Zelda: Tri Force Heroes Dev Explains its Asymmetrical Multiplayer

Steven Bogos

The Taco Man
Jan 17, 2013
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Zelda: Tri Force Heroes Dev Explains its Asymmetrical Multiplayer


The Legend of Zelda: Tri Force Heroes game director Hiromasa Shikata explains why the game features three-player multiplayer.

The Legend of Zelda: Tri Force Heroes [http://www.escapistmagazine.com/tag/view/the%20legend%20of%20zelda%20tri%20force%20heroes?os=the+legend+of+zelda+tri+force+heroes] features a rather, unique, three-player multiplayer system. While not the first multiplayer Zelda, the game is quite adamant on the power of three, unlike the more traditional multiplayer divisibles of two and four (like Four Swords before it). It's certainly a strange number to deal with, but game director Hiromasa Shikata assures us it is quite deliberate and in fact, the only way they could get the game to work the way they wanted it to.

The game was initially designed as a 2-4 player affair, but Shikata discovered something rather interesting in testing. "When it was four players, the players split up into two and two and each of them would do their own thing," he told IGN [http://www.ign.com/articles/2015/10/26/zelda-tri-force-heroes-devs-reveal-cut-multiplayer-features]. However, when the number dropped down to three, while the participants did still split into groups of two and one, they always kept within close proximity of each other and helped each other out.

Additionally, the game's "totem" mechanic, where the three players can stack on top of each other to solve certain puzzles, didn't really work with four players. "When we tried four players, we definitely wanted to incorporate the totem mechanic, but what happened is that when you totem, the middle two players have nothing to do."

Lastly, Shikata revealed a rather bizarre multiplayer feature that was eventually cut from the game for being too unwieldy: hero fusion. Basically, two heroes could do a Dragonball Z-style fusion [https://www.youtube.com/watch?v=uB1t0wBG4I0] to power-up their abilities, with the downside of only being able to move in a direction if both players decided on it.

Source: IGN [http://www.ign.com/articles/2015/10/26/zelda-tri-force-heroes-devs-reveal-cut-multiplayer-features]

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Kajin

This Title Will Be Gone Soon
Apr 13, 2008
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Hero fusion sounds awesome. Wish it had been incorporated.
 

CrystalShadow

don't upset the insane catgirl
Apr 11, 2009
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Kajin said:
Hero fusion sounds awesome. Wish it had been incorporated.
It does, doesn't it?

I can see why they deemed it impractical though. I mean, it basically means the fused players have to be in sync with each-other and very coordinated.

Because nothing happens unless they both do the same thing at the same time.
 

Hairless Mammoth

New member
Jan 23, 2013
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It's a good thing they took out the Hero Fusion, as it was. The synchronized movement is bad enough. Now imagine if the players had to synchronize button combos to fuse, sorta like the dance in DBZ. Screw up once and the resulting Link is an old geezer or a super fat kid. (SSJ3 Link would be cool, though.)

Although, it's a real shame they limited players to three or solo, no duos. (FSA did asymmetric player control. Why couldn't it have been an option for those that didn't want to deal with the possibility of greedy players?) Some reviews say that the game is really awkward to control in a solo run, and laggy connections with your 2nd, and/or 3rd pal means things like Links flying off ledges unintentionally, or losing 15 minutes of progress when just one player is lost. Hopefully, they can do something, if just a little fix, with a patch.
 

weirdee

Swamp Weather Balloon Gas
Apr 11, 2011
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now imagine if the players had to synchronize movement over an online connection