to re-release those games?

Do you think Unreal Engine would suit Skyward Sword?

Some people are spreading rumours it could be a 3D version of Link's Awakening.

Posted November 7th by Welsh_Gamer
Welsh_Gamer
 

SS will happen eventually, and the switch is then perfect candidate console to happen. The question is when.

And people will be willing to buy out and Majora's mask on the switch..

Posted November 7th by ShadowFox08
ShadowFox08

Nintendo have been pretty lazy with their Zelda remakes. Aside from Wind Waker, which looked like it had a decent makeover. TP was not much more than a standard port.

I think people would love a quality remake of OOT and/or Majora's Mask. Done with care. Like the Halo Anniversaries.



Posted November 7th by Vandy
Vandy

:D

Unreal Engine 4 got a significant precomputed lighting overhaul recently, so if this is a Zelda game that DOESN'T have a day/night sequence, it will rock!

Dynamic lighting, though... UE4 is shit. Still usable, but there's no production-ready dynamic GI solution, resulting in significant light leaking indoors. You need a lot of power to overcome that with a decent DFAO implementation, if they're going for something really good.

Posted November 7th by mariomguy
mariomguy

Lighting and shadows are easily the most complex process in rendering games. Therefore, on my piece of crap computer that can't handle minecraft, I can play games like skyrim but lowering or disabling shadows altogether. It's amazing what you can do by turning those two effects to the most simplified calculations.

And, honestly, how often do we even pay attention to the shadows, anyway? Most of the time we're there for the game, not the eyecandy. Shadows aren't even the biggest contributor for graphics. If so, you could cheat by making games that have you looking through "radar goggles" or something and claim to have the best graphics ever.

Edited November 7th by Kohlrak
Kohlrak

I want to marry nullfather for what he said in the first response to this thread.

Posted November 8th by Weid marry
Weid marry
 

polygamy is still illegal, so you'll have to identify as his wife.

Posted November 8th by Kohlrak
Kohlrak

Lighting grounds the world that you're in. Without strong lighting, the world will be evenly lit all around and you won't have a real sense of depth. There are arguably more expensive effects, like real time scene capture/planar reflections and crazy translucency overdraw, but both of those scale depending on how intricate the lighting is.

For shadows, a game has to not just render all the polygons once for the scene, but TWICE to make a shadow map. And for most games one map isn't enough: you need several to make a sharp enough cascade without breaking the bank, including one just for long distance objects. Lowering shadow quality achieves the same performance savings as lowering the game's resolution.

Lighting and shading are the brushstrokes of a CGI artist. The world exists only as flat colors and variables: adding light to it is what brings life into your scene. Without it, your scene is dead. Paper Mario on the N64 had to fake lighting by coloring the scene that way and using post process effects alone. It looks very flat and bland. Colorful, but dull. Proper lighting didn't come until the Gamecube, and wasn't really perfected until the Xbox 360/PS3. Nowadays lighting has gotten so complex you can bake radiosity from the sky into the world and have multiple bounces and mixing of color. If we can do this in realtime, we'll reach the pinnacle of every developer's dream: a world that is as alive in a game as it would be in the real world.



Posted November 8th by mariomguy
mariomguy

I think people would love a quality remake of OOT and/or Majora's Mask.

arent the 3ds versions nice looking? what more do you want? remake after remake? i persoanlly would rather see botw done w/o cell shaded graphics

Edited November 8th by Brandy
Brandy

arent the 3ds versions nice looking?


I guess it's better than what was released in 1998? But honestly, not much. There's a big difference between the tech available today and the 3DS. Just as I pointed at the difference between Halo 2 released in 2004 vs Halo 2 Anniversary released in 2014.

Posted November 8th by Vandy
Vandy



I know this was a demo done in Unreal Engine. But as an example - something like that. It's a massive upgrade from the game released in 1998 and also the 3DS version.

Posted November 8th by Vandy
Vandy

They’re making a new Zelda game for the switch, mullfather, and they DID remake yoshi’s island on the 3ds.

Posted November 12th by Weid man
Weid man
 

I think we should get a compilation of all the Zelda games remastered with the unrea engine.

Posted November 12th by Q
Q
 
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