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Re: Zelda - A series of "Crucibles"?
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I would imagine that if they do dicide to go through with WM+, that items would be one of their major focusses.
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Re: Zelda - A series of "Crucibles"?
I gotta agree with Malstrom. Totally and completely.
TP's overworld had a lot of weird 'gaps' in it. Very weird. If everysingle part was accessible and crammed (give or take) with enemies and enviroments and stuff to do, I'd be happy. And give us some useful optional items! Honestly!
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Fulcon: Humiliating and demeaning the Zelda Fandom one step at a time, laughing all the way. And he's a proud supporter of a speaking Link. ATTENTION ALL TP HATERS...It's time to put our money where our mouths are. Oh, and I think Link could maybe go in the next game. Maybe.
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Re: Zelda - A series of "Crucibles"?
That wasn't the point of what Malstrom was saying though. What he was saying is that dungeons should be tedious to make you appreciate the overworld more. Which is stupid.
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Re: Zelda - A series of "Crucibles"?
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The dungeons are supposed to make us "stronger" by giving us more abilities/items. They're also supposed to be hard. We use these new abilities/items to explore the parts of the overworld we couldn't explore before.
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Re: Zelda - A series of "Crucibles"?
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Re: Zelda - A series of "Crucibles"?
Yeh, you can go ahead and make the dungeons fun, but in the end the fun part is exploring the overworld with your newfound strengths.
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Re: Zelda - A series of "Crucibles"?
If your a regular viewer of conversations *cough*heatedarguments*cough* that I normally have with Double A, then you must know exactly how weird these words feel coming out of my mouth but I completely agree with him.
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Fulcon: Humiliating and demeaning the Zelda Fandom one step at a time, laughing all the way. And he's a proud supporter of a speaking Link. ATTENTION ALL TP HATERS...It's time to put our money where our mouths are. Oh, and I think Link could maybe go in the next game. Maybe.
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Re: Zelda - A series of "Crucibles"?
*cough*either-way-im-always-right*cough*
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Re: Zelda - A series of "Crucibles"?
http://seanmalstrom.wordpress.com/20...ailed-starfox/
The man is unrelenting. Money Quote for the ages: Quote:
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Re: Zelda - A series of "Crucibles"?
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WM+ what is that im guessing it is like the mmorpg combat system right? if zelda goes there im stabbing in the back and finding a new series to fanboy EDIT: i aint lying
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Re: Zelda - A series of "Crucibles"?
Uhh... WM+ is a shorter way of saying Wii Motion Plus
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Re: Zelda - A series of "Crucibles"?
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oun in Blood did cover better than most cover-based games and that there's NO platforming in Uncharted as much as mini cinematics triggered by a useless jump button). However, as much as you're impressed by it, you can't help but feel that EVERYTHING you're doing you've done already. Other than presentation, graphics and voice-acting, EVERY gameplay element of those 2 great games lead to some deja vu, while main Nintendo games tend to offer something minimally novel at least. On the 3D Zelda cases, I'd say the only one that offered nothing new to the table was TP. If you'll introduce a wolf character that's LESS fun to use than the regular Link and less rewarding, don't bother. I wonder if that's why I find it to be the 3D Zelda game that didn't impress me as much as the others. Ocarina of Time made 3D combat do-able and introduced an in-game, fully playable instrument(I can play real-life and in-game ocarina nowadays). Majora's Mask introduced a unique, cyclical gameplay, alongside FUN alternatives to Link(Except Deku Link, that was kind of lame). Wind Waker shifted Zelda's sense of humour back to Link's Awakening charm and proved that cel-shaded CAN be beautiful and natural, instad of weirdly painted polygons. EVERY screen of Wind Waker looks like a screenshot from a hand-made cartoon. That had never been done before and I don't remember anyone doing it as well afterwards. NMH looks highly stylized, so does Okami. This cartoon look is almost exclusive to Wind Waker. Besides, it presented a REALLY different battle system from what we were used to and an interesting mechanic, that was the King of the Red Lions. Long story short, I like how they focus on gameplay and style changes, but they sure as hell could try to ally that with content and depth.Besides, I really believe the