My only complaint is the dungeons are too short. They are well made, but short. The Ice Palace was the only one I felt wasn't short. Well there is the visuals in the overworld outside of the dungeons that don't look great.
I wonder if those mini-dungeons with treasure are some of the mini-dungeon concepts that they had made to show the potential.
Nah the dungeons are about as long as in ALttP, its just when you are a veteran you can fly through them. They also cut out a lot of back track dungeons.
I really wish I had a 3DS, but I don't play games that much anymore. The Lost Woods theme is damn amazing, and the use of merging into the walls is pretty creative during areas in the game.
and damn if I didn't have terrifying flashbacks to Link to the Past because that area scared me to death as a kid.
I am loving this game to death right now. The Lorule overworld music is just amazing. Also I loved how the game did dungeons 2 and 3 (I don't think this is spoilery at all but just in case):
you can choose the order you do them in, but because you need a specific item from Ravio to get into them they still had the "dungeon designed around a specific weapon you get" Zelda feel.
I love my 3DS. Between Fire Emblem, SMTIV, Pokemon, Phoenix Wright, and this, this year has been amazing.
This game is great. So much little stuff to do. After getting to Lorule and beating the
Kakariko
dungeon I decided to head to the
sand palace
one. An hour and a half later I finally got inside it. So much wandering around aimlessly doing nothing really. I suggest you buy the bombs when you get a chance, there seems to be endless caves to enter.
There's a chest I can't get to. It's on 2F, and it's in the room where you get to the ledge while dodging spikes, right before the room that leads to 3F. There's no visible way to get to this chest. No wall to climb, and my sand rod doesn't work.
This
Super Mario 3D Land
Donkey Kong Country Returns 3D (I enjoyed it more than the Wii version)
Kid Icarus Uprising
Luigi's Mansion Dark Moon
Fire Emblem Awakening
What do you get for beating the "Endless" Cucco minigame? Assuming it isn't technically Endless, lol. Is it even possible to beat it? Or is it just so you can see how long you can last for fun?
There's a chest I can't get to. It's on 2F, and it's in the room where you get to the ledge while dodging spikes, right before the room that leads to 3F. There's no visible way to get to this chest. No wall to climb, and my sand rod doesn't work.
Just beat the game on hero mode. Even better than the first time. They should have had the option open from the start though as I found the default mode a bit too much of a breeze at times.
Some of the early dungeons before I could stock up on heart pieces were rough. Some bosses were one hit killing me.
It really doesn't. It gives you instant access to every weapon in the game, and makes it easier to do dungeons in different orders (though some of that was already possible in ALTTP.) But dungeon design isn't radically different, except now they have to limit puzzles to items you need to enter the area, and place convenient bomb enemies all over the place.
Man, one of the most disappointing things about this game is the fact that the soundtrack has barely any original tracks in it. It's mostly just re-done bits from LTTP and other games.
Man, one of the most disappointing things about this game is the fact that the soundtrack has barely any original tracks in it. It's mostly just re-done bits from LTTP and other games.
What do you get for beating the "Endless" Cucco minigame? Assuming it isn't technically Endless, lol. Is it even possible to beat it? Or is it just so you can see how long you can last for fun?
Man, one of the most disappointing things about this game is the fact that the soundtrack has barely any original tracks in it. It's mostly just re-done bits from LTTP and other games.
I do love the lorule dungeon themes. Each one is a variation of the Death Mountain march theme, based on the type of dungeon it is (ice, fire, water, etc).
On the one hand, getting access to most of the main items at the beginning of the game means there is very little that bars you from finding most of the overworld secrets. In that sense, it's really awesome.
At the same time, there's really no reason why they couldn't have given you early access to the basic items (bow, boomerang, bombs), but worked the magic rods, hammer, and hookshot into the actual dungeons where they're necessary. These items aren't really "needed" to get to the dungeons, outside of the creators forcing item puzzles into the entryways. The game could have been just as non-linear with a different structure.
That said, I really like the
optional upgrade items in the Lorule dungeons
.
Otherwise, A Link Between Worlds is my favorite Zelda title since Ocarina of Time. It can't quite top it, since Ocarina of Time had such fantastic world-building/lore due to things like the execution of the races, the really tightly-incorporated NPCs, and that general feeling that they were really expanding the universe. But as far as the "game" experience, it might actually be the best.
Shikata: Another one is a minigame with cuccos. It's easy at first, but the difficulty gradually increases. I couldn't clear the highest level. I don't think anyone on the staff did. I suppose after release only a few people in the world will...
Iwata: You made it that challenging?!
Mouri: I asked Mario Club, and no one could clear the hardest level.
So I have gotten all heart pieces, and I've confirmed that looking at the GamesRadar list, but I'm one less heart container short, so instead of 20 hearts, I only have 19. I saved all of the sages, so I want to get all 20 hearts first.
How many bosses give full heart containers? 9 right?
It really doesn't. It gives you instant access to every weapon in the game, and makes it easier to do dungeons in different orders (though some of that was already possible in ALTTP.) But dungeon design isn't radically different, except now they have to limit puzzles to items you need to enter the area, and place convenient bomb enemies all over the place.
Can anyone confirm whether or not the Golden Bee does more damage than the regular bee? I'm in my Hero Mode run right now, and I'm thinking a bee will help tremendously with one-shot Lorule, but outside of distraction the damage is pathetic. If the Golden Bee gets at least arrow damage though that could be a real life saver.
How does the dungeon length compare with that of ALttP? I'm currently replaying that and kinda forgot that the first 4, 5 dungeons are a matter of minutes.
How does the dungeon length compare with that of ALttP? I'm currently replaying that and kinda forgot that the first 4, 5 dungeons are a matter of minutes.
Absolutely loving the game (2 dungeons into Lorule). I never expected much from this game, but after playing it for a while, this is definitely a worthy successor to LttP. The controls are very responsive. The game looks gorgeous in person, especially with 60fps and in 3D. Dungeons are fun and very LttPish, though I wouldn't mind it if the puzzles were harder and more like the 3D Zeldas. If I had to complain, it would be that the opening still wasn't as good as LttP, though at least it was short and way more bearable than the 3D Zeldas. And while the game does look gorgeous, the art style leaves a bit to be desired.
All in all though, this looks like it could take the #1 Zelda spot for me.
Desert Palace is the only Lorule dungeon that requires you to complete another dungeon (Thief Hideout) first to be able to get the item needed to enter it.
and it was designed just as brilliantly as the previous dungeons. I like how they're not very long and you can breeze through them as fast as your skills let you.
I can't give enough credits to the fluid 60FPS action and controls. Good stuff.
Desert Palace is the only Lorule dungeon that requires you to complete another dungeon (Thief Hideout) first to be able to get the item needed to enter it.