Sunday, May 15, 2016

Zelda Game Labels Extended

This is just a small update to this blog.

Last night I refined the labels, which you can find on the right side bar and beneath each post. Previously multiple Zelda games were put under the same label, e.g. Zelda NES Classics. This is still in tact, but I also added labels for the individual games, whenever you want a more accurate search.

I also added labels for remakes and remasters, but these posts are still marked with the label for the original game. So, if you search for Twilight Princess you still get all posts about Twilight Princess, including the ones about Twilight Princess HD. With the Twilight Princess HD label on the other hand you will only get the posts specifically about the remaster. And of course there's still the Twilight Princess HD Diaries series from March, probably continued in Winter or whenever I decide to play Hero Mode. These posts have all three Twilight Princess labels, so it's a gradual refinement.

There's currently no way to filter posts that were only about the original game, not the remakes / remasters, but I feel like this won't be necessary. Whenever a new version gets released, it becomes the focus of this blog anyway.

The list of labels now might look a little bit long and cluttered, but that's what you get after eight years of blogging. Since it's on the bottom of the right side bar and ordered alphabetically, it hopefully shouldn't bother anyone. If you have ideas for additional labels, just let me know.

Saturday, May 14, 2016

An Ocean of Grass


In exactly one month the curtains will fall and we will finally see a presentation of the new Legend of Zelda game for the first since the Game Awards 2014. Back then the game certainly looked amazing, but also gave reason to be worried about its contents. The world felt empty.

It felt somewhat like The Wind Waker, but instead of sailing through the Great Sea you were riding on a horse through an ocean of grass. Now Link's tunic is blue and the water is green, but the game feels the same. And with The Wind Waker they certainly gave Zelda a feeling of vastness for the first time, a massive open ocean waiting to be explored. This world did have its problems, though, because Nintendo didn't manage to fill it with enough unique content. Instead they came up with certain structures that they simply copy pasted all over the map: the Fairy Islands, the Eyed Reefs, the Pirate Lookout Towers, the Submarines and so on. The world felt repetitive.

Twilight Princess wasn't as bad, but its Hyrule Field still felt quite empty and had some repetitive elements as well, such as the Rupee Rocks, Dig Caverns and Golden Insects. And while the surface world of Skyward Sword and the town of Skyloft felt dense and well crafted, the game still had a "sky ocean", where its islands were even less interesting than the ones in The Wind Waker. The world felt lazy.

Now, in the footage of the new game you could already something like lookout towers that are probably repeated multiple times. And to fill such massive game worlds with content is certainly no easy task, which is why the developers rely heavily on the repeated structures and elements. It's a problem of other open world games like Skyrim as well. If you have seen on Skyrim village, you have seen them all. And the most interesting and richest in variety 3D Zelda game world was also the smallest - Termina. The world felt dense.

Of course having a massive world like in the new Zelda game is also very exciting and only going for small overworlds in Zelda is not a permanent solution. Zelda has to try something new and different, something epic. And Nintendo most likely has heard the complaints after the Game Awards 2014, which is why the game got delayed last year. They probably wanted to make the massive world more interesting and rich in content (besides developing a NX version of the game). They will have had two years for this task, which is a long time - they created entire Zelda games in the same time frame. And I'm eager to see what they came up with. How the world will feel next month.

The Wii U's Biggest Issue

Not the name. Not the bulky GamePad. The Nintendo 3DS!

I've already discussed this in February in my post about Zelda U on NX, but I recently found (and modified) a nice picture on Emily Roger's blog that illustrates the problem very effectively:


The Wii U and Nintendo 3DS have a huge redundancy issue to a point, where the systems are cannibalizing each other. By now both the Nintendo 3DS and Wii U share the same input configuration, they both have a touchscreen in addition to the main screen and in case of the New Nintendo 3DS even the exact same button layout. They also deal with 3D graphics most of the time. And both systems have a big handheld mentality, where the Wii U lets you play without a TV at any time. Handheld and console came very close to each other in this generation.

