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Link's Awakening: It makes me feel warm inside (appreciation thread)

Here's a great story for this:

When I was in elementary school, this game came out. It was at a Silent Auction at my school. I begged my dad to bid on it because I had to have it. He wouldn't bid any higher than $20, and we didn't win it. So I stole it from the auction when nobody was looking, walked home, and played it. I don't think I ever got caught, either.

Link's Awakening is the only ending in the history of video games to make me cry. But then again, I was like 10, so that might be a reason why.
 
TSA said:
Here's a great story for this:

When I was in elementary school, this game came out. It was at a Silent Auction at my school. I begged my dad to bid on it because I had to have it. He wouldn't bid any higher than $20, and we didn't win it. So I stole it from the auction when nobody was looking, walked home, and played it. I don't think I ever got caught, either.

Link's Awakening is the only ending in the history of video games to make me cry. But then again, I was like 10, so that might be a reason why.

Thief!
 
Only minor gripe about this awesome game was that Link's shield was way too overpowered.
You could attack with sword while shield was up and it didn't lower your defense.
Fortunately this was fixed it OOA and OOS.
 
Great explanation regarding the tile map approach of LA. Didn't care as much for the tree clusters from LttP either.

Thing about Epona in OoT was that you couldn't ride her everywhere. I would have preferred it if there were speedy on-foot methods that weren't limited by location, such as the Bunny Ears from MM, or the Pegasus Boots/Seeds from the 2-d Zelda games starting with LttP.

I can imagine other people getting frustrated with the time system of MM, but I didn't mind it too much after learning the inverted time song for slowing the flow of time.
 
I have fond memories of the title as it is the first Zelda I actually finished. I tried the NES games, but this was something different. A true classic.

I think I even shed a tear at the end (aah being young again!).
 
A Black Falcon said:
Yup. In fact, when I first played LttP I thought that it had a smaller[//I] overworld than LA, while in fact it has a larger one, until proven wrong with pictures of the overworlds... I then realized that what I was seeing was the difference in design -- LttP's grid of nine squares compared to LA's complex patchwork of zones -- and the dramatic difference in wasted space. LA doesn't waste any, while LttP wastes a lot of it. One symbol of this I noticed is tree size. LttP trees are four times larger, in tiles, than LA trees. Why? Just to make LttP's zones feel larger, pretty much, which is hardly a good reason...

LA also has a better design with the map that lets you look at each individual tile, no scrolling areas so the map actually shows precisely the game world on a grid, etc. It just works better. Even the Oracles games, which expanded the size of dungeon screens to have scrolling, kept the "one screen equals one screen" overworlds... it forced them to actually pay attention to design, like LA, which definitely helped the games.



Yeah, MM does have it worse, though you spend so much time in the central town in that game that at times you don't notice. But when you have to keep going back to those same zones to re-collect items or beat bosses or do quests or whatever... yeah, it is noticable and kind of annoying (great game, but flawed...). As for OoT though, it's even easier to cross Hyrule Field than it was the central square in LttP, and the areas themselves are larger and more interconnected, so they definitely reduced the feeling of the "ring of zones" in comparison to LttP. While in that game if often just feels like you go to one square, do the dungeon there, then go to the next, in OoT it just doesn't feel that way at all...

Still though, as I said, I noticed a huge, huge difference in how difficult it was to actually navigate and explore the overworld between LA and OoT. They have very different concepts of overworld design... I really, really love OoT and its amazing dungeons, sidequests, and graphical design, but when I think of the overworld and how you can just run around it, forcing the focus onto questing and dungeons instead of world exploration, it gives me a renewed appreciation for Link's Awakening's style of Zelda game design. Why is it that none of the 3d Zelda games really use that model? The closest thing I can think of is WW and its islands, each of which is a unique, specifically designed area, and even that isn't quite the same... MM maybe tried a bit of that with the four zones, but the timing elements sabotaged much of that by forcing you to repeat things or hurry in order to not run out of time, and as a result not have the time to truly enjoy playing the game. I love 3d Zelda as it is (I'd better, to call OoT my favorite console game ever), but it might be interesting to see one where they do a truly interesting, segmented overworld in the LA style which truly forces you to TRY to explore it and puts world exploration back into the focus it was in in that game. LA's dungeons are amazing too, but you spend a lot of time exploring that world...

One little four square area in Link's Awakening has at least as much or more character and play quality (and, probably, content) as an entire SQUARE of that nine-square grid in LttP. Now that's great design.


