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loose-fitting monocles are fine, but if you insist on a top-hat just hang it up with your coat upon arrival
Amir0x said:Twilight Princess is rad, true. One of the best Zelda games. The clumsy and empty overworld was the only problem I had with it. wasn't very fun to get to the places I had to go.
Mantorok said:With regards to Zelda Wii I just hope they don't do a NSMB on us and give us an upscaled version of a DS game. I'm all for a new refreshing Zelda game on the Wii, TP was great and all but the formula became a little too predictable.
Mantorok said:With regards to Zelda Wii I just hope they don't do a NSMB on us and give us an upscaled version of a DS game. I'm all for a new refreshing Zelda game on the Wii, TP was great and all but the formula became a little too predictable.
Khrno said:I actually thought PH was rather hard compared with pretty much every other Zelda in existence...
I suck at using the stylus ; ;
Because Nintendo don't have infinite resources. Of course if they were ever going to do this, that's how they'd do it. Starting with a small 'experiment' between Zelda games.justchris said:Alternately, they could do just that, and still continue making Zelda. If they're going to have to make a new franchise anyway, why should they forgo making games that will continue to sell? And once those games no longer sell, they have a new franchise that is already being made.
This means nothing, it's just a round about way of saying you think the show is shit. I'm afraid if you haven't watched it lately, you can't really comment on what I'm talking about. The last two seasons (and especially the latest) have been some of the best ever drama tv imo (up there with the first season of Twin Peaks), but now we're really getting off topic.I stopped watching Lost because it only has two formats. Meandering senselessness or quick burst action. And 80% of the episodes of any season are meandering senselessness. I don't feel qualified to make any statements about the viability of change in the story when I can't get past the presentation.
Alright, where do we meet?Rez said:loose-fitting monocles are fine, but if you insist on a top-hat just hang it up with your coat upon arrival
GrotesqueBeauty said:Well great, now what am I supposed to do with all these Polaroids of my television proving I beat Dynowarz?![]()
EatChildren said:I think the side quest system is it's biggest flaw. They're fun, but totally botched in terms of rewards. I think what rates Ocarina so high (for me personally) is that it handled side quests and upgrading equipment in a way that felt natural. You explored, found secrets, completed sidequests, and were almost always rewarded with something of value. That way you could branch off the main quest and still push the game forward.
Twilight Princess on the other hand had terrible rewards for most of the side quests, sometimes getting worse the 'harder' the sidequest got. Money was a big problem here, largely because currency is Zelda is usually useless and was at it's worst in TP.
I'm quite happy if they stick with a lot of the traditional Zelda formula but refine the clearly broken and bland aspects. New puzzles. Better sidequest rewards (or, at least, on par with Ocarina). Strong boss battles. And so on.
That was a big one for me. They added an additional heart piece to fill up a container, only to waste a good number of them by sticking them in dungeons behind easy puzzles instead of giving them as rewards for sidequests and exploring the overworld. Made the overworld feel a lot more empty of sidequests than it really was or should have been.rhino4evr said:ALSO...Adding two heart pieces to each dungeon..made for less things to collect in the overworld.
That is EXACTLY what the problem is. Thank you.Jezan said:Or because it was just too OoT'ish or it was not OoT'ish enough. Some people can't decide anymore if they want a Zelda that is too similar to OoT or not :S
Jason's Ultimatum said:I think it'd be really cool if Zelda Wii's core gameplay focused on the NPCs in the game. Could come up with some really interesting ideas.
Pretty much.Rash said:That is EXACTLY what the problem is. Thank you.
Some Zelda fans just don't know what the hell they want. It's as simple as that.
rhino4evr said:Actually, this was my opinion as well.
I loved that there were tons of caves and things to explore, but all you got from them was more rupees. Which you didn't need, as there was very little to buy..and you had a limit to the amount of rupees you could carry. Also..everything was cheap, so you never needed that much money to begin with.
If there is ONE thing that Phantom Hourglass did right, is make gold more important. No Wallet limit, and plenty of items to buy for your ship, made collecting treasure much more rewarding.
ALSO...Adding two heart pieces to each dungeon..made for less things to collect in the overworld.
gamergirly said:Not only that but most sidequests in TP didn't feel difficult.
Is it really that hard to make a hard Zelda? Is it? Really? That hard?
rhino4evr said:Or why not make Difficulty levels like every other devleoper out there?
I never understood this about Nintnedo.
If Zelda TP had a "hard" mode, people would have been much happier. All they would need to do is have the enemies actually hurt you more then 1/4 of a heart, and have less hearts floating around in breakable vases. SO EASY to do. Why not do it already?
rhino4evr said:Or why not make Difficulty levels like every other devleoper out there?
I never understood this about Nintnedo.
If Zelda TP had a "hard" mode, people would have been much happier. All they would need to do is have the enemies actually hurt you more then 1/4 of a heart, and have less hearts floating around in breakable vases. SO EASY to do. Why not do it already?
rhino4evr said:Or why not make Difficulty levels like every other devleoper out there?
I never understood this about Nintnedo.
If Zelda TP had a "hard" mode, people would have been much happier. All they would need to do is have the enemies actually hurt you more then 1/4 of a heart, and have less hearts floating around in breakable vases. SO EASY to do. Why not do it already?
gamergirly said:Zelda has always been(pre GC/DS) a progressively harder game. The dungeons get more complicated as time goes by and you get much stronger/powerful items. There is NO hard mode. The challenge is already built in. If anything, some of the sidequests are usually more difficult or you can't access until much later in the game. It would feel unnatural to have a "hard" mode in such a series
Maybe because there are lots of different Zelda fans who want different things? It's a radical idea I know.Rash said:That is EXACTLY what the problem is. Thank you.
