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Topic: The Legend of Zelda: Twilight Princess HD - OT

Posts 1,421 to 1,440 of 1,760

Dezzy

skywake wrote:

Or how Miyamoto wanted to solve the "camera problem" with spherical worlds as far back as Mario 64 but took until Galaxy to implement it. I think it's something along the lines of that.

That true? You got a link or something?

VelvetElvis wrote:

@Dezzy, it was surely a very broad statement ("a lot of the things I want to do with this new Zelda game are things I thought of while making Twilight Princess") — he certainly didn't imply large bosses or a dark world. Since he's speaking broadly, I took it to mean that TP was just where we saw the beginning sparks of a larger, more interactive Zelda.

I realise he didn't imply it. I was trying to infer. I just meant that if he was saying it was something that was first done by Twilight Princess, and would be well suited for Zelda U, massive bosses is the first thing I can think of. But yeah you're right that he could just mean certain approaches to designing a larger game world. Or as skywake pointed out, it could be things he wanted in TP but never ended up putting them in at all.
Let's hope the idea he had whilst working on TP wasn't "empty overworlds are cool".

[Edited by Dezzy]

It's dangerous to go alone! Stay at home.

VelvetElvis

@Dezzy, ha, truth to the overworld thing. After fairly empty overworld maps on Ocarina, Wind Waker, Twilight Princess and Skyward Sword, let's hope the lesson has finally been learned.

VelvetElvis

Xyphon22

So I just finished the third Tears of Light section in my Wii version. I honestly still don't see what the problem is with them. At least with this one I can see where they could take some of them out if they wanted to (I don't know which ones they would remove on the first two), I just don't see a reason to. It wasn't really annoying at all. Now that I have played it, I do seem to recall needing to fly through the tunnel like 3 or 4 times to get them all the first time I played, and I guess that would be a pain; but I got them all on my first try this time. And I actually found and killed the one in Castle Town before I ever received the vessel, so I just had to go pick up the free light and warp back to Lake Hylia. Not really a big deal.

[Edited by Xyphon22]

Xyphon22

Eel

The silent realms in Skyward Sword are much worse than the tears of light hunts.

Compared to that, this is a relaxing walk around Lake Hylia.

[Edited by Eel]

Bloop.

<My slightly less dead youtube channel>

SMM2 Maker ID: 69R-F81-NLG

My Nintendo: Abgarok

Haru17

Dezzy wrote:

Let's hope the idea he had whilst working on TP wasn't "empty overworlds are cool".

Well, Twilight Princess not being a stupid open world game, it didn't have that problem. Now that Zelda U's looking like a stupid open world game like all of the other stupid open world games, it's going to have stupid stupid open world game problems just like the Wind Waker did.

And, just in case everyone hasn't heard my 2 ruppees yet, I dislikes Skyward Sword's silent realms because they embodied the segregation and minigameification of Zelda like so many other elements in that game. Zelda's not supposed to be controlled and directed in the very puzzle game play itself—that part's supposed to be left to figure out yourself via the intuitive world design, not with the help of a douser or skydiving in the designated areas only or hookshoting to the shiny red targets UND ONLY ZE SHINY RED TARGETS.

UGH, that game was practically more Mario Galaxy than it was Zelda—THAT"S what I'm worried about in Zelda U, not whether there's enough towers and side quest trash to soak up listless time.

Don't hate me because I'm bnahabulous.

erv

So the audio is still somewhat improved then? Or only the one open field track?

Switch code: SW-0397-5211-6428
PlayStation: genetic-eternal

jariw

erv wrote:

So the audio is still somewhat improved then? Or only the one open field track?

The music is now uncompressed, so it's a general enhancement compared to the Wii version. I listened to some various bits of the full Wii version soundtrack, and TP:HD never ever sounds that bad. The audio also now supports 5.1 surround sound.

jariw

erv

@jariw: ooo... that and the fact that it's the gamecube non-mirrored version just sold me on wanting to play this again...

Switch code: SW-0397-5211-6428
PlayStation: genetic-eternal

MrGawain

Last night I was playing and I talked to Ashei at Telma's bar. She talked about Hyrule history and about a race of people who lived in the sky around a giant temple- or words to that effect.

That's the story of Skyward Sword- was that in the original game or was it added?

Isn't it obvious that Falco Lombardi is actually a parrot?

jump

MrGawain wrote:

Last night I was playing and I talked to Ashei at Telma's bar. She talked about Hyrule history and about a race of people who lived in the sky around a giant temple- or words to that effect.

That's the story of Skyward Sword- was that in the original game or was it added?

It's in the orginal game but they are talking about the Oocca specificly, it could be they are evolved from the Skyward Sword folk or Loftwings though.

Nicolai wrote:

Alright, I gotta stop getting into arguments with jump. Someone remind me next time.

Switch Friend Code: SW-8051-9575-2812

Chandlero wrote:

Meowpheel wrote:

The silent realms in Skyward Sword are much worse than the tears of light hunts.

The silent realms are so great and atmospheric. No handholding, scary and difficult. Simply one of the best things in Skyward Sword.

I completely agree.They are superior to the tears of light sections in almost every way. The TP sections send you through a completely dull and uninteresting world, looking for tears that are already marked on the map, making it feel like padding or a fetch quest. The silent realm, aside from being gorgeous and intriguing, makes you plan out every move, since you're timed, and gives you stakes, like the stress of being eaten by a soul reaping faceless monster. And so what if the section of the game is segregated from the rest, the tears of light section is as well.

rishisquid

Xyphon22

So now that I am through the Tears of Light sections, is there anything new or different from a gameplay perspective in the HD version? I'm wanting to at least get through all of the original gameplay things before I think about trading up to the new one so I can at least experience (and remember) how they originally made it. I don't remember hearing about anything later in the game being changed, but maybe there has been.

Xyphon22

VelvetElvis

On my current decade-later playthrough, I feel as though Midna talks to Link just as much as Fi does. It's just that her personality is much more fun.

VelvetElvis

TuVictus

VelvetElvis wrote:

On my current decade-later playthrough, I feel as though Midna talks to Link just as much as Fi does. It's just that her personality is much more fun.

She's also not constantly beeping for things like battery level or to outright tell you the solution to a puzzle. Midna helps, but only if you specifically call her for some things. Very rarely does she beep to force you to talk to her.

TuVictus

Dezzy

Operative wrote:

She's also not constantly beeping for things like battery level or to outright tell you the solution to a puzzle.

You should stop battering people in Zelda games.

It's dangerous to go alone! Stay at home.

Haru17

Dezzy wrote:

Operative wrote:

She's also not constantly beeping for things like battery level or to outright tell you the solution to a puzzle.

You should stop battering people in Zelda games.

Now that's a 2/10 joke if I've ever seen one.

VelvetElvis wrote:

On my current decade-later playthrough, I feel as though Midna talks to Link just as much as Fi does. It's just that her personality is much more fun.

Yep—affinity warps our perception of reality. If something is annoying then we feel it's presence more than it actually is present for and vice versa. That's why I feel like Midna didn't speak enough in TP—because I love her character.

[Edited by Haru17]

Don't hate me because I'm bnahabulous.

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