@Cyrax77 you don't have to convince others that they shouldn't care... see? It works both ways.
Also I don’t have to convince anyone… I'm voicing my opinion... you don't want it to live rent free in your head? Hit that ignore button. Its free, and such a beautiful, civilized and elegant solution.
@tsim21 I think you answered your own question. There are far so many more important things than videogames that are raising in prices that people DO worry about that instead of thinking which videogame they will be buying every 2 weeks. Which in turn, will be thinking how to spend their money on hard times.
And I think it's ridiculous to compare MKW at $80 with something like GTA 6 at $90 just by content alone. If they release it at $80 then Nintendo will be the laughing stock.
@Kirgo MKW costs $10 usd above the regular Switch 2 game... the reasoning behind it is because Nintendo said the content offered in it is really high because of the open world. (Which many people are saying its barren). MKW is the special case in which they are raising the price $20 or 30 usd (depending on your country) above the previous generation. ($60 USD)
Which... lets be honest $20 USD is A LOT if you go back 2 measely years. Its a 30% increase.
@Paraka I knew something was missing in your post. I guessed it was something like that. Yeah with that I agree... I mean... teeeechnically the WiiU would be the first one because of the Wii Emulation.... but I know what you mean
@Ronnie1969 for me it would have stayed at the same price tag as all other games. Why it matters to me is because I’m starting to see a pattern with Nintendo and their open world games, where they think just because they are now open world, they should be charging more. My anger towards this is that they feel enabled to do it. For example, when TotK released, they said they would increase the price, only for that game, because it had a lot of content (and we all know most of it was rehashed, but that’s not the point) …
Anyway, they said that was gonna be a special case. Fast forward not even 2 years later… and then we get ANOTHER price increase because, by their logic, it’s another open world with lots of content (even though many say the MK free roams feels empty) What gives?
I think since Nintendo is just leaning into open worlds, they think they can justify themselves with higher price tags just because.
In my end is not because of a measly $10… it’s because they start to feel enabled to do it. It’s a principle thing… like, I don’t know, not eating turtle eggs if we are going back to the food examples again 😜
@Paraka wait wait wait… am I missing something? Or did you just forgot about the backwards compatibility that most Nintendo consoles usually have? Why would you even say the Switch 1 is the first one to have backwards compatibility? Are you forgetting the Gameboy Advance, DS, 3DS, Wii, WiiU??
@Ronnie1969 for me it’s not about the time. It’s about the quality. It’s like a lobster dish vs a McDonalds hamburger. Both take the same time to eat, but the quality of the flavor is what matters.
Nintendo is trying to make you think that, the bigger, longer the game, the more it should cost you. The “open world” tax.
But in reality they are just giving you emptier spaces and repetitive tasks to artificially lengthen the game and justify the time you’re spending there, therefore justifying the price increase.
That’s why Indies started being the saving grace of gaming last gen.
It’s alright… even if they played it a bit safe this gen. It’s not the hardware I’m against (since I can understand most price variations were because of the 🍊 TACO), but it’s the fact that their price increases for software seem really arbitrary (and that is directly Nintendo’s decision)
Now that the cloud has settled down… are we really sure Mario Kart justifies future $80-$90 price increases?
Edit: Also, could anyone say how many of these were preorders? I can’t remember.
The real challenge will be after all those preorders are fulfilled and people (not hardcore fans) that are still on the fence start buying the console.
@Rosona it’s a widely used term. It’s not my fault you’re not familiar with it.
In this case it doesn’t matter. I usually call it that when talking about Zelda and Metroidvania with its respective similar games… to avoid the usual misunderstanding from newcomers who say Zelda is not a Metroidvania because it’s not “2D” 🙄.
Regardless of the “term” … it’s is the Zelda formula through and through and people who just recently came into the gaming scene don’t understand the gaming design, philosophy and structure of it if they think BotW and TotK fall into it’s original sub genre or it’s an “evolution” of it.
@Novuscourvous First: You cant say anything "factually" when you're giving your opinion.
Second: I've heard this argument countless times. The only thing going on in BotW and TotK that was like the first game was the exploration.... and that's it.
In the NES game, they didn't give you all the items from the get go. You had dungeons. You had an item focused structure of progression which would later be know as the Zeldavania formula. There were special items, in this case Heart Containers or other items, that could only be reached and found with certain special items, which you had to get by beating dungeons.
So... no... BotW and TotK are as far away as the "original formula" as they can be........ just because you could enter SOME dungeons out of order doesn't mean BotW and TotK are like it ... LMAO
And... oh god... if you think TotK had traditional dungeons... you have quite some Zeldas to really catch up on to understand the franchise at all.
