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Writing a dinosaur space opera symphony
(05-22-2012, 05:42 PM)
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In my experience every Zelda game after OOT was polarizing and seemed to be the most controversial one ever, during the first year or two of its lifespan.
TWW was "celda shit for kiddies", along with the usual list of random things it clearly did wrong. TP was, in turn, held up as the result of everyone bitching over TWW, resulting in a "generic sellout game with shitty realistic graphics", along with many other complaints. SS is just the latest victim of the modern Zelda Cycle. Typically you have to let the games settle for a few years to get more rational discussions of what's good and bad about them. Right now, lots of opinions are conflating genuine design problems with matters of taste and preference. For example, the overworld (NOT the skyworld) in SS is fine. There's nothing wrong with it because it's not one big Hyrule field to run back and forth across. It's merely a different concept for a Zelda overworld, and is one of the most refreshing parts of the game. It is not, however, what some people would like to see. But that doesn't mean it's bad. That doesn't mean it's wrong. By comparison, the hand-holding and intrusive tutorial system in the game is an objective design problem. The underdeveloped sky world is an objective design problem; it makes going back to the sky feel pointless and like an interruption to the game's compelling flow. The technology around which the game is based is an objective problem. The tech isn't flawless. From there, whether or not it's "horrible" does involve personal preference and tolerance to a degree. Too many burned opinions are claiming it's basically non-functional and unplayable, which is clearly not true measured by how many people have played the game multiple times and learned to manipulate it deftly. The complaints over 'fetch quests' and stuff like the spirit realms are a mixed bag. A lot of people have zero tolerance for anything that can be rationalized as 'filler', tho some of the reactions to it are way over the top. Like the people who claimed they played the game for 30 hours, got to one note-collecting swim, and thew it down to walk away forever. Seems just a bit hair trigger. But, as with all Zelda games, we won't really be able to get a read on the aggregate opinion until a few years have passed. (And there's a new Zelda game to bitch about, ha ha.) In a lot of ways, despite its flaws, SS is the best 3D Zelda purely (and obviously) because of Nintendo's experience. By this point, they're just a lot better at designing games around a 3D world. Most of the flaws in SS, IMO, boil down to only two factors: 1. Inherent technological limitations of the platform, and 2. Nintendo's hesitation in turning players loose without hand holding. |
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Member
(05-22-2012, 10:03 PM)
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Zelda is such a multi-dimensional game that it can actually change a lot of things within its own design structure and explore new avenues of design. However, any deviation they make from previous games will be met with scorn for being "filler" or "not Zelda", and any adherence will be met with "I'm sick of the Zelda formula." The games are so diverse in what they accomplish that each fan of the series wants something different.
The only faults I could find with Skyward Sword when I initially played through the game have already been stated--an underdeveloped sky area, and the game's lack of trust in the player's intelligence. Outside of these points, however, I find it absolutely brilliant; it really reaffirms my faith in Nintendo. |
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Writing a dinosaur space opera symphony
(05-24-2012, 09:09 PM)
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Unlike what some fans think, Nintendo does watch feedback on their games like a hawk. It's just that fans don't want to accept their personal feedback is not the only feedback. I'm willing to bet the hand holding in SS is due to basically legitimate fears that the audience who doesn't already play adventure games, would continue to refuse playing them because they couldn't be bothered to learn to think beyond basic play mechanics; remember items, crafting materials, and solutions to previous puzzles that were being presented in a new, remixed form. Sadly, the designers had the solution to the problem in hand but just missed executing it perfectly: Fi already has the facility to offer 'advanced' hints and even spoilers. They already developed the streamlined "pro" interface configuration. If they'd just have disabled most of Fi's nagging when you selected "pro" and locked it away behind the optional hint system, all would have been right with the world. That's it! But Nintendo does listen, so there's realistic hope that further refinement will go into Zelda Wii U. |
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Member
(05-24-2012, 09:27 PM)
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I was disappointed by the dungeon design, I didn't find most of them really clever. The "levels" before each temples were too obvious. They were not natural looking. For the first time it didn't feel like a world to me. It felt more like several Mario levels slapped together. I don't have any attachment for the world created, the story was crap, no mythology (Maybe because it's supposed to be the first one), no changing atmosphere like in aLttP, OoT, MM or TP. First Zelda game I sold :-(
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Writing a dinosaur space opera symphony
(05-24-2012, 09:50 PM)
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I would agree that the overworld regions where not as natural as something that was a single big overworld might seem, but on the other hand, I didn't really care. It was play mechanics and design that interested me, so that's why I liked them. There's no problem with simply not liking the game's style. |
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Member
(05-25-2012, 06:16 PM)
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In that case, I didn't like the style presented by the overworld, whether it was the lack of islands in the horrifyingly dull sky or the surface that - while otherwise fine, even if I wasn't personally too hot on the linear structure - SHOULD have been interconnected as opposed to feeling like three bigger versions of Mario 64 levels. I still genuinely feel like a major theme the entire series was originally built around is the concept of a connected and natural-feeling world; it further supplements the pivotal idea of exploration in Zelda.
