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Zelda: A Link Between Worlds |OT| All in all you're just another Link in the wall

Rich!

Member
Majoras Mask still has the deepest and most affecting story in the entire series. They need to aim to match that.

It's not just the story itself, it's the overwhelming amount you learn from the lives of the residents in Clock Town. It's dark, moving and original.

I mean, every other Zelda apart from Link's Awakening has had a pretty mundane plot. Majora's Mask is just...unreal.
 

Fou-Lu

Member
Just beat the game, the ending actually surprised me a bit. Some things that should've been obvious had not occured to me. Definitely top 3 Zelda material. Right up there with LTTP and MM. It was a little too easy to 100% though, I mean the combat difficulty should be fixed in Hero Mode, maybe it's just me but the heart pieces and maiamais seemed much easier to find than the collectables in most Zelda games.
 

afoni

Banned
I want Zelda U to keep an air of non linearity, but I don't want the level of freedom that we have here. I'd draft more ideas in but I'm on a phone and typing with a phone is no fun.
 

TWILT

Banned
About 2 dungeons left. Fully upgraded my Master Sword. Still really enjoying the game. Really liking the freedom, and the fact that there's no handholding whatsoever.
 

jepense

Member
Got to Lorule, found access to two dungeons, but haven't started on either one yet. Taking my time goofing around in the overworld. As a kid, I always dreaded the dungeons and liked to explore the world as far as I could before having to enter a dungeon to progress. That's not the case anymore, but it still feels so good just exploring and finding secrets everywhere.

This game is pushing all the right buttons for me right now.
 

BGBW

Maturity, bitches.
Zelda U needs to do one key thing.

Don't tell me what a pickup does again every time I reload my save file.
 
Zelda games need a fast forward dialogue button. Reading all this boring text in a second playthrough is a chore. At least they frontload it all in this one.
 

Jackano

Member
I finished it yesterday.
Really good, like I already said wall Link is the best gimmick in the franchise since Majora's Mask. Very good music too (I hope you enjoyed my most recent uploads - content is flooding all over the web now) :)
My only complain is that for 2013/2014 standards, the dungeons and overworld size are too small. To be fair, the overworld is even smaller than the original one (due to the missing Zora area and it feels like there is less caves too).

I hope they trully are ahead of schedule on Zelda U because it feels like they should have made more content for ALBW.
Probably already noted on NeoGaf, but Monolith is once again in the staff role credits.
 

Kodiak

Not an asshole.
I finished it yesterday.
Really good, like I already said wall Link is the best gimmick in the franchise since Majora's Mask. Very good music too (I hope you enjoyed my most recent uploads - content is flooding all over the web now) :)
My only complain is that for 2013/2014 standards, the dungeons and overworld size are too small. To be fair, the overworld is even smaller than the original one (due to the missing Zora area and it feels like there is less caves too).

I hope they trully are ahead of schedule on Zelda U because it feels like they should have made more content for ALBW.
Probably already noted on NeoGaf, but Monolith is once again in the staff role credits.

The 60fps made the dungeons feel twice as fast.
 

Reknoc

Member
Finished the last dungeon I needed so and man this game is so amazing. I think the game really highlights my problems with current Zelda games.

The overworld isn't a barren wasteland like it has been in... pretty much ever game since LA, with the exception of Capcoms portable games. Hyrule is smaller but tightly designed, and is actually interesting to explore and try to get every little thing.

Same thing goes for the dungeons as well, short but just so well designed, it's fun to actually have to think more than a second about what to do, I was stuck in the Ice Ruins for ages lol. Also 10 Dungeons is way better than the measly 4/5 you get nowadays. I'd rather have a good variety of dungeons that are short and fun than the a few that are long and not all that interesting.

The game doesn't have any annoying character attached to me, to spew out a novels worth of dialog whenever I enter a new area or pick something up. And there's no overly long tutorial, a bit of a time waste at the beginning but you're still soon into the tutorial dungeon.