@croz the thing is, I don't think we are agreeing because you're not talking about formula. You're talking about other things. The formula was made up from a different kind of structure that BotW and TotK forgot. There were temples, items, progression, etc. Here, let the master of the Vanias, Igarashi, talk for me, its a good watch: https://www.youtube.com/watch?v=VvUx43CrvaM&ab_channel=LimitedRunGames
@croz naah, the speech that Zelda needed a refresh in the formula was AFTER Skyward Sword released because it was extremely linear compared to the previous ones.
Nintendo heard this and then experimented to give us BotW …
I never heard people complain about Twilight Princess’ formula in its time and between it and SS.
And it doesn’t matter if it was on consoles or handhelds, (I don’t know why you would separate them at all if we are talking game structure) all Zeldas used the same formula before BotW and SS and they all worked fine. (Also your 8 years is still just 2 games with that stale formula)... So I’ll keep the 12-15 games and 25+ years argument.
There’s absolutely no difference in them having a 2D to 3D transition because the formula was kept intact. They all benefited from the Zeldavania style of progression, which BotW threw out of the window just because.
@Kwyjibo_Kitsune ohh god… the signs… taking away hours of my life in one of the worst activities I’ve seen in a game. And 81 of them!!
And I agree. BOTW at least had the “new” factor going on for it.
TotK had NOTHING.
Except a building mechanic, which, let’s be honest everyone, that doesn’t belong in Zelda just as it didn’t belong in a Banjo Kazooie game.
TotK is pure burnout. Its just, “let’s add hundreds of repetitive things because we ran out of creativity. Let the gamer take care of that”
@croz yes, but by the time it grew stale there had been 10-15 games and 25+ years.
This, by just the second game, has grown stale. So…..
And let’s be honest, the formula just changed because Skyward messed up. Everything was fine before that.
@Kwyjibo_Kitsune for people who just started gaming maybe.
For people who have been in the Zelda landscape for quite a while, not by a mile.
It was mostly the same as its predecessor …. And it deviated too much from what Zelda used to be.
But this time you had a tacky building mechanic attached to it. (Which took away 3+ years of development time just to do that and took away focus of things that really mattered in the game)
(I, in my 38 years of Zelda, have never played the franchise to fill a need to build cars, spaceships and planes, for that there are other franchises)
And the Depths were a procedurally generated dull fest… and the islands not varied enough to be that interesting.
As always, that’s my opinion, glad some people enjoyed it. But this style has been around for 10 years now. It’s time to either move on or go back.
@dartmonkey I spent 90 hours too. And I didn’t enjoy it at all. It’s an OCD (Obsessive Completionist Disorder) Zelda thing since the NES. Having to play them all to the 100% finish line.
One of the worst “Zelda”s in my experience.
Ambitious, yes… boring and dull? Definitely
To me this experience was akin to playing the second time and so on, the Temple of the Ocean King in Phantom Hourglass on repeat for 90 hours.
Gotta agree with @Lizuka here.
I’d rather experience it to make my own opinion
For everyone complaining that this isn't a game to 100%. It isn't? Then why include medals and unlockables at all if you don't want to finish your "game"? There's a reason the term COMPLETIONIST exists. I mean ... if i'm PAYING for this I'd want to complete it to 100%.
@AvianBlue because, just as you said, that was before the internet. Also you had something physical. This thing is neither one of those.... its after the internet and digital. So there's no real comparison.
Also its not about being just free ... its about being a pack in... if its a pack in, then most people who buy the console would play it. If its something you have to buy, then yeah, you just killed your potential audience because no one is gonna get a demo.... just a few.
@jetsetradion if it’s a DEMOnstration of a product or something… then it’s LITERALLY and by definition… a DEMO.
Call it what you want, but it’s a DEMO through and through.
@sanderev you don't have to repeat yourself because there's no reasoning or difference behind it. You can keep the sound design beyond just having the same piano in each piece. There's no reason to have battle themes that are pretty similar to ambience sounds in an action game. But that's your taste.
And if you want a better example, just compare it to the Shadow of the Colossus soundtrack, which requires the same sound design as TotK and is way more iconic.
@sanderev and what is the difference with the sound design with Xenoblade X and TotK for example? Both have biomes and each requiere music for it, no? Why can one have great epic music and the other just uninspired wind chimes? Hell... even for common battles in TotK they could have used better songs.
