OhNoItsMoe

OhNoItsMoe

Just want to gush about games!

Comments 5

Re: Talking Point: Every Pre-BOTW 3D Zelda Now Has A Remake, But Which Is Best?

OhNoItsMoe

I'd say Wind Waker benefitted the most from the remake/remaster treatment simply from the Wii U Gamepad and Swift Sail. Also, the Miiverse bottles were fun as butts while it lasted! The only fault I can give it is how they changed the aiming... I would have liked them to have an option to aim items like the Grappling Hook, Boomerang, Bow, etc. like in the original with the left stick instead of the right stick. I guess I'm old-school in that way!

As for the other games...

OoT3D was virtually untouched beyond the graphics being overhauled. Biggest improvements to me were how you equipped the boots like other items such as the bow and hookshot and how they had a dedicated ocarina button on the touch screen. I suppose gyro controls were a nice touch if you weren't using the 3D. I'd say this is the second most benefitted game from a remake/remaster of the bunch. It just needed some fine tuning and that's pretty much exactly what they did! The original still stands up extremely well to this day all things considered.

MM3D, I think, is the worst of the bunch and is outclassed by the original in many ways. It really only needed some fine tuning like OoT but they decided to change so many things unnecessarily. The biggest offenders to me were the Inverted Song of Time nerf, Bomber's Notebook popping up all the time, movement changes, Zora swimming mechanics being changed, and the Gyorg and Twinmold fights being changed. (The big issue with those Gyorg and Twinmold fights were the second phases of them being total slogs. On the other hand, the first phases of both fights were actually really good if you ask me! That said, I think Goht was improved by making it matter if you ramp off and land on it versus running into its side a bunch to cause it to fall on its belly or side, respectively. Oldolwa had good and bad changes... a slightly net negative change overall due to removing a ton of ways to battle it.)

TP had one major issue for me... Epona controls like a brick. I don't know what happened but they somehow screwed up how she controlled. The fresh coat of paint is nice though and the bonus dungeon was cool though ended up being just another Cave of Ordeals like thing if I remember correctly.

SS is generally an okay remaster! Really it just had some fine tuning like OoT did to make the experience more pleasant and instead of overhauled graphics it got the 60 fps treatment. The button controls are nice, too. I'd say this one is a step up from TP but is just shy of OoT in terms of the changes from the original.

Re: Talking Point: Everyone Has A Bad Game They Love, So What's Yours?

OhNoItsMoe

Probably Sonic '06. I got everything, including all achievements, back when I was in high school close to when it initially released.

Some runners up would be Tonic Trouble on the N64, Banjo-Kazooie Nuts and Bolts (I'm a huge fan of BK and BT but I don't give N&B as much hate as some other huge fans of the other two give it), and DK64 (it's bloated, that's for sure, but I don't understand some of the complaints... like backtracking. You only backtrack to the first and second levels and Fungi Forest once you get Lanky's OrangStand Sprint ability).

Quite honestly, I can think of quite a few other games I like that I've seen pretty negative opinions about but I found them just fine in a lot of cases or maybe just a weaker game overall.

Re: Video: Are 2D Games Worth $60?

OhNoItsMoe

@VoidofLight You make a good point! Because I would agree!

But I don't know where that YouTube comment was getting THAT idea from. Samus Returns had skippable cutscenes. The intro wasn't skippable but it scrolled by so fast it's hardly a bother on other playthroughs. And ever since the Prime Games, you can skip certain cutscenes. Granted I don't quite remember if you could skip cutscenes in Other M... but I think you can if you die and respawn at the very least? Don't take my word for that!

The point is, they know being able to skip a cutscene is important to some for replaying the game. Samus Returns did it, I see no reason why they won't carry it over to Dread... and if it wasn't in the TreeHouse build, it likely will be there for the final release.

Re: Video: Are 2D Games Worth $60?

OhNoItsMoe

@BloodNinja Oh I'm gonna bother! Shutting yourself off from others responding isn't how discussions are done.

You have no idea what this game contains other than the information given by the trailer, TreeHouse Presentation, and the Metroid dread reports on Nintendo's website. It hasn't even come out yet!

You edited your comment adding in people should wait for the game to release to buy it instead of preordering and yet you're throwing around nothing but conjecture based on the limited information we know at this point. You're contradicting yourself and being hypocritical. Why should anyone listen to your bit on waiting to buy and avoid preordering if you're being hypocritical?!

But enough about that... Let's focus on the first part of your comment because it's stuff like this that spreads misinformation.

You talk about "recycled content" to which I respond "What recycled content?" How can you even refer to something being recycled when we know so little? If you're talking about the game engine or assets or animations being reused, this is done all the time in the industry and is nothing new! Heck, Kid Icarus and Metroid on the NES used the same engine and had similar assets. And all of this isn't even going into the concept of iterative design within gaming... Which is taking older ideas or mechanics and tweaking them to try and improve them.
Then you talk about "short play-time" and I have to ask, how would you even know this? The TreeHouse hardly scratched the surface of the game from what I saw, how could ANYONE ascertain the length of this game from anything currently known? This is pure conjecture here.
And finally "stolen game mechanics"... What!? This doesn't even make sense! Developers from all corners of the industry see what other developers are making and see things that inspire them to add the same or similar mechanics to their games all the time. There's no such thing as "stolen game mechanics". Once again, you should look into iterative design in the context of game mechanics. Now there can be coded information that can be directly lifted from one game and inserted into another (owned by another, unaffiliated company, of course) but that is 100% different.

Final note-
You seem like a user I saw on YouTube earlier when watching a TerminalMontage video: "Something About Super Metroid". They commented the following and I woundn't be surprised if it was you trying to spread unnecessary discourse:
"Metroid Dread is 2.5D. And no, it's not garbage because of it's side-scrolling perspective. It's garbage due to the redundant mechanics, the downright stolen mechanics from other games, the cut scenes that you can't skip, the EMMI robot insta-death scenes, to name a few things. What a freaking tool for assuming such idiocy."

I wouldn't be surprised if this is you because they're doing the same thing: providing nothing but conjecture and causing the spread of misinformation.