lack of "stuff" on TP's and Ocarina's overworld was mainly due to hardware restrictions. If you look at it, OoT presented HUGE draw distance for the console's power. Twilight Princess also offered a gigantic overworld, and they knew they had to sacrifice content in order to achieve sheer size. They were a company that made controlled experiences seeing their entire philosophy go gown the drain as games got bigger and blander. See GTA. You may argue there's a lot going on there, but honestly, San Andreas. Looked like s*** and had so much NOTHING it almost hurt. Yet, it made way more success than Wind Waker. People had forsaken Zelda and they were trying to adpat it to a "bigger, more epic, louder"-hungry audience. See the nods to Lord of the Rings in the game's first trailer. You had freaking Balrog and Shelob there, man. I actually think they'll be under a lot less stress this time around, being able to offer a game that focus on what THEY want to do. And this philosophy always led to better results when it comes to nintendo. Letting them do their own thing tends to lead to great experiences. Except for Star Fox DS. That was a cough-up of an old idea they just had to get out in the open. Pretty mediocre game, by the way. Besides, the Mario example put by Eurogamer and Malstrom isn't the best one. Super Mario galaxy is a content-full game and the torch-lighting was probably more of a nod than anything else, as much as I agree with pretty much he posted back there. @Double A: Agreed, if anything, Wii Motion Plus should be limited to minigames(FISHING! PLEASE! 1:1 FISHING!) and item usage. Hit detection would be too messy if it was implemented on swordfighting. Besides, the need for recalibration would be absurd, for you'll undoubtedly start waving your arms frantically at some point, lending to the controller not having any idea as to where it is. |

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Re: Zelda - A series of "Crucibles"?
Wonderful post you made there.
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I agree that Uncharted - while looking sexier than God's girlfriend - simply can't escape the cons of cinematographic gaming even as it perfects it. Changing the mechanics and the input might be the only way to break out and bring something new.Quote:
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Re: Zelda - A series of "Crucibles"?
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Though I wouldn't count on Nintendo making another non-linear 3D Mario, since linear Mario is what sells and is what has always sold (64 was a launch title, it don't count)
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Re: Zelda - A series of "Crucibles"?
I actually think linear gameplay suits Mario better. I remember walking around on Sunshine almost begging to get into action that actually makes me step closer to my real goal. They injected a 2D-platformer philosophy into a 3D platformer game while making it feel expansive at the same time. There were the few ocasional kind of free-roaming galaxies every now and then, but even on those it's quite difficult to get lost.
Super Mario Galaxy is straight to the point, easy to pick up and easy to put down. I really like it about the game, for it resembles the Mario games of the old, 2D era. Come to think of it, I actually believe that Mario's moveset is too limited to justify a free-roaming game. It shines at its most when the developer has more control over what you're doing. Mario 64(and Super Mario Sunshine to a lesser extent) did not shine because of free-roaming levels with gameplay that suited them. It was brilliantly pleasant level design and music that did the trick. One thing is a Zelda game, where you have a variety of items at your disposal. With Mario, you can jump. Or jump twice. Sometimes, thrice. Add do that a little spin. And that's it. They COULD make a huge world to be explored, but it wouldn't require from the player as much exploration and thought as it would take sheer skills and perseverance. As is the case in some of Super Mario Sunshine's incredibly annoying purple coins tucked away at places you'd never look because you barely thought they were accesible through anything other than a glitch. What I mean is that with a limited moveset, any exploration relies heavily on HIDING things from people, not putting them at places that feel natural to be explored, much like in Zelda. And, as much as I liked the warp pipes from previous Mario games, they served little to no purpose to me other than simply skipping the VARIOUS quasi-identical levels that were presented. I played SMW recently and I was struck at the same time by how GOOD the game still is and how little variation it offers compared to what I remembered. By the way, Kastanj, I didn't follow the last part of your post. As I own the game, I could better explain what you were referring to=D If you refer to the camera being optional, it's actually stuck behind a translucent Mii. Which works fine, but in the Showdown, with several enemies, they'll always refrain from attacking you unless you're targeting them, which proves to be an unsatisfactory system to be implemented on ZWii, on my opinion. |

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