I agree, Lttp world is prettier but much is wasted. I wonder if this is why nintendo never came back to that overworld model.That the oracles games opted to follow LA's design and not Lttp might be for some designing reason. the map square method isn´t flawless, though. I found OoS, for example, really annoying because there was too much, too complicated in a very small space.

now, bringing the model into 3d, I have no idea how could that work. Consider that every time you cross a "square" you would have loading time, unless you do it like windwaker. Having up and down besides right and left makes space harder to limt, i'd think.

I wonder how is the world in phantom hourglass. I hope we can get some impressions come japanese release date.
 
The way I played it back then:

4qsvuvk.jpg


Ahh, the good ole days...
 
So I'm finally gonna get down to finishing this game. So this better be as good as you jerks are saying.
 
Talladega Knight said:
No, because I'll catch it midthrow and redirect back at your face for disagreeing. LA is **** awesome.

I didn't disagree with him. Just brought up the possibility.

Still, can I throw a rock regardless of the outcome? :(
 
Oblivion said:
So I'm finally gonna get down to finishing this game. So this better be as good as you jerks are saying.

Did you begin this game and stopped playing at some point or is it a brand new experience?

The DX GBC version is a better choice, if you ask me. The photo mini-quest was a lot of fun in my opinion.
 
I think I've already posted here... but this thread really makes me feel warm inside! :)

People are arguing about the future of Zelda when they forget the real reason why Zelda is what it is...
 
Talladega Knight said:
Make it two and we have a deal.

You're on!

sphinx said:
Did you begin this game and stopped playing at some point or is it a brand new experience?

The DX GBC version is a better choice, if you ask me. The photo mini-quest was a lot of fun in my opinion.

I was several hours into it already, but just got busy with other stuff so didn't get a chance to complete it.

And yeah, it's the DX version.
 
sphinx said:
Did you begin this game and stopped playing at some point or is it a brand new experience?

The DX GBC version is a better choice, if you ask me. The photo mini-quest was a lot of fun in my opinion.

No way. The GBC version is easier (thanks to the costumes from the color dungeon) and gives you more hints (thanks to the new owl statues that are many times more prevalent than the old stone slabs). I definitely prefer the original version of the game, no question...

And this is old, but...
sphinx said:
I agree, Lttp world is prettier but much is wasted. I wonder if this is why nintendo never came back to that overworld model.That the oracles games opted to follow LA's design and not Lttp might be for some designing reason. the map square method isn´t flawless, though. I found OoS, for example, really annoying because there was too much, too complicated in a very small space.

LttP definitely wastes a huge amount of space, yeah. As for Oracles, I thought that they did well in using the LA model... the worlds weren't quite as well designed as LA's was, admittedly, but they were still pretty well done. I do agree that Ages was the better of the two though. Both were good, but Ages was better... as for world complexity, I didn't notice a huge difference between Ages and Seasons. Ages just had all that stuff with the four seasons and treestumps, while Ages had time switching. I think that the time switching was the better mechanic. And since the two ages were actually separate instead of having to have them all combined to one perhaps it did allow for a bit less in each screen, though I couldn't say if that were true or not... I don't remember really. But it is true that in Seasons they had to put all the stuff that all four seasons would modify all together. I thought it mostly worked, even if it was a bit annoying sometimes (thanks to having to go back to those treestumps to do the puzzles and the constant season switching that is required at times, I think)...

Anyway, LA has pretty much a perfect overworld design. OoA has a pretty good one, but not quite as good as LA. OoS is behind both, but still competent.

now, bringing the model into 3d, I have no idea how could that work. Consider that every time you cross a "square" you would have loading time, unless you do it like windwaker. Having up and down besides right and left makes space harder to limt, i'd think.

I wonder how is the world in phantom hourglass. I hope we can get some impressions come japanese release date.

Well, Wind Waker is pretty much the model of how to do it I guess. :) Other than that though, yeah, you're right, the map square system doesn't really translate to a 3d game in the style of Zelda unless you make it topdown... which is why the 3d games mostly emulate (and expand on) LttP's system of large, mostly empty zones and not LA's careful, dense designs.
 
Wow, I seem to remember a lot of people being down on this game a year or so ago? Anyway, I must have finished this game 30+ times. When I was 11/12, it was more than a game - everyone in my road was playing it at the same time, and we used to swap the knowledge of secrets with each other. Good times...

I also remember going to visit an old, World War II bombed village on the south coast of England at around the same time, and the layout of the buildings was so similar to the village in LA that while my family went walking along the beach, I stayed in the ruins of these buildings and imagined that I was Link, living with Marian and exploring. I really got quite emotional.

Haven't seen that into in 10 years. Major shivers :)
 
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