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Member
(05-13-2007, 09:52 PM)
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latest info from the last scan of Zelda:PH translated
#1
Quote:
sounds kind of annoying though maybe this will help with making the game more challenging |
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Running off of Custom Firmware
(05-13-2007, 09:55 PM)
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#5
And I guess that's the official mechanic that was introduced before, that would only allow you to explore so much of the main dungeon before you have to exit, explore other areas, and find ways to expand the amount of time you can spend in that main dungeon.
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Banned
(05-13-2007, 10:01 PM)
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#14
...Tetra?
Originally Posted by Wario64:
edit: why are people calling this a fetchquest? Sounds like a giant dungeon with a bunch of subdungeons that let you explore the main one. |
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Member
(05-13-2007, 10:02 PM)
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#15
Originally Posted by Deku:
Me, I love that they're taking so many unconventional approaches with this game, given how formulaic the series has been for so long. I really, really enjoyed Twilight Princess, but I just can't get into the idea of playing another game like that again right now... or even for years from now, honestly. It was great, but where do you go from there? So I'm excited by the fact that the controls are different, the dungeon progression is different, the layout and pacing of the game is different, that there's lots of multiplayer options... if they toss in some additional non-linearity and freedom for the game, too, then that'll really be fantastic.
Originally Posted by Brobzoid:
That's not what fetch quests are -- fetch questing is "The bridge is broken. Can you go to the village down the road and get some soap and give it to the guy in the manor to the east so he'll give you a saw that you can use to chop down a tree in the forest to the west so the engineer trapped in the mine (that you'll be going to, natch) can fix the bridge."
Originally Posted by Visualante:
Last edited by ethelred; 05-13-2007 at 10:06 PM.
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Banned
(05-13-2007, 10:05 PM)
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#17
Originally Posted by ethelred:
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how do I slip unnoticed out of a gloryhole booth?
(05-13-2007, 10:06 PM)
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#18
Originally Posted by Tisan:
Originally Posted by Wario64:
Originally Posted by ethelred:
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Member
(05-13-2007, 10:12 PM)
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#20
Originally Posted by ethelred:
When I think about it- it is a portable game and perhaps fragmenting the story would make more sense. However a single climax is a real turn off.
Originally Posted by ethelred:
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Member
(05-13-2007, 10:17 PM)
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#22
If you don't want your HP to drop, then based on this info... you go and kill bosses so that your HP doesn't drop. Explore dungeons, kill bosses. Isn't that what most people usually do in these kind of games anyway?
Originally Posted by Visualante:
Originally Posted by Visualante:
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(05-13-2007, 10:20 PM)
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#25
hmm.
from what i read of it, i assumed that the underwater dungeon is the final dungeon which you can enter but can't survive unless you get sands, and sands are obtained from other dungeons. so from my understanding, it's like an ordinary zelda except the final dungeon isn't inaccessible until the one before it, but rather impossible to beat without the other dungeons sands. course i could be wrong |
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Member
(05-13-2007, 10:23 PM)
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#26
I like the idea of a main/boss dungeon you can only progress through by beating side dungeons. I wouldn't mind that mechanic in a full console Zelda one bit: so long as you 'energy' only drains in the main dungeon (i.e. not in the overworld or other dungeons) shouldn't be too bothersome / makes the boss dungeon properly foreboding.
p.s.
Quote:
Last edited by stewacide; 05-13-2007 at 10:26 PM.
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Banned
(05-13-2007, 10:40 PM)
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#29
Originally Posted by Chris Michael:
WHY ARE THERE GOOMBAS IN LINKS AWAKENING OMG ARGGH AND HE WALKS SIDEWAYS AND SHIT AND ITS NOT HYRULE UNNNGHH FLUTES AND A BIG CARP |
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Member
(05-13-2007, 10:40 PM)
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#30
I think you are all being too pessimistic about this. I personally didn't enjoy the time limit in LoZ:MM but by the sounds of it, it is only the time in the dungeons which are limited which should be absolutely fine. It's a Nintendo game so I can't imagine it being very unfair time wise.
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glad to heard people isn't stupid anymore
(05-13-2007, 10:53 PM)
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#35
Quote:
I'm deceived, very deceived. I can't see a good future for the Zelda series. Someone kill Aonuma! And the hurry up theme... well, can be good enough done correctly. I just want a gameplay design that fits very shorts plays (5 minutes max). I wouldn't have finished Minish Cup without the GBA player! Remember Nintendo, 5 minutes max!
Last edited by tanasten; 05-13-2007 at 10:58 PM.
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A hoopy frood who really knows where his towel is.
(05-13-2007, 10:56 PM)
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#36
WOW.
Lol, what are all you complaining about? This is how EVERY Zelda is. I don't understand the bitching. It basically reads this, "Tetra gets Kidnapped, can't get her until you travel to several dungeons beat bosses, and go in final dungeon and rescue" It sounds like when you get all the key items from the dungeons(the sands) the whole HP falling thing won't matter.
Originally Posted by tanasten:
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Favorite Poster on the Citadel
(05-13-2007, 10:56 PM)
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#38
I hate "dropping HP" type games. I can think of so many games where I've hated it: MP2 in the Dark World, Prince of Persia: Two Thrones, Otogi, and many, many more. I don't like being RUSHED like that.
If they want to add a larger time limit that adds a sense of urgency but still leaves things primarily up to me-- see MAJORA'S MASK-- that'd be sweet. BUT...the idea of having a larger dungeon solved by completing "metadungeons" sounds particularly neat. I just hope there isn't too much travel time. |
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"Who said you should help?"
(05-13-2007, 10:57 PM)
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#39
Originally Posted by tanasten:
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is too reasonable
for this forum (05-13-2007, 11:00 PM)
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#41
Do you guys ever wonder if being one of the biggest gaming boards on the net is a good thing?
Originally Posted by tanasten:
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Favorite Poster on the Citadel
(05-13-2007, 11:01 PM)
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#42
Originally Posted by tanasten:
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Member
(05-13-2007, 11:03 PM)
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#44
Originally Posted by Second:
Originally Posted by tanasten:
I don't like time constraints much, but if it's just in the dungeon it's not as bad, I guess. I wouldn't want to feel hounded all the time. Above that, I got a little sick of the same old formula. Maybe that'll shake things a little up for the better. Maybe. |
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Member
(05-13-2007, 11:09 PM)
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#49
Originally Posted by Luna104:
This whole time mechanic reminds me of the bitching Majora's Mask got from the casual Zelda fan about the constant timer from the world ending. After Aonuma's job with, gee, every Zelda he's been involved in, I think I'm going to give him a little credit and trust that this design is what's best for this Zelda. |