snore zoneEmCeeGramr said:own zone
snore zoneEmCeeGramr said:own zone
Regulus Tera said:The Magic Armour in TWW didn't use ruppees, just magicks.
Branduil said:If Wind Waker had
1)The two missing dungeons instead of the fetch quest
2)At least OoT level of difficulty
3)One-button instant wind direction switching
I think it would have been the greatest Zelda ever.
It lacks constant jumping.EmCeeGramr said:own zone
Miyamoto said:In previous Zeldas we had players assign items to specific buttons in order to make it as instinctive as possible. Just having multiple buttons, though, opens up the possibility of making mistakes. With this game, you use the B button to switch between items and A to use all of them, which cuts down on mistakes.
It was alright when you didn't know what would be in your path. And that could sometimes be random. It wasn't as fun when you'd explored everything and still couldn't warp directly to places.Crunched said:I would have loved Wind Waker more maybe if you gained the ability to warp sooner, and to more places.
Because for all the hate Twilight Princess got about pacing, there's nothing worse than sailing for five minutes in a straight line with nothing else to do.
Branduil said:If Wind Waker had
1)The two missing dungeons instead of the fetch quest
2)At least OoT level of difficulty
3)One-button instant wind direction switching
I think it would have been the greatest Zelda ever.
Ghost_Protocol said:To anyone whose played/beaten the game: Does Link get any armor/tunics besides the standard? PM me or spoiler tag a simple yes or no.
This right here. This.The Crimson Blur said:Wind Waker is already the best Zelda ever.
But yeah, those things would've made it EVEN better.
Ghost_Protocol said:To anyone whose played/beaten the game: Does Link get any armor/tunics besides the standard? PM me or spoiler tag a simple yes or no.
In dungeons? Fair enough.butter_stick said:I'm talkimg about when I'm in dungeonsc or an overworld where no massive red bird is available. Then it's roll roll roll time. Link's grunts are the true soundtrack to Zelda.
But I interpreted Toilet Paper as Twilight Princess (I lold), but you're rightRegulus Tera said:The Magic Armour in TWW didn't use ruppees, just magicks.
It would've been way better if Wind Waker (especially) had the item and ship part economy that the later games had. If PH did one thing right, it made sailing much less monotonous. I actually wound up hating exploration in Minish Cap more than any other Zelda (except maybe Zelda 1)The Mana Legend said:Yeah, the DS Zeldas had a nice use for rupees, but they are bad games overall.
And your Bob Saget demon thing is scaring the shit out of me.
Thrillhouse said:The HD remake would have exactly the same graphics in a higher resolution.
Thrillhouse said:I thought that it was so obvious that you would get it from a simple remark.
It actually is pretty intuitivebutter_stick said:Mother fucking citation needed. There is no way a menu system accessed in game that uses a pointer (that you can't reset the center point of when in this menu) is less open to the possibility of mistakes than just pressing a button.
I played through the game only using the warp once the second time round. I guess it helped that I knew exactly where to go so I could plan my journey around the map effectively. Also you can collect rupees while sailing which are important later on in the game.Crunched said:I would have loved Wind Waker more maybe if you gained the ability to warp sooner, and to more places.
Because for all the hate Twilight Princess got about pacing, there's nothing worse than sailing for five minutes in a straight line with nothing else to do.
The only two times the game forces you to sail in a straight line for five minutes are the trips from Dragon Roost to Forest Haven and from Windfall to Outset. Sailing is not as slow as people make it to be.Crunched said:I would have loved Wind Waker more maybe if you gained the ability to warp sooner, and to more places.
Because for all the hate Twilight Princess got about pacing, there's nothing worse than sailing for five minutes in a straight line with nothing else to do.
Only in the demo. The problem is I pretty much have my right hand kinda slumped to the right when I play, so when I bring that menu up its awkward to move "more right". So I'll have to center my arm, bring it up, then select the item. It's do-able, obviously, but I much much much prefered TP Wii's system.ShockingAlberto said:It actually is pretty intuitive
And it doesn't use the pointer, it uses an eight-way motion, so unless somehow it has become so uncalibrated that it is confusing downright for right (and it would be immediately obvious if this were the case, not that I've ever heard anyone complain about this or had it happen in the demo), then I can't imagine how that would be an issue.
Have you tried it? What problems did you have with it?
TheGreatMightyPoo said:Amirox can be your editor/translator.
butter_stick said:Wind Waker is the worst 3D Zelda by a considerable margin, but if those suggested fixes had been implemented I agree it would be one of the best.
