Comments 818

Re: Random: Zelda: Breath Of The Wild Tops GQ's 100 Greatest Games Of All Time

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@Guybrush-Threepwood Where is that coming from though? I'm sure many people will agree with you on that, but it doesn't have the highest Metacritic score, nor is it the most popular, nor the most influential. When making a top list of all time, at least to me, a game being influential is extremely important. Which is why I think the first Dark Souls deserves to be a lot higher than Bloodborne. Personally, I enjoy it more as well, but that's kinda secondary.

Re: UK Charts: Advance Wars 1+2: Re-Boot Camp Tumbles Out Of The Top Ten

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WayForward is a fairly modest size developer, and Advance Wars 1+2 is the biggest and most polished title they have released so far. If they break a million sold it would be a massive success, as Advance Wars as well as other WF games have never been big sellers. I highly suspect it will break that milestone by the end of its run.

Re: Mario Movie Crosses $1 Billion Mark At The Global Box Office

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@RetroGames Yup, ultimately that's what it comes down to. If they keep producing great content, people will buy it. Nowadays with microtransactions and additional payments being the norm for big games, Nintendo is surprisingly reserved, still offering us a complete experience out of the box. In fact they have widened the gap with competition even more in this regard, due to completors' fixation on graphics which inflates development time and budgets to an unsustainable degree.

Re: Feature: Cassette Beasts Dev On Doing What Pokémon Doesn't In A Zelda-Inspired Overworld

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@Lightjolly Indie games and high profile releases are not judged on the same metric system. If an indie developer made a game as good as Scarlet/Violet, it would be in the 90s and proclaimed to be the Pokemon killer. Also, there are only a handful of Metacritic reviews, usually from sites that enjoy indie games to begin with. You have no idea what you are talking about dude. The two games are not even in the same universe of quality and relevance.

Re: Talking Point: What Is A 'Traditional' Zelda Game, Anyway?

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@DemonKow Yeah, exploration and non linearity are not the same thing, exploration gives the illusion of non linearity though. Pretty much all open worlds involve exploration to a degree, but also most of them are strictly linear. In many cases, this can make the open world feel like a chore that you have to slog through to get to the actual content, which is usually the main campaign missions or quests. I would say The Elder Scrolls games handle this very well. While their story is linear, there are so many different threads you can start along the way, which gives it a very open ended feel.

Re: Hands On: Zelda: Tears Of The Kingdom Indulges Your Idiocy In The Very Best Way

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While playing Breath of the Wild, I was having a great time, but I had this feeling that this is only the beginning for this type of Zelda game, and that the follow-up would take this concept and go absolutely wild (no pun intended) with it. This seems to be exactly what we are getting with Tears of the Kingdom. I can't wait to get my hands on it, this is going to be a monumental title for the gaming industry, just like Breath of the Wild before it.

Re: Nintendo Subsidiary Hiring Engineer For "Current And Next-Generation" Platforms

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@Burning_Spear Yup, even if the Switch 2 comes out in 3 years, which it won't, there would still be work happening right now for its launch content. Things such as Nintendo Online being functional and revamped, on the new system, and of course launch titles. NERD does work on NSO content, so they would obviously be working on the next system and have been for quite a while now.

Re: Talking Point: What Is A 'Traditional' Zelda Game, Anyway?

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(Cont'd)

The bottom line is, Breath of the Wild is definitely not a traditional Zelda title in its core concept and design pillars, but they tried to keep as much of the identity as they could otherwise. Zelda games are traditionally strictly linear, and based on the same lock-and-key content progression as Metroidvania titles, even if some segments allowed for a degree of freedom. Thus, fundamentally Breath of the Wild is going to feel different in its core game loop, which is what you'll be engaging with in the majority of its runtime.

While I personally agree that I would like to see Tears of the Kingdom dial back the non-linearity just a little bit, so we can have some more traditional Zelda elements, I do not expect this to be the case. From what we've seen so far I think the game is doubling down on what made Breath of the Wild different. Either way, my mind is open and I am very excited.

Re: Talking Point: What Is A 'Traditional' Zelda Game, Anyway?

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@JohnnyMind

Breath of the Wild was designed with the massive pillar of non-linearity, something that has never been done before in Zelda and even this type of game in general. With that in mind, I think the Zelda team did a really good job preserving as much of the identity as they could.

The story is simple, but handled very cleverly. Given that you can encounter the story beats in any order, there are not a lot of ways to tell a great story; there is no guarantee a player has seen scene A before scene B. That said, the storytelling is hardly a major point Zelda traditionally. Some titles have very minimal story. BotW has quite a bit of it, despite the different form factor.

The Divine Beasts and Shrines are pretty much the replacement for dungeons. I would say they work great in the context of the game, maybe except aesthetically as they are too similar. In-universe, it makes sense that they would be nearly identical, but this makes them less memorable. The sheer amount of them is the main reason behind this.

