I also loved exploring in WW but when you finished one of those island-dungeons and the reward was a rupee.... disappointment!!!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!
That's fair. I just mean in terms of "crippling oneself," it seems almost identical: knowingly making a choice you know will make the game tougher.EmCeeGramr said:A hard mode would ideally be more than just "enemies do more damage"?
Hey, I'm a collection freak too. I'd say all the Zeldas I've played make collecting everything an unreasonable pain in the ass, but that's another conversation.rhino4evr said:then you have no real reward for winning in the first place. Why would I want to not collect something I was rewarded. This is pretty much impossible for collection freaks out there, and there are a lot of us.
Plus, when your playing the first time, how do you know the game won't get more difficult. The entire (skip all the heart containers) is more of a 2nd playthrough challenge, then a first platythrough experience.
ZAK said:That's fair. I just mean in terms of "crippling oneself," it seems almost identical: knowingly making a choice you know will make the game tougher.
Hey, I'm a collection freak too. I'd say all the Zeldas I've played make collecting everything an unreasonable pain in the ass, but that's another conversation.
Your reward is that you get to continue the game. You also tend to get some story macguffin, no? Link doesn't kill bosses for the hearts.
I do see your point, that on your first playthrough you'd want the "full experience" and that you won't necessarily know what's ahead. Actually, though, the option of the heart containers is pretty flexible: You can always go back and pick them up, and you can stop picking them up if it seems like you're starting to be able to just ignore damage.
I don't mean this very seriously. It just seems like people who seriously have a big problem with the health/damage ratio in TP are just looking for something to complain about. If they really cared that much, you'd think they would think to quit grabbing the health ups halfway through the game. It's a bit like complaining about there being an easy mode, or about being able to grind your way to trivial victory. That's all I'm saying.
Llyranor said:'Don't take the heart containers' is a cop-out. Reward is an integral aspect of exploration and progression. It isn't the players' job to self-cripple themselves to make up for the devs' inability to implement proper challenge.
Drinky Crow said:more shitty awful waggle controls, of course
zelda games are not about immersion, or gestural mechanics. get your retard lightsaber sim fantasies outta my zelda, i say, and send that senile boob miyamoto up the river
the controls should be reductive and simple: directions and button presses. combat has never been an interesting aspect of a zelda; even the boss "battles" have abandoned the typical combat for puzzle solutions -- and successfully so. zelda is ultimately about exploration/discovery, environmental puzzle solving, and the larger tracking/collecting metagame. combat is just there for the pacing, really, which is why i didn't mind its utter lack of challenge in wind waker and twilight princess.
oddly, the useless inanity of ph's touch controls were overwhelmed by the shitty dungeon design and uninteresting puzzles, and of course the horrid horrid trial-and-error stealth mechanic
beelzebozo said:uh, how much do we actually KNOW about the structure of the train segments in ST? how it works? does anyone have a story with impressions about how exactly this functions, beyond vagaries about using it to travel and being able to build your own tracks?
beelzebozo said:anybody have an answer to this?
or is the poor reaction to the train thing just a lot of negative nancyisms?
I don't think we know allot about the game . . . and people just assumed that it was PH with a train.beelzebozo said:anybody have an answer to this?
or is the poor reaction to the train thing just a lot of negative nancyisms?
EmCeeGramr said:Unless there's some super-secret 4D aspect of train travel that Nintendo has decided to hide, it looks like you just travel along tracks, toot a horn, and shoot bombs.
That's a terrible analogy.Black-Wind said:And I bet some of yall who refuse to not take the hearts or do any number of things to make the game harder for you are also gonna bitch about the kind code button . . . cause ya gonna push it because its there. >_>
beelzebozo said:ok, so nobody really knows. thanks!
I just made a simple connection.EmCeeGramr said:That's a terrible analogy.
Black-Wind said:I just made a simple connection.
