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Topic: Zelda General Discussion

Showing 161 to 171 of 171

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shingi_70

161. Posted:

It came with the issue of Twilight princess was first shown in.
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Man this takes me back, Twilight Princess was my game of the year and I owned or played all the games mentioned on the cover.

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Tops

162. Posted:

Nice! Still have that issue too! Now I want to boot up TP but the Wii controls are awful lol

Formerly: LaytonApprentice; TopLaytonsHat

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iKhan

163. Posted:

TopLaytonsHat wrote:

Nice! Still have that issue too! Now I want to boot up TP but the Wii controls are awful lol

I love TP's Wii controls. Simple, but they get the job done immersing you into the game.

http://nintendoeverything.com/sakurai-explains-why-ridley-isnt-a-fighter-in-smash-bros-wii-u3ds/

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Tops

164. Posted:

iKhan wrote:

TopLaytonsHat wrote:

Nice! Still have that issue too! Now I want to boot up TP but the Wii controls are awful lol

I love TP's Wii controls. Simple, but they get the job done immersing you into the game.

I tried playing TP again after Skyward Sword...and I couldn't. I'm always willing to give it another chance and will try to get back into it eventually, but I just really wish I had gotten the GC version instead. >.<

Formerly: LaytonApprentice; TopLaytonsHat

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iKhan

165. Posted:

TopLaytonsHat wrote:

iKhan wrote:

TopLaytonsHat wrote:

Nice! Still have that issue too! Now I want to boot up TP but the Wii controls are awful lol

I love TP's Wii controls. Simple, but they get the job done immersing you into the game.

I tried playing TP again after Skyward Sword...and I couldn't. I'm always willing to give it another chance and will try to get back into it eventually, but I just really wish I had gotten the GC version instead. >.<

I feel like SS has a very different combat system from TP, so switching between the two isn't that big an issue. TP's combat is much more action oriented, while SS's is mostly directionally oriented.

I just hope the next Zelda has a motion option. I tried playing WW after mostly going between TP and SS, and I almost fell asleep with the button combat. That's not to say buttons are always bad, but in a game with combat as simplistic as Zelda's, they aren't very engaging.

http://nintendoeverything.com/sakurai-explains-why-ridley-isnt-a-fighter-in-smash-bros-wii-u3ds/

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Gioku

166. Posted:

I remembered that I had the original Legend of Zelda on 3DS Virtual Console that I got for free from Club Nintendo, so I am playing it today! ...I would be hopeless without a map of some sort though, so with the help of modern technology I am taking it on with this map here as my guide:
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...otherwise I wouldn't have made it past the first dungeon! D: ...and this will be all I use; I won't use any walkthroughs or anything. It's as close as I can get to having a map screen for this game! ^.^;

Edited on by Gioku

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Dreamz

167. Posted:

Gioku wrote:

I remembered that I had the original Legend of Zelda on 3DS Virtual Console that I got for free from Club Nintendo, so I am playing it today! ...I would be hopeless without a map of some sort though, so with the help of modern technology I am taking it on with this map here as my guide:
Untitled
...otherwise I wouldn't have made it past the first dungeon! D: ...and this will be all I use; I won't use any walkthroughs or anything. It's as close as I can get to having a map screen for this game! ^.^;

Fun tidbit, but when I was little I played the first Legend of Zelda so much that the overworld is pretty much engraved in my brain, even to this day.

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Gioku

168. Posted:

@Dreamz ah, so you have the map screen just in your head! xD
But really, I'd have no idea what I was doing without a map, so I am very thankful... o.o ...but the dungeons are really fun, and I would never use a map or anything for those.

Edited on by Gioku

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iKhan

169. Posted:

Wow, this thread is really dead.

I have some thoughts, and I really don't want go back to GameFAQs (that community is ridiculously toxic). So I'll give this a shot and see if I can resuscitate this topic.

Anyway, I've been thinking about bosses as of late, particularly, adventure style bosses. As in the types of bosses that don't just require a lot of hits and do a lot of damage, but ones that require a unique strategy from other enemies in the game. That got me thinking of Zelda, and two other games similar to Zelda I've been playing as of late, Okami, and Pandora's Tower. To be quite honest, I don't think 3D Zelda bosses have historically been very good (on average, there are a few standout gems), while I quite like most of the bosses from Okami and Pandora's Tower (though I'm still working on Okami, I've just been a bit busy). But why is this?

