HawthorneKitty
Sgt. 2nd Class in the Creep Battalion, Waifu Wars
please don't remind me that it exists ;-;
Bomb from the platform above
please don't remind me that it exists ;-;
A DLC mega-dungeon that incorporates every item in the game, features multiple mini-bosses before the main boss, and has dozens of chests to uncover would be AMAZING.
Bomb from the platform above
NopeDon't you need to drop down to initiate the fight though?
So after playing this for a while, I do think it's a good game, but I'm realizing this isn't anything ground breaking gameplay wise, artstyle wise, or mechanics wise for a Zelda game. I do like the wall stuff, but as someone who's played A Link to the Past, it feels more or less a rehash outside of the dungeons and even then it still feels that way at times. This game lives off the shadow of A Link to the Past instead of being an entirely original Zelda experience, which is something I want to see. I will say that it is fun, despite the dungeons being short, but it's not amazing.
Better to just ignore all the other glowing reviews and impressions and just never play it ever.Having not yet played it, this is exactly what it looks like from the outside, and that's why I'm hesitant. I don't want to ruin this year of 10+ incredible 3DS games by ending it with a mediocre Zelda!
I think portability is more the reason behind the short dungeons. I frankly like them here -- very potent and pure, like I'd imagine Walter White's meth would be to junkies on Breaking Bad.All of the dungeons felt like that in my opinion. I knew something was up when I kept getting the boss keys in no time at all. There's just no sense of exploration and path finding in the dungeons (aside from one or two) and that's a huge disappointment for me, especially when the game is great fun outside the dungeons. Ultimately the Item rental system was a double edge sword. I don't want it back in future Zelda games.
Better to just ignore all the other glowing reviews and impressions and just never play it ever.
Honestly given that you disliked LTTP and clearly have terrible taste in video games, you'd be better off avoiding this.That's what I'm thinking, but I know I'll eventually crumble. I always do.
Having not yet played it, this is exactly what it looks like from the outside, and that's why I'm hesitant. I don't want to ruin this year of 10+ incredible 3DS games by ending it with a mediocre Zelda!
A DLC mega-dungeon that incorporates every item in the game, features multiple mini-bosses before the main boss, and has dozens of chests to uncover would be AMAZING.
I think portability is more the reason behind the short dungeons. I frankly like them here -- very potent and pure, like I'd imagine Walter White's meth would be to junkies on Breaking Bad.
That being said, I'd like Zelda U to follow the ideas I outlined in a thread a year ago: Give Link the entire starting tool set, and design dungeons around that full tool set. And maybe introduce a new item in each dungeon. Your core toolset would still allow you to explore any dungeon in any order, and to uncover most of the overworld. Meanwhile, having all of those tools with you at all times -- and the game knowing this -- means each dungeon can be made with eight items in mind, instead of one, and the dungeon-exclusive items can diversify things further.
Ah, my brother has asked me if I'd like this for Christmas. I'll probably say yes, but I'm a little torn.
Zelda was always my fav series growing up. TLoZ on the NES was my first ever game, and I played it religiously as a kid. Since then I've played and beaten every Zelda game at least twice, and I've beaten some of them 5+ times. I love me some Zelda. I used to dream out OoT, I loved it so much.
But this one... looks so uninspiring. Every video I've seen looks underwhelming. The art style is dull and bland. It's a quasi-remake. The rental system sounds very disappointing to me.
And worst of all, it's based on the only Zelda game of them all I didn't enjoy - LttP. I was super hyped for it as an 8 year old, but when it came out I was so disappointed I never beat it. Played it as a high school kid, thinking now I'd surely love it, but nope. Finally beat it as a college student years ago, but it never clicked with me.
Phantom Hourglass and Spirit Tracks are probably much worse games, but even those two I enjoyed more than LttP. So that's the number 1 thing making me wary.
Can anyone sell me on this game? Is it worthy? Am I the only hardcore Zelda fan in history to hate LttP and love Skyward Sword having played both on release day? I might be.
