@Monkey:
It's also really strange to talk those three and leave out Link's Awakening. I get why he left Zelda II out, abberation that it is. But Awakening??
1,3,5. But no 4?
It's a Gameboy game, so it doesn't count….I guess.
@Monkey:
It's also really strange to talk those three and leave out Link's Awakening. I get why he left Zelda II out, abberation that it is. But Awakening??
1,3,5. But no 4?
It's a Gameboy game, so it doesn't count….I guess.
It's a Gameboy game, so it doesn't count….I guess.
It's certainly more advanced and full a game than Zelda 1.
Seems like he wanted to stick to A Link to the Past and Ocarina of Time. With using the original to show where the series started. And Skyward Sword to show where it stumbled.
Link's Awakening learned a lot from LttP's shortcomings and improved a lot of them, despite the hardware.
Link's Awakening learned a lot from LttP's shortcomings and improved a lot of them, despite the hardware.
Replaying it now, it's so fucking good.
i have the original on game boy and the DX version on my 3DS. I really like the 'before the bell tolls' references
@Monkey:
It's certainly more advanced and full a game than Zelda 1.
Link's Awakening learned a lot from LttP's shortcomings and improved a lot of them, despite the hardware.
@krule274:
Replaying it now, it's so fucking good.
i have the original on game boy and the DX version on my 3DS. I really like the 'before the bell tolls' references
I've heard so many good things about Link's Awakening, and now this…...guess I should download it off the eShop ASAP?
I've heard so many good things about Link's Awakening, and now this…...guess I should download it off the eShop ASAP?
That's a big yes there pardner
I've heard so many good things about Link's Awakening, and now this…...guess I should download it off the eShop ASAP?
Yes.
Coin toss whether Links Awakening or ALTTP is the best Zelda ever for me. ALBW close behind.
I saw the video and it bothers me, that he didn´t talk about "Link´s Awakening". The story is very basic, and the world for a Zelda game is very open to explore. Especially mid section of the game when you really get a sense of exploring and getting in control of the enviroment. There is of course and set route to go, but because of all the secret caves and characters it doesn´t feel as linear.
But maybe i´m biased because i love the heck out that game.
I saw the video and it bothers me, that he didn´t talk about "Link´s Awakening". The story is very basic, and the world for a Zelda game is very open to explore. Especially mid section of the game when you really get a sense of exploring and getting in control of the enviroment. There is of course and set route to go, but because of all the secret caves and characters it doesn´t feel as linear.
But maybe i´m biased because i love the heck out that game.
I wouldn't call Link's Awakening's story basic - it's short, but it's well judged and brilliant. Only zelda story to leave an impact on me.
Playing Punch Out for the first time. Holy moly is it harder than it looks.
Have you fought ganon yet, or are you still boxing against stalfos
I wouldn't call Link's Awakening's story basic - it's short, but it's well judged and brilliant. Only zelda story to leave an impact on me.
Yeah, it's Zelda games we're talking about so it's not exactly like long, complex stories are expected or even desired. But I agree. It's one of the few games that deviates from "princess kidnapped, defeat evil to save her." One of the few without generic bad guy at the end, and also no Hyrule. And the realization of the implications of beating the game (no details in case spoilers) really made me feel something. Unlike "yay, evil vanquished, peace restored."
Totally, re: emotional LA story ending.
SPOILERS
! Dat zero-death ending with dream-Marin being re(?)incarnated as irl-seagull. God. I practically wept.
Have you fought ganon yet, or are you still boxing against stalfos
You kidding? I'm still stuck on the Moblin.
Though I must say, seeing a Like Like box was one of the bizarre things I've ever seen.
I saw the video and it bothers me, that he didn´t talk about "Link´s Awakening". The story is very basic, and the world for a Zelda game is very open to explore. Especially mid section of the game when you really get a sense of exploring and getting in control of the enviroment. There is of course and set route to go, but because of all the secret caves and characters it doesn´t feel as linear.
But maybe i´m biased because i love the heck out that game.
Or you know, it's ok to be given a linear framework of direction by a game and not some sort of mortal sin that immediately makes a game suck because that's what Egoraptor is into at the moment.
