I honestly don't see the issue. You don't have to use it at all, so who cares what it ends up being used for.
I've heard so many people complaining about dousing that I thought I was going to be forced to use it. Meaning, that even if I knew where to find something, that I would still needed to use dosing to "find" it.
But after playing the game I learned that it wasn't like that at all (among a ton of other SS complaints), it was completely optional and you can pretty much forget dousing exists while playing.
is that why fi kept popping out to tell you she's added new dowsing targets and didn't let you forget about it
also, sandship?
it isn't optional, stop with that banal and incorrect justification please
Übermatik;153747872 said:You know what I loved in TP? Double Hookshot. I was actually super excited when I found out that was the new item you got in the Sky dungeon. Didn't really see it coming either, I was just a bit confused up until that point!
I wasn't :/
I'm always super excited about new items in dungeons in zelda.
So you're in the sky dungeon, the level design is a bit crazy, with many vertical rooms and such
"what could the item be ? an item to fly ? something else ?"
"you found another hookshot lol"
"oh..."
Dark Souls has nothing of this sort, the rules, pacing, mechanics are always pretty much the same. There is no distinction between areas that works as you say regarding Zelda dungeons, in fact, it's pretty much the opposite. The world is always packed with stuff to do, even if all you do is kill enemies (or get killed) for the most part, there are no contrasting areas in term of mechanics.The areas in SS felt more like "levels" and less like a world than any other Zelda. Dungeonifying the outside world was not a good choice. Zelda works best when the dungeons and open world are well contrasted.
Delving into a dungeon should feel like entering a world unto itself with it's own rules and pacing. When the entire world feels that way, you lose out on a lot of the satisfaction.
It's one of the secrets to Dark Souls' success. The contrast between light and dark. It's become a cliché to compare the two franchises, but FROM really nails this.
Übermatik;153748598 said:Haha, must admit, I was kinda taken aback at first... but when you get to use the Double Clawshot it becomes so much fun! Especially in later areas of the dungeon.
I agree.Has anyone else been bothered by the fact that mundane items like the bow, whip, boomerang, bombs, and slingshot actually have to be obtained in a dungeon before being accessible for use? Items found in dungeons should be mystical and out of the ordinary like the dominion rod, flying beetle, or hookshot.
Has anyone else been bothered by the fact that mundane items like the bow, whip, boomerang, bombs, and slingshot actually have to be obtained in a dungeon before being accessible for use? Items found in dungeons should be mystical and out of the ordinary like the dominion rod, flying beetle, or hookshot.
Has anyone else been bothered by the fact that mundane items like the bow, whip, boomerang, bombs, and slingshot actually have to be obtained in a dungeon before being accessible for use? Items found in dungeons should be mystical and out of the ordinary like the dominion rod, flying beetle, or hookshot.
I'm playing through Castlevania SotN for the first time. It has made me realize how much enjoyable it is to have a large amount of items to choose from to create your own strategy and equipment. It makes Zelda games seem very limited and claustrophobic in the regard. This kind of open ended flow where you are left to choose how to progress and with whichever means you desire is very interesting and almost new to me even though I've played both open world and RPG games before. Even Super Metroid (which is divine) is very strict and rigid in the items/equipment area. I would really like to be given this kind of freedom with the next Zelda.
See that's why I'm being pessimistic about EAD 3. These dudes develop Zelda games for a living, but somehow can't manage to come up with really groundbreaking ideas. Zelda U has everything going for it and has a real potential to shake things up, but watch them do the same collect 3 important items, middle story sequence, collect 5 more important items, end story sequence again, just in an open-world scenario. While we're at it, why not have Link dream of an ominous evil again at the beginning of the game?I agree.
For a few years I have been thinking about just that in Zelda. The items in dungeons should be special. Like items to stop the "gods" or help defeat a really strong enemy.
My wish is to have the entire world accessible. You would even see the temples as well, but not access them until you have found the right item. To find them you will need to do questing and explore the world. Maybe you get it from a NPC, or perhaps from a smaller dungeon. Make us explore the world, not go through temple after temple each time.
I really liked the upgrade system from SS, I hope they go crazy expansive with that in the next game.
I also liked how you had those items like the emblems that gave you advantages. I wish they expand that, like the rings from the Oracle games, or even the masks from Majora.
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Sorry for interrupting any conversation going on. Just thought it would be a good idea to repost DecoyOctopus's color corrected GIFs.
See that's why I'm being pessimistic about EAD 3. These dudes develop Zelda games for a living, but somehow can't manage to come up with really groundbreaking ideas. Zelda U has everything going for it and has a real potential to shake things up, but watch them do the same collect 3 important items, middle story sequence, collect 5 more important items, end story sequence again, just in an open-world scenario. While we're at it, why not have Link dream of an ominous evil again at the beginning of the game?