Because it's genuinely more intuitive than pausing the game to equip them. The secondary item pouches are a part of the game so you don't have to equip them and use them at any time in the game.butter_stick said:Only in the demo. The problem is I pretty much have my right hand kinda slumped to the right when I play, so when I bring that menu up its awkward to move "more right". So I'll have to center my arm, bring it up, then select the item. It's do-able, obviously, but I much much much prefered TP Wii's system.
Also the way bottles and shields are on their own menu and you have to switch between them? Why?
Dungeons ARE Zelda for me. They're what I rate the games on.Anth0ny said:Wind Waker tried something new and screwed up in a few places.
Twilight Princess tried Ocarina of Time and screwed up in a few places. Because of that alone, I have to say Wind Waker>Twilight Princess. Awesome dungeons isn't enough to me.
To be clear, he always has access to the Varia Suit; he just needs it to be authorized for use.Green Scar said:He gets a Varia Suit in the fifth dungeon (this is a lie)
Electivirus said:Very much agreed. The Galaxies and Epic Yarn look better to me than almost any other game on the HD consoles I've played this gen.
Alright I'm out of here. Wtf is happening...Anth0ny said:I own PS3 and 360, and no other art style looks as good as the Galaxy games. No, I don't care about Crysis or Battlefield or Uncharted. Of course they're technically superior, but that's not important to me.
On topic: Skyward Sword looks freaking gorgeous. HD re-release for Wii U Nintendo plz.
That's when it's required by the story maybe, but it's necessary for many side quests.Regulus Tera said:The only two times the game forces you to sail in a straight line for five minutes are the trips from Dragon Roost to Forest Haven and from Windfall to Outset. Sailing is not as slow as people make it to be.
butter_stick said:Dungeons ARE Zelda for me. They're what I rate the games on.
SecretMoblin said:To be clear, he always has access to the Varia Suit; he just needs it to be authorized for use.
butter_stick said:Dungeons ARE Zelda for me. They're what I rate the games on.
But by then you can already warp, so the trips don't take anywhere near five minutes.Crunched said:That's when it's required by the story maybe, but it's necessary for many side quests.
In TP, I'd have three items that would usually last the whole dungeon, and a shield simple equipped that I didn't have to worry about swapping out when I wanted to use a bottle. I see absolutely no benefit to SS' system. Being able to fast switch is fine, but you rarely even needed to switch in TP.Big One said:Because it's genuinely more intuitive than pausing the game to equip them. The secondary item pouches are a part of the game so you don't have to equip them and use them at any time in the game.
The item changing is genuinely fine I dunno wtf you're talking about, it's one of the easiest ways to ever equip an item in the Zelda series. It's far more natural feeling and faster than any previous way to apply an item just for the fact you can run, attack, etc. while you're doing it.
That's because Twilight Princess' dungeons are centered around a single item while Skyward Sword's dungeon are centered around multiple.butter_stick said:In TP, I'd have three items that would usually last the whole dungeon, and a shield simple equipped that I didn't have to worry about swapping out when I wanted to use a bottle. I see absolutely no benefit to SS' system. Being able to fast switch is fine, but you rarely even needed to switch in TP.
Ringman said:Having played a little over a dozen hours of Skyward Sword, I'll just say this to everyone who's "on the fence" about the all-over-the-place reviews:
After reading Gamespot's review, I'm convinced the reviewer just watched someone playing the game rather than playing it.
Edit: It seems that they've even edited the review since it first went up because of all the inaccuracies. They removed the bit about the "IR controls" (which don't exist, by the way), and changed a couple of other lines here and there to make the review more cryptic in its complaints.
Very sloppy work on Gamespot's part. They do have a couple of valid complaints such as the camera and thrust not working so well, but the majority of their complaints are either based on factual inaccuracies about the mechanics of the game, or dubious writing to make issues out of non-issues.
For instance, you do NOT automatically run off ledges. In fact, you simply CAN NOT unless you are sprinting- rather it will give you an option to hang onto a ledge. Also, he complains about the effectiveness of the shield but doesn't bother to mention that you can only use it a few times before it breaks. These two "complaints" make me think he didn't actually play the game.
Granted, I'm only a 15 or so hours into Skyward Sword, but from what I've played, this game has been more fun and compelling than both Wind Waker and Twilight Princess. There are a few issues that I have such as Skyloft not being part of the Overworld (I wish I had the vertical freedom to skydive anywhere I wanted on Skyloft), and as Gamespot mentioned, the thrust not working so well, but It definitely lives up to the standard of the franchise. The sword controls are terrific, the streamlined menus keep the pace moving, and the cast has a lot more personality than the series' norm thanks to sharp writing and some of the best animation this generation.
I hope this post has alleviated some confusion over the quality of the game.