I finally got a chance to sit down and watch this video and oh wow… is it bad...
Some of his points are a bit sound, like the formula with getting items and using them on bosses. But a LOT of this crap was just nitpicky bullshit.
Waiting for enemies. Ok, the mechanic did get used a tad too many times, but the mechanic itself isn't a problem. It DOES help strategies. Also, he seems to be ENTIRELY against the concept of a story in a video game. He just wants someone to drop him into a sandbox with no plot where he can do whatever he wants and then he can have at it. So basically, Minecraft.
Also, part of limiting what you can do and making it so you have to unlock things was part of the system's limitations. The Overworld was the way it was in that game because they honestly didn't even know if they could do a Zelda overworld AT ALL when designing the game. There was ALMOST a Mario 64 Style "Jump into the Paintings" hub world.
Also have daggers for him based on his opinion of Skyward Sword. I LOVED Skyward Sword, but one thing I have to ask everyone in this thread about. Your opinion of the overall game is irrelevant, but was I the ONLY person on the freaking PLANET who had the controls just WORK for me?!?! There were absolutely positively no problems with the controls whatsoever in that game.
Tho, I can understand why this guy probably had issues. He seems to have a bad case of ADD, so I don't think he had the patience to put the controller down and wait while it calibrated like you're supposed to when you first boot up the game.
Yeah, no. I had no problems with SS's motion controls either. Worked perfectly fine.
Game was much better than I thought it would be. Leagues ahead of TP in personality, at any rate, which was the biggest relief (also my selling point with MM vs. OoT).
It was only when it came to sword play that the motion controls didn't work for me.
Skyward Sword's controls worked fine for me as well - I had a few issues, but they were very minor and were usually my fault (e.g. swiping the controller when trying to stab, or getting too excited and using the nunchuck at the same time to do a spin attack by mistake). Otherwise I had no problems - heck, for aiming you only have to push a single button to fix it if it's not working anyway.
I didn't have a problem using the motion controls, but I had a lot of problems with their implementation. The one to one swordplay is a good thing that many fans including myself have wanted since Nintendo ventured into motion controls, and it works on your end, but the enemies make terrible sparring partners. Most of the enemies leave very specific, directional openings and fighting them feels more like playing a typing game than actually swordfighting. The game needed to make the enemies more like Girahim, which is really the only place where it works well, since his weak points are actual openings in his defense and not just a randomly chosen major axis.
For almost every other case, the motion controls suffer from the same problem most Wii games did in that it really just acts like another button instead of adding anything to the immersion. The only exception that I can think of is the whip, which I thought was a whole lot of fun. The motion is simple, logical, fluid and makes you feel like you're doing the thing that's going on in the game. That's how they should be, unlike the flying controls that exist for the bird and the beetle, which are pretty much the same flying controls that you would use with a stick, but mapped to waggle.
I had no problems with the motion controls. Skyward sword is definatley one of my favourites in terms of puzzles, style, mechanics and characters. The only problem I had with it was that there was nothing to do outside of the story, no reason to explore the empty sky.
It was only when it came to sword play that the motion controls didn't work for me.
One thing I wana have you clarify please, by "Didn't work for" you do you mean that you didn't like the way the swordplay was implemented in the game as a whole but the actual controls responded the way the designers intended, or do you mean the controls actually didn't mechanically function the way they were supposed to?
If you're not sure what I mean, See Wagomu's post above, he explains exactly what I mean.
I'm just trying to figure this out because in that Game Grumps guy's video, he says at one point that the "Controls don't work" and he's not the first person I've heard say that… but at the same time I remember not a single moment where the controls didn't respond the way they were designed to for me... so I'm trying to figure out if people had any ACTUAL problems with functionality of the controls.
And obviously if you did have problems, what kinds? I'm genuinely curious about this.
…Oh. If we're talking about the distinction between not working and "not working," then yeah. I think motion controls overall are gimmicky garbage. DKCR was one of the worst offenders in that sense; the waggle-to-roll was manageable but just felt like an obstacle to overcome in the quest for good gameplay. Totally unnecessary, without adding any sort of fun factor. Other M, too, with the horrible split-second switching between motion and non-motion controls.