I think the main thing it comes down to, is that most 3D Zelda bosses fail to consistently engage you. Many bosses in Zelda games have long sequences when they are basically doing nothing, either seemingly waiting for you to hurt them, or moving around in space where neither party can attack. Argorok, Volvagia, and Molgera are great examples of this. Now, I think there are two ways of remedying this. The first, is to simply make the process of finding and hitting the enemy's weak point engaging in itself. I think this is where the fun of battles like Stallord, Goht, and Blizzeta come from. Rolling around an arena in chase, or trying to break a giant ice cube are just genuinely fun things to do, whether it's challenging or not. This is something I see in both 3D Mario and Zelda games (The fun of Gooper Blooper or Dino Piranha is really just the way you damage them).

The second is to make the boss battle challenging by forcing the player to balance their dodges and attacks, so that they are constantly on alert for a chance to land a hit (either to expose the enemy's weak point or to do damage). This is where 3D Zelda struggles more. For example, consider Tentalus, who waits for what seems an eternity for you to shoot it's eye, with rather trivial simple-to-dodge attacks like shooting it's hair at you, and bringing it's tentacles up through the floor. So Zelda could benefit from taking a card from the series I mentioned. The Crimson Helm in Okami was consistently on the offensive, and you had to find an opening to hit him and damage his armor. Pandora's Tower is particularly good with this, making the weapon of choice one that must be charged to do substantial damage. So with most of the bosses on the offensive, you had to perfectly time your attacks such that you had a large enough window to charge your attack and do damage. The best bosses are ones that combine both of the things I mentioned, making the process of attacking fun in itself, while simultaneously making the challenge of timing enjoyable (That's why Ironclad Turret Master is one of my favorite bosses ever, I'll leave a link at the end)

Now, that all said, I think the series has been making progress since SS. The fights with Ghirahim, Scervo, and Koloktos required timing, and managed to be engaging even when simply executing an attack. But I still think there is room for improvement. Zelda U needs to continue offering experiences like the first two I mentioned in SS, and extend it to more larger scale bosses like they did with Koloktos.

Video of Ironclad Turret Master. Warning: gameplay spoilers for Pandora's Tower.
http://youtu.be/GrVhjSgqsWY?t=1m45s

http://nintendoeverything.com/sakurai-explains-why-ridley-isnt-a-fighter-in-smash-bros-wii-u3ds/

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Artwark

170. Posted:

I don't get the criticism Phantom Hourglass has. Its my first ever Zelda game and has since it explains everything well about a Zelda game, I don't see the point of the hate. Even the touch controls are fairly done well.....granted, it'll sometimes get in the way but not always.

Now I've only played around seven Zelda games and I actually like the series enough to get me a lot of zelda games that I've missed. I actually see the problem it has in terms of chronology. Link Between worlds while being easy, is still the best 3ds game I've played and it comes close to kid icarus uprising to me atleast. The new Zelda looks amazing and I hope it expands the formula of Link Between worlds and makes it challenging.

Usually when playing Zelda games, you'd get stuck and the feeling of getting stuck is the fun part of Zelda and I actually like that. But when Link Between Worlds showed up, the stuck situation is gone and its so easy to find your way out. Now I'll go on and say that the stuck situation is what will make gamers think of the solution as much as they can and is this new Zelda game doesn't do that, I'm worried that it might not feel like a Zelda game in the end which worries me a little.

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Nicolai

171. Posted:

Artwark wrote:

Usually when playing Zelda games, you'd get stuck and the feeling of getting stuck is the fun part of Zelda and I actually like that. But when Link Between Worlds showed up, the stuck situation is gone and its so easy to find your way out. Now I'll go on and say that the stuck situation is what will make gamers think of the solution as much as they can and is this new Zelda game doesn't do that, I'm worried that it might not feel like a Zelda game in the end which worries me a little.

I can agree with you there. I have fond memories of spending a whole week (each day) trying to figure out how to get past the dungeon leading up to Ganon in the oracle games, or the fight with the King of Ikana Canyon in Majora's Mask, for just a few examples. I gotta say, the feeling you get when you finally figure it out (without looking it up) is one of the best feelings in the world. I don't exaggerate.

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