I think portability is more the reason behind the short dungeons. I frankly like them here -- very potent and pure, like I'd imagine Walter White's meth would be to junkies on Breaking Bad.
That being said, I'd like Zelda U to follow the ideas I outlined in a thread a year ago: Give Link the entire starting tool set, and design dungeons around that full tool set. And maybe introduce a new item in each dungeon. Your core toolset would still allow you to explore any dungeon in any order, and to uncover most of the overworld. Meanwhile, having all of those tools with you at all times -- and the game knowing this -- means each dungeon can be made with eight items in mind, instead of one, and the dungeon-exclusive items can diversify things further.
Oh, I'm not saying they -had- to be that short, I'm just saying Nintendo might've reasoned it made for a more potent experience. And ALBW was easily the most addictive I've found a Zelda game since, like, Majora's Mask. I think the dungeon format might've had something to do with that.They had no trouble re-releasing games like LTTP and OOT on portables and LA also had quite beefy dungeons (dat Eagle Tower!) so I can't accept that portability excuse. Even the DS games had better dungeons, I think. The dungeons barely get going before they're over and so while the dungeon count is high, it doesn't feel like half of it, even.
I said "starting" tool set -- so more than one weapon, but less than the full arsenal. It would automatically make the dungeons more complex while making them all available from the start.I'm not sure I still like the idea of Link having a full tool set from the start but if it has to be that way then I 100% agree with your way of execution.
I think portability is more the reason behind the short dungeons. I frankly like them here -- very potent and pure, like I'd imagine Walter White's meth would be to junkies on Breaking Bad.
That being said, I'd like Zelda U to follow the ideas I outlined in a thread a year ago: Give Link the entire starting tool set, and design dungeons around that full tool set. And maybe introduce a new item in each dungeon. Your core toolset would still allow you to explore any dungeon in any order, and to uncover most of the overworld. Meanwhile, having all of those tools with you at all times -- and the game knowing this -- means each dungeon can be made with eight items in mind, instead of one, and the dungeon-exclusive items can diversify things further.
Let's assume that dungeon A item is required for dungeon 1, B for 2, and so on. If you want to do dungeon 3 first, then retrieve item in dungeon C. If you want to do dungeon 8 next, retrieve item in dungeon H.
Let's assume that you can access any dungeon, be it item dungeon or story dungeon. The fun part is discovering an item and looking for where to use said item. Or getting stuck in a dungeon because you don't have the required item which encourages you to explore the overworld looking for that item.
These are just my quick examples by the way.
I don't know why they'd reason that though. Zelda games are at least half a dungeon experience for most games (you could argue that MM is less so, but those 4 dungeons were huge). Making them so "lite" takes away from one of the series strong and defining points, in my opinion. It's especially strange as a sequel to ALTTP to have such inferior dungeons. ALTTP's dungeons weren't necessarily long but they felt sprawling and they were multi-tiered. The exploration outside of the dungeons in ALBW felt fantastic and true to form that I can't help but feel Nintendo cut corners elsewhere. I would have thought with all the heavy asset recycling that we'd be treated to meatier dungeons, but ah well. I dunno, it's just been a while since I've had a Zelda check all the points. I really hope Zelda U is that game for me.Oh, I'm not saying they -had- to be that short, I'm just saying Nintendo might've reasoned it made for a more potent experience. And ALBW was easily the most addictive I've found a Zelda game since, like, Majora's Mask. I think the dungeon format might've had something to do with that.
Yeah I read that wrong, sorry! I fully agree then.Neiteio said:I said "starting" tool set -- so more than one weapon, but less than the full arsenal. It would automatically make the dungeons more complex while making them all available from the start.
But this one... looks so uninspiring. Every video I've seen looks underwhelming. The art style is dull and bland. It's a quasi-remake. The rental system sounds very disappointing to me.