So why does TP let you have three at quick disposal while SS makes it a more cumbersome process to use more than one?Big One said:That's because Twilight Princess' dungeons are centered around a single item while Skyward Sword's dungeon are centered around multiple.
The switching between items in TP is just as fast as switching between the items in SS. Once you actually play the game you'll get used to it and understand. The wheel is SS is pretty much the item switching in the previous Zelda games in a different form.butter_stick said:So why does TP let you have three at quick disposal while SS makes it a more cumbersome process to use more than one?
PLUS IT HAS THE BEST TRAVEL MUSIC EVERRegulus Tera said:The only two times the game forces you to sail in a straight line for five minutes are the trips from Dragon Roost to Forest Haven and from Windfall to Outset. Sailing is not as slow as people make it to be.
Ringman said:Having played a little over a dozen hours of Skyward Sword, I'll just say this to everyone who's "on the fence" about the all-over-the-place reviews:
After reading Gamespot's review, I'm convinced the reviewer just watched someone playing the game rather than playing it.
Edit: It seems that they've even edited the review since it first went up because of all the inaccuracies. They removed the bit about the "IR controls" (which don't exist, by the way), and changed a couple of other lines here and there to make the review more cryptic in its complaints.
Very sloppy work on Gamespot's part. They do have a couple of valid complaints such as the camera and thrust not working so well, but the majority of their complaints are either based on factual inaccuracies about the mechanics of the game, or dubious writing to make issues out of non-issues.
For instance, you do NOT automatically run off ledges. In fact, you simply CAN NOT unless you are sprinting- rather it will give you an option to hang onto a ledge. Also, he complains about the effectiveness of the shield but doesn't bother to mention that you can only use it a few times before it breaks. These two "complaints" make me think he didn't actually play the game.
Granted, I'm only 15 or so hours into Skyward Sword, but from what I've played, this game has been more fun and compelling than both Wind Waker and Twilight Princess. There are a few issues that I have such as Skyloft not being part of the Overworld (I wish I had the vertical freedom to skydive anywhere I wanted on Skyloft), and as Gamespot mentioned, the thrust not working so well, but It definitely lives up to the standard of the franchise. The sword controls are terrific, the streamlined menus keep the pace moving, and the cast has a lot more personality than the series' norm thanks to sharp writing and some of the best animation this generation.
I hope this post has alleviated some confusion over the quality of the game. The game has a few issues, but they are extremely easy to overlook when the core package is some of the best in the series. The dungeon design is fantastic, the items are useful outside of their respective dungeon, and various tweaks to streamline the menus and travel make this probably the most accessible Zelda game.
TP: press a direction on the D-Pad.Big One said:The switching between items in TP is just as fast as switching between the items in SS. Once you actually play the game you'll get used to it and understand. The wheel is SS is pretty much the item switching in the previous Zelda games in a different form.
butter_stick said:TP: press a direction on the D-Pad.
SS: hold B. turn your arm to the direction of the item you want. Release B. Unless you want to use a bottle. Then
You simply can't argue SS' system is faster or easier.
Wat. Since when did turning your arm was involved in this? You don't have to turn your arm to select an item in Skyward Sword, just turn your hand very lightlybutter_stick said:TP: press a direction on the D-Pad.
SS: hold B. turn your arm to the direction of the item you want. Release B. Unless you want to use a bottle. Then
You simply can't argue SS' system is faster or easier.
Man I hated the seahats. I don't even know why, I rarely got hit by them.Regulus Tera said:
Anth0ny said:fair enough. I know many people who think the same way. I was never huge on dungeons (Majora's Mask is my favorite game), so a game with 8 great dungeons and almost nothing else to offer wasn't my cup of tea.
I lol'd
; _ ;
Anth0ny said:Why is everything mapped to B? you have extra buttons to use! ugh.
They constantly cause the overworld theme to fade in and out.Branduil said:Man I hated the seahats. I don't even know why, I rarely got hit by them.
How is it good design to not allow you to assign shortcuts for quickswitching? At least give the damn option. Nintendo has made so many poor design choices this gen in a desperate attempt to make everything somehow connected to motion/pointing.zoukka said:Because using as little amount of buttons as possible is actually good design and in line with the control philosophy of this game.
I agree with you that Wind Waker was absolutely genius in concept. Some of my most poignant memories in gaming come from sailing to an undiscovered island, docking the boat, and running up to explore without any loading or transition scene to ruin the thrill of discovery.apana said:I think it will take a few more generations before the conceptual genius behind the Wind Waker is fully understood. Yes they didn't completely follow through and deliver the whole vision but if they had it would have been the greatest Zelda game ever. Perhaps Skyward Sword is the fulfillment of Wind Waker's promise, that question is not yet answered because I haven't played the game and cannot judge.