Were you IN that Kind Code thread? That was actually the argument against it . . .that they don't have the will power to not push the button so they don't want the button there in the first place.
beelzebozo said:i'm saying that the exact structure of how you use the train to get where isn't clear. maybe driving it is completely linear and segmented like you say, and maybe it's not a method of cutting out a connected overworld in which you can walk around and explore in the way that many of you are implying that it is. hey, maybe it IS though, and if the overworld's been replaced by a linear train riding segment, i'll be the first to throw down my hat and stomp on it. but i'm not going to jump to any conclusions just because the game has a train in it.
Black-Wind said:I just made a simple connection.
Were you IN that Kind Code thread? That was actually the argument against it . . .that they don't have the will power to not push the button so they don't want the button there in the first place.
We will see if people who don't go back and replay the games the way Zelda fans seem to love doing ( saying fuck the hearts and crippling their Link as much as they can) also happen to be the ones bitching about how easy the game is because of the button . . .EmCeeGramr said:Yeah, no. It's a terrible analogy.
Yes, but that wont stop them from bitching.rhino4evr said:those people are morons.
Black-Wind said:We will see if people who don't go back and replay the games the way Zelda fans seem to love doing ( saying fuck the hearts and crippling their Link as much as they can) also happen to be the ones bitching about how easy the game is because of the button . . .
We will see . . . (strokes Kitten)
beelzebozo said:i'm saying that the exact structure of how you use the train to get where isn't clear. maybe driving it is completely linear and segmented like you say, and maybe it's not a method of cutting out a connected overworld in which you can walk around and explore in the way that many of you are implying that it is. hey, maybe it IS though, and if the overworld's been replaced by a linear train riding segment, i'll be the first to throw down my hat and stomp on it. but i'm not going to jump to any conclusions just because the game has a train in it.
As the train is on tracks, you dont control it past the need to switch tracks and select its speed (or you can slap it in reverse). Your main concern is with the wildlife that wanders onto the tracks and impedes you on the way to where you are going (the demo provided the train area with no context). Shooting bombs out of the cannon is easy. Just touch to shoot, drag the stylus to move the camera. You can also yank on the train horn to alert people on the tracks (or just to be awesome).
beelzebozo said:i'm saying that the exact structure of how you use the train to get where isn't clear. maybe driving it is completely linear and segmented like you say, and maybe it's not a method of cutting out a connected overworld in which you can walk around and explore in the way that many of you are implying that it is.
Both of these have a choice that can be made to either not get a advantage or take it.EmCeeGramr said:I'd say not, because having a button that plays the game for you if you're doing badly isn't the same as eschewing a reward in an attempt to make a game more difficult for reasons more than just having lots of health.
batbeg said:Vooks hands-on had this to say..
I'm not exactly thrilled to read such a thing, I have to say.
It also really confused me looking for this link; "summer lineup? Where's the one for this winter!!"
lopaz said:That's exactly what the boat was in PH and this seems like the same thing but even more restricted. Just look at the videos, the train goes through masses of empty green with the occasional enemy you have to tap on to get rid of
batbeg said:It also really confused me looking for this link; "summer lineup? Where's the one for this winter!!"
beelzebozo said:hey, fix your link man. i want to read the impressions. i see that he describes the way the train segments work, but doesn't really discuss in that quote how the train plays into the larger structure of the game (i.e., how much it factors in as a way to get from town to town and what not)
beelzebozo said:hey, fix your link man. i want to read the impressions. i see that he describes the way the train segments work, but doesn't really discuss in that quote how the train plays into the larger structure of the game (i.e., how much it factors in as a way to get from town to town and what not)
"seems" and "is" are two different things. i understand your reservations, but having read nothing that really describes how the whole thing works into the game as a whole, i'm not exactly ready to burn anyone at the stake.
Don't be obtuse. Finding heart pieces and other various rewards is an integral part of conveying a proper sense of exploration and progression. They can be a part of adding challenge for those who actively choose to skip on them, but that should be completely separate from other players who just some extra challenge without having to resort to actively avoiding gameplay design elements to compensate for one difficulty level being available to every single player.Black-Wind said:Hearing people go "how do you expect me NOT to pick up the heartz!?!?" simply reminds me of those who whined about "how could you expect me NOT to push the button if Im having a hard time with the puzzle!?!?".
