Not liking ALttP is not a sin Fyxe. Don't act as if he was going to Hell.
Didn't seem offensive to me, don't worry. I
understand Fyxe's criticism and sarcasm (though there wasn't
too much sarcasm in that post). Still, she wasn't yelling or anything...
------------Spuh? That makes no sense.
http://www.zeldalege...a...659&pos=127http://www.zeldalege...a...um=49&pos=91.Link is left:
............O
.........|`[]o
O __
[]`
A clockwise spin will hit the sword of the soldier above, sending link backward a few meters.
2.Link is left:
O __
.........__O
[]`
..............`[]
A clockwise spin is difficult to land, though possible.
3.
O __
[]`
....__O
..........`[]
The swipe does not reach, stopping a little more than halfway through.
Hopefully visual examples helped my arguement, not hindered it. Perhaps my issue is not with the swinging, but with the soldiers supah-defensive skills. And they gang up on you, too...
-------------Yeeeeah... I think, um, you do. ^^
You certainly don't expect me to enjoy a game that I suck at, do you? Because, and I will admit it, I did suck at that game. So all the more reason...
Hold the button down. Voila.
laaaaaaaaaame =P seriously, though, that's how I defeated them! You think that was enjoyable?
Or you being lame? Most people can handle the soldiers. Of course they give problems at first, but once you make it through the first dungeon, they become easy. Maybe you just rush. They have fairly predictable movement. There's virtually identical enemies in LA which I don't see you complaining about.
Hmm, curious...If they are the similar enemies, as you claim, then shouldn't I have problems? Oh, wait...I don't. So that must mean the swinging mechanis were fixed. Because I consider them broken.
It's only useful in certain moments, I find. Usually best to have both the shield and sword for 90% of fights.
Agreed. I won't ridicule this aspect too much because the multiple tem idea hadn't even been concieved yet. Still, with slower items I'd like faster item transition, which can be helped by having two out.
What, because it took him barely a split second to fire it? Because it's a bit more realistic? It's more powerful to offset the timing. And who cares if it requires a bit more careful timing? It's still more useful than the bow in TLoZ, which I find generally only good for Pol's Voices. It's simply not powerful enough for most other enemies, or it simply does no damage at all to many of them.
Yes, they are slower. I do not like it. Opinion, not fact, and I wont claim it to be anything more. Nevertheless, you can't slow down one aspect of the gme (arrows) and keep the rest the same (enemy speed). Then it is unbalenced, making certain items liek the bow useless. And, for the record, I used the bow on tektites, octorocks, and moblins, in addition to the pols voice you mentioned.
How? Because it has realistic (well, as opposed to Link firing arrows out of his hands) animations where it actually takes a split second or two for Link to actually swing the hammer? Just like in OoT? Or... Most other games? o.o
And the Bombs are freakin' instant. You're just being horrendously nitpicky simply because you prefer simplistic timing.
You win this round. I will stand by the butterfly net argument, though. It just takes too long, realistic or not.
Uh... I don't get it. You don't like... Bushes? Y'know, the bushes that you can simply cut down very very quickly?
I appologize for the poor examples, but it was better than no examples. What I don't like, in a nutshell, is all of the "useless things" that crowd the overworld. Elevated wall which I need to find the stairs to proceed, hudges that
cannot be cut down, as shown in the first screenshot, and the other "objects" thrown into the overworld to make it seem more exciting, but really just clutters it with things I need to walk around... I know, I know, "get over it"...but my argument is actually a valid one-the overworld isn't FUN to traverse, unlike TLoZ's, which I loved to explore and look for hidden caves and old potion ladies. It was just fun! ALttP's is just...not. But that's a matter of opinion.
Once again, I kind of suspect this is down to your inability to play. Which bemuses me because it's a lot easier in virtually every way to TLoZ.
How would you say it is easier?
Nooks and crannies? What, all four of them? Hyrule Field had five or six easy to find holes. That's it. Nothing else of interest whatsoever, it's mainly just there to take up time between various areas, which can get very tedious.
Well, I seem to remember rolling into the trees to find skultulas, blowing up gray rocks, smashing gold rocks, and tossing red rocks (Or however the colour sequence goes), finding the "5 or 6" hidden holes, locating the poes, and just the fun of the world's corners themselves. Doesn't sound tedious to me...