Ah well, I guess we'll have to wait and see...
See that's why I'm being pessimistic about EAD 3. These dudes develop Zelda games for a living, but somehow can't manage to come up with really groundbreaking ideas. Zelda U has everything going for it and has a real potential to shake things up, but watch them do the same collect 3 important items, middle story sequence, collect 5 more important items, end story sequence again, just in an open-world scenario. While we're at it, why not have Link dream of an ominous evil again at the beginning of the game?
Ah well, I guess we'll have to wait and see...
This means nothing, but I saw this puzzle on Reddit that is apparently officially licensed, that shows a map of Hyrule. How cool wouldn't it be to see Castor Wilds in this game??
Skyward Sword is one open world hub (the sky), and several semi-open hubs (the ground) that are structured and operate more like dungeons than typical open worlds. This was, I figure, a response to fans clamouring for more interactivity in the open world and Nintendo's talk of adding dungeon like elements to it. I mean, structurally they're still not dungeons. The ground still works very similarly to Hyrule Field and all other tangent locations from previous Zelda games, so it kinda bugs me when people say Skyward Sword didn't have a hub/open world/Hyrule Field. They look different, are structured a bit differently, and at times a bit tighter in play space, but fundamentally they still offer that free, at-your-own-pace play and exploration. And the sky is structurally very similar to Wind Waker's ocean, just much smaller. And I'm really happy Nintendo experimented with these ideas and combined the two, because in my opinion a majority of Skyward Sword plays very well as a Zelda game.
That being said, and I've said it before, I also think Skyward Sword was a good vision restricted by the wrong hardware. Two halves, a massive open sky, vertical play in discovering new floating islands and what not, ground areas/dungeons to explore, etc. All of this would have benefited from stronger hardware that could blur the lines in loading and scale/density of each area.
When Nintendo talks about Skyward Sword being the "biggest Zelda" they're not lying. It's got more stuff in it, scale and content, than any other.
EDIT: As it stands my big worry with Zelda U is how they'll flesh out the open world with interesting content. Pushing for a strict deadline on a mediocre selling system does not fill me with hope, but we'll see.
Has anyone else been bothered by the fact that mundane items like the bow, whip, boomerang, bombs, and slingshot actually have to be obtained in a dungeon before being accessible for use? Items found in dungeons should be mystical and out of the ordinary like the dominion rod, flying beetle, or hookshot.
This is possibly my most wanted feature in ZeldaU. I absolutely love when they give us some low-level equipment/outfit customization. It blends so well with the series it's incredible they don't do it more.
I'm not bothered by it, but I wouldn't mind if some of the more earthly items were starters.
Not all of them though; again, for me finding items in the dungeons or in dungeon-like areas is what creates an enjoyably mysterious and discovery filled play aesthetic for me in the Zelda games.
Even so called "mudane" items like the whip or bow are fun to find in dungeons, especially if they lead to some engaging and inventive puzzles or "platforming" (I really don't know what else to call it...) segments.
But yeah, I wouldn't mind starting off with maybe items like the slingshot, bombs, or boomerang; it might actually save the quality of the level design if EAD3 ever decides to go full sandbox.:/
That tressfx on the horse is going to melt Wii Us this holiday. Nintendo is playing with fireHere's the final version of the first gifI'm not sure if I even posted in this thread.
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I just think it's really underwhelming to make my way to a dungeon's chest and open to find a bow. A bow just like the one an enemy was using on me as I made my journey here. It's like a logical inconsistency to me. Why couldn't I take the enemy's bow for myself instead of having to wait for a dungeon to give me one?
While I'm on this note about dungeon items, I've always found it odd that solutions to dungeon are hidden within the dungeons themselves. A dungeon is supposed to keep something in yet the map, the keys, and the special item necessary to navigate the dungeon are pretty much available to any who are trapped inside. If there's another thing I want from Zelda U, it's the removal of these items from the dungeons.
That tressfx on the horse is going to melt Wii Us this holiday. Nintendo is playing with fire
Eh, usually it makes sense when those items are in the dungeons. When the boomerang is a dungeon item it's usually because it's associated with the Kokiri and it's often a magic boomerang that can lock on to multiple targets or blow wind. Bombs are associated with Gorons so it makes sense when the bombs are obtained in their dungeons. Bombs are also usually usable before you get the bomb bag via bomb flowers, but you can't stock them. Also keep in mind that dungeons are not always sacred temples. Sometimes they are just caves or mines or factories.Has anyone else been bothered by the fact that mundane items like the bow, whip, boomerang, bombs, and slingshot actually have to be obtained in a dungeon before being accessible for use? Items found in dungeons should be mystical and out of the ordinary like the dominion rod, flying beetle, or hookshot.