Some Zelda fans just don't know what the hell they want. It's as simple as that.
Don't fully play the game, and deny yourself rewards, because the difficulty is screwed? Ah, no thanks. That's not really addressing the problem is it? I have a bit hope for Nintendo's kind code (or whatever it's called).Blackbird| said:Just dont pick up the heart containers
rhino4evr said:The same goes with almost ALL games. Of course the last level will be more difficult then the first. Im just saying they could have a mode that allows the enemy to do more damage when they attack you. It wouldnt change the gameplay, except make the battles more intense.
Yes, and it would be fine if they got the balance right, instead of absurdly easy to fairly easy.gamergirly said:Zelda has always been(pre GC/DS) a progressively harder game. The dungeons get more complicated as time goes by and you get much stronger/powerful items. There is NO hard mode. The challenge is already built in. If anything, some of the sidequests are usually more difficult or you can't access until much later in the game. It would feel unnatural to have a "hard" mode in such a series
gamergirly said:That's what the sidequests are for. Once you've memorized how to annihilate every enemy in the game, go find some more.
rhino4evr said:So you want the next Zelda game to only have harder sidequests? I don't understand your logic here.
WTH is wrong with starting up a new Zelda adventure and selecting "HARD" instead of Normal?
I mean what's the big deal? Are Nintendo games supposed to be this perfect product of game design that difficulty levels are considered a sign of weakness?
Metroid Prime offered different difficulty levels, and Im glad it did. MP III on Normal was WAY too easy for my tastes. Playing the game on Hard pretty much saved it for me.
Blackbird| said:Just dont pick up the heart containers
I just don't think that's what's missing. It's a bandage, not a solution.rhino4evr said:So you want the next Zelda game to only have harder sidequests? I don't understand your logic here.
WTH is wrong with starting up a new Zelda adventure and selecting "HARD" instead of Normal?
I mean what's the big deal? Are Nintendo games supposed to be this perfect product of game design that difficulty levels are considered a sign of weakness?
Metroid Prime offered different difficulty levels, and Im glad it did. MP III on Normal was WAY too easy for my tastes. Playing the game on Hard pretty much saved it for me.
Kipz said:Sometimes I feel like I'm the only one on GAF who loved Zelda TP's motion controls and loves the thought of motion+ being used in the sword fights.
We've managed to gather quite a few creative team members for Zelda ST, so I'd like Zelda Wii to also enjoy creative development as much as possible.
LegendofJoe said:The last game that did this was Majora's Mask, so yes it would be interesting.
Struct09 said:Just the thought of Miyamoto working on a new Zelda title hypes me through the roof. I loved Twilight Princess, but I'm hoping this new one can do for the series what Galaxy did for Mario.
Are you telling me trains are not creative?Mato said:Just realised this is in relation to Spirited Tracks and not Zelda Wii. Meh. ST couldn't be creative if it tried. Not in a million years.
A hard mode would ideally be more than just "enemies do more damage"?ZAK said:I don't see much of a difference between picking hard mode and not walking over to that heart container the boss just dropped.
BGBW said:Are you telling me trains are not creative?
ZAK said:I don't see much of a difference between picking hard mode and not walking over to that heart container the boss just dropped.
Industrial Revolution tells me they were.Mato said:Are you telling me they are?
In the context of gameplay, what makes Link's train much different than the ship in PH?BGBW said:Industrial Revolution tells me they were.
Delays due to leaves on the tracks.EmCeeGramr said:In the context of gameplay, what makes Link's train much different than the ship in PH?
BGBW said:Industrial Revolution tells me they were.
The context is going to be largely the same with little variations in how you deal with overworld enemies and gathering rupees/treasure chests, probably. What can we really hope for? A world in which we can control the train directly, while we lay down tracks along the way, à la Wind Waker? Maybe, but GAF haters of Wind Waker's method of travel, as well as Phantom Hourglasses will always flip on what they say they want or should (damn that word) be included in Legend of Zelda games. I'm thinking it's the former, though.EmCeeGramr said:In the context of gameplay, what makes Link's train much different than the ship in PH?
Wind Waker has the problem that you constantly had to take out the baton, play the song and watch a cutscene in order to change direction. Phantom Hourglass at least removed that, but now you have the hassle of constantly have to redraw your path everytime you want to adjust direction. Not to mention that boss which required you to constantly draw circles around it to keep sailing. Wind Waker's similar boss kept it simple by trapping you in a whirl pool.the_painted_bird said:The context is going to be largely the same with little variations in how you deal with overworld enemies and gathering rupees/treasure chests, probably. What can we really hope for? A world in which we can control the train directly, while we lay down tracks along the way, à la Wind Waker? Maybe, but GAF haters of Wind Waker's method of travel, as well as Phantom Hourglasses will always flip on what they say they want or should (damn that word) be included in Legend of Zelda games. I'm thinking it's the former, though.
Edit: Fuck, sarcasm(?)
Wrath2X said:So you guys basically want a "Master Quest" included with every future Zelda, am I right?
Plus I fucking loved sailing and exploring in Wind Waker, fuck you guys!