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Topic: Bad Things About A Link To The Past?

Posts 21 to 40 of 75

noname875

Big+A2 wrote:

And a damn good ending at that.

True. But it ends

noname875

Aviator

What is your presentation?

QUEEN OF SASS

It's like, I just love a cowboy
You know
I'm just like, I just, I know, it's bad
But I'm just like
Can I just like, hang off the back of your horse
And can you go a little faster?!

EarthboundBenjy

What are you talking about "not knowing where to go next"? There's the fortune teller! That's a hint system right there.

EarthboundBenjy

GeminiSaint

Here's the only con I could think of:

  • Bottles: Selecting a bottle in the inventory window is cumbersome at best. They fixed it in the GBA re-release.

GeminiSaint

Philip_J_Reed

EarthboundBenjy wrote:

What are you talking about "not knowing where to go next"? There's the fortune teller! That's a hint system right there.

Not to mention map markers at pretty much every step of the way.

Xkhaoz wrote:

That place when when you wake up that thing it takes away some of your magic.

Psst...it doesn't take away half of your magic. It doubles it. This is certainly one gaming's greatest misleads, and I love it for that. The 1/2 indicator doesn't mean that you have half as much magic at your disposal...it means your spells and items use half the amount that they usually do. The curse that demon puts on you is a good thing.

[Edited by Philip_J_Reed]

Philip_J_Reed

X:

MrWout

Well just look at what the newer games fixed

  • Only one item selected at a time
  • Got to plough through whole dungeon again when you fail at the bosses
  • Less finished the dungeon shortcuts than in the newer games (like when you finished part of a dungeon you get quicker access to 'unlocked' parts of the dungeon without going all the way round)
  • Formulaic bosses, you can't do against them until you find the weak point, hit them a few times, situation changes, find new weakpoint (or same but in different circumstance), succes !
    To be honest I'm a big fan of how the bosses work in the Zelda games but this is a point that has been criticized often

[Edited by theblackdragon]

MrWout

warioswoods

Chicken+Brutus wrote:

Psst...it doesn't take away half of your magic. It doubles it. This is certainly one gaming's greatest misleads, and I love it for that. The 1/2 indicator doesn't mean that you have half as much magic at your disposal...it means your spells and items use half the amount that they usually do. The curse that demon puts on you is a good thing.

That reminds me of the hilarious little demon in Link's Awakening, that you find in various caves, and that decides angrily to punish you for the infraction but actually ends up giving you various upgrades. (It's been a long time since I played the game, so perhaps I'm mixing something up, but that's how I remember it.)

Twitter is a good place to throw your nonsense.
Wii FC: 8378 9716 1696 8633 || "How can mushrooms give you extra life? Get the green ones." -

Dicesukeinuzuka

When you walk diagonally link's sprite isn't walking the right way for example if I walk south east, link will go that way but his sprite will still be the one for walking forward it kinda bugs me.
At the beggining of the game, when you had to save Zelda from a cell or something, every 20 or so seconds she would talk to you mentally telling you were she was and that you have to hurry.

call me Dicesuke Inuzuka, Daisuke, Dice, or Dai.
deviant art page:
http://dicesukeinuzuka.deviantart.com/

warioswoods

@Dicesukeinuzuka

But there is also strategy to the diagonal-walking. You can think about which cardinal direction you want to attack or defend, and keep Link oriented that way, even as you step to the side as well.

Twitter is a good place to throw your nonsense.
Wii FC: 8378 9716 1696 8633 || "How can mushrooms give you extra life? Get the green ones." -

zezhyrule

To tell the truth, when I saw the title of this thread, I thought it was another one of Starfox's threads...

Well, I'm off to play this game, now that I'm in the mood. :3

[15:36] Corbs: Vita rules - 3DS drools!

zezloggery | i haz youtube | PSN ID: zezhyrule

[23:11] Phoen...

Adamant

MrWout wrote:

  • Formulaic bosses, you can't do against them until you find the weak point, hit them a few times, situation changes, find new weakpoint (or same but in different circumstance), succes !
    To be honest I'm a big fan of how the bosses work in the Zelda games but this is a point that has been criticized often

Uh, no, that's a problem with the more recent games. LttP for the most part just had "hit em till they die" bosses.