And your Korok reasoning doesnt apply. If so, please tell me why we could find Skulltulas in Ocarina and MM? Even with blown out music? Any other gameplay element would have worked... Link's back starting to glow (any visual cue), your controller having some kind of vibration, ANYTHING.... collectible hunting is not exclusive to sounds.
@sanderev but we are not comparing combat, gameplay or story... are we?
We are talking about music.
And you can't turn off the music in BotW or TotK because you always have to be on the lookout for the pesky Korok sounds to find them.
Anyway, I think we are discussing something that goes more about each person's tastes, but I'll never see an excuse not to have an ost like Xenoblade X, which is the closest example to TotK and BotW... hell, they even shared teams.
For me it was just the Aonuma excuse to use all his resources to develop his building mechanic for 3+ years and leave every other creative element to rot. (And its documented in interviews)
@sanderev wait... lol... did you just said Xenoblade (franchise) is "too" linear? Just because they are RPGs doesn't make them "linear". Sure, sometimes you need to go from A to reach point B for the story to progress... (but at least it has a story that makes sense, unlike Totk and BotW which are all over the place and have no order) And Xenoblade X is DEFINITELY open world. I think you need to play a bit of Xenoblade to make those assumptions.
Yes... TotK has different music for each region... being mostly ambience sounds for each one. Towns mostly don't have iconic music, for that please refer to Wind Waker among others. Combat music is preeeeetty dull... except for some boss fights, which is the norm in every videogame.
Yes, the example you gave would be extremely annoying in a 150+ hour game... imagine if they had put the same effort for the TotK ost as they did for Ocarina of Time ... but with 20 or so songs like that to add variety.
But I guess they wanted to go for the cheap and easy route... reuse most of the BotW soundtrack.
The example you gave, there's a reason why its so iconic and is so associated with the franchise in general.
Hell even the open sea theme in Wind Waker is more creative than wind chimes for 100 hours and doesn't become annoying.... and you listen to it... a lot.
And I definitely can compare Xenoblade to this, because you spend HOURS in each biome, in each area, and the music NEVER grows dull. (Except a few exceptions like the LA theme in X, but that is because its a pretty bad song overall)
Anyway... there's tastes for everyone.... but I'll die on the hill that it was a sin to repeat most of the BotW ost in a 150+ hour game that is almost the same as the previous one.
@AJWolfTill that's why I said they could have added about 10 more songs to add variety to the X remaster. The thing with the LA theme is pretty irritating even for a single listening, so that's that, its a bad song, let alone in repeat. The rest of the OST is composed by the mastermind Hiroyuki Sawano from Attack on Titan fame... which makes the game feel pretty epic., even in the biome themes (which are not ambient sounds btw)... Something BotW and TotK severely lack.
I agree with the Colger theme... But the thing with Colgera is... yes, its one of the few great songs... and you hear it twice or so in a 150+ hour game. The other 149 hours and 30 minutes is the dullest ost ive heard. At least I understood it with BotW ... but repeating it with Totk was too much... just like its reused map.
Why do the common battle themes have to feel like the most boring pieces of action in a Zelda game is beyond me.
@sanderev I disagree but I understand what you’re saying. And I’m fully aware of that. However, for example, Xenoblade Chronicles have done it for 4 entries, with memorable music and tracks for each biome and area, as well as battle themes.
I don’t think there’s really an excuse for Zelda not to achieve that too when it was a franchise known for its iconic music. Hell, even the battle themes don’t change too much from environmental tracks.
It has a couple of memorable tunes but it’s a far cry from what Zelda music was.
I mean, I’ve played 180 hours in Mira in Xenoblade X and they nailed it with the music. (If they added 10 more tracks to give it some variety in the remaster it would have been perfect)
And it worsens when you have BotW and it’s sequel sounding and looking almost the same.
What happened is that they decided on a theme for BotW, which was interesting because they wanted this “natural and wild” theme going around. Then, for the sequel, they threw all their eggs in the same basket with their development times into the building mechanics and didn’t care for the rest of the elements of the game.
There’s no excuse to reuse almost the same music.
HA!!! This is definite proof that The Depths in TotK were procedurally generated. Thanks for finally clarifying what I already suspected and that everyone was negating.
Since Monolith was in charge of assisting with the design of Hyrule, and previous interviews hinted that they actually generated The Depths procedurally … no real design at all and it showed. A vast, empty, boring and samey land. They only used the inverse topography as template and filled it procedurally.
I’m more and more disappointed with that game as time passes by.
