Ifrit said:
Why the hell was Rolling Thunder in that intro, the game was great
Absolutely agreed, Rolling Thunder is a fantastic game, and series... I loved that arcade game, and the NES and Genesis versions (of 1 and 2 in particular) are just as great. Slow paced, but very, very good... but it's just in the intro, not in a full video. I won't complain about it being there unless he actually makes a video attacking it.
jman2050 said:
Zelda and Metroid succeeded because, despite their NES-era driven design issues, they were executed extremely well and they did more right then they did wrong. Zelda in particular had excellent combat mechanics from the getgo and was never particularly hard outside of the second quest, which was designed specifically for that purpose.
Hell, almost every single bombable area in the original first quest is completely and totally optional, the notable exception being most all of level 9, which is, you know, the last level. Now, perhaps there was some difficulty for young gamers to put together in their minds that they needed to bomb some dungeon walls and passages would appear, which I guess would be a source of tedium. Still, there are two things to consider: 1) Despite being in limited supply, bombs are droppable in moderate quantities, and are not at all expensive in most shops anyway, and 2) There's far less opportunity for error in a game like Zelda, not least of which because the game generally does a good job of letting you know that you missed something. For example, level 5 contains, from what I see, the first instance of a required bombable wall; this is needed to get the flute. Level 5 is NOT beatable without the flute; you can't beat Digdogger without it. This, combined with the fact that the game gives you an easy way to cross reference which rooms you've already visited with the rooms specified on the map on the top-left corner, lets the player know "oh shit, I haven't been to those rooms yet, I should find a way to get to those rooms and maybe I'll be able to beat this boss! This is notable because this particular instance also gives the player the knowledge that bombable walls are a necessary component of this level and then, logically, later levels as well. Not coincidentally, the frequency of required bombable areas increases from there.
The most important aspect is that Zelda follows a very strictly-adhered to structure. Blocks are meant to be pushed. Walls are meant to be bombed. Closed shutter doors usually mean you have to kill all enemies. Armos's on the overworld reveal secrets when they are touched. Rocky areas of the overworld are bombed. Trees are burned with candles. single-tile water areas require the ladder. Gohma is killed by arrows. Digdogger is made vulnerable by the flute. All shops contain 3 items and are the same every time. The game very rarely deviates from these standards, and this goes a long way toward making its seemingly obscure logic solvable; the player learns how each component of the game's world is supposed to behave, which lowers the level trial and error needed.
There's a reason why Zelda was properly elevated to its elite status in game design. And it was certainly no accident. Milon's Secret Castle is not Zelda, and is a proper example of what happens when Zelda-like game design goes wrong.
Sure, but it did have some hidden dungeons, particularly in the (optional, admittedly) Second Quest. And Metroid... yeah, that's horribly confusing without a printed map, that's for sure!
In my opinion, Zelda 1 (and to a lesser extent 2 and 3) and Metroid (1, maybe 2, Super to a lesser extent) DO have these elements in them. NES Metroid and Zelda pretty obviously have them, but when I played SNES Zelda and Metroid (both in the last couple of years), I ran into some of those elements in both of those games as well, and it definitely frustrated me and made me like both games a bit less than I otherwise would have. I had to use FAQs in various points in both games, for things I never would have guessed how to find (or even that I needed them)... and the NES games are far worse.
However, none of those come even close to being as random as Milon's Secret Castle. It's the same problem, sure, but Metroid and Zelda are definitely not on that level of annoyance, not even close.
ZealousD said:
I mean, think about, Nintendo changed it right? They decided that having such obscure puzzles was a bad thing, so they gave players those "hints" in LTTP, right?
I found LttP not nearly as much improved on these matters as you suggest. Yes, they improved things hugely when compared to the first game, but there are absolutely still randomly hidden items that you must get to finish the game, and I found that element of the game really, really frustrating. Link's Awakening and beyond do not have any of these elements, or if they do they're extremely minimal in comparison.
