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Critique: Zelda Link to the Past 2 doesn't look "lived in"

I'm mostly joking with the "monster" claim, as I could definitely see there was room for more during that era. At the same time, A Link To The Past is pretty much my favorite of the 2D Zeldas and the look it had is really iconic for me.

It's my second favorite 2D Zelda after Link's Awakening, but the visuals weren't what made the game for me. It was the music and the exploration.
 
I think it's perfectly okay to criticize works in progress, and I applaud your effort in doing so. However, your argument has changed. You criticized the game because it lacked a certain "something" from previous Zelda games, including A Link to the Past. However, when provided with evidence that the areas shown matched those shown in the original, you switched gears and said that the new game should be "different" from the original.

I do think the art style could use some work, especially those cliffsides and color palette.
 
Let's compare similar levels:

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The walls and floors in ALttP2 have a lot more detail to them. Both the floor tiles and the bricks in the wall are worn. The bricks in ALttP have no texture and are smooth and shiny, while the ALttP2 bricks have texture and color variance. It stands to reason that if they pay homage to other ALttP dungeons, they too will be appropriately more complexly textured.

Actually... I commented that it might be set before LTTP earlier, and now... well, take a look at the treestump with a hole in it.

Admittedly, that could easily be poetic licence, but it does *look* like the newer picture is set *before* the older one.
It's been confirmed that it takes place after ALttP. That tree regrows every time you leave the screen.
 
Old Nintendo games look like the original Star Wars trilogy. New Nintendo games have that artificial look like the Star Wars prequels.

I'd even argue its a problem with the look of Donkey Kong Country Returns compared to the look of the original DKC games on SNES

To be honest DKC was one level above everything else in that same era, as far as art direction went (except maybe Yoshi's Island), so the 3D version still doesn't live up but it certainly looks better than whatever 2.5 Mario game you can think of. If Dolphined it probably looks better than MariU as well.
 
Great analysis OP. You managed to put your finger on that certain thing that I felt was missing from this game, but could not formulate.
 
why isn't the new Zelda pretty pretty 2D sprites?

the low res 3DS screen is incredibly well suited for such graphics, they could even borrow a sprite or two from SNES games

instead we get this early 90s bland 3D that's painful to watch
 
High production 3D games weren't a thing back in 1991 (EDIT: At least not for SNES/Genesis), so A Link to the Past would be your main-line, high production game that has the same type of artists that nowadays are getting assigned to making sure that the next new Zelda game is going to blow your pants off in visuals.

It's unfortunate yes that a Link to the Past sequel has a B-tier Nintendo team, but it still looks well enough to be acceptable in my eyes and it has classic Link so that makes it a win in my eyes.

That's how Link's Awakening was made. :P
 
I actually agree, and I think part of the problem is the success of New Super Mario bros.

In fact, I bet they call this game New Link to the Past.
 
why isn't the new Zelda pretty pretty 2D sprites?

the low res 3DS screen is incredibly well suited for such graphics, they could even borrow a sprite or two from SNES games

instead we get this early 90s bland 3D that's painful to watch

The game is based around the 3DS's 3D effect, I'm not even sure you can do something like that with sprites..:/
 
Old Nintendo games look like the original Star Wars trilogy. New Nintendo games have that artificial look like the Star Wars prequels.

I'd even argue its a problem with the look of Donkey Kong Country Returns compared to the look of the original DKC games on SNES

Donkey Kong Country Returns looks considerably better than any Donkey Kong game before it. I can understand the disdain for the NSMB games and even LttP 3DS, but Donkey Kong Country Returns is leaps and bounds above the original DKC games. Every level moves and animates beautifully, every level looks different using different geography and level assets, etc. What you're upset about is more than likely the fact that it isn't a shot-for-shot, pixel-by-pixel re-imagining of the original graphics.
 
Übermatik;54619392 said:
I actually agree, and I think part of the problem is the success of New Super Mario bros.

In fact, I bet they call this game New Link to the Past.

At the very least, the music we've heard so far is not an indication of that.
 
About the op :

Thats what i'm trying to explain since forever.
When Lttp or any main zelda is released, it's meant to be what is, for me, a videogame, meaning a game that tries to make you believe in a world.

But when they do this kind of "gift to gamers" or nostalgia game, they see that as a game that is a game first, and doesn't try to make you believe in something else. It's all about the features, the fun.. They see Mario, or Zelda as Tetris or Froggers. It's an iconographic retro game that's meant to look old and retro.

That's why you don't have the moody dark or rainy aspect of Zeldas, but a bright presentation focused on gameplay features.
 
The issue is the OP cherry picked specific parts of alttp that look "lived-in" and implied that the whole game looks the same way.

The fact that the only areas in both alttp and alttp2 shown so far look exactly the same in terms on their "lived-in-ness" just makes his point seem even more stupid.

