Big-ass Ramp
hella bullets that's true
TunaLover said:SoC was almost unplayable at that framerate, why people bring this up at Zelda threads?
it pops up in every zelda thread.
TunaLover said:SoC was almost unplayable at that framerate, why people bring this up at Zelda threads?
Not trying to stray your opinion, but there was more to SotC than boss fights. I think the issue is that its adventuring had very little to do with the game itself, and although it added to both the gameplay and aurora of the story/atmosphere, it could be completely skipped altogether. Most were unaware of it to begin with.TruePrime said:Hey man if that is your thing then more power to you. I just find it crazy you pointed out a game that over and over agian people have claimed having a huge world but had nothing to do in it yet then you go and praise a game that has actually nothing in it at all except 12 boss fights and a fucking shitty frame rate that gave me headaches when nothing was even happening on screen.
So no I won't leave and I will call SoC the shit that it is.
TruePrime said:Terrible Frame rate and a gaint empty world = Art? Well in that case I agree I don't get it and I really don't want to. I am just glad that Miyamoto has said time and again that he doesn't believe games are art so hopefully I don't have to put up with art in the next Zelda.
abstract alien said:Not trying to stray your opinion, but there was more to SotC than boss fights. I think the issue is that its adventuring had very little to do with the game itself, and although it added to both the gameplay and aurora of the story/atmosphere, it could be completely skipped altogether. Most were unaware of it to begin.
-COOLIO- said:i just wanna say that ww and tp were far too easy and that hurt my enjoyment of the games substantially.
though i still enjoyed them.
Defenitively not for people who thinks that the overal visual experience can be extremely damaged due a inestable framerate.Big Ass Ramp said:I'm just kidding, guy. I do like SoC, but it's not for everyone.
TunaLover said:Defenitively not for people who thinks that the overal visual experience can be extremely damaged due a inestable framerate.
TunaLover said:Defenitively not for people who thinks that the overal visual experience can be extremely damaged due a inestable framerate.
To be honest, I had trouble in sections of WW as well, and it was due to it being overly easy. There were far too many times where I would have the answer to something literally sitting right in front of me, but my mind would go into autopilot and start devising possibilities for an solution.Big Ass Ramp said:Windwaker kicked my ass, and it was too easy for you? Man, I feel dumb.
HAL_Laboratory said:Zelda Party confirmed.
Art is subjective. To each their own.Big Ass Ramp said:its art. you wouldnt get it.
one_kill said:Art is subjective. To each their own.
who knew a headache would ruin the experience!TunaLover said:Defenitively not for people who thinks that the overal visual experience can be extremely damaged due a inestable framerate.
I'm not saying make it twelve bosses with no dungeons. I'm just saying simplicity =/= bad by any meansrobor said:Yea but we don't want a game that reduces itself to linear and monotonous game design.
I can't remember it annoying me because I wasn't sensitive at all to frame rates when it came out. Plus the animation always seemed smooth enough to compensateJohn Dunbar said:A bit off-topic, but since people talked about Shadow of the Colossus's frame rate, and I've often heard people talk about how awful it is, did all versions have this problem? I played the PAL version, and I can't say I was ever really bothered about the frame rate.
Yoboman said:I can't remember it annoying me because I wasn't sensitive at all to frame rates when it came out. Plus the animation always seemed smooth enough to compensate
Zelda TP had it's own frame rate problems so I'm not sure why anyone would make that complaint in here
It's only awful/unplayable when you need to exaggerate a point to make your game look better. It does get pretty bad though...John Dunbar said:A bit off-topic, but since people talked about Shadow of the Colossus's frame rate, and I've often heard people talk about how awful it is, did all versions have this problem? I played the PAL version, and I can't say I was ever really bothered about the frame rate.
Same here, I only started noticing shit like frame rate drops, screen tearing and aliasing when I began reading video game forums. Wasn't even really aware of texture pop-in either, then again I always played on a SDTV.Yoboman said:I can't remember it annoying me because I wasn't sensitive at all to frame rates when it came out.
THE Caffeinated said:Link's crossbow training - On rails!
It's only awful/unplayable when you need to exaggerate a point to make your game look better. It does get pretty bad though...
which is a great game..? what is your point?KeeSomething said:You want an Aonuma game where Miyamoto has no part in it? You got it! It's called Phantom Hourglass.
pirata said:This. I just wish he would leave Aonuma alone.
Shikamaru Ninja said:Miyamoto had the idea of suggesting spherical worlds. However, the idea of gravity and space and physics are not his to contribute. The original basis of Super Mario Galaxy probably came from the Super Mario 128 Demo at Space World 2000, which was incidentally programmed by Keizo Ota and designed by Yoshiaki Koizumi. Maybe Miyamoto said, hey that looked cool can you guys make a game out of that. The team may have said.. well we are not sure. But bang.. after 2 years of hard development, EAD Tokyo makes something magical.
Miyamoto is a genius?
Regulus Tera said:Another Zelda thread, another GAF overreaction.
Aonuma is the reason Zelda is in the shithole right now.
As an example, the trains in Spirit Tracks are Aonuma's son's fault.
Yoboman said:Sorry guys, this bloated franchise does need trimming down big time
Like seriously what the fuck is that? Everything in this image is wrong. The HUD, the weapons. Zelda is over complicated. Fucking carrot sticks when riding a horse and shit, come on.
Give me a sword, shield and a bow and send me on my adventure. Don't think that's enough for a compelling game? Try Shadow of the Colossus.
TunaLover said:SoC was almost unplayable at that framerate, why people bring this up at Zelda threads?
selig said::lol
You had me agreeing until the last sentence, which is the most wrong thing I read this week on gaf. Worst example for proving what you said in the sentence before, which I really agree with. But SotC wasnt compelling. It´s an overrated game.
Bubububu casualization!!!!!111!1!Ushojax said::lol The manchildren having a hissy fit as usual. Miyamoto has said the controls and presentation need to be more accessible, and he's right. Why are people so afraid of making games easier to get into? Would half of us even be playing games if Super Mario Bros had an hour long tutorial or a controller layout diagram like most modern games? Making a game accessible is just good game design.
Ushojax said::lol The manchildren having a hissy fit as usual. Miyamoto has said the controls and presentation need to be more accessible, and he's right. Why are people so afraid of making games easier to get into? Would half of us even be playing games if Super Mario Bros had an hour long tutorial or a controller layout diagram like most modern games? Making a game accessible is just good game design.
hatchx said:Amen.
I hope by simpler they mean more action and exploration.
Wii motion+ will make archery, sword play, hammer, fishing, and canouing/sailing a whole lot smoother. I'm definitely excited.
I'm