Examples of things in LttP that I had to use an FAQ to find, because I didn't know I didn't need them until I got stuck and had no idea what to do next:
-Getting into the Swamp of Sorrows
-Finding Bombos Medallion and Book of Mudora (I think)
-Finding Quake Medallion
-Finding Ether Medallion (I stopped playing the game for like a year after getting stuck at the point where you need this... it doesn't say what it is, it doesn't say where to find it... without a guide I'd NEVER have known where to look (on the opposite side of the map) for this stupid thing...)
-Finding Ice Rod (or even just telling you that the Ice Rod exists and you need it, they don't even bother to do that! I got to the boss of Turtle Rock, only to get stuck there and have to find in an FAQ that I needed an item which I didn't know existed... thanks for telling me about it beforehand! So I had to go out, get it, and then redo the whole dungeon... argh!)
-Silver Arrows -- They only tell you about them AFTER you get them, and they're hidden well. Um... thanks. How, exactly, was I supposed to know about the Super Bomb?
Now, maybe if you play the game differently, taking the time to explore every screen thoroughly and do everything possible in every area before moving on, you won't get stuck at any of these points... but a good game doesn't rely on that, it helps you find the things you need to complete the game. While much better than Zelda 1 on this, LttP still had some real problems in this regard.
On the Swamp of Sorrows evidently there were a couple of clues towards how to get warping on your flute, but I missed them at the time, and didn't get to the Swamp of Sorrows for a long, long time afterwards... by which point I had completely forgotten about the whole affair. You need to warp to get to the Swamp, okay, I could guess that... but how to get there? You need warping on your flute, and to get that you need to play the flute before the statue in town? Um... right. But at least there I think there were clues (in the form of a couple lines from the people in town)... though given that usually the people in town are entirely useless and say nothing interesting (I thought that they have less character and are less interesting than the people in any Zelda game since, though obviously it's a huge improvement when compared to the first game), having them matter in this one case and not in much of anything else is kind of annoying. But in the rest of the things on that list, is there any such defense?
Link's Awakening, the first Zelda game I played through, did none of these things. The closest it came was in a few steps of the Trading Game, but even there it was more logical and less random than any of the things on that list. The items have to go to people you can talk to, after all, and there are only so many on the island... and the people generally ask for or talk about the item they want, so you get clues. LA was a vast, vast improvement in comprehensibility and understanding what you actually need to be doing in the game... I like puzzles, and challenge in games, but puzzles require clues. "You need this random item hidden in a random cave in the corner of the map which we either won't mention until you need it or will give overly obtuse clues to" doesn't cut it... that's just annoying and is not good game design. Nintendo obviously learned that lesson, though, at least after LttP, considering that LA was such a big improvement on these issues, as well as OoT and beyond.
... I'm sure people will say all kinds of things about how obvious all of those items are, etc, but it sure wasn't that way for me.
But again, on the other hand many more recent games go too far the other way. Instead of completely obtusely hidden items you must have and the game never mentions, they TELL YOU IN BIG BOLD TEXT EXACTLY WHAT TO DO NEXT AT EVERY POINT, which is no better and really in many ways is worse. While too random isn't fun, too obvious and linear isn't fun in these kinds of games either... they need to balance the two elements. The first three Zelda games don't go far enough, but some of the more recent ones may go a bit too far at times, and other games are even worse... and game difficulty (of the combat and such) has gone down similarly as well, which is just as bad. Through LA, and perhaps OoT, the Zelda games were pretty challenging... but WW, TP... various game design decisions remove much of the difficulty, even when just compared to OoT and not 2d Zelda. As for puzzles, they're largely pretty good... maybe a bit too obvious at times, but largely pretty good. But as far as 2d Zelda games go, LA and the Oracles games are how it should be done, pretty much. They're hard, but incredibly good, and really well designed. They have challenge, but not hidden items that you need but that they don't give you clues for that will actually help you find the items.
But again... compared to Milon's Secret Castle, every Zelda and Metroid game looks amazingly straightforward and obvious in every way. It's a complaint on a completely different, much lower level.