I like what the Ravio's shop achieves, but I think its an inelegant way of actually doing it. It's just not all that interesting to have most of the items available to me from the start.

The biggest problem I have with this game is that... it's kinda repulsive to look at. It's nothing technically bad (that I can tell at least) but holy shit, did they get the New Super Mario Bros. guys on this? Just, not at all attractive.
 
D

Deleted member 125677

Unconfirmed Member
I'm struggling to imagine ways in which they could keep both the non-linear approach and the specific items to unlock specific areas formula, without the item-rent/buy solution.

I guess we'll see that in Zelda U as well?
 
I'm struggling to imagine ways in which they could keep both the non-linear approach and the specific items to unlock specific areas formula, without the item-rent/buy solution.

I guess we'll see that in Zelda U as well?

Remove the renting aspect and only let you buy things outright. That way you can still chose which dungeon to go through first, but you can't get them all instantly because you can't afford them. You'd still get access to new weapons through the game, but the order would be a result of your own choice.
 

Fou-Lu

Member
I'm struggling to imagine ways in which they could keep both the non-linear approach and the specific items to unlock specific areas formula, without the item-rent/buy solution.

I guess we'll see that in Zelda U as well?

Have Link start as a seasoned adventurer with a good reptoire of items? Then just have dungeons approachable in different ways if you have upgraded or gotten new items from other dungeons. Then perhaps have two or three capstone dungeons that utilize everything equally that can be done in any order.
 

scarlet

Member
How to open the chest in a cave in Lorule's desert?
The one where you have to control the wind and sand, i already press 2 buttons that turn on the fan. and i have no idea what to do next.
 
Majoras Mask still has the deepest and most affecting story in the entire series. They need to aim to match that.

It's not just the story itself, it's the overwhelming amount you learn from the lives of the residents in Clock Town. It's dark, moving and original.

I mean, every other Zelda apart from Link's Awakening has had a pretty mundane plot. Majora's Mask is just...unreal.

So much this!
 
D

Deleted member 125677

Unconfirmed Member
Remove the renting aspect and only let you buy things outright. That way you can still chose which dungeon to go through first, but you can't get them all instantly because you can't afford them. You'd still get access to new weapons through the game, but the order would be a result of your own choice.

Yes, but that would not be without the "item rent/buy solution" :p Still I agree that only being able to buy with limited funds would be more interesting, because you'd be forced to choose.

Have Link start as a seasoned adventurer with a good reptoire of items? Then just have dungeons approachable in different ways if you have upgraded or gotten new items from other dungeons. Then perhaps have two or three capstone dungeons that utilize everything equally that can be done in any order.

I can't see them making a Zelda game without Link starting off as a tabula rasa in the shape of a little boy
 

jepense

Member
Got to Lorule, found access to two dungeons, but haven't started on either one yet. Taking my time goofing around in the overworld. As a kid, I always dreaded the dungeons and liked to explore the world as far as I could before having to enter a dungeon to progress. That's not the case anymore, but it still feels so good just exploring and finding secrets everywhere.

This game is pushing all the right buttons for me right now.
 

Reknoc

Member
My thought would be to have the items be in their own mini dungeon. Maybe something that requires heavy use of the item you get, giving you a temporary version to reach the end with? Sort of similar to getting the Iron Boots in OoT.
 

Grampasso

Member
How to open the chest in a cave in Lorule's desert?
The one where you have to control the wind and sand, i already press 2 buttons that turn on the fan. and i have no idea what to do next.
There's a second fan to activate, then there's another trickier part. Do you want me to go on?
 
After playing a bit (three dungeons in Lorule), I'd say the whole item renting system is an interesting but ultimately flawed idea. I feel like playing (for a lack of better analogue) Metroidvania with all upgrades available right from start instead of endgame.
If they decide to keep this system in future Zelda titles, I believe it would be better to remove renting completely, while preserving the buying option. That way the game will still be non-linear, but players will have to make a choice - which way they want to go or in which item they want to invest, instead of renting the whole item set right from the start.
 