The one difference currently is the colour pallete, with the sequel seeming to scale more to a blue-ish tint whereas the original goes more towards earthier colours, that's probably what the OP means if anything, but the reasons he used to prove it are terrible.

If the first page was filled with more responses like these, it would've been okay and I wouldn't have written that particular post. Like I've said in my first post on the topic, I'm replaying through Link's Awakening right now and the dungeons especially don't carry a sense of history about them at all.

If the design choice is trying to be as faithful to A link to the past as possible, then that is perfectly understandable. Still, I'd have to express a few regrets about it as I think ruins or structures in video games in general lack that sense of history about them and that the legend of Zelda series across the years has become really a pioneer in this very particular point.

All in all, it's a very specific complaint and it is not going to lessen my excitement for this game which is already extremely high.
 
Übermatik;54619392 said:
I actually agree, and I think part of the problem is the success of New Super Mario bros.

In fact, I bet they call this game New Link to the Past.

I'll take that bet. The "New" SMB is a series, I don't think we're going to get a series out of them remaking Link games.
 
Yes it is. you don't put a game in the hand of journalists if it's not advanced enough.

It's another matter to say that the dongeon was clean before. i agree on that ... This doesn't make Op statement invalid or anything.

advanced in therms of what?, what the journalist had was a demo... a demo consisting on a single and specific dungeon.

and I'm not saying that the OP statement is invalid... but the OP statemente is VERY SPECIFIC... and he started his statement with:
I think the main issue is the game's world lacks "life". It doesn't look like it has been lived in.
(and then he edited it a million times to move the goal post at his convenience.

and well, people are saying it's too early to determine if the "game's world" lacks life... as I said... one dungeon... + 4 screens of the same area.
 
About the op :

Thats what i'm trying to explain since forever.
When Lttp or any main zelda is released, it's meant to be what is, for me, a videogame, meaning a game that tries to make you believe in a world.

But when they do this kind of "gift to gamers" or nostalgia game, they see that as a game that is a game first, and doesn't try to make you believe in something else. It's all about the features, the fun.. They see Mario, or Zelda as Tetris or Froggers. It's an iconographic retro game that's meant to look old and retro.

That's why you don't have the moody dark or rainy aspect of Zeldas, but a bright presentation focused on gameplay features.

I know what you're hinting at, but to be fair, we haven't yet seen a moody or rainy area in this game yet.
 
That's how Link's Awakening was made. :P

Its how pretty much every handheld Zelda game has been made.

Also, OP picked a bad dungeon for this comparison so we'll have to wait until we get footage of another dugenon before its possible to tell if they've foregone making the dungeons look aged.
 
why isn't the new Zelda pretty pretty 2D sprites?

the low res 3DS screen is incredibly well suited for such graphics, they could even borrow a sprite or two from SNES games

instead we get this early 90s bland 3D that's painful to watch

just curious... did you watch the trailer on youtube, or on the 3DS screen?
 
Great analysis OP. You managed to put your finger on that certain thing that I felt was missing from this game, but could not formulate.

But the OP compares a dungeon that is trying to pay homage to a specific dungeon in ALttP to a dungeon from ALttP that it is not. The analogous ALttP dungeon to the one seen in the ALttP2 footage is more sterile than the new one.

No it hasn't....

Bill Trinen: "From a story perspective there are connections," Trinen said, "so it does fall after A Link to the Past. And it's set in the same world, but introduces that new gameplay mechanic. So, yeah, I guess by that definition ..."
 
That's the thing about 2D artwork... especially 2D artwork made up of a 256x224 display... You have to imagine how it would look. There is definitely nothing wrong with imagining OoT as the base style only in 2D... but I'd say this new style (especially directly overlayed LttP) could just as easily match it.

To say the style they chose for LttP2 doesn't match with LttP though comes off as kind of silly when you can see every bit of influence in the new design. Whether you like the new design or not is another story and much more up to debate I'd think :)

Agreed, definitely a mix of misrepresenting what I meant mixed with some tiredness for this visual style that the top down handheld zelda games seem to be going after. So I will agree that it does match, but the question is could they have (or should they have) gone with something perhaps a little bit more like skyward sword? That like mix of cartoony and colorful with realistic proportions could have worked fantastically on the 3DS.

I mean hell it's ALTTP which is a goddamn legend of a game and this just looks so safe to me. There isn't much to get excited over here, sure it's ALTTP but when I look at it I see the Minish Cap before I see ALTTP influences.
 
Bill Trinen: "From a story perspective there are connections," Trinen said, "so it does fall after A Link to the Past. And it's set in the same world, but introduces that new gameplay mechanic. So, yeah, I guess by that definition ..."

And stand corrected :) Thanks.
 