Not Monolith’s fault though… as they make amazing games and worlds…. that’s on Nintendo and Aonuma for cutting corners in design, costs and time with the sequel and reusing whatever they could, just to spend all their time implementing the damn building mechanics 🙄🙄
What’s even more interesting about this is that, if this was their first time incorporating it… this makes Xenoblade Chronicles X even more impressive because it released 10 years ago and without using the tech to build and design Mira. And it shows! You can see Mira is leagues away and an achievement from a “hand-made” design perspective than what they gave us with The Depths.
@dew12333 lol... read the article. And even so, if this was an actual game it would be a BIG BOY effort. Nobody would be saying "we made a NEW game", a reimagining takes a lot of effort too.
One of the very best in the console and my favorite multiplayer game in my childhood. There's nothing more satisfying than teaming up with buddies against some savagely cruel bots.
We need the Gameboy Color game on NSO... just for preservation.
Comments 1,036
Re: It's Official, Switch 2 Has Sold Over 3.5 Million Units Globally In Its First Four Days
@Cyrax77 you don't have to convince others that they shouldn't care... see? It works both ways.
Also I don’t have to convince anyone… I'm voicing my opinion... you don't want it to live rent free in your head? Hit that ignore button. Its free, and such a beautiful, civilized and elegant solution.
Re: It's Official, Switch 2 Has Sold Over 3.5 Million Units Globally In Its First Four Days
@tsim21 I think you answered your own question. There are far so many more important things than videogames that are raising in prices that people DO worry about that instead of thinking which videogame they will be buying every 2 weeks. Which in turn, will be thinking how to spend their money on hard times.
And I think it's ridiculous to compare MKW at $80 with something like GTA 6 at $90 just by content alone. If they release it at $80 then Nintendo will be the laughing stock.
Re: It's Official, Switch 2 Has Sold Over 3.5 Million Units Globally In Its First Four Days
@Kirgo MKW costs $10 usd above the regular Switch 2 game... the reasoning behind it is because Nintendo said the content offered in it is really high because of the open world. (Which many people are saying its barren). MKW is the special case in which they are raising the price $20 or 30 usd (depending on your country) above the previous generation. ($60 USD)
Which... lets be honest $20 USD is A LOT if you go back 2 measely years. Its a 30% increase.
Re: It's Official, Switch 2 Has Sold Over 3.5 Million Units Globally In Its First Four Days
@Kirgo @DaniPooo we are talking about the Mario Kart increase specifically ... not the general increase.
The general increase is understandable, whereas the MK World isn't.
Re: It's Official, Switch 2 Has Sold Over 3.5 Million Units Globally In Its First Four Days
@Paraka I knew something was missing in your post. I guessed it was something like that.
Yeah with that I agree... I mean... teeeechnically the WiiU would be the first one because of the Wii Emulation.... but I know what you mean
Re: It's Official, Switch 2 Has Sold Over 3.5 Million Units Globally In Its First Four Days
@Ronnie1969 for me it would have stayed at the same price tag as all other games. Why it matters to me is because I’m starting to see a pattern with Nintendo and their open world games, where they think just because they are now open world, they should be charging more.
My anger towards this is that they feel enabled to do it. For example, when TotK released, they said they would increase the price, only for that game, because it had a lot of content (and we all know most of it was rehashed, but that’s not the point) …
Anyway, they said that was gonna be a special case. Fast forward not even 2 years later… and then we get ANOTHER price increase because, by their logic, it’s another open world with lots of content (even though many say the MK free roams feels empty) What gives?
I think since Nintendo is just leaning into open worlds, they think they can justify themselves with higher price tags just because.
In my end is not because of a measly $10… it’s because they start to feel enabled to do it.
It’s a principle thing… like, I don’t know, not eating turtle eggs if we are going back to the food examples again 😜
Re: It's Official, Switch 2 Has Sold Over 3.5 Million Units Globally In Its First Four Days
@Paraka wait wait wait… am I missing something?
Or did you just forgot about the backwards compatibility that most Nintendo consoles usually have? Why would you even say the Switch 1 is the first one to have backwards compatibility?
Are you forgetting the Gameboy Advance, DS, 3DS, Wii, WiiU??
Re: It's Official, Switch 2 Has Sold Over 3.5 Million Units Globally In Its First Four Days
@Ronnie1969 for me it’s not about the time. It’s about the quality. It’s like a lobster dish vs a McDonalds hamburger. Both take the same time to eat, but the quality of the flavor is what matters.
Nintendo is trying to make you think that, the bigger, longer the game, the more it should cost you. The “open world” tax.