Skyward Sword is a great game, but I don't think a lot of the issues it has (including even issues with the overworld) are merely a result of the "Zelda cycle". Wind Waker and Twilight Princess, definitely, but with SS I feel like the concerns are a bit more genuine than that. I agree that they're not game-breaking or even necessarily all that bad on the game's own merits, but to me they're actually substantial in some form and not just a cry of "IT'S TOO KIDDY, MORE REALISM PLZ" or vice-versa. And shit, I know it's a nitpick but I really really miss the passing day-night system. Please bring that back, Nintendo.
Last edited by Marlowe89; 05-25-2012 at 08:03 PM.
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Member
(05-26-2012, 10:45 AM)
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I think I already stated somewhere that I really love this game, and everyone else in my family who played it loved it, too.
I think they took the complaints from previous games and fixed them, but also unfortunately added some new ones. They fixed the problem that Money is useless in Zelda games (seriously, I was farming that stuff to be able to afford something!), using items just in the dungeon and then barely again, Bosses that are way too easy, no Boss Rush and that you only found rupees and heart pieces in treasure chests. They clearly listened to the complaints and fixed them. I just don't understand why they removed the ability to skip any cutscene on the first playthrough (subsequent ones allow you to skip them), this message that pops up whenever you pick up loot the first time, Fi appearing out more to state something obvious and making it quite linear. Skyward Sword looks good, has an excellent soundtrack, the best boss fights since Ocarina of Time, wonderful dungeons, lots of little nice details and secrets and I really loved the motion controls. Some fetch quests were annoying, but I still liked some, like the stuff you have to do right before the second and third dungeon and the sacred realms. This game has some excellent stuff, but also some flaws that could've been easily avoided. One of the better Zelda games. |
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Junior Member
(05-26-2012, 01:56 PM)
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Some impressions from me after playing it to after getting the Master Sword.
The game is very good but filled with frustrating and terribly designed moments. Ghirganim swordfights are terribly unfun. Dungeon design is great but it doesn't feel like there is a world, also shit ton of "backtracking", you'd think they would be able to put in some more environments. Motion control range from frustrating to OK, increased immersion sometimes but then you get pulled out of it when it fails and combat often just degrades into waggling like a mad man. I don't know if it's me imagining things, but it feels like there's delay on everything you do. For example pressing the buttons for backflip then it takes 0.5 seconds or so before link reacts, which leads to frustrating moments were you get hit even though you think you dodged. Also I can't believe the harp even made it into the game, it's barely even usable and even when it works it's incredible tedious. The wind waker would have made much more sense. And don't get me started on pointless text like you get the pick up animation for everything again after you start playing, get shit explained to you when you make a mistake and just want to hurry up and try again. Nothing makes you angrier than feeling like you died not because of something you did wrong but because the controls doesn't do what you want them to do, Skyward Sword fails at that a lot. I hope they let you use normal controls in the next zelda, I don't feel like the motion controls helped the game at all. With all this said I still think the game is excellent, this was mostly me venting my frustration for the times it doesn't work. |
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Member
(05-27-2012, 07:17 AM)
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I agree. I don't understand how a game not receiving unanimous praise from its fan base or some vocal people giving incoherent reasons for disliking it is somehow concrete evidence of some sort of "cycle". Every single game that has ever been released has had such reactions. The fact that there are seemingly illegitimate complaints does not negate the legitimate ones. It is an extremely tenuous argument at best.