The result were many similar games for both systems. New Super Mario Bros. 2 and New Super Mario Bros. U, Super Mario 3D Land and Super Mario 3D World, Mario Kart 7 and Mario Kart 8, Super Smash Bros for Wii U and Super Smash Bros. for Nintendo 3DS, Hyrule Warriors and Hyrule Warriors: Legends... This list goes on and on and you can see the bigger scope very clearly in the above picture.

However, the Nintendo 3DS and especially the Nintendo 2DS are much cheaper and practical than the Wii U. Kids getting Nintendo systems from their parents is still an important income for Nintendo, but why should the parents buy their kids a Wii U, when a Nintendo 2DS does the same job just fine for a much smaller price? Just because the games look prettier and may offer different levels? There are only very few exclusive titles like Splatoon or Super Mario Maker on the Wii U, which aren't available in some form on 3DS, while the 3DS has a much stronger library including Pokémon and even exclusive Zelda games (something the Wii U won't offer until its demise).

At the same time Nintendo is essentially splitting their resources in half to make similar games for two different systems, while one systems eats away the other...

This is why I believe the rumors about the NX combining handheld and console in one system will be true. That somehow NX games will also be playable on the go with some external device. Games will be developed for "NX" and then simply be available for both home console and handheld devices. It would solve many issues with the current Nintendo.

Another approach would doing something very different on the handheld section, something simpler, more back to the roots, where the handheld is truly its own experience. We certainly didn't have such problems with the GameBoy. But I would suspect that Nintendo will try more on the Smartphone market instead.

Now, for The Legend of Zelda the division between handheld and console still has been going strong. Remakes and ports aside, classic topdown Zelda games appeared on the handheld and the big new 3rd Person Zelda games appear on the console. This way you get very unique experiences with Zelda on both systems. I always liked this approach and while I think it will be best for Nintendo to "merge" everything with the NX, I truly hope that this won't be the end of topdown Zelda.

Friday, May 13, 2016

Hyrule Warriors Legends: My Fairy Impressions

Let's talk about one of the bigger additions in Hyrule Warriors: Legends – the companion fairies. I've had some experience with this by now and it's certainly a great new feature. I was skeptical at first, because it looked like Koei Tecmo just wanted to put one of these online doll makers into the game, but the fairies have proven to be one of the most valuable assets in the entire port.

That's because the Fairy Magic, which on GameFAQs is usually referred to as "Fairy Nukes", triggers a huge explosion that kills all enemies within a certain radius, even ones that aren't rendered. Most attacks in the game only affect the rendered enemies, which is why it's a lot harder to get higher K.O. counts with Special Attacks on the Nintendo 3DS. But the Fairy Nukes wipe the area clean and give you high K.O. numbers with a single press on the touchscreen. It feels overpowered, but that's what makes it so fun and useful.

It can also be a life saver for your A ranks and it gives you a good additional use for Magic. I never have been much of a fan of the Focus Spirit mechanic outside of the "Rack up your K.O. count" battles (and playing Young Link), because it's so short-lived. I often ignored it altogether or just used it to quickly force weak points on giant bosses. But the Fairy Magic is so useful that in Hyrule Warriors: Legends I really go cut all the grass to find these little Magic Vials. With fairy clothing you can even reduce the cost of one nuke down to 60%, which means that after one nuke with a full Magic Meter, you only have to find one small bottle to use it again!

In addition, if you get a fairy to Level 25, it will leave a barrier within a small radius for around two minutes (or until you use the Fairy Magic again), where depending on the element the barriers have different effects on the troops (not yourself!). At Level 50 a fairy can use a 2nd elemental barrier simultaneously or double the same elemental barrier by radius and effect. Now, the different elemental barriers do the following...

  • Shine (Light):
    This regenerates your troops within the circle. In Adventure Mode this is rarely ever useful, but for hunting certain Hard Skulltulas in Legend Mode this comes in handy. For example, there's Linkle's mission where Darunia storms off to fight Volga and you have to keep him from getting in danger. And here the Shine barrier really does its job.