Something great about this dungeon design is that you have bite sized content with the Shrines, and getting stuck is hardly a big deal. You can just abandon it and tackle another. Prior, some players would spend hours in a single dungeon to progress. The longer form Divine Beasts fill the more standard dungeon niche, albeit not completely. We've seen better dungeon design before, but these fit this game very well, and its more physics-based sensibilities. There are also a some combat/stealth based dungeons, like the Yiga hideout, as well as some smaller overworld puzzles which mix things up a bit more.

As mentioned above, the biggest pillar of Breath of the Wild is non-linearity, ergo, you won't have to tackle content A before content B, you can tackle those in any order. Thus, powers such as Champion abilities inherently cannot act as keys to major content, or they would compromise this fundamental design pillar.

In a way, the game does have all the key beats of a Zelda game on an individual basis, however, they are rearranged in a very different way. You never need to unlock something to progress in the main objective. The shrines are very much representative of this whole design. A traditional Zelda dungeon would very much be like a chain of Shrines, arranged in some tricky manner, but it was a very linear Room A -> Room B -> Room C progression, with a "key" (sometimes literal) preventing you from accessing the rooms ahead before you beat the previous one(s).

The enemy variety in the game might be lower, however it is made up by the much higher variety of actions that each enemy can perform. In previous Zelda games, the majority of enemies were one-trick ponies. In this one, even the humble Bokoblin has an entire array of moves they can perform dynamically based on their awareness. Basically, this time the enemies have a lot more AI states and don't just chase the player down. This is a lot more fitting for an open world game as you'll be encountering them for dozens of hours, and being simplistic would make them boring even if they had half a dozen more.

Re: Soapbox: Torna - The Golden Country Is One Of The Best DLCs Of All Time

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First off, I agree, if not the best, it's definitely one of the best pieces of DLC ever made. The thing is, though, it is not "real" DLC. In the sense that it's a completely standalone game, which is also sold as DLC. Very similar to Bowser's Fury, except that is not sold standalone in stores, clearly for marketing reasons.

However, that is exactly its biggest strength. Since it doesn't rely on you having played the game already and it doesn't add content to the existing game, it can be enjoyed at any time. I am sure I am not alone when it comes to hating DLC in big games which comes ages later and then I have to remember how to play the game and remember what I was even doing on the map before abandoning it.

Torna says to hell with that, it's a completely new game and you can enjoy it without remembering or even having played the main game at all. In my opinion, this is the way to do DLC. On the other hand, you have Breath of the Wild's more traditional DLC which I never came around to playing exactly because of the reasons stated above. I was just DONE with the game by the time it released.

Re: Miyamoto Thinks Mario Movie's Critical Reception Contributed To The "Buzz"

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Most movie critics are simply out of touch with what the public wants and most importantly, out of touch with reality in general. They seem to think they are connoisseurs of high art, while simultaneously giving high praise to the latest Disney cookie cutter rehash. I absolutely stopped caring about movie reviews the moment I came out of The Force Awakens. A completely average and at times BORING film that was praised to high heavens as if it was the second coming of Jesus.

Honestly, the majority of people don't even read movie reviews, because movies are not a massive investment of money and, perhaps more importantly, time. They can just go watch a movie and decide for themselves if they like it. Also, the movie literally has no competition. Disney has stopped making great movies for families ages ago, as they are too busy making woke remakes.

Re: Talking Point: What Is A 'Traditional' Zelda Game, Anyway?

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People that get stuck on details like dungeons don't understand what a traditional Zelda game even is, game design wise. Yes, on a more aesthetic level, dungeons have always been there, but the lack of traditional dungeons is not why Breath of the Wild does not play like a traditional Zelda. After all, it has the Divine Beasts, which are not entirely different to dungeons of old. However, the entire game is designed with completely different sensibilities. Dungeons are not even the tip of the iceberg.

Likewise, people that say Breath of the Wild is following the footsteps of the original Legend of Zelda also do not understand basic game design principles. They are just misquoting and/or misunderstanding what Aonuma and the team said about it. That game was actually a lot more similar to A Link to the Past than it will ever be to Breath of the Wild, it was just a lot more unrefined. Both are very much lock-and-key design.

Breath of the Wild is the only completely open ended Zelda game, and one of the very few open ended open world games in the entire medium. You cannot blame people for not considering it traditional Zelda, it has little to nothing to do with Zelda design outside aesthetics. However, it does FEEL like Zelda in many regards as well, despite the overall design of the game being completely different. Visuals, audio and story play a major part in that.

Re: Poll: What Review Score Would You Give Advance Wars 1+2: Re-Boot Camp?

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Advance Wars is not my favourite IP by Nintendo/Intelligent Systems but this remake is very sleek and polished, I am quite impressed with the game so far. It runs very well and the visuals are crisp. It is easily the best WayForward game I've ever played on a technical basis, and I've played quite a few of them. Especially given the scope, including both AW1+2. I'm thinking Nintendo should try to secure their services for more titles, not necessarily only AW. It's an easy recommendation for anyone who is into strategy/tactical games. For what it is, I'd say it's as good as it can be, I'd give it a 9/10 overall because 10/10 is reserved for Fire Emblem.