EmCeeGramr said:"sure, perhaps the sun will rise in the east tomorrow. but i don't know that for sure, and neither do you. we'll just have to wait and see."
EmCeeGramr said:"sure, perhaps the sun will rise in the east tomorrow. but i don't know that for sure, and neither do you. we'll just have to wait and see."
The "exploration and progression" isn't making much sense to me. You don't feel like you've progressed after you beat a boss without getting the heart container? Really? And I don't see how exploration connects at all. You have to explore to find the boss; beating him is a whole other thing. I don't think anybody's saying that if you find a secret cave, get all the way to the end and find a piece of heart, you should just turn around and leave without grabbing it. But, I find it hard to believe you really wouldn't find the boss satisfying unless you got the heart container afterwards.Llyranor said:Don't be obtuse. Finding heart pieces and other various rewards is an integral part of conveying a proper sense of exploration and progression. They can be a part of adding challenge for those who actively choose to skip on them, but that should be completely separate from other players who just some extra challenge without having to resort to actively avoiding gameplay design elements to compensate for one difficulty level being available to every single player.
More choices, not less.
sinxtanx said:I just realized
the titular SPIRIT TRACKS... are the tracks that you lay yourself.
oh shit they are going to glitter aren't they you know they're going to glitter being spiritual and all
I hope some sidequest will incorporate other trains and how fast they can get to their destinations depending on where you lay spirit tracks and you become responsible for infrastructure and travel and trading between cities and suddenly disaster strikes when some trains collide because of your stupid track layout
cue court suit minigame - Link vs. Victim of horrible train incident
This would be greatly in line with Nintendo's history of selectable difficulty levelsEmCeeGramr said:Not only that, but Heart Containers used to be an important part of progression: they made sure that even if the player wasn't searching for extra pieces of heart, they would still have enough health to beat the more difficult parts of the game. But when those "more difficult parts" became easy, suddenly there was less meaning to them, and a whole lot less meaning to finding extra heart pieces.
A Zelda game should have an "Easy" or "Normal" difficulty mode that would keep enemies at nearly the same strength throughout the game like in Wind Waker or TP, while the "Hard" mode would have enemies increasingly get deadlier, tougher to kill, and more aggressive or smarter as the game progressed. Not just enemies; they could also make it so that some puzzles are more difficult to solve or secrets that require a higher level of skill to find.
BrandNew said:The sailboat was infinitely preferable in Wind Waker than in Phantom Hourglass, the problem that Wind Waker had with overworld mechanics was that there wasn't much going on from point A to B, even if the visuals of the trip were fucking incredible looking. It would've helped if they didn't segment the map into little squares, one island per square, but yeah I realize they did that due to technical limitations.
a.k.a: both sailing systems had flaws, it's just that PH was much more flawed.
ShockingAlberto said:This would be greatly in line with Nintendo's history of selectable difficulty levels
Well if Nintendo doesn't historically do something, it must be bad to want it.ShockingAlberto said:This would be greatly in line with Nintendo's history of selectable difficulty levels
EmCeeGramr said:Well if Nintendo doesn't historically do something, it must be bad to want it.
Neomoto said:Maybe it has been said already. But I think the IR pointer was not only used for the bow in TP, but for all motion gameplay. Isn't it the case that the sensor bar can determine what movement you are doing by sensing the begin state of the controller (through IR pointing) and the end state, in combination with the accelerators (when does it begin moving, when does it end, and how fast was the movement)? Assuming this is indeed true, then it would mean that it would not just use the IR pointer for motion, but motion+ because that can sense precise movement in 3D space without having to use the IR pointer. In other words, maybe he wasn't talking (solely?) about the bow and arrow mechanic.
andymcc said:i'm really not into the idea of playing with wii motion plus for 40+ hours.