  • Shade (Darkness):
    This is probably the most effective Fairy Magic effect, if used right. All your enemies within the barrier get slowly damaged over time, until they only have one health point left. It's like a poison effect. It doesn't kill them, but you can easily pick them off as One-Hit K.O.s, which works whenever enemies stay within a certain area to take a nice Shade bath. In Adventure Mode this is very often possible, pretty much in every single Adventure Battle. After the enemy base opens up, you can just leave a Shade barrier there and go hunt for some hidden treasures in the meantime. When you come back, the enemy commander will be ready to be defeated in a single hit. In missions where you have to take out certain enemies, your allies might even do this for you, so you just have to leave a Shade barrier around and go on with your business.

    It's also great for certain types of Challenge Battles. I usually despised all the "Team up and defeat the enemy forces!" missions, but here you can just leave a Shade barrier with the more annoying opponent (for example someone spawning Giant Bosses) and take care of the other in the meantime. It really helps with the "balanced attack" missions on the Twilight Map as well.

    The constant damage on enemies can have some weird side effects, though. Basically all plant enemies go nuts. Deku Babas hide all the time and you can't defeat them inside the Shade effect, but they still leave their poison fog as obstacles around. Manhandla also reacts weird, where it keeps retracting its heads, but this might be a good thing. And whenever you're using attacks with a tornado effect, the enemies may fly out of it and even out of your reach.

  • Bombos (Fire):
    This makes enemies take more damage from all your attacks and this is very useful whenever you have to face enemies right away and can't just leave them where they are, usually in Challenge Battles like "Defeat all enemies!" or "Defeat all Giant Bosses!". Some people prefer this over Shade all the time, but it seems to be quite useless when you're already doing lots of damage. Bombos is probably something that will get very interesting in the later Adventure Maps, when you're starting to be underleveled and you're simply not doing enough damage. But if your enemies are dealing too much damage, Shade is probably still the better alternative, because you can avoid them entirely. At least Bombos doesn't seem to have any weird side effects.

  • Ether (Water):
    This reduces the damage your troops take. It does not reduce the damage that you take and for supporting your troops the Shine effect seems to be the superior choice. There isn't much to say about Ether and probably no real reason to ever use it.

  • Quake (Lightning):
    This just slows enemy forces down. The enemies in this game are usually faster than on the Wii U, probably to make this appear more useful, but the only missions, where this might be actually useful, are the "Guard Allied Keeps" Challenge Battles. But even here an Ether barrier together with the Repair Rental Skill might prove to be more useful than slowing enemies down.

    It's also a little bit weird / bugging, how "Ether" is the name for Water Fairy Barrier Magic, while the Lightning symbol looks exactly like the Ether Medallion. Just a side note.

    But the effect supports my theory that Hyrule Warriors 2 might have "time" as the sixth element. A time barrier could speed your forces up instead.

Next to the Fairy Magic and its barrier effects, there are also many different Rental Skills to unlock by leveling your fairies. They are listed as items within the game, while depending on the skill it works either all the time, for a short time, or with a limited number of uses. I haven't gotten much into the whole thing, but the most useful Rental Skills I've found are "Water Wall", which lets every character essentially have the ability of Sheik's water shield, and "Repair", which heals one of your keeps. "Water Wall" is probably my favorite and helps tremendously with collecting Gold Skulltulas or keeping the Sword Beams of the Master Sword. The only downside is that you lose it, whenever you change between characters.

Some people swear on the "Magic Fountain" skill, which gives you unlimited magic for a short time, which you can use for many fairy nukes in a row or a longer Focus Spirit, but I haven't had the chance to unlock this yet and I'm also not too eager about these time-limited perks.

To get Rental Skills you have to increase certain traits of the fairy, but a fairy can only have five traits at a time. In order to change these traits (and also her name), you have to refresh her after reaching Level 99. This is something the later Dynasty Warriors games seem to offer for their characters, while here you get a fairy back to level 1, but she keeps 10 percent of her stats, your trust level and all her Rental Skills. And with this you can aim to unlock more and more Rental Skills over time, even getting a fairy with all the skills.

