Will there be any more dungeons in Hyrule after 7 Lorule dungeons? I feel like like 3 dungeons in Hyrule is a little lackluster.
The
desert palace
Will there be any more dungeons in Hyrule after 7 Lorule dungeons? I feel like like 3 dungeons in Hyrule is a little lackluster.
For Zelda Wii U I just want a bigger more in depth version of this game. Completely open world, no handholding, tackle any dungeon in any order, an item rental system of some sort, a little more story, and more npcs/towns/sidequests.
This game more than any recent Zelda captures that feeling of adventure from old Zelda games.
What? That would just be annoying.Do away with the overworld/dungeon map (or maybe make the overworld map only accessible in one place like the fortune tellers house).
Where do I get the flippers?
I found that you didn't actually need them much in this game besides. Granted, I had to look it up online to find where they were and there were a few times in the beginning where I'd like to move faster but I found the pace and compact nature of the dungeons and the abundance of fast-travel locations, you don't need to run around as much in this game as you do in LTTP.for getting around faster and getting maimais
One thing I thought was really clever that also spoke to the open nature of the game is thatthere was one puzzle with switches and all the explorers that can't make it to the treasure are all talking about how they can't run fast enough to get through the gates but there is another way to get through it and both explorer congratulate you on the clever solution after you get the treasure.
I really love how much is "miss-able". Its entirely up to the player to talk to people, explore, and think about how the game's design and mechanics can enable new secrets. The sense of discovery is much stronger because you aren't led from one side quest or minigame to the next.
So after finishing ALBW, I need more Zelda!
I still have OoT: MQ and WW and a plugged in Gamecube. I don't really feel like getting OoT3D or WWHD, convince me that I'm not missing out on much!
I didn't realize until now how many silly items were removed from this game. I hope the developers keep this in mind for all future Zelda games. The magic meter instead of item counts is amazing as well.
I don't think I would like to see the actual item rental system return in another Zelda game though. What the system showed here is that dungeons can be fun without containing the item you need to solve it, but at the same time the actual rental process felt sort of pointless. You get so much money that it's not an issue renting everything from the start, and since it's so hard to die there really isn't any downside to having everything. That does remove the aspect of feeling like you earned the items.
What I would probably prefer them to do is to expand on the overworld, and hide the items all over it instead. That would encourage exploration even more, and it would also make many of those secret treasure caves with puzzles much more rewarding instead of just being rupee chests. It would also retain the non-linear aspect of the game, since you can choose to either explore the overworld to find items, or use the items you have found to tackle the relevant dungeons.
Well, look at how you got items to access the second and third dungeons, or how many new items or abilities have been unlocked over the Zelda series such as getting Epona in Ocarina of Time. It doesn't need to just be finding a chest, that could actually be an item that makes a dungeon EASIER but not reach it entirely (like how upgrading some items makes their dungeons much easier), but the main item could be part of a little event you hunt down. And hell, that's one of the big things I liked about older Zelda games in contrast to newer ones where it felt like everything was doled out at the time they dictate rather than you getting to explore the world and getting more stuff to be more capable and versatile.I agree that it is too easy just to get every item as it is.
But I'm not sure hiding them all over the map would be an ideal solution either. It could be potentially annoying not gaining entrance to dungeons because the item you need is tucked away in a secret treasure cave somewhere.
The only problem I fear with having the items outside the dungeons is people missing them and getting annoyed when they get stuck. (Look at how many easily missed the bug catching net and boots)
One could prevent access to a dungeon without a certain item
Took me a while too, and it was completely by accident. The way to obtain them really isn't obvious at all.
I thought it was pretty obvious. One of the townspeople gives a pretty hefty clue about it....
Why is everyone focusing on Majora's Mask so much? It's not the only reference to other games in the Zelda series. I saw somestuff in ALBW as well.Wind Waker
If this is about the, I had to use the hint ghost and felt really stupid after doing so. Especially since he SPELLS IT OUT FOR YOU.pegasus boots
I like it when the hint ghosts give you cryptic or fun explanations for things. He just ruined the fun this time.
I'm talking about a theoretical future game. Sure the items you can miss in this game are not important but it still highlights that it is easy for people to miss them. People even missed the pouch upgrade despite the mother telling you where to look.Missing the Net and Pegasus Boots will not get you stuck, you can beat the game without them.
That's exactly what happens. Ice dungeon cannot be entered without Fire rod, Turtle Rock dungeon cannot be entered without Ice rod, and so on. There are pillars with item icons telling you what item(s) you need for this dungeon.