Yup, even though OP's example was bad, his point still stands. When they release new screens of the other dungeons, we'll see if he was right.
 
Why does the artstyle in Nintendo games get criticized so often?

NSMBU
WW:HD
Both New Yoshi games
And now this

All of these games are really pretty looking
 
Bill Trinen: "From a story perspective there are connections," Trinen said, "so it does fall after A Link to the Past. And it's set in the same world, but introduces that new gameplay mechanic. So, yeah, I guess by that definition ..."

Oh ok, great.

Now it just remains to be seen how long after alttp this is, really looking forward to seeing more in the fallen hero timeline.
 
I definitely think it looks a lot better in motion after watching that HD gameplay video, but I still don't really like the plastic look of it. I feel like if they were to outline everything with a black outline it would look a million times better. It would also look much more like LTTP.

It definitely animates beautifully though.
 
I wonder how a typical 9 year old feels about this new art style. I suspect they either don't care or just think the game looks cool, just like you did when you played these games 20 years ago.
 
It looks fine. This isn't Yoshi's Island 3DS bad, it's just boring. And as long as the gameplay holds up, I don't really give a shit.
 
I wonder how a typical 9 year old feels about this new art style. I suspect they either don't care or just think the game looks cool, just like you did when you played these games 20 years ago.

I would agree with you normally but this is a follow up to a 20 year old title that last saw release like 7 or so years ago. So you have to wonder who the target audience for this is...

Actually that is a good question haha.
 
Why does the artstyle in Nintendo games get criticized so often?

I feel like I should be impressed and excited by a sequel to one of the greatest games ever made, instead of feeling in my gut that it looks rushed.

And I'm one of the gamers who didn't get an HD console until two months ago (picked up a PS3).
Until then I was playing on DS and Wii this entire past generation, so clearly graphics aren't that important to me. But this is Zelda ALTTP 2, for chrissakes.
 
Donkey Kong Country Returns looks considerably better than any Donkey Kong game before it. I can understand the disdain for the NSMB games and even LttP 3DS, but Donkey Kong Country Returns is leaps and bounds above the original DKC games. Every level moves and animates beautifully, every level looks different using different geography and level assets, etc. What you're upset about is more than likely the fact that it isn't a shot-for-shot, pixel-by-pixel re-imagining of the original graphics.

I just prefer the claymation look of the Rare games to the polygonal look of DKC Retruns but I agree with Paracelsus that it looks ten times better than the NSMB games and most of the other games Nintendo is putitng out.

Another example I could give is the way Diablo 3 looks compared to Diablo 1 and 2
 
I definitely think it looks a lot better in motion after watching that HD gameplay video, but I still don't really like the plastic look of it. I feel like if they were to outline everything with a black outline it would look a million times better. It would also look much more like LTTP.

It definitely animates beautifully though.

I think if it actually had black outlines on every object and the full 3D environment, it would look very bad.

The 3DS isn't powerful enough to do such a thing and make it look good.

Outlines look alright in a static, tiled 2D environment anyway, I don't think they'd work in this game even if the 3DS was powerful enough.
 
Why does the artstyle in Nintendo games get criticized so often?

NSMBU
WW:HD
Both New Yoshi games
And now this

Depends on the game of course, but I can see the complaints that they've boiled down the Mario aesthetic to the lowest common denominator for NSMB. It doesn't bother me as much as some people but compare NSMB to Mario 3 NES, with its stage play aesthetic. It just has so much more flavor. I feel like there's a loss of visual flavor on some of their projects. It's probably done to speed up development time and build up re-usable assets for future iterations, a process of NSMB-ifying one of their franchises.

BTW, I like the look of the new Yoshi's Island personally.
 
Agree with OP, LttP2's art looks incredibly soulless, kinda like NSMB. Gameplay looks good from what I've seen so far though.

I agreed about the sterility from when I saw the screenshots, but then a thought struck me, and I've just fired the video up on my 3DS to confirm it.

I think what's missing in the screenshots are edges. Look at the original, and you can see clear deliniation between the various screen elements. Look at the shots, though, and there's a much more subtle blending; no distinctive borders.

Those borders are crucial to mark out a clear boundary between an object and its background; don't have them, and you will run the risk of an issue where a foreground object blends in with the background.

That's why they existed in the *past* - but I think the case with this one is that they're not really necessary now. With the 3D slider down you still have parallax factors to make it very clear what's in the foreground and what's in the background. With the slider up, your eyes can actually perceive the foreground and background *as* foreground and background anyway. At that point there is no *need* for the borders.

I'd be interested if someone more talented than me at art could take, say, a shot of a tree in old LTTP and strip out the border; I'd be interested to hear if people would find that similarly 'sterile'.
 
The op is massively jumping to conclusions. We've only seen a tiny bit of the game year you compared it to pics sampled from all the areas on all the 2d games games.
 
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