This, however, might take a long time and it's probably easier to focus on different fairies at the same time, because they all have different initial traits. At the beginning you can have up to three fairies, but for each Adventure Map, where you beat the final Ganon mission, you get another slot, which means you can currently have up to eight fairies at the same time. The DLC Maps might also add more slots, we'll see. But it doesn't seem like the DLC maps actually add new fairies, because otherwise they probably would have shown them in the trailer.

There are four different fairies for each element to be found on the five original maps (Termina and Twilight Maps share a set of five fairies), so 20 different fairies altogether. They all have a different look, though for each element you only get two different hair styles with two different colors. On Reddit you can find a neat little Location Guide for all fairies and foods, which even links to images of all fairies.

I personally would have preferred it if you could built/design fairies on your own and unlock the different hair styles similar to the Fairy Clothing, instead of having different fairies all over the place. If you really like the designs on the Twilight and Termina Maps the best, you're in a dilemma, because you probably wouldn't want to wait using a fairy of the same element until so late in the game. So, you have to settle for the earlier designs.

Luckily I found my favorites for the five elements on the first two maps and this is my current fairy ensemble in this exact order:

  • Hylia: Light Fairy from Great Sea Map
  • Shady: Darkness Fairy from Adventure Map
  • Din: Fire Fairy from Great Sea Map
  • Nayru: Water Fairy from Adventure Map
  • Farore: Lightning Fairy from Adventure Map

As you can see, I named them after the Goddesses. The Lightning Fairy would be better with green hair to match Farore somewhat more, but otherwise it's quite accurate. Especially my chosen fairies for Din and Nayru look a lot like the two Oracles. I might also rename "Shady" into "Demise", just to fit the pattern better.

All my fairies are above Level 50 as of now and have a double barrier for their respective element. For the remaining three fairies I will try to raise hybrids. I have eyes on the Light Fairy on the Twilight Map for a Shine Shade hybrid. And the Termina Fire Fairy looks really hot, where I might give her a Bombos Shade ability (though Shine might suit her visually better). And a Bombos Ether mixture might also be useful, but I haven't seen a visually fitting fairy for this yet.

Fairy Clothing is another topic on its own. With it you can raise the Fairy Magic damage up to three times and reduce the magic costs down to 60%. The annoying part is that each clothing is set to a specific element and only works for this element. While you can dress your fairies in anything you want, only certain clothes will really buff them. And this heavily limits your options in this Zelda doll maker.

And as this wasn't already disappointing enough, I still wasn't able to get a complete set of clothing for both Fire and Darkness, even after completing the first two Adventure Mode Maps. The original Adventure Map didn't even have a single piece of Fire clothing! And right now I'm still missing some "hat" for the Fire Fairy, where the magic costs are still at 80%, as well as make-up / aura for my Dark Fairy. At least my Dark Fairy has the fully reduced costs, which is why I still prefer to use her over Din and her Double Bombos most of the time.

Next to clothing you can also unlock Fairy Food and like the bottled fairies it's hidden within the normal Rupee pots. On the Wii U I usually ignored those pots, but here you now have an incentive to check every pot in enemy keeps for all the missions with hidden food. This goes so far that by now I sometimes keep smashing pots out of habit, even in missions without any hidden fairy stuff. Like the Fairy Magic makes magic more desirable in this game, the hidden Fairy Food makes smashing pots more desirable as well. And it's certainly more interesting than just simply taking keeps all the time, though it's easy to forget about the pots sometimes. But overall the fairies added a good value to existing things in the game.

I would find it even better if all pots could randomly drop Food instead of Rupees. The random food drops are way too rare in the game, which turns fully building your fairies probably into the biggest effort of grinding yet. Getting food from pots randomly would solve this issue somewhat.

Anyway, each food corresponds to a certain element and furthers specific traits. You will have to use it strategically and with caution if you want to unlock certain Rental Skills. Sometimes the fairies also ask for a specific food, where feeding them the right one increases your trust level a lot, but you have to be careful with the elements here, because they might ask for something of a different element than what you want the fairy to have after Level 50.