But in reality they are just giving you emptier spaces and repetitive tasks to artificially lengthen the game and justify the time you’re spending there, therefore justifying the price increase.
That’s why Indies started being the saving grace of gaming last gen.
Re: It's Official, Switch 2 Has Sold Over 3.5 Million Units Globally In Its First Four Days
@HammerKirby I like the mystery 😜. And don’t worry, sorry if I overreacted too.
Re: It's Official, Switch 2 Has Sold Over 3.5 Million Units Globally In Its First Four Days
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Re: It's Official, Switch 2 Has Sold Over 3.5 Million Units Globally In Its First Four Days
Removed
Re: It's Official, Switch 2 Has Sold Over 3.5 Million Units Globally In Its First Four Days
It’s alright… even if they played it a bit safe this gen. It’s not the hardware I’m against (since I can understand most price variations were because of the 🍊 TACO), but it’s the fact that their price increases for software seem really arbitrary (and that is directly Nintendo’s decision)
Now that the cloud has settled down… are we really sure Mario Kart justifies future $80-$90 price increases?
Edit: Also, could anyone say how many of these were preorders? I can’t remember.
The real challenge will be after all those preorders are fulfilled and people (not hardcore fans) that are still on the fence start buying the console.
Re: Review: The Legend Of Zelda: Tears Of The Kingdom - Nintendo Switch 2 Edition - A Sublime Sequel, Now Sublimer
@Rosona it’s a widely used term. It’s not my fault you’re not familiar with it.
In this case it doesn’t matter. I usually call it that when talking about Zelda and Metroidvania with its respective similar games… to avoid the usual misunderstanding from newcomers who say Zelda is not a Metroidvania because it’s not “2D” 🙄.
Regardless of the “term” … it’s is the Zelda formula through and through and people who just recently came into the gaming scene don’t understand the gaming design, philosophy and structure of it if they think BotW and TotK fall into it’s original sub genre or it’s an “evolution” of it.
Re: Review: The Legend Of Zelda: Tears Of The Kingdom - Nintendo Switch 2 Edition - A Sublime Sequel, Now Sublimer
@Novuscourvous First: You cant say anything "factually" when you're giving your opinion.
Second: I've heard this argument countless times. The only thing going on in BotW and TotK that was like the first game was the exploration.... and that's it.
In the NES game, they didn't give you all the items from the get go. You had dungeons. You had an item focused structure of progression which would later be know as the Zeldavania formula. There were special items, in this case Heart Containers or other items, that could only be reached and found with certain special items, which you had to get by beating dungeons.
So... no... BotW and TotK are as far away as the "original formula" as they can be........ just because you could enter SOME dungeons out of order doesn't mean BotW and TotK are like it ... LMAO
And... oh god... if you think TotK had traditional dungeons... you have quite some Zeldas to really catch up on to understand the franchise at all.
Re: Review: The Legend Of Zelda: Tears Of The Kingdom - Nintendo Switch 2 Edition - A Sublime Sequel, Now Sublimer
@croz the thing is, I don't think we are agreeing because you're not talking about formula. You're talking about other things. The formula was made up from a different kind of structure that BotW and TotK forgot. There were temples, items, progression, etc.
Here, let the master of the Vanias, Igarashi, talk for me, its a good watch:
https://www.youtube.com/watch?v=VvUx43CrvaM&ab_channel=LimitedRunGames
Re: Review: The Legend Of Zelda: Tears Of The Kingdom - Nintendo Switch 2 Edition - A Sublime Sequel, Now Sublimer
@croz naah, the speech that Zelda needed a refresh in the formula was AFTER Skyward Sword released because it was extremely linear compared to the previous ones.
Nintendo heard this and then experimented to give us BotW …
I never heard people complain about Twilight Princess’ formula in its time and between it and SS.
And it doesn’t matter if it was on consoles or handhelds, (I don’t know why you would separate them at all if we are talking game structure) all Zeldas used the same formula before BotW and SS and they all worked fine. (Also your 8 years is still just 2 games with that stale formula)... So I’ll keep the 12-15 games and 25+ years argument.
There’s absolutely no difference in them having a 2D to 3D transition because the formula was kept intact. They all benefited from the Zeldavania style of progression, which BotW threw out of the window just because.
Re: Review: The Legend Of Zelda: Tears Of The Kingdom - Nintendo Switch 2 Edition - A Sublime Sequel, Now Sublimer
@Kwyjibo_Kitsune ohh god… the signs… taking away hours of my life in one of the worst activities I’ve seen in a game. And 81 of them!!