Have you already forgotten what's in the game? lol
I have no idea what happened between the screens that were released vs the game, but I just started this today and it looks gorgeous in person. The colors, character models, silky movements...I was pretty surprised at how great it looked. Talk about being misrepresented. I had thought the whole Wall Paint mechanic looked kinda bad(visually) in videos and whatnot, but it feels and looks outstanding in person.
I knew it was going to be a great game, but all of the bad mouthing on the visual front is just so very wrong from my short time with it. It's beautiful to look at, and it great in motion.
I finished the game earlier, it was a lot better than I anticipated so time for impressions.
Despite being a fan of the series Ive never considered my liking for 2D/top down Zelda entries to match my love for the 3D entries, I still enjoy them but Links Awakening is the only one I really rated. So as you may gather A Link to the Past is a game I enjoy but not to the levels of praise it often receives (though I do understand why its highly praised), so the announcement of a direct sequel left me having shall we say middling hype.
Pre-release it was the reuse of the old overworld that was my main gripe from this sequel approach and as of right now its really the only true flaw I find myself having with the game. Theres nothing fundamentally wrong with this version of Hyrule, its quite well laid out with a nice variety of locations yet the feeling of true exploration as you discover a new overworld bit by bit is unfortunately lost by taking this return trip, on top of that even Lorule is a pretty direct Dark World homage as opposed to its own kingdom. I do think its a shame that they didnt fully revamp Hyrule like other games in the series often do but as far as remixing an old overworld from around 20 years ago they did a good job, and it arguably shows the strength of that layout as it still stands up today, sprinkling in some new characters as well as a few more drastic layout changes in areas also helps.
Right so thats the closest thing to a negative point out of the way, this game was a lovely refresher for the series. Despite enjoyment of the recent Zelda games there have been some pressing issues scattered about the various entries, too much guidance, clumsy pacing, the damn train in Spirit Tracks and so on but ALBW is free of these hindrances that had crept into the series as of late. This outing dials things back but not so far back that it doesnt take on board the strong points from recent entries be it fleshing out the world via characters or even bringing in a certain item I loved dearly in Spirit Tracks, in a sense this game is like the link between 2D and 3D Zelda design philosophies, you could even say that it's a Link between Worlds....sorry.
Taking the dungeons for example, I feel theres a heavier puzzle/obstacle overcoming presence here reminiscent of the 3D games approach to dungeon design compared to A Link to the Past while of course working from the top down template of the 2D games gives it the strength of those games as well. With the game being built up in 3D they can also reduce the flatness of rooms in a more effective way as well as giving a sense of scale beyond just switching floors with staircase transitions, factor in the other kind of 3D that the handheld specializes in and it all comes together very nicely. As a result youve got fast flowing dungeons carefully balancing what you could call well guided exploration, combat and puzzles together in a true Zelda blend. Admittedly there is a loss of the more sprawling labyrinthine nature of dungeon design seen in some of the older games but to be quite honest that design never did much for me at all and in its place we have dungeons designed in such a manner that backtracking doesnt come across as an issue, the game never outright points you in the right direction yet the design leads you organically to the right places.
The dungeons on show here have what I find to be a perfect length, theyre not quite bite sized, and theyre not drawn out, they give their relevant items a good workout often on top of the dungeons own gimmick. Each dungeon has its own flavour, a lot of them of course being directly inspired by their SNES predecessors yet with enough of a twist to edge out of ALttPs shadow. The freedom to tackle Lorule dungeons in (mostly) any order isnt game changing but it is appreciated and can ever so slightly alter the potential difficulty of a dungeon based due to the gear they hold within which I imagine is useful to take on board for hero mode.
Speaking of freedom, the way items are handled ties in with that. I didnt die during my playthrough but I came close enough twice to feel the fear of losing my rentals. Having early access to most items leads to a more immediately accessible overworld which has more pros than cons Id say such as being able to just fully explore what you want as early as you want for the most part. Buying the items is made worthwhile through the very well handled upgrade system, not only are some of these upgrades quite significant and useful, it also offers an extra incentive to explore Hyrule once more for the little critters that make your upgrades possible, not often are collectables handled as well as this.
The addition of a regenerating energy meter for item use is one Im a fan of, items that would formerly use magic come across as more usable on a whole without being too open to abuse (outside of a few upgraded items I guess, Tornado Rod can be pretty cheesy). Some old items are given greater interaction with the environment such as the hookshot in particular, alongside this most items work in tandem with Links newest trick, the ability to merge into walls.
I felt that turning into a drawing was more than just the obligatory new Zelda game gimmick that I initially expected it to be. The walls add another way to traverse across the environment at various levels which sounds like a minor detail however how well this mechanic is integrated with Links array of items and in some case the movement of parts of the environment itself adds another layer of Zelda puzzle logic to the proceedings, to think before this new addition truly clicked I was left puzzled as to how to cross a small gap in the overworld.