OMG

The first Lorule dungeon I attempted was Shadow Palace. After getting stuck at the entrance (lol) for about 20 minutes I gave up and went and did a couple of the other ones. Just now I thought, "If I could throw a bomb I could totally get in there." and lo and behold you can throw bombs in a Zelda game

There was nothing satisfying about that realization :(
 
K

kittens

Unconfirmed Member
This is far and away the most fun I've had with Zelda since Link's Awakening. Such a fantastic game and sequel.
 
OMG

The first Lorule dungeon I attempted was Shadow Palace. After getting stuck at the entrance (lol) for about 20 minutes I gave up and went and did a couple of the other ones. Just now I thought, "If I could throw a bomb I could totally get in there." and lo and behold you can throw bombs in a Zelda game

There was nothing satisfying about that realization :(

It was a huge revelation for me as a kid playing ALTTP after being stuck in Gargoyle's Domain.
 
I'm only exploring the world right now after getting the master sword and the world travel. I'm searching for wall cracks and the hidden babies while paying off all the items from Rovio. Is there only one upgrade for each item? Am I getting it right that you get one upgrade every 10 babies?

Damn exploring without restriction is so great. I really love it.
 

d00d3n

Member
I just 100% my first run-through, and wow. This is most definitely my favorite Zelda and maybe my favorite 3DS game so far. The pacing was perfect and the world was packed with things to find. Probably won't do a Hero Mode run any time soon so I don't burn myself out but I'll be glad to revisit this game another time.
This is a very good video game and has the best pacing/freedom of any Zelda game in recent memory.
The most surprising part of the game, though, was the pacing. I was expecting another snore-fest intro and was hoping they'd keep it to 30 minutes at most... but you're off, Zelda-ing your way through the world in about 3-4 minutes. Beyond that, there was constantly something interesting to do in the game, and you never had to wander far to do it. I was never bored, even when I tracked down all 100 of those octopus things... whatever they're called. I did that even though it was completely optional, and I hate collect-a-thons.

I was horrified to hear about the complete dungeons in any order you like mechanic, but it is comforting to see so many people praise the pacing. Is the game using soft obstacles such as harder enemies, harder puzzles and less obvious entrances to suggest a recommended order of tackling dungeons, or is it really a free choice between "equal" areas? If the latter is true, I am amazed that they got the pacing right (and looking forward to seeing the specific design decisions they made).
 

flowsnake

Member
I think the ice dungeon is my favorite dungeon in the series. If I think about it more, there might be some that play better, but the atmosphere and presentation can't be beat.

After not liking the fire one at all, too.
 

BearPawB

Banned
It sure feels like a free choice to me(after the first few)

The rental system....it just doesn't matter. You get a ton of rupees so just buy items when you can, and it is never much of an issue.

I think the dungeons have had some really good puzzles so far. And I've died at several of the bosses. Didn't love the fire dungeon. But that's because I didn't understand a core mechanic of it for far too long
 
I was horrified to hear about the complete dungeons in any order you like mechanic, but it is comforting to see so many people praise the pacing. Is the game using soft obstacles such as harder enemies, harder puzzles and less obvious entrances to suggest a recommended order of tackling dungeons, or is it really a free choice between "equal" areas? If the latter is true, I am amazed that they got the pacing right (and looking forward to seeing the specific design decisions they made).

It truly is "whatever you want". The dungeons never get "more difficult", instead it progresses in a way that every dungeon is its own set of ideas, on their own. The types of puzzles you get in one dungeon are of a totally different breed from the ones in another, instead of being of similar variety of more complexity. I feel like since you're expected to have the central item before ever going into the dungeon, it gives them more room to make the puzzles more complex within the central idea, without the dungeon being overly long.
It also means that the item isn't just a key. There's no "I can't do that because I don't have X item", it's "I can't do that being I can't figure it out just yet/I haven't gotten to the other room yet", which is way more satisfying IMO.
 