 

Conclusion

By the length of this article, which only provides an overview, you can already see what a complex addition the fairies have been to the game. It's certainly a welcome new feature and I hope it stays around for the sequels with a number of improvements.

Thursday, May 12, 2016

Medli and Master Wind Waker Map Trailer


You can watch the trailer here. Medli is so adorable, I always really enjoyed playing her in the Wind Waker. The Earth Temple is easily my favorite dungeon in the game. And it will be awesome to get more into action with her. But similar to Tetra, I'm not a fan of her squeaking sounds. This might get annoying easily and this is something, where Koei Tecmo seems to have some issues. In terms of design and movesets the characters are all really well done, they do the source material great justice. But certain characters like Tetra, Twili Midna and now Medli are a little bit off on the sound department.

Anyway, the Master Wind Waker Map does use an 8-Bit variant of the "Cursed Sea" theme, which I really like. That's a good choice. Other than that it doesn't really look that different, it does have a different background and the red borders, similar to the original Master Quest Map, but overall it looks quite identical. But this shouldn't be surprising and if you consider that this map on its own only costs 2€, you can't really complain. I personally really enjoyed the original Wind Waker Map, so I'm looking forward to it.

I still hope that they go for the Link's Awakening 8-Bit style with the upcoming maps. They all revert the maps for the console Zelda games back to the NES 8-Bit style and it would make sense to go for the GameBoy (Color) 8-Bit style with all the handheld Zelda games. Also, the Adventure Mode doesn't have a complete overview of the maps anymore, so the maps theoretically could have any shape. However, going through Koholint screen by screen would be too large, twice as large as the original Adventure Map, but I suppose they could just use two screens together as one.

Of course the likeliest scenario is that they keep doing the NES style and just remake Koholint in classic 8-Bit. That could also look interesting, but as a fan of Link's Awakening I personally hope for a more accurate treatment. They haven't done stuff like villages on the NES maps (only rough outlines of castle and Clocktown), while I feel that areas like Mabe Village are too important to be lost in translation. And actually for Koei Tecmo it would be less work to simply reuse the world of Link's Awakening and its items, instead of converting it all into the NES style.

And they can keep using the style for the upcoming handheld Zelda maps. Portraying Lorule in 8-Bit certainly would work better with the sprites for Link's Awakening, because it's closer to the SNES style worlds. And if they do a rail map for the Phantom Hourglass & Spirit Tracks Pack, they could use the rail sprites from the Oracle games.

We'll see about that in two months. The Master Wind Waker Pack and Medli are out next week, on May 19th.

Update:
Looking at the new materials a little more closely, you can see that Medli is getting her ugpraded weapons and her hearts on the map. This shouldn't be surprising, since she's a free addition similar to Cia, Volga and Wizzro. Overall this DLC seems to be quite close to the original Master Quest DLC on the Wii U.

The map even has "Master Rules", where one of them is "No Fairy Magic". I bet that this rule will always come into play, when fairies would be really useful, so you're really appreciating the feature afterwards. And I hope that they don't bring back the "Don't get hit" rule, because that one is really annoying on the Nintendo 3DS. It already was on the Wii U, but with the rendering issues of this game it's ten times worse.

Also, I hope that future DLC characters will be handled the same way as Medli. In Japan they don't sell the characters separately anymore, so maybe Koei Tecmo has listened to the feedback, where the Wii U DLC characters were quite boring on their own, without any missions.

Monday, May 9, 2016

Of Sheikah and Gods


Someone tweeted me this theory video by HMK about the Sheikah symbol and asked for my opinion about it. Now, when it comes to predictions and theories of Zelda, I'm more of a practical guy. I think about the gameplay and game elements first and rarely ever dive into the story. That's because the story is usually wrapped around the gameplay and in my 18 years as a Zelda fan I've learned not too care much about it.

