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What would you have changed in Zelda games?


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#91 Hero of Slime

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Posted 19 March 2007 - 05:20 PM

well except for replay value


Replay Value, the more of it there is the better the game is.

#92 Duke Serkol

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Posted 19 March 2007 - 05:21 PM

I think it's pedantic to have that death counter in Zelda, well except for replay value, it serves no purpose and is better left out. Speaking of timers it was extremely irritating of TP to include a "total-hours-played" one, I mean, were the designers trying to encourage us to speed run the adventure? Zelda isn't supposed to play like Metroid.


I enjoyed the secret bit at the end of LA triggered by never losing. Of course you can cheat by resetting before dying so...
But I agree, Zelda is not Metroid.

#93 Hero of Slime

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Posted 19 March 2007 - 05:30 PM

This is not about cheaters, it is about those honest players who want to test their skill and have somthing to show for it.

#94 D~N

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Posted 19 March 2007 - 05:57 PM

I thought it was mainly the second half that was closer to TLoZ, because the dungeons could be played in different orders, and were defined as Levels, and it was more difficult and the overworld was more dangerous.

Hmm...maybe. Not that I tried that in either game... obsesive compulsive disorder doesn't allow me to do things out of order >_<

You CAN jab with your sword, by holding down the button. Works fine, I think. But FSA has a quick TLoZ style jabbing attack in addition to the horizontal swing, interestingly.

That's what I ended up doing. -___- It grew tiresome, but at least the pegasus boots helped out.

Bloom effects and particles floating about?
...It's a first generation SNES game! C'mon! Bloom effects? Yeesk. The N64 couldn't even do that.

No no no, you misunderstood; of course that's absurd! I just meant that the Dark World should have its own interesting effects, raather than a simple "change in colours" The change in colours was kinda...well, it's worse than "bland" but better than "dull" I was only using TP as an example.

Also, the plot was kind of tied to the dungeons... The Maidens? They told much more of the plot than Sahasrahla. It's a bit harsh to say they weren't that tied to the plot, because the dungeons in the second half of OoT aren't really tied to the plot either, they're just dungeons to work through and get the Medallions. The difference is that we know the Sages from the Young Link portion.

The Maidens all told the same story....But repitition works, I s'pose. *shrug*

At any rate, that's plenty out of me; I'm already hogging this thread as it is...continue as normal!

#95 Veteran

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Posted 19 March 2007 - 06:04 PM

[regarding Death Mountain]
O.o' There's nowhere to get lost to. ¬.¬

I got lost as a bunny on Death Mountain also. I initially didn't know what spectacle rock was, or that I had to use the mirror. I was 9 though.


I do think that ALTTP has aged to a point that you had to have played it when it came out to fully appreciate it's magnificence. It was the first Zelda I played and I'll love it forever. I also think that it's manual was the best one to read (it's introduction to the plot was amazing), and it also came with a map of the light world. These things add to the experience.

#96 spunky-monkey

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Posted 20 March 2007 - 04:30 AM

Replay Value, the more of it there is the better the game is.

I suppose to fully enjoy Zelda games it's necessary to get 100% but replaying the entire quest just to get '000' as your final death total is more of an obsession. As Duke Serkol mentioned, Nintendo was probably aware that cheaters could just hit reset button upon game over so there's no point in trying to distinguish professional gamers using said counter alone.

Also I'd prefer it if meaningless statistics i.e. "Number of monsters defeated" (ALttP/FS) weren't implemented because Zelda isn't supposed to play like D&D.


I do think that ALTTP has aged to a point that you had to have played it when it came out to fully appreciate it's magnificence. It was the first Zelda I played and I'll love it forever. I also think that it's manual was the best one to read (it's introduction to the plot was amazing), and it also came with a map of the light world. These things add to the experience.

I didn't get to play Link to the Past on the SNES until years after it was released because my parnets hated video games in general. Having already played several other newer titles I was amazed at the difficulty and back-story offered considering its age. It's great to know Ocarina of Time borrowed so much from this title's game-play mechanics too, it helped to literally define 'Zelda'.

#97 Hero of Slime

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Posted 20 March 2007 - 01:03 PM

Zelda needs more statistics. Since Zelda is a game, it's needs a way to keep score. Somthing to show which players are better, this does not come from my own egotism but from my own belief that players feel better when they accomplish somthing well. There are always cheaters, as there are in every game, but that should not stop the legitimate players from having the ability to enjoy the competition. I also know that there are hardcore player who try to find out these statisics them selves, but I think it would be better if the game calculated them for the player. Mabye for players like ricky who don't like statistics, the statisics could be an option to view.

#98 Wolf O'Donnell

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Posted 22 March 2007 - 10:23 AM

I do believe that to this day LoZ is still the game that implemented money the best.


You're kidding, right?

If you don't give 'em the time to develop them, how do you expect to get good games?


What do you mean, if I don't give them the time to develop them? I'm not the one that sets their development schedule. I'm not the one yelling at them to hurry up.

OH, and I agree with the Zol about replay value.

#99 Picman

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Posted 08 August 2007 - 08:46 PM

I would give NO doubt that Link was half Kokiri, let him visit the sacred realm, and do all kinds of weird things that he ca'nt do without a GameShark or a GameShark Pro, such as see both blue AND red Fairies, and visit the Unicorn's Fountain. Oh and I would make sure that Phantom Ganon was Ganon's shadow and NOT his creation! And in Oracles I would change ALL the things I was annoyed about that I told you about in "Holy Sacrificial Mistake"! I would change the idea that Ganon created Shadow Link to fit the manga version of FSA better, because I like that version much better, than the "creation version" presented in the games! Oh, and in TMC I would make Vaati disguise himself to fool Ezlo and the Minish, because of the inconcistency with his motives and powers in the games.

#100 Showsni

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Posted 09 August 2007 - 02:49 PM

Hey, this is from March! No necroposting!

*Turn undead*




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