Kakariko Village guitar track is godly
First dungeon in Lorule, pacing is brilliant.
But uh... I chose the bombs...
I'm at the Dark Palace and I've got the bosskey, but I can't access the boss yet. There is something blocking my path which opens when you light up four eyes. Got three of those done, but the last one in the upper left doesn't make sense. For as far I can see, it doesn't have a switch to shine some light upon it. I'm missing something very obvious hehe.
Silly Sadist, there is no "first" dungeon. Only "your first" dungeon.First dungeon in Lorule, pacing is brilliant.
But uh... I chose the bombs...
Silly Sadist, there is no "first" dungeon. Only "your first" dungeon.
Damn im stuck atThe Lost Woods segment with the ghost haha. I cant belive im having so much trouble with it. Allways fails on the last one baaaaahhh
Ah thanks.You have to bomb open a window covering on a higher floor.
You know what I meanSilly Sadist, there is no "first" dungeon. Only "your first" dungeon.
Yes.Do I have to get past all the Lynels on Death Mountain to deliver theor am I looking in the wrong place?milk
But don't the two go hand in hand? I think the reason there can be less hand holding is because you have so many options (most of the time). If there was only one way to progress they kind of have to make it more obvious.This game is very good, however, I find myself missing linear progression. Being given access to all the items right away does destroy some of the pacing and adventure of this kind of game. In previous titles, there was always incentive to go to the next dungeon because you'd get a new item which allowed you to go to explore even more. Walking around and seeing all these things you can't do yet is a big part of Zelda. Removing that kinda shrinks the world a bit. It also limits the kind of puzzles they can put in any one dungeon, because each dungeon can only be based around one item. Also, I'm not sure what problem it's supposed to solve. In all the years of people complaining about things in Zelda, "linear progression" wasn't really high on the list. I mean, I just played Guacamelee a few weeks ago, and I felt the progression was solid. I didn't find myself wishing I could go wherever I wanted.
Ironically, what I think makes this game so good, (despite Nintendo not talking about it) is that it doesn't hold your hand at all. I think that's what everyone wanted, and this game really delivers on that aspect. I just hope Nintendo doesn't think that non-linear progression was this game's innovation, because really it's not. The big thing here is that Nintendo took the safety rails off for once. That's what I'd love for them to carry on moving forward.
Where isI can't find him and this is like the first sidequest lol.Gulley
Hmmm... still don't see it.
Still at the Dark Palace and I know I have to enter a room on the first floor to solve the puzzle, but I can't find the way in. It's the room left under on the first floor. The room that supposedly connects with it, is the room with two orbswitches that needs to be bombed to make a chest appear.
I can't swing my bottles anymore. Am I doing something wrong? I could have sworn I caught a bee and a fairy earlier in the game.
I can't swing my bottles anymore. Am I doing something wrong? I could have sworn I caught a bee and a fairy earlier in the game.
I can't swing my bottles anymore. Am I doing something wrong? I could have sworn I caught a bee and a fairy earlier in the game.
The Desert Palace is pretty good. Some nice puzzles making use of the sand rod.
So are Nintendo sending out Shadow Link via Spotpass because this is the second one I've come across and I haven't left the house.