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Member
(05-27-2012, 07:11 PM)
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The more I turn this game over in my mind, the more I think that future Zelda games (and games directly from Nintendo) will adopt a similar design philosophy to Skyward Sword. Not so much that the game will constantly hold the player's hand; that was a goof on Nintendo's part, and one that I doubt they'll repeat, especially considering the almost-universal despise directed at Fi. What I mean is that future Zelda titles will keep the open world of the original games at arm's length, opting instead for the sort of dense, inter-connected playgrounds of Skyward Sword.
It seems as though Nintendo has lost the confidence that they once had that the player can craft a meaningful experience without constant direction. That isn't to say that a more linear approach is a bad one--I thoroughly enjoyed Skyward Sword, and it's definitely one of my favorite games in the series. But nothing about the experience felt organic. I didn't feel like I contributed anything to the experience, beyond resolving the many puzzles and obstacles the designers placed before me. Many great games have been structured in this fashion (Portal, in particular, comes to mind), but when I recall the spirit of the original, I feel that other games have taken up the torch, and that Zelda is now something else entirely. I bring this up only because I feel as though this is a trend that extends into nearly all of Nintendo's "hardcore" games. Mario, Metroid, Zelda...these series have taken reins from the player with the intention of providing a more directed experience. And it worries me! Nintendo games have always been technically sound and well-designed, but what makes them loved, what makes them remembered, is the fact that they let us create our own stories. When we share these stories, then we build the legend of the game in our minds, making it far larger than the sum of its parts. I'd like to see Nintendo return to that in the future, though I don't think they will. |
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Member
(05-28-2012, 12:33 PM)
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Originally Posted by leroidys:
Last edited by Marlowe89; 05-28-2012 at 09:50 PM.
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Writing a dinosaur space opera symphony
(05-28-2012, 04:23 PM)
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But the supposed Zelda Cycle isn't supposed to be the same thing as Sonic's cycle. The Sonic Cycle is about fans pumping themselves up hoping the next Sonic game will actually be good, being disappointed, then hoping blindly for the next game. But as to whether there's a "Zelda cycle" I'd submit that what happens with Zelda doesn't really happen with most other game franchises. Every game in a franchise has people who like it and people who hate it. When an entry in a franchise comes out that people don't like, they may say they're disappointed, and will wait for the next one or either go back to playing the previous one. The difference between the average game and something like Zelda though... and what creates a "cycle"... is that there's too much drama invested in a series like Zelda (or Sonic). Fans pin too much of, evidently, their hopes and dreams on a single video game. So when a game in such a storied franchise comes out, the negative reactions tend to spiral up and into the heavens. Fans don't just rationally criticize a single game, they launch into tirades about how the developer has lost it, it's an insult to everyone who every played a game in the franchise, etc etc etc. And on places like message boards they invade every thread about it to make sure everyone knows it's the worst game of all time. The illegitimate complaints get played up spectacularly and it has nothing to do with each individual person claiming to suddenly love a previous game that they hated. However, it sure seems that many people will suddenly stop characterizing previous games they disliked as horribly as they did at the time - because there's a new Prime Evil in town. Thus the past gets tinted more rosily than than the bickering made it seem. And as a result of this, you can't have general conversations that are rational about a given game that has fans surrounding it in such a way, for years. You have to come back in 3-4 years and even the people who didn't like it often don't try to paint it as pure evil. It's a bit of a straw man to claim that saying people are too overwrought to have a good conversation is dismissing opinions. And naive. This is gaming. (And NeoGAF dude, lol.) |
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Member
(05-31-2012, 04:44 AM)
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Finally finished the game today.
One good thing I will say about it is that it had a surprisingly good story for a Zelda game. Usually they're so light and flat I kind of tune them out, but I loved how they set up the entire mythology here, and gave the characters a nice bit of personality. I kind of figured out where they were going with it the second time I faced the Imprisoned, but to see it play out like that was really neat. Some good storytelling there. Content-wise though, still felt the game lacking right up until the end. It's probably the longest Zelda game, but with the most monotonous quest. Even the final dungeon was a blatant hodgepodge of the same small handful of areas I'd visited and re-visited time and time again. Gameplay was good, but the repetitious nature of the scenarios it was applied to made me feel fatigued before I'd even reached the half-way point. Miyamoto said Twlight Princess was the last Zelda of its kind. If this is indicative of their new direction I'll be sorely disappointed. Here's hoping they're still working out the kinks. |
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the piano man
(05-31-2012, 03:17 PM)
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Months after playing and completing SS I really don´t know what to think of it.