Music has one hell of a base to work from, as far as Im concerned A Link to the Past has quite possibly the strongest soundtrack in the series and the remixes on display here do the classics justice, Id stop short of calling this soundtrack truly fantastic since the vast majority isnt new but theres no denying its quality. Visuals also take from ALttP though without the same level of success, not that I find the visual style bad, its actually quite a faithful adaptation of the old style. What greatly benefits the visuals is the game running at 60fps and superb use of 3D depth that enhances the experience.
Overall despite leaning a bit too heavily on its SNES heritage for my liking I found A Link Between Worlds to be an improvement on A Link to the Past and quite possibly my favourite Zelda game using the top down format. I can only hope the next 3D Zelda game draws from the strengths of this one.
LTTP is not my jam.I'd like to hear more impressions from people that didn't play much/any of ALTTP. All the coverage so far is from people that played it originally, or later on GBA. I've played all of the handheld zeldas bar Oracle of Seasons, so I'm okay with 2D zeldas.
I disagree with nothing you wrote. A+.
My only comment is that item rental changes the way the player approaches the world/dungeons (for a Zelda game...) as well as how the devs design the dungeons). The player no longer has to "prepare" for any dungeon in particular, and the devs have to setup the dungeons in such a way that any variance of Link can beat it. I think the game is well designed around that concept, but stylistically, the concept could be targeted as a con to the previous top down Zeldas. It's just different (and well done!). In other words, "opinions...man".
am I the only who died on the way to Tower of Hera by going east right in front of the tower? Those(Rosso's Ore Mine)things killed me in a blink of an eye. I assume I was not supposed to go there?fire-breathing lion/hawk
Hmm. I literally just turned off my 3DS after finishing Turtle Rock. I'm pretty sure I used nothing but the Ice Rod. (upgraded one at that!)I'm talking about a theoretical future game. Sure the items you can miss in this game are not important but it still highlights that it is easy for people to miss them. People even missed the pouch upgrade despite the mother telling you where to look.
Sure you need the ice rod to enter Turtle Rock, but that's not the only item you need to complete it. The beauty of ALBW is that the dungeons can assume the player has most items at their disposal so can have puzzles that require any item to complete rather than the old pattern where the dungeon is based around mostly one item.
LTTP is not my jam.
ALBW is my jam.
There's only one weapon unavailable for you to rent early on.I like the rental system, and it's not true that all items are available. There ARE special items to be found on dungeons (or after them...)
I'd like to hear more impressions from people that didn't play much/any of ALTTP. All the coverage so far is from people that played it originally, or later on GBA. I've played all of the handheld zeldas bar Oracle of Seasons, so I'm okay with 2D zeldas.
I never actually played through all of ALTTP so maybe I should go and finish it after playing this game... (Furthest I got was Dark World IIRC)
Yes, but you still have to solve puzzles to get (items not for rental)I wish I had been able to play Hero mode my first time through. On a second run, I already know too much about the game, and I feel I'm going to need other house rules or else I can just trivialize the game because I know where all the heart pieces are and can abuse the upgraded tornado rod.
There's only one weapon unavailable for you to rent early on.
The worst thing is definitely the lack of challenge. The combat balance feels really tuned down, and once you have a few heart containers there's pretty much no way to really die. Some of the bosses would have been way more satisfying if not for this problem. I guess Nintendo is still deathly afraid of anyone not being able to finish one of their new games. Oh well.
I'm really surprised at how well the item rental and magic bar system ended up working out. The way the game is designed, the removal of artificial limits on pretty much everything (no more rupee bags, no more bomb bags, no more arrow quivers!!) in the game makes the pace much faster and changes the focus from inventory management to just solving the challenges in the game. It also allowed dungeons to be turned into themed mega-puzzles from the start, so you begin solving the dungeon from the moment you enter it, instead of having a sub-section where you need to find the item first.
I don't think I would like to see the actual item rental system return in another Zelda game though. What the system showed here is that dungeons can be fun without containing the item you need to solve it, but at the same time the actual rental process felt sort of pointless. You get so much money that it's not an issue renting everything from the start, and since it's so hard to die there really isn't any downside to having everything. That does remove the aspect of feeling like you earned the items.
What I would probably prefer them to do is to expand on the overworld, and hide the items all over it instead. That would encourage exploration even more, and it would also make many of those secret treasure caves with puzzles much more rewarding instead of just being rupee chests. It would also retain the non-linear aspect of the game, since you can choose to either explore the overworld to find items, or use the items you have found to tackle the relevant dungeons.
What? That would just be annoying.