...On the other hand, playing RE4 with the Wii Zapper is a joy.
@CCC:
Totally, re: emotional LA story ending.
SPOILERS
! Dat zero-death ending with dream-Marin being re(?)incarnated as irl-seagull. God. I practically wept.
We all did, buddy.
We all did…
Skyward Sword's controls just turned me off because frankly (this isn't the game's fault) I've come to realize I can't stand the Wii mote and motion control.
Yes this has colored my experience with TP too.
I just want a friggin' controller.
I feel like the Wii Mote takes me right out of the game, puts something between me and it.
@CCC:
Totally, re: emotional LA story ending.
SPOILERS
! Dat zero-death ending with dream-Marin being re(?)incarnated as irl-seagull. God. I practically wept.
WAIT
Only read the first few words in that tag, but there's a zero-death ending??
I'm dropping everything and replaying. This was my first Zelda game ever, why did it take this long for me to hear of an alternate ending…
@Mr.:
WAIT
Only read the first few words in that tag, but there's a zero-death ending??
I'm dropping everything and replaying. This was my first Zelda game ever, why did it take this long for me to hear of an alternate ending…
it's more like an extended ending than an alternate one. It's better on the dx version as well
One thing I wana have you clarify please, by "Didn't work for" you do you mean that you didn't like the way the swordplay was implemented in the game as a whole but the actual controls responded the way the designers intended, or do you mean the controls actually didn't mechanically function the way they were supposed to?
If you're not sure what I mean, See Wagomu's post above, he explains exactly what I mean.
When swordplay required any sort of precision I often found that the controls did not work properly. I would make a bottom right diagonal swing, the game would register it as a up-down swing. This usually wasn't too much a problem since the game was so easy. Unfortunately when it came time to fight Ghirahim, a boss that had any actual challenge, the fights became a long, drawn out mess of flailing around and mid-fight controller calibrations.
Other than that the controls worked fine.
Unfortunately I seem to be in the minority when it comes to the SS's motion controls so it really could just be me.
It's something that genuinely baffles me because up until Skyward Sword I had never had any major problem with motion controls.
@Mr.:
WAIT
Only read the first few words in that tag, but there's a zero-death ending??
I'm dropping everything and replaying. This was my first Zelda game ever, why did it take this long for me to hear of an alternate ending…
He is talking about the DX version.
He is talking about the DX version.
Right. Still, it's the version I've got, and the ending I haven't seen.
@Mr.:
Right. Still, it's the version I've got, and the ending I haven't seen.
Just making sure that you don't get your hopes up for nothing :P (or at least not what CCC spoilered there)
The original version has a 0-death ending too. It's just not as good.
I quit Link's Awakening after the 3rd dungeon. Didn't like the mini-quests you had to do, didn't like the textboxes, etc.
Then I randomly resumed Crash Bandicoot Warped after an almost year long absene and finished it this week (wit like 6 hours of playing time.)
Anyway, time to play Zelda II: The Adventure of Link. I hear this game is really really difficult, but others say that difficulty is overblown, and that is not as hard as other NES games, such as say, Battle of Olympus.
Anyway, time to play Zelda II: The Adventure of Link. I hear this game is really really difficult, but others say that difficulty is overblown, and that is not as hard as other NES games, such as say, Battle of Olympus.
The Japanese version is extremely difficult, the American version is easier (and looks better but I like the Japanese music more). You probably will play the NES version (which is arguably better) and it's been adjusted to be easier and more fair.
Wow, talk about going from one of the zeldas with the best dungeon and overall game design and going to the one with some of the divisive designs lmao. And so what if it's not as hard as other NES games? It still has a pain in the ass design anyway. Comparing it to something that used essentially the same system but decided to crank the difficulty to Saturn rather than Jupiter still doesn't mean that the game design is still of particular difficulty.
I quit Link's Awakening
Then I randomly resumed Crash Bandicoot Warped
Yeah sounds like your making all the right choices in your life lol.
@Monkey:
Yeah sounds like your making all the right choices in your life lol.