And worst of all, it's based on the only Zelda game of them all I didn't enjoy - LttP. I was super hyped for it as an 8 year old, but when it came out I was so disappointed I never beat it. Played it as a high school kid, thinking now I'd surely love it, but nope. Finally beat it as a college student years ago, but it never clicked with me.
Phantom Hourglass and Spirit Tracks are probably much worse games, but even those two I enjoyed more than LttP. So that's the number 1 thing making me wary.
Can anyone sell me on this game? Is it worthy? Am I the only hardcore Zelda fan in history to hate LttP and love Skyward Sword having played both on release day? I might be.
I thought the same thing, and then I played the game. It's one of the best Zeldas ever. I still think the art style is pretty awful, but the game is amazing.But this one... looks so uninspiring. Every video I've seen looks underwhelming. The art style is dull and bland. It's a quasi-remake.
They had no trouble re-releasing games like LTTP and OOT on portables and LA also had quite beefy dungeons (dat Eagle Tower!) so I can't accept that portability excuse. Even the DS games had better dungeons, I think. The dungeons barely get going before they're over and so while the dungeon count is high, it doesn't feel like half of it, even.
I'm not sure I still like the idea of Link having a full tool set from the start but if it has to be that way then I 100% agree with your way of execution.
Dungeon length in this game was perfect, IMO. More importantly, I thought their quality was high and contained some really cool ideas. I hope Zelda U mirrors the jump we saw from SM3DL to SM3DW.
so sort of related, wasn't there a Zelda remake for the DS or 3DS eshop that upgraded the original LoZ graphics to psuedo aLttP art style? or is my memory completely wrong on this? I know there is the OoT remake, but i thought there was another that was only available on the eShop
I thought the same thing, and then I played the game. It's one of the best Zeldas ever. I still think the art style is pretty awful, but the game is amazing.
Man, the baseball mini game is one of the worse in Zelda history for getting the Piece of Heart.
You are a bad person.As for why I didn't like LttP, it was a combination of not liking the sprite work of either the background tiles or link himself, not liking the way the SNES synthed up the music, being completely turned off by the in media res beginning which bored the hell out of me when it was intended to do the opposite, and finding the overworld just felt too big and too empty. A bunch of stuff put together made it a deathly dull game for me.
Man, the baseball mini game is one of the worse in Zelda history for getting the Piece of Heart.
To both you and the others who've replied, alright, I'm in - you convinced me. Just wanted to hear from at least a couple of people who don't automatically love every zelda to give me a sense of balance.
As for why I didn't like LttP, it was a combination of not liking the sprite work of either the background tiles or link himself, not liking the way the SNES synthed up the music, being completely turned off by the in media res beginning which bored the hell out of me when it was intended to do the opposite, and finding the overworld just felt too big and too empty. A bunch of stuff put together made it a deathly dull game for me.
BTW, I just got accepted as a junior so there's stuff I don't know - anyone know how to easily quote multiple posts in one reply? Can't figure that out.
The plus button next to the quote button.BTW, I just got accepted as a junior so there's stuff I don't know - anyone know how to easily quote multiple posts in one reply? Can't figure that out.
To both you and the others who've replied, alright, I'm in - you convinced me. Just wanted to hear from at least a couple of people who don't automatically love every zelda to give me a sense of balance.
Finished this game last night, after finally finding that last piece of heart. It was probably one of my best gaming experiences this year, it really moved along at a fast pace, and I loved the freedom granted by the renting system. Felt more like an open world Zelda-game than any other recently, and the new item meter had me using all items for normal fights, instead of saving bombs/arrows/etc for puzzles. Might be my new favorite 2D Zelda actually.
No...but it does mean you suck.So, for the racing mini-game:You are meant to "cheat" right? I notice they fail you if you use the broomstick but if you jump over to Lorule, then broomstick and then pop back into Hyrule it is ok, that was the point, right?
No...but it does mean you suck.
So, for the racing mini-game:You are meant to "cheat" right? I notice they fail you if you use the broomstick but if you jump over to Lorule, then broomstick and then pop back into Hyrule it is ok, that was the point, right?