well except for replay value
Replay Value, the more of it there is the better the game is.
Posted 19 March 2007 - 05:20 PM
well except for replay value
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.
Posted 19 March 2007 - 05:30 PM
Posted 19 March 2007 - 05:57 PM
Hmm...maybe. Not that I tried that in either game... obsesive compulsive disorder doesn't allow me to do things out of order >_<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.
That's what I ended up doing. -___- It grew tiresome, but at least the pegasus boots helped out.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.
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.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.
The Maidens all told the same story....But repitition works, I s'pose. *shrug*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.
Posted 19 March 2007 - 06:04 PM
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.[regarding Death Mountain]
O.o' There's nowhere to get lost to. ¬.¬
Posted 20 March 2007 - 04:30 AM
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.Replay Value, the more of it there is the better the game is.
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'.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.
Posted 20 March 2007 - 01:03 PM
Posted 22 March 2007 - 10:23 AM
I do believe that to this day LoZ is still the game that implemented money the best.
If you don't give 'em the time to develop them, how do you expect to get good games?
Posted 08 August 2007 - 08:46 PM
Posted 09 August 2007 - 02:49 PM