See that's why I'm being pessimistic about EAD 3. These dudes develop Zelda games for a living, but somehow can't manage to come up with really groundbreaking ideas. Zelda U has everything going for it and has a real potential to shake things up, but watch them do the same collect 3 important items, middle story sequence, collect 5 more important items, end story sequence again, just in an open-world scenario. While we're at it, why not have Link dream of an ominous evil again at the beginning of the game?
Ah well, I guess we'll have to wait and see...
I remember when ALBW came out and revealed there would be no dungeon items people got upset, but I think people with that mindset are approaching things all wrong. To them the item is the reward for the dungeon, but really it should be that the dungeon itself is the reward. Figuring out how to complete the puzzles and reach the boss is the reason you go there and the items are tools to help you accomplish that goal. Whether you get the item in the dungeon or outside the dungeon shouldn't really matter. It's how the items are used that's important.
Yeah.
Getting items outside of the dungeons is a phenomenon that occurs quite frequently in LoZ; I generally enjoy Zelda's narrative elements and I' think they've become a pretty important element in the last 17 or so years, so interacting with colorful NPCs by completing their challenges/tasks to get a key item or talking to them to get clues on where to find a mini-dungeon or dungeon-like area where a key item might be hiding is more than welcomed.
My personal issue with the way ALBW handled item distribution is that it took a lot of the feelings of mystery and discovery out of finding the items and using them within the level designs by essentially reducing them to the level of something incredibly mundane and easily obtained like a health potion, more bombs, or more disposable bits of ammo for Link's projectiles...
Edit: I sincerely hope that the item shop concept hasn't gotten anywhere near this project.
Glad you understand meI know you're joking but for correctness' sake: those are regular run-of-the-mill cloth physics
Other items like slingshot, bombs, and iron boots obtained outside of dungeon. City in the Sky is not a sacred temple and the clawshot is implied to be Oocca technology, as is the spinner and dominion rod. Bow makes no sense in the mines.
Haha, pretty good point.I just think it's really underwhelming to make my way to a dungeon's chest and open to find a bow. A bow just like the one an enemy was using on me as I made my journey here. It's like a logical inconsistency to me. Why couldn't I take the enemy's bow for myself instead of having to wait for a dungeon to give me one?
While I'm on this note about dungeon items, I've always found it odd that solutions to dungeon are hidden within the dungeons themselves. A dungeon is supposed to keep something in yet the map, the keys, and the special item necessary to navigate the dungeon are pretty much available to any who are trapped inside. If there's another thing I want from Zelda U, it's the removal of these items from the dungeons.
Well, on a surface level it makes sense for stuff like the bow, hammer, bombs, and boomerang to be sold at the shop, but things like the fire rod, ice rod, tornado rod, and hookshot not so much. But the game has a very good reason for why such mystical items are sold at this particular shop ().the shop owner is the hero of Lorule
The real problem with the way ALBW handled things was that since you could buy any item at any time instead of obtaining them in a set order like every other Zelda game the developers had no way of knowing what your inventory would be at any given time and had to lower the complexity of the dungeons accordingly. When they REALLY wanted you to have more than one item in a dungeon it was usually the bombs and they would just put those bomb monsters in the dungeon. This also had the effect of making most items in the game worthless. I had almost no use for the boomerang and bow. The fire, ice, and tornado rods completely outshown everything else in combat.
I've... never thought of it like that. Clues and items to solve a temple collected externally. It's so blatantly obvious... this would be a great change.While I'm on this note about dungeon items, I've always found it odd that solutions to dungeon are hidden within the dungeons themselves. A dungeon is supposed to keep something in yet the map, the keys, and the special item necessary to navigate the dungeon are pretty much available to any who are trapped inside. If there's another thing I want from Zelda U, it's the removal of these items from the dungeons.
I much prefer the current self-sufficiency of the dungeons.I've... never thought of it like that. Clues and items to solve a temple collected externally. It's so blatantly obvious... this would be a great change.
I much prefer the current self-sufficiency of the dungeons.
So GDC is next week.
I'll still eat my pants if we get anything on Zelda Wii U.
Just to be clear, I want footage. New footage. If we only get some two lines in a random interview that means nothing, it doesn't count.
Still wearing that tag from the last incident. I'd be careful with your claims.So GDC is next week.
I'll still eat my pants if we get anything on Zelda Wii U.
Just to be clear, I want footage. New footage. If we only get some two lines in a random interview that means nothing, it doesn't count.
The problem is that people are too used to it, hey you can't advance the dungeon unless you go back to the town, do a sidequest, play a minigame or find a key on the overworld, most people will be confused o frustrated unless the game tells you exactly where the key is.I much prefer the current self-sufficiency of the dungeons.
Be realistic... you can't eat your pants.
Do something you can actually do if you're wrong![]()