the only use would be the ganon amiibo for faster suicide in case you want to deathwarp
I mean, whatever
All i can think of is the implications for speed runs
No, he meant on-disk locked content. But I guess each one has a way to call these practices.
Pay to win.
Arrows?
If you need any of the heart and arrows the amiibo replenish, I'm sorry for you.
You're right, smash is better with amiibos. Has a better use for amiibos.Lol. Please. This is nowhere near this wolf thing.
The Sheik/Zelda usage is entirely throw-away. The question with the Ganon amiibo, which tends to be the usual question with amiibo, is whether or not it was an excuse to make the change vs. a change made and then put behind the amiibo. This is generally not something one can answer (Zelda's functionality is obviously just an excuse for amiibo functionality, though). From there it just depends on your cynicism/outlook on what answer you choose.
The Wolf stuff, though, was fairly evidently made for the Wolf since its a packed-in product and the product is otherwise cheaper without its inclusion.
Could be a life-saver in Hero Mode.
Can't remember TP speedrun but I doubt arrow management is an issue at allArrows?
Nah, amiibos don't matter for shit in smash, don't make the game better or worse. It's a nonfactor.You're right, smash is better with amiibos. Has a better use for amiibos.
Why play hero mode in the first place if you're gonna use thatCould be a life-saver in Hero Mode.
If Hero Mode in this is anything like WWHD, it's more a matter rebalancing the overall game itself than a pursuit of any kind of die-hard challenge. Use the Ganondorf Amiibo if you want the real challenge.Why play hero mode in the first place if you're gonna use that
GameXplain should' ve made the comparisons at the same time of day.New graphic comparison. https://www.youtube.com/watch?v=2vTqY2B_feM
Seems enemies go poof faster after they die.
If you're talking about the goblin, the one went poof first because it was dead. The other was in a state in which the player could perform the special finisher, which looks like it was about to happen.New graphic comparison. https://www.youtube.com/watch?v=2vTqY2B_feM
Seems enemies go poof faster after they die.
Will Hero Mode be unlocked from the beginning?
If you have the time to tap an amiibo, you have time to drink a potion.
Is it confirmed anywhere (other than the amazon posting) that hero mode is a real thing? And that we're sure ganondorf amiibo isn't the hero mode?
Like, what if ganondorf amiibo is the ONLY way to unlock hero mode?
And if there still *IS* a hero mode, what makes everyone think hero mode and ganondorf mode stack?
Will Hero Mode be unlocked from the beginning?
Yes.
Nothing official regarding Hero Mode is out there but this will be the case, 100% guaranteed. Just like first person gyro aim for the bow was guaranteed and voilà, here it is. WWHD features will all be in this one, too.
TP is the result of a director who lost control of the project and thus Aonuma and Miyamoto had to swoop in a cobble together a game that at least flows. That's why stuff we saw in the early trailers cannot be found anywhere. That's why TP feels like a game of lost ambition, e.g. the resistance group being little more than signposts for the later dungeons.
To be fair, I did say "severe," but it was also like 4:30am for me, I should have said it looks like trilinear filtering instead.No, it's not "severe" at all, but it isn't perfect. To be honest, I don't remember the original question containing the word "severe", I just remembered the "lack of" part... I suppose that's where the confusion arose.
I mean, for the first time I guess I can see how this can be kinda annoying. But if you know what you are doing all of this takes less than 30 minutes. Not too bad to get between dungeons on a replay.
Thankfully they are barely in the game.
Not the best angle in this old Dolphin shot, but the original has the same structures visible at that spot as far as I remember:In the Wii U part using the bow you can see far structures into the horizon giving the impression of better draw distance. But maybe that's because it's morning in the original version and the mist (as intended by devs) reduces the draw distance.
The real improvement is that you can use gyro targeting for faster kills.
Compared to the GC, yes, but gyro aiming is a fair amount slower and less responsive than IR aiming. Not that that's necessarily a terrible thing, because the Wii remote was almost too fast and sharp to convincingly feel like aiming a bow and arrow.
re: the Ganon amiibo
I think the increased damage is cool, but why not just do a low heart run
Wasn't implying there is farther draw distance. It was criticism of the Gamexplain video, because it might cause confusion to people that don't know some aspects of the game. In the morning the draw distance is reduced due to the mist. Also i was talking about the structures further away, beyond the bridge, those aren't visible in the Dolphin shot.Not the best angle in this old Dolphin shot, but the original has the same structures visible at that spot as far as I remember:
It may just appear new if you've never seen the game in HD before. What is new is the atmospheric haze in the background. That may be the first genuine new enhancement outside of texture upgrades I've seen so far.
No Wii Remote is such a waste of potential. They could have implemented directional readings for the sword swing and aiming felt so satisfying with the remote. Also a more or less 1:1 fishing rod with Motion +.Compared to the GC, yes, but gyro aiming is a fair amount slower and less responsive than IR aiming. Not that that's necessarily a terrible thing, because the Wii remote was almost too fast and sharp to convincingly feel like aiming a bow and arrow.
Compared to the GC, yes, but gyro aiming is a fair amount slower and less responsive than IR aiming. Not that that's necessarily a terrible thing, because the Wii remote was almost too fast and sharp to convincingly feel like aiming a bow and arrow.
A 3 heart run is actually fairly challenging on the original TP if you also try to speedrun it at the same time. If you go super slow and careful then of course its pretty easy to avoid most enemies, but going fast will add quite a bit of extra challenge. Especially Palace of Twilight will damage you a lot that way, since the shadow creatures are actually very quick.Low heart runs are still very low risk of dying because of how little damage the enemies do + their AI in general and attack patterns. More often than not, when you're doing a three heart run it's because you know the game well enough that you won't get hit often and thus when you do actually get hit in TP it barely matters, even in a three heart run. A three heart run isn't actually very hard in the original TP and imposing a challenge on yourself isn't necessarily a way to "fix" the game's natural difficulty: the game is still balanced the same way (in terms of difficulty).
Having a difficulty option offered by the game is better than imposing challenges on yourself to increase difficulty. The fact you even need to impose a challenge, something that the game doesn't control, shows there are problems with TP's natural difficulty curve.
Of course now people can impose a three heart run with 2x damage (maybe even 4x) and it'll certainly be way riskier than the standard TP three heart run would be.
No Wii Remote is such a waste of potential. They could have implemented directional readings for the sword swing and aiming felt so satisfying with the remote. Also a more or less 1:1 fishing rod with Motion +.
There's no need to tune anything because directional swings exits in the game as it is. What the Wii Version lacked was the reading of the direction detected by the accelerometer to trigger the correct sword animation.This would have been a complete waste without combat AI tuned to directional input.
There's no need to tune anything in the game because directional swings exits in the game as it is. What the Wii Version lacked was the reading of the direction detected by the accelerometer to trigger the correct sword animation.
Low heart runs are still very low risk of dying because of how little damage the enemies do + their AI in general and attack patterns. More often than not, when you're doing a three heart run it's because you know the game well enough that you won't get hit often and thus when you do actually get hit in TP it barely matters, even in a three heart run. A three heart run isn't actually very hard in the original TP and imposing a challenge on yourself isn't necessarily a way to "fix" the game's natural difficulty: the game is still balanced the same way (in terms of difficulty).
Having a difficulty option offered by the game is better than imposing challenges on yourself to increase difficulty. The fact you even need to impose a challenge, something that the game doesn't control, shows there are problems with TP's natural difficulty curve.
Of course now people can impose a three heart run with 2x damage (maybe even 4x) and it'll certainly be way riskier than the standard TP three heart run would be.