speaking exclusively as a video game leaving nostalgia, charm, etc. out of the equation, this game is more succesful than Wind waker and Twilight princess, it has very few real weaknesses, you can´t say it lacks overworld quests and you can´t say it lacks dungeons. somethimes, some activities feel like a chore, somethings it is magic. The desert part was very nice and the time shifting thing was very good implemented, some dungeons are downright awesome. it´s just.. it´s like you are caged in the overworld, exploring is very odd and not thrilling. |
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Member
(06-09-2012, 05:21 PM)
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I'm playing Skyward Sword and Majora's Mask (for the 5th time or so) right now. Almost through with SS and I have to say it's the best Zelda since MM for me. It can't compare to the scope of MM, both in story and execution...but there are many highpoints in this game.
Wind Waker had some of the best epic shit going on but overall was too bloated. Twilight Princess was beautiful as well but felt bloated and empty. Skyward Sword really does a good job of offering a more compact experience again. The story is kind of all over the place with all the stuff you have to do, from always being too late for Zelda and...I don't even remember why I had to learn all those songs and search for the flames. It really is a beautiful game, though and gameplay-wise easily one of the best ever in the series, imo. <3 |
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Member
(06-11-2012, 08:00 PM)
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Link Figma.
Face painting is kinda eh, but oh well, on board. Mainly consolation prize since I can't afford that really good Twilight Princess Link/Epona.
Last edited by Busaiku; 06-11-2012 at 08:03 PM.
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Member
(06-12-2012, 02:40 PM)
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Haven't read the thread because I haven't finished the game.
But just wanted to chime in to say WOW HOLY SHIT @ THE BOSS FIGHT in the temple for the first flame! Wasn't the hardest, though he was tough, but that was one of the most creative bosses I have ever seen. I am really really enjoying this game. At first to me the world both on the ground and in the sky seemed rather empty but there has been a quite bit of opening up of the world and characters. And the temple designs have been brilliant. To me its def better than TP and I haven't even finished it yet. Still wish the NPC interaction and story lines were closer to Majora's Mask, which to me was the best Zelda game ever. BTW how much of the game is left for me? I just picked up the first flame and am on my way to the Isle of Songs for the next clue. |
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Member
(06-12-2012, 09:09 PM)
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Does it make sense at the end?
I am on the journey for the 2nd flame right now, just got the claw-shot and at times I have to pause and think why I am doing the things I am doings especially since I started my file back in Dec and only now got around to finishing it (grad degree got in the way). This is what I remember and or pieced together -goddess sealed up away evil -goddess ascended those who helped her/pure people into the sky: skyloft -since I started in Dec I don't even remember how Zelda got trapped but she is missing -Link is the chosen hero -Link must rescue Zelda which means follow her to wherever she is -Zelda is a part of some master plan to destroy the evil that is back to threaten the peace the goddess left- no clue who or what Ghirgham(sp) is -Zelda, to escape with some weird creature man lady, travels to a diff realm which Link can't access -Dying creature man lady offers Link a harp. Wait did the creature accompanying Zelda die or am I imagining this? -Link must earn the sacred flames to open up a portal to the secret realm Story isn't the greatest but I assume its because the gaps between my playing time have been so great that I just forgot key stuff. I love the game play though. The level/temple design is phenomenal. Of course it doesn't touch, so far since I haven't finished, the level of story and character interaction that MM executed flawlessly. Really enjoying it. Might play TP again after this one. I just love Zelda games. Even when you guys nitpick and tear them apart, all of them, are fucking amazing. Yeah minor gripes here and there but that is the bar being set so high. I would kill for a HD Majora's Mask on the WiiU to hold us over until the next console Zelda which I am sure is 3 years away. |
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Member
(06-15-2012, 12:53 PM)
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I've put three hours into this so far and I am not really enjoying myself.