Your infinite and sarcastic wisdom always gets me. <3
Welp, I have borrowed my friend's copy and am now playing the great Grandaddy, Ocarina of Time.
Not bad so far, just trying to struggle my way through the Dodonga's Cave. I'm obviously not an experienced Zelda player since I have to keep sneaking out to go smash some rocks to get hearts, since I refuse to use up milk/red potion unless in a boss battle at this point in the game. And I JUST figured out how to aim the slingshot properly. I'm an idiot.
@Purple:
Wow, talk about going from one of the zeldas with the best dungeon and overall game design and going to the one with some of the divisive designs lmao. And so what if it's not as hard as other NES games? It still has a pain in the ass design anyway. Comparing it to something that used essentially the same system but decided to crank the difficulty to Saturn rather than Jupiter still doesn't mean that the game design is still of particular difficulty.
Yeah I know. I guess I'm weird like that. We'll see what happens though.
@Monkey:
Yeah sounds like your making all the right choices in your life lol.
Is CB Warped a bad game tho? lol
I just didn't enjoy Link's Awakening that much. It had solid dungeon design in general, and the atmosphere was actually really great, but I didn't like other parts of it.
Crash fuckin' Bandicoot
What exactly did you not like about it?
I remember not being fond of the tutorial prompt messages for lift/pushing heavy stuff not going away after you get the items needed to move them. And the Power/Acorn thing got a little repetitive, especially when it temporary changes the music into this noise that loops after 3 seconds. Still not anything that made the game less brilliant.
Were there a lot of mini-quests in Link's Awakening? I can hardly remember any quests that didn't explicitly tie in with progressing the overall plot (most quests were to simply open a pathway to progress forward much like with most Zelda games).
Dropping Link's Awakening? Sure, questionable choice.
But leave Crash Bandicoot Warped alone, that game is fucking awesome.
Were there a lot of mini-quests in Link's Awakening? I can hardly remember any quests that didn't explicitly tie in with progressing the overall plot (most quests were to simply open a pathway to progress forward much like with most Zelda games).
I mean, not more than any other Zelda game (other than Zelda 1 I guess). Most just involve opening the next dungeon… it would be lame if ALL you did was walk into dungeon after dungeon. Like, you have to get the Pokeflute to move the Snorlax so you can enter the desert. And take that ghost back home. But nothing big. There IS the trade sequence, but that is only progress-impeding at two points (Kanalet Castle and the final dungeon).
Yeah that's the thing, I thought "seemingly" pointless side quests were a staple of the Zelda franchise ever since Zelda II. The whole "hey fetch this random item that COINCIDENTLY also opens up the passage where you need to go next" was commonplace in most Zelda games. Not to mention a handful of other sidequests being a few quirky ones that just nets you a heart or some random collectible (which MM was full of). So honestly, I have no idea why anyone would quit Link's Awakening BECAUSE of sidequests. They're pretty much upholding the same formula exhibited in other Zelda games.
That would be like quitting Pokemon because you had to beat up a bunch of people along the road to get to the gym leader.
Also dat music. So good. Tal Tal Heights was always my favorite… so much that one day I messed around on my electronic piano until I had created a satisfactory synth sound and [recorded myself playing it](http://thextremeresources.com/foolio/Tal Tal Heights.mp3).
I actually quit the game a few years ago after getting lost and realizing that fetch quest was actually not optional. It was kinda irritating after vastly ignoring it and seeing I needed go back to do a series of random events to deliver a pineapple or something. Came back to the game after some time I used a guide for all that stuff. I play the games for the dungeons, puzzles, mini-games and challenges tbh. Fetch questing just bogs down the pace, especially mandatory ones like that one.
It's the only one in the game and it's not random… if you even talk to the characters in the game it's obvious. Like how is it not obvious that a dude running a banana hut might have bananas to give the monkey.
Because I went straight to the dungeons and didn't go out of my way talking to every NPC? Then I realised I had to?
It wasn't as bad when I revisted the game, since I went back in thinking that quest locked down every following dungeon afterwards. Either way, I still orignally quit playing because of that.