Vaiim

Member
Ah this game is so great :D And I'm a die hard LttP fan. Just got into the "dark" world, and upgraded my boomerang and hammer (stun 'em and squish 'em!), yay!
 

Xane

Member
Finished the game on Sunday and am ripping some of the music now.
Uploading on YouTube, here's one of them:



More to come once I get home from work. I have a lot of audio files already ripped and prepared, just need to render those pesky videos~

Any requests?
 

d00d3n

Member
It truly is "whatever you want". The dungeons never get "more difficult", instead it progresses in a way that every dungeon is its own set of ideas, on their own. The types of puzzles you get in one dungeon are of a totally different breed from the ones in another, instead of being of similar variety of more complexity. I feel like since you're expected to have the central item before ever going into the dungeon, it gives them more room to make the puzzles more complex within the central idea, without the dungeon being overly long.
It also means that the item isn't just a key. There's no "I can't do that because I don't have X item", it's "I can't do that being I can't figure it out just yet/I haven't gotten to the other room yet", which is way more satisfying IMO.

Thanks, good post. It is incredible to see fundamental changes like this in a Zelda game. It gives me hope for the future of the franchise (and Nintendo).
 

Reknoc

Member
Is it truly whatever you want though? I've been thinking about an ideal order for a Hero Mode run and I realise the I'm pretty sure I can't do the dungeon I want to do first because I need to do two others before it, or, at the very least 1 is a mandatory completion.
 
I think the ice dungeon is my favorite dungeon in the series. If I think about it more, there might be some that play better, but the atmosphere and presentation can't be beat.

After not liking the fire one at all, too.

Ehh. That was probably my least favourite dungeon in the game. Too much moving platform puzzles and walking on narrow paths. It didn't feel like a believable place. Just a bunch of stuff floating around. Lame boss too.
 
Is it truly whatever you want though? I've been thinking about an ideal order for a Hero Mode run and I realise the I'm pretty sure I can't do the dungeon I want to do first because I need to do two others before it, or, at the very least 1 is a mandatory completion.

Pretty sure the only Lorule dungeon that requires any order is
the Desert Palace after Thieve's Den
. The first dungeon is first, because well it's essentially tutorial, and the last dungeon is last for obvious reasons, but dungeons 2/3 are up to you, and then 4-11 are up to you.

Ehh. That was probably my least favourite dungeon in the game. Too much moving platform puzzles and walking on narrow paths. It didn't feel like a believable place. Just a bunch of stuff floating around. Lame boss too.

Believable or not, I absolutely loved that dungeon. Felt awesome seeing the dungeon build itself as I was progressing.
 
I didn't play Zelda as a child growing up, but I was always a gamer. I just finished this. It gave me the feeling like when I was a child of playing a brand new game and just being overwhelmed with joy for discovering a new world. This game reignited my fading flame as a gamer.
 

Sendou

Member
Any requests?

The Octopus Lair (I'm so sorry for using this name but I honestly can't remember what she was called... the octopus that
upgrades your items when you search for her babies.
Especially when the choir is added it sounds so amazing.
 
In Hero Mode I'll be doing the Swamp Dungeon first for
the blue mail. Dat damage reduction.

See I did that, and now I feel like I'm cheating because I'm not getting one shot by random pig soldiers. I think if I play through again I'll avoid that and the Golden Sword. And maybe Heart Pieces. Though if I go that far, I'll be buying the items that time.
And yes that can be your first Lorule dungeon. You open it up with
the bomb flower, which needs nothing but 200 rupees.
 
This is my plan as well. But can you get to it without
The improved power gloves from the Desert Palace?

Why wouldn't you be able to? I did the
Desert Palace much later than I got the blue mail
on my first playthrough.
In Hero Mode I'll be doing the Swamp Dungeon first for
the blue mail. Dat damage reduction.
I think I'll do that, and then get the sand rod and titan's mitt so I could can get all the heart pieces and collectibles early.
 
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