When I saw Link in his blue outfit, the technical reason always was clear to me. This game has an ocean of green grass and they needed Link to give a better visual contrast than with his usual green tunic. Link had blue clothes like these in the Wind Waker and they probably seemed like a good fit for the aesthetics of the new game. Story-wise this could wrapped in many different ways. And some of the theories remind me of the old Valley of the Flood idea, one of the things that appeared in the early days of Hyrule Blog. Essentially it's about having a game, where you don't really play the Chosen Hero of the Gods in a time period, where the Goddesses are about to destroy the world.

Of course in certain Zelda games like The Wind Waker, Twilight Princess or Spirit Tracks Link started with a different outfit and then got this green tunic over the course of the game, usually early on. This still might happen here, though I would expect this to happen very late in the game, if that's the case. The problem with the contrast still stands and Nintendo has chosen the blue outfit for game reasons, not for story reasons. The story will just be there to explain it all.

But if the rumors about an optional female protagonist are true, this might be related. If this game doesn't feature the legendary Hero as we know him, a Linkle-type character, who just seeks out to be the hero, is entirely possible as well.

And when I see these circuits around the Sheikah symbol on the book or tablet that Link is carrying, I think about the Wii U GamePad and its touchscreen first. Drawing these symbols in a spell book or on some magic tablet is probably the new Ocarina of this game. You draw the "Scribble of Storms" to make it rain. Or something similar. (I still think that it's a book, by the way. It might be a tablet, but gameplay-wise that wouldn't really make any difference. It's something to draw on with your GamePad. Actually a "tablet" makes even sense here, since the GamePad is essentially a "tablet", so I can't really say anything against it.)

I do like the connections made between Gohdan and the new monsters. The theory from the video is that the monsters in the new game were created by the Goddesses and now wreak havoc on Hyrule to destroy it. I don't follow this impression, simply because it appeared that they specifically were hunting for Link and not randomly destroying everything. But it still might be that they were created by the Goddesses to "test" the Hero, much like Gohdan was.

I would also be careful about drawing connections via design choices, because there always will be similar designs throughout the entire Zelda series that just get reused. Like the symbols of the Goddesses came originally from the three tunes of Ages without any deeper meaning behind it. So, if I look at these circuits around the Sheikah symbol I wouldn't necessarily see something from the Twili (which was another theory around) or the Tower of the Gods, though the latter certainly would be a nice connection.

After all it was also the Thunder God Lanayru, who created the Lanayru Mining Robots. And we're certainly in a similar territory here, where we're dealing with some ancient technology. In Fantasy technology usually is a thing from the past with a deep mythology behind it and that these monsters were created by the Goddesses is certainly a possibility.

In any case I'm eager to learn the real story and probably won't put many more thoughts into it. We won't have to wait much longer anyway, it's only one month until the big reveal.

Friday, May 6, 2016

Hyrule Warriors: Legendary Costume Collection

I love having many different costumes for all the characters in Hyrule Warriors and Hyrule Warriors: Legends, but most of them are just simple recolors and not all of them look good. The best and most interesting costumes are the ones based on the Zelda games and other characters - the costumes that also change the model of the character, sometimes even the entire appearance.

And if Koei Tecmo wants to do more of these, there will be plenty different appearances left from the various Zelda games. So, lets go through these to create the "Legendary Costume Collection". Most of them would be for Link, Toon Link and Tingle, so let's take a look at them first.


Link:
  • Classic (Blue Mail)
  • Classic (Red Mail)
  • Ocarina of Time (Goron Tunic)
  • Ocarina of Time (Zora Tunic)
  • Twilight Princess (Ordon Clothes)
  • Twilight Princess (Zora Tunic)
  • Twilight Princess (Magic Armor)
  • Skyward Sword (Skyloft)

While Link already has costumes for the classic games, Ocarina of Time, Twilight Princess and Skyward Sword, he doesn't always look the same in these games. He has different armors and sometimes even casual clothes in the beginning of the game. And all of this is good enough for additional costumes. In case of the Classic Tunic and Ocarina of Time those are just recolors of the existing costume (and yes, I'm aware that there are already Goron and Zora Tunic variants of the default Hero's Clothes costume, though they are technically just called "red" and "blue" in the original). With the other stuff it would also alter the shape / model.