[Edited by theblackdragon]

Adamant

Kaeobais

Raylax wrote:

I can think of a few things wrong with LTTP.

  • A punishing difficulty curve that spikes really hard at every single boss (I know bosses are supposed to be hard, but ones like Blind which end up with you in a small room being shot at by several floating heads, Blind firing 3 shots a time, and him having a pretty small weak point compared to his whole sprite... come on, Nintendo)
  • Dungeon layouts that end up requiring you to trek back through half an hour's worth of puzzles every single time you die at a boss (the warp point is my favourite new feature in the later games EVER)
  • There's sometimes that old Point-N-Click habit of finding something unusual and having to molest it with every single item you own to try to make it do something (giant green pot of lava has a demon in it that pops out if you sprinkle mushroom powder on it, the hell logic is this?)
  • FREQUENTLY having no idea where to go next, which might be part of the game's style, but when you've got 2 huge maps to comb just to find one assorted trinket you're not even aware of to open the next dungeon, it quickly becomes tiring.

Oh and btw I LOVE Link To The Past. It's just not perfect to me.

1: I found the bosses tough, sure, but not punishingly so.
2: I guess that's true.
3: My first thought when I found that pot was sprinkle powder on it
4: I find the "Not knowing where to go" is actually great. It gives a sense of adventure that a lot of the new games don't have, since they hand hold you all the way to the end.

The best strategy in the game: go up stairs and pause balls.

Noire

There is no Link/Zelda make-out session.

Lieutenant Commander of the Lesbian Love Brigade
There can only be one, like in that foreign movie where there could only be one, and in the end there is only one dude left, because that was the point.

Kaeobais

Oh, there's no image of Zelda in a bikini, ala Super Metroid :/

The best strategy in the game: go up stairs and pause balls.

LordJumpMad

Ganondorf did't put up a Fight.

And if you beat Ganondorf, and like a Fool you fall off the stage.
When you go back up, you have to Fight Ganondorf again.

For you, the day LordJumpMad graced your threads, was the most important day of your life. But for me, it was Tuesday.
[url=http://www.backloggery.com/jumpmad]Unive...

X:

mastersworddude

Well, one thing I can think of is that you can always see the dungeons on the map, and you can't really discover it yourself. I don't know.

Playstation Network: Chaos2K10
3DS Friend Code: 4210-4911-1401

Bass_X0

There is nothing bad about it. It was the best overhead action game of its kind at the time of release. For every "flaw" people can up with, other games at the time were worse. They were shorter, more cumbersome and looked worse. Think Neutopia.

Edgey, Gumshoe, Godot, Sissel, Larry, then Mia, Franziska, Maggie, Kay and Lynne.

I'm throwing my money at the screen but nothing happens!

Adam
  • Much too easy. (Someone mentioned some sort of "difficulty spike" -- pssh, as if! You can get four freakin' bottles with fairies. If you die five times on one boss, you should retire from video games.)
  • Cracks make bombable walls too obvious. (Maybe the original game was worse, but I like to think there is some compromise missing. 3D Dot Game did this better by having an indicator but not making it so very noticeable.)
  • It inspired Ocarina of Time. (Which in turn inspired Twilight Princess, if that weren't bad enough.)

But when you have the best looking game on the SNES with the best video game soundtrack of all time, it's hard to hold these flaws against it. The difficulty is particularly not a problem as you can intentionally forego the bottles, which I'll have to try next time I play it, and the rest is not that big a deal in the first place.

Not a perfect game by any means, but a pretty damn good one. What Chicken mentioned about the pink bomb is probably the worst design flaw. I don't remember how I found it. Might have had the player's guide or heard from a friend. I was more patient with games then, though, so I may have just had so much fun wandering around looking for stuff that it didn't bother me not knowing what to do until I happened to stumble upon it. That'd probably annoy me now.

[Edited by Adam]

Come on, friends,
To the bear arcades again.

Bass_X0

But when you have the best looking game on the SNES

Its not. It still looks good but its kinda basic when compared to the last games from Square.

Edgey, Gumshoe, Godot, Sissel, Larry, then Mia, Franziska, Maggie, Kay and Lynne.

I'm throwing my money at the screen but nothing happens!

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