I don't get it. Your problem is with every Zelda dungeon ever, then. They all involve variations on a standard puzzle set-up. What ALttP does that many other Zelda games don't is that it doesn't simply give you one puzzle per room. It gives you a serious of interconnected puzzles built around the dungeon layout. LA built on this, but it was still taking what ALttP already did and putting new twists on it.
Hmm...I don't know how to exactly defend my position. Perhaps if the dungeons were memorable it'd be easier, but I think the general blandness of these larger-than-one-room puzzle didn't really attract me. The
concept was new, and good! Puzzles that are bigger than one room! Great! But, they were just uninteresting, I guess...Complex, sure, which desrves credit, but not very interesting...I think that comes down to the limitations of the game itself. So perhaps that is why I say it is like a prototype-good concept, incomplete execution...If that explains anything at all.
Frankly, the puzzles in Zelda games have NOT become more sophisticated since ALttP, at least not to any significant degree. If you can come up with a puzzle that is more sophisticated in a way that doesn't simply involve a new input method to learn, then go ahead. And look at the game in context; compare it to every other game of the time. It was a thousand miles ahead of them, and it still stands up to this day. You can call it a 'prototype' all you want, but it's OoT that was the incomplete game, not ALttP, and saying it's a prototype with no reasoning doesn't mean anything.
OoT's forest temple is a decent example. You press a SWITCH that rotates an entire hallway. THAT is interesting! THAT is what I mean by taking the multiple-room-puzzles and making them truely as good as they should be. Finding a key in one room that opens a door aaaalllll the way on the other side of the temple is the right
concept, but it's not as fun or as great as turning the entire level upside-down ala MM. Still confusing? I'm struggling, myself...
What? Zelda games involve rampant backtracking. It's common ever since the first game. Metroid and Zelda share many similar elements, always have. And if you found Skull Woods 'aggravating', that's your problem. It's just clever dungeon design. At least ALttP has decent maps, as opposed to TLoZ.
You got me with the Backtracking and the Metroid comparisons, true. But the rest is a matter of opinion and personal experience. Not everybody knew when, where, or how to enter the dungeon from the second entrance, which can get annoying for the player! It's a matter of personal experience. Maybe if I played it again it wouldn't be so bad.
However, my main point there was that "linear isn't a bad thing." I'd like to see how you respond to that, if you have any sort of opinion on that particular matter.
WHY do they get annoying? Maybe you just don't like puzzles. o.o Which is unusual because ALttP is pretty balanced between slashing and stabbing and working out what to do next.
Yes, I'd say it's pretty well balanced, too. But these puzzles get annoying because, well, I've kinda seen them all before, except better

;;; You know, as I've told you in the past, that I played ALttP only recently, after TWW in fact. Comparing the two, it's just boring. Again, that's presonal experience, and NOT game desing flaws, so we're kinda straying from the topic here, so I'll digress.
The irony is that ALttP is one great big worship of what TLoZ already did but with so much more flair. It's actually kind of depressing (and confusing) that you have such dislike of a game that is essentially the perfect sequel and the perfect evolution of the prototype (TLoZ is the prototype, ALttP is what you get when you improve the plot, gameplay, graphics and design).
They're so very similar in core that it makes me question the reasons behind your dislike of ALttP. It doesn't seem to be based on considered logic as opposed to snap judgements based on nitpicky things.
I can see why you'd think that. I guess, in this case, it's just that I thought TLoZ was fine as it was...and ALttP just kinda screwed it up...remember, what some cosider "improvements", others consider "flaws". I guess, when it comes down to it, I see the added things, that are supposed to make the game more fun, as annoying. "Weird" swod swing (as opposed to "larger-reach"), "annoying" enemies (instead of "improved AI"), and "frustratingly long" puzzles (rather than "new, inovative, multi-room chalenges!")
Lastly, yes, I am very nitpicky about this game. Why? Because even though this is a GREAT game from far away, it really was all of the little things that bothered me so much. Well, little to you, at least.

POST IS SO LONG *eyes bleed*
EDIT: Stopping for dinner, I began this two hours ago. So
nothing past Post #40 was read by the time I wrote this. (On the subject of Fyxe's "rudeness" or what have you.
Edited by D~N, 10 October 2007 - 06:44 PM.