The motion controls during combat are OK, but so far they don't really add too much to the game. Maybe they will with later enemies and bosses, but for now its vertical or horizontal weaknesses on plants etc. The motion controls during flying are FUCKING SHIT, and trying to fly back to Skyloft is nigh on impossible, I clearly must be doing something wrong, but I simply cannot get high enough to fly up to it, incredibly annoying. I have to deliver hot soup to someone on Skyloft (after causing damage in the pub), and the soup gets cold in 5 minutes. I got to Skyloft after about 25 minutes. The surface area before what I assume is the first dungeon is just a fetch quest and kinda feels like every Zelda before it in some ways. I'll play for a bit longer, but for me 3 hours is a decent amount of time to put into a game, but its not grabbing me so far, and those flight controls are terrible. I thought the boat in Wind Waker had its moments of being annoying, but this is much worse! |
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Member
(06-15-2012, 05:07 PM)
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Cranky. Very cranky.
Rather sarcastic to boot. (06-15-2012, 05:25 PM)
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Member
(06-15-2012, 07:45 PM)
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Member
(06-21-2012, 12:17 PM)
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In a game that CONSTANTLY reminds you about the stupid motion controls or how to throw a fucking bomb, it doesn't help you when you're stuck.
I am at Eldin Volcano, and well I am stuck. I can see a wall I need to blow up, but I can't get a bomb up there. I have no bomb bag. There is a rocky lava crossing I have to get across and some ledges, and there was a guy who popped out the ground to warn me about the plug holding the lava in. Any advice? |
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Member
(06-21-2012, 12:34 PM)
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Member
(06-22-2012, 05:30 AM)
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You people need to learn to just make back ups of your saves every now and then. This would have happend to me also but I just copied my save file every few 6-8 hours or so just to back it up. I don't like the idea that 50+ hours is all in just one little file that could easily become corrupt or deleted or lost or something.
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Member
(06-26-2012, 06:12 PM)
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More impressions.
I am going super slow due to time limitations but loving every minute of it. Just beat the ship temple (for the 2nd flame). Again amazing design, puzzles, and boss fight. This is the 2nd boss in a row that I thought was one of the best in the whole series. Onto the 3rd temple. Quick question and this is probably a dumb one. I started my file way back in Dec and then played periodically. I know they explained it in game, but what do those rocks/cubes do that I have to strike with my Skyward sword action? They ascend into the clouds but I forget what they do or open up? Do they allow me to open up some of the treasure chests in the sky which I can access but can't open? Also I get the feeling I will have to read up on the story again. The long breaks and periods in between have left me only understanding the current objectives, I have to rescue Zelda who is trapped in some other realm doing official goddess business, and stop Lord Ghirhim (sp?). More than that I am completely lost now on the story or why and how it all started. |
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NeoGAF's Chief Barrister
(06-26-2012, 06:17 PM)
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Member
(06-27-2012, 03:28 AM)
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Okay, so I just recently got back into playing this game after 6 months of ignoring it. I'm at the point where I'm looking for the water for Faron, and I ended up in the first temple again. I literally just said fuck it and turned off my Wii. Is this game seriously going to recycle dungeons? I was kind of bored by playing the game as is, but if it's just going to recycle content I've already played I'm not even going to bother finishing it.
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Member
(06-27-2012, 03:44 AM)
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I need to get back to this. I'm on the last dungeon I believe, Sky Keep, but once I realized what it was I turned the game off after doing one section. I got to that point after a session that last a few hours so I needed a break. Never went back to it for various reasons but it wasn't because of a lack of enjoyment. Now I loved what I was experiencing. I think I'll try to get to it this weekend and finally finish the game.
Last edited by Effect; 06-27-2012 at 03:48 AM.
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Member
(06-27-2012, 03:47 AM)
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Member
(06-27-2012, 03:52 AM)
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Member
(06-27-2012, 05:51 AM)
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I kind of want to keep on playing because I heard the ending and boss fights are incredible, but everything is so boring. Twilight Princess was like this for me too. Modern 3D Zelda games are kind of boring and padded out with fetch quests and pointless shit. I just finished OoT on 3DS for the first time ever, so it's not nostalgia talking. That game had perfect pacing and never became boring.
I probably sound whiny as fuck but I really wanted to enjoy this game. Such a disappointment. |
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NeoGAF's Chief Barrister
(06-27-2012, 05:53 AM)
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Member
(06-28-2012, 04:37 AM)
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I hated the first dungeon recycling.
The first time you were in there, if you'd played Zelda games before you could tell that there was a bunch of stuff you just couldn't do until you got other items, so there was no sense of "oh wow, now I can go here!" when you can access certain areas. Instead, it just feels like "finally I can move on with this shit". |