With the upcoming Zelda game for Wii U and NX, there will certainly also be more material for Link's costumes, but that's something for a potential Hyrule Warriors 2.


Tingle:
  • Ankle Recolor
  • David Jr. Recolor
  • The Wind Waker
  • The Wind Waker (Ankle)
  • The Wind Waker (Knuckle)
  • The Wind Waker (David Jr.)

I can already see him getting the Ankle and David Jr. recolors in the upcoming DLC maps. It's a no-brainer. The Master Wind Waker Map might also give him a true The Wind Waker costume. I always liked his appearance in the Wind Waker more and will probably use that costume most of the time. The rest would be simple recolors of the TWW costume, similar to the Goron and Zora Tunic for Ocarina of Time Link. Not a must, but still nice to have.

In any case I still think that Tingle should get his own unique Hyrule Warriors design in Hyrule Warriors 2, while his game appearances should be alternate costumes, exactly like they did it with Link, Impa, Zelda and Ganondorf. He's a recurring character and shouldn't be tied to just one game.



Toon Link:
  • Four Swords (Blue)
  • Four Swords (Red)
  • Four Swords (Purple)
  • Dark Toon Link
  • Spirit Tracks (Engineer)
  • A Link Between Worlds / Classic
  • A Link Between Worlds / Classic (Blue Mail)
  • A Link Between Worlds / Classic (Red Mail)
  • Tri Force Heroes (Bear Minimum)
  • Tri Force Heroes (Timeless Tunic)
  • Tri Force Heroes (Legendary Dress)
  • Tri Force Heroes (Cheer Outfit)
  • Tri Force Heroes (Goron Garb)
  • Tri Force Heroes (Zora Costume)
  • Tri Force Heroes (Tingle Tights)
  • Tri Force Heroes (Sword Master Suit)
  • Tri Force Heroes (Linebeck)
  • Tri Force Heroes (Fierce Deity Link)
  • ...
You get the idea. As for the upcoming DLC, I suppose they will go for the Four Swords recolors and the Engineer outfit. Dark Toon Link would also be great, since he's quite important in Four Swords Adventures. And that costume is already in the game, essentially, since every character has a dark version. I'm still hoping that you will be able to get all of those at some point...

And essentially any outfit from Tri Force Heroes could also become a nice costume for Hyrule Warriors. I've simply picked some of my favorites, which for the most part are outfits based on other characters. But as much as Link is the master of weapons in this game, Toon Link could become the absolute master of costumes. However, on a second thought, like the masks from Majora's Mask the individual outfits could just go to different characters, e.g. Torrent Robe for Ruto or the Cheer Outfit for Lana.


Other:
  • Classic / A Link to the Past - Zelda
  • Skyward Sword (Goddess Dress) - Zelda
  • Skyward Sword - Impa
  • Demise - Ganondorf
  • Goron Link - Darunia
  • Laruto - Ruto
  • Rutela - Ruto
  • Veran - Cia
  • Garo - Wizzro
  • Twilight Princess - Skull Kid
  • Skull Mask - Skull Kid
  • Toon Zelda - Tetra
  • Gaepora / Rauru - King Daphnes
  • Malon - Marin

Here we have various ideas based on alterations from the games or similar characters and I suppose none of them need bigger explanation. The "Skull Mask" would be another mask costume (like those we got on the Termina Map) and a perfect fit to create an Ocarina of Time version of Skull Kid. Together with a Twilight Princess costume this would cover all his appearances in the games, except for maybe a maskless version. They could do this as well, of course.

"Toon Zelda" could become her own character at some point, e.g. using the Spirit Pipes and/or a Phantom moveset, but like Toon Ganondorf for now she's probably best as a costume, in this case for Tetra (though Tetra does really weird squeaky sounds, which probably wouldn't fit that costume at all). The "Rutela" and "Laruto" costumes for Ruto wouldn't be just recolors this time, but some actual alterations, like Zelda's Ilia costume for example.

If you have any additional ideas, let me know in the comments! I might add them to the lists.