And I agree. BOTW at least had the “new” factor going on for it.
TotK had NOTHING.
Except a building mechanic, which, let’s be honest everyone, that doesn’t belong in Zelda just as it didn’t belong in a Banjo Kazooie game.
TotK is pure burnout. Its just, “let’s add hundreds of repetitive things because we ran out of creativity. Let the gamer take care of that”
Re: Review: The Legend Of Zelda: Tears Of The Kingdom - Nintendo Switch 2 Edition - A Sublime Sequel, Now Sublimer
@croz yes, but by the time it grew stale there had been 10-15 games and 25+ years.
This, by just the second game, has grown stale. So…..
And let’s be honest, the formula just changed because Skyward messed up. Everything was fine before that.
Re: Review: The Legend Of Zelda: Tears Of The Kingdom - Nintendo Switch 2 Edition - A Sublime Sequel, Now Sublimer
@Kwyjibo_Kitsune for people who just started gaming maybe.
For people who have been in the Zelda landscape for quite a while, not by a mile.
It was mostly the same as its predecessor …. And it deviated too much from what Zelda used to be.
But this time you had a tacky building mechanic attached to it. (Which took away 3+ years of development time just to do that and took away focus of things that really mattered in the game)
(I, in my 38 years of Zelda, have never played the franchise to fill a need to build cars, spaceships and planes, for that there are other franchises)
And the Depths were a procedurally generated dull fest… and the islands not varied enough to be that interesting.
As always, that’s my opinion, glad some people enjoyed it. But this style has been around for 10 years now. It’s time to either move on or go back.
Re: Review: The Legend Of Zelda: Tears Of The Kingdom - Nintendo Switch 2 Edition - A Sublime Sequel, Now Sublimer
@dartmonkey I spent 90 hours too. And I didn’t enjoy it at all. It’s an OCD (Obsessive Completionist Disorder) Zelda thing since the NES. Having to play them all to the 100% finish line.
One of the worst “Zelda”s in my experience.
Ambitious, yes… boring and dull? Definitely
To me this experience was akin to playing the second time and so on, the Temple of the Ocean King in Phantom Hourglass on repeat for 90 hours.
Gotta agree with @Lizuka here.
I’d rather experience it to make my own opinion
Re: Review: The Legend Of Zelda: The Wind Waker (GameCube) - A Timeless Treasure
Go back to this Zelda formula. BotW and TotK overstayed their welcome.
Re: Want To 100% 'Welcome Tour'? You'll Need To Cough Up For Some Accessories
For everyone complaining that this isn't a game to 100%.
It isn't?
Then why include medals and unlockables at all if you don't want to finish your "game"?
There's a reason the term COMPLETIONIST exists.
I mean ... if i'm PAYING for this I'd want to complete it to 100%.
Re: Feast Your Eyes On The Official Switch 2 Launch Trailer
@Maxz lol.. you’re right
Re: Feast Your Eyes On The Official Switch 2 Launch Trailer
@Maxz don't you mean the Bonanza to the mouse controls? That one was better
Re: Surprise, Xenoblade Chronicles Dev Also Helped Out On Mario Kart World
Whenever there's big worlds... Monolith Soft follows.
Re: Adorable 'Little Nemo' Metroidvania Wakes Up On Switch Next Year
The art and animation look great! ... I'll put it on my whishlist
Re: Video: "It's Actually...Really Good" - Our Hot 'Nintendo Switch 2 Welcome Tour' Preview Take
@AvianBlue because, just as you said, that was before the internet. Also you had something physical.
This thing is neither one of those.... its after the internet and digital. So there's no real comparison.
Also its not about being just free ... its about being a pack in... if its a pack in, then most people who buy the console would play it. If its something you have to buy, then yeah, you just killed your potential audience because no one is gonna get a demo.... just a few.
Re: Round Up: The Final Previews Are In For Mario Kart World
So the transition to open world is a hit or miss ...... the genre killer strikes again. Stop trying to transform everything to open world.
Re: Video: "It's Actually...Really Good" - Our Hot 'Nintendo Switch 2 Welcome Tour' Preview Take
@Alpha008 no... if you like it we burn you at the stake with it
Re: Video: "It's Actually...Really Good" - Our Hot 'Nintendo Switch 2 Welcome Tour' Preview Take
@jetsetradion if it’s a DEMOnstration of a product or something… then it’s LITERALLY and by definition… a DEMO.
Call it what you want, but it’s a DEMO through and through.
Re: Video: "It's Actually...Really Good" - Our Hot 'Nintendo Switch 2 Welcome Tour' Preview Take
It looks interesting… however it still should have been a pack in and many people will die on that hill. Me included.
Re: Nintendo Music Update Adds Over 340 Zelda: Tears Of The Kingdom Tracks
@sanderev you don't have to repeat yourself because there's no reasoning or difference behind it. You can keep the sound design beyond just having the same piano in each piece. There's no reason to have battle themes that are pretty similar to ambience sounds in an action game. But that's your taste.
And if you want a better example, just compare it to the Shadow of the Colossus soundtrack, which requires the same sound design as TotK and is way more iconic.
Re: Nintendo Switch 2 Welcome Tour Trailer Highlights New Minigames & Tech Demos
Looks fun... but not enough to not be a pack in.
Re: Nintendo Music Update Adds Over 340 Zelda: Tears Of The Kingdom Tracks
@sanderev and what is the difference with the sound design with Xenoblade X and TotK for example? Both have biomes and each requiere music for it, no? Why can one have great epic music and the other just uninspired wind chimes? Hell... even for common battles in TotK they could have used better songs.
And your Korok reasoning doesnt apply. If so, please tell me why we could find Skulltulas in Ocarina and MM? Even with blown out music? Any other gameplay element would have worked... Link's back starting to glow (any visual cue), your controller having some kind of vibration, ANYTHING.... collectible hunting is not exclusive to sounds.
Re: Nintendo Music Update Adds Over 340 Zelda: Tears Of The Kingdom Tracks
@sanderev but we are not comparing combat, gameplay or story... are we?
We are talking about music.
And you can't turn off the music in BotW or TotK because you always have to be on the lookout for the pesky Korok sounds to find them.
Anyway, I think we are discussing something that goes more about each person's tastes, but I'll never see an excuse not to have an ost like Xenoblade X, which is the closest example to TotK and BotW... hell, they even shared teams.
For me it was just the Aonuma excuse to use all his resources to develop his building mechanic for 3+ years and leave every other creative element to rot. (And its documented in interviews)
Re: Nintendo Music Update Adds Over 340 Zelda: Tears Of The Kingdom Tracks
@sanderev wait... lol... did you just said Xenoblade (franchise) is "too" linear? Just because they are RPGs doesn't make them "linear". Sure, sometimes you need to go from A to reach point B for the story to progress... (but at least it has a story that makes sense, unlike Totk and BotW which are all over the place and have no order) And Xenoblade X is DEFINITELY open world. I think you need to play a bit of Xenoblade to make those assumptions.
Yes... TotK has different music for each region... being mostly ambience sounds for each one. Towns mostly don't have iconic music, for that please refer to Wind Waker among others. Combat music is preeeeetty dull... except for some boss fights, which is the norm in every videogame.
Yes, the example you gave would be extremely annoying in a 150+ hour game... imagine if they had put the same effort for the TotK ost as they did for Ocarina of Time ... but with 20 or so songs like that to add variety.
But I guess they wanted to go for the cheap and easy route... reuse most of the BotW soundtrack.
The example you gave, there's a reason why its so iconic and is so associated with the franchise in general.
Hell even the open sea theme in Wind Waker is more creative than wind chimes for 100 hours and doesn't become annoying.... and you listen to it... a lot.
And I definitely can compare Xenoblade to this, because you spend HOURS in each biome, in each area, and the music NEVER grows dull. (Except a few exceptions like the LA theme in X, but that is because its a pretty bad song overall)
Anyway... there's tastes for everyone.... but I'll die on the hill that it was a sin to repeat most of the BotW ost in a 150+ hour game that is almost the same as the previous one.
Re: Nintendo Music Update Adds Over 340 Zelda: Tears Of The Kingdom Tracks
@AJWolfTill that's why I said they could have added about 10 more songs to add variety to the X remaster. The thing with the LA theme is pretty irritating even for a single listening, so that's that, its a bad song, let alone in repeat. The rest of the OST is composed by the mastermind Hiroyuki Sawano from Attack on Titan fame... which makes the game feel pretty epic., even in the biome themes (which are not ambient sounds btw)... Something BotW and TotK severely lack.
I agree with the Colger theme... But the thing with Colgera is... yes, its one of the few great songs... and you hear it twice or so in a 150+ hour game. The other 149 hours and 30 minutes is the dullest ost ive heard. At least I understood it with BotW ... but repeating it with Totk was too much... just like its reused map.
Why do the common battle themes have to feel like the most boring pieces of action in a Zelda game is beyond me.
Re: Nintendo Music Update Adds Over 340 Zelda: Tears Of The Kingdom Tracks
@jfp said it best ... you can trim almost 11 hours of filler from this ost.
Re: Nintendo Music Update Adds Over 340 Zelda: Tears Of The Kingdom Tracks
@sanderev I disagree but I understand what you’re saying. And I’m fully aware of that. However, for example, Xenoblade Chronicles have done it for 4 entries, with memorable music and tracks for each biome and area, as well as battle themes.
I don’t think there’s really an excuse for Zelda not to achieve that too when it was a franchise known for its iconic music. Hell, even the battle themes don’t change too much from environmental tracks.
It has a couple of memorable tunes but it’s a far cry from what Zelda music was.
I mean, I’ve played 180 hours in Mira in Xenoblade X and they nailed it with the music. (If they added 10 more tracks to give it some variety in the remaster it would have been perfect)
And it worsens when you have BotW and it’s sequel sounding and looking almost the same.
What happened is that they decided on a theme for BotW, which was interesting because they wanted this “natural and wild” theme going around. Then, for the sequel, they threw all their eggs in the same basket with their development times into the building mechanics and didn’t care for the rest of the elements of the game.
There’s no excuse to reuse almost the same music.
Re: Nintendo Music Update Adds Over 340 Zelda: Tears Of The Kingdom Tracks
@N00BiSH I don't like atmoshperic soundscapes ... there
... I like my Zeldas with iconic music... and not 11 hours of the same reused sounds and wind chimes.
Re: Nintendo Music Update Adds Over 340 Zelda: Tears Of The Kingdom Tracks
Yes... 10 1/2 hours of crickets and birds chirping ambient sounds and 20 minutes of actual music.
Anyway... glad this one is now behind.... bring us the other Zelda music.
Re: Xbox Has Reportedly Sidelined Its First-Party Handheld (For Now)
@KingMike Kinect stuff
Re: Nintendo Shares Video Detailing New N64 Features For Switch Online
@Suketoudara but do we really believe them? I mean, we can get ocasional PS4 ports… but no rewind for N64 games? I don’t buy it
Re: Nintendo Shares Video Detailing New N64 Features For Switch Online
Come on… really? Rewind is only available for Switch 2? 🙄🙄🙄
Re: Whoops! Nintendo's Latest Tetris 99 English Patch Notes Contain A Misleading Mistranslation
@DwaynesGames ahhh that theme was atrocious!!! I dont even know how it passed by the playtest phase.
Re: Feature: Universal Won't Say Anything About A Zelda Theme Park, But They Don't Have To
Is it gonna be just an empty land lot just like BotW and TotK?
Re: Xenoblade Chronicles 3 Dev Used Procedural Generation To Manage 100,000 Different Assets
HA!!! This is definite proof that The Depths in TotK were procedurally generated. Thanks for finally clarifying what I already suspected and that everyone was negating.
Since Monolith was in charge of assisting with the design of Hyrule, and previous interviews hinted that they actually generated The Depths procedurally … no real design at all and it showed. A vast, empty, boring and samey land. They only used the inverse topography as template and filled it procedurally.
I’m more and more disappointed with that game as time passes by.
Not Monolith’s fault though… as they make amazing games and worlds…. that’s on Nintendo and Aonuma for cutting corners in design, costs and time with the sequel and reusing whatever they could, just to spend all their time implementing the damn building mechanics 🙄🙄
What’s even more interesting about this is that, if this was their first time incorporating it… this makes Xenoblade Chronicles X even more impressive because it released 10 years ago and without using the tech to build and design Mira. And it shows! You can see Mira is leagues away and an achievement from a “hand-made” design perspective than what they gave us with The Depths.
Re: Random: 'Koholint Redrawn' Breathes New Life Into Zelda: Link's Awakening
@dew12333 lol... read the article. And even so, if this was an actual game it would be a BIG BOY effort. Nobody would be saying "we made a NEW game", a reimagining takes a lot of effort too.
Re: Anniversary: Perfect Dark, Another N64 Rare Classic, Turns 25
One of the very best in the console and my favorite multiplayer game in my childhood. There's nothing more satisfying than teaming up with buddies against some savagely cruel bots.
We need the Gameboy Color game on NSO... just for preservation.
Re: Two Samus Figures Based On Metroid: Other M Are Making A Return In 2026
@Zedecks Zelda BotW and Totk ... its easy... but as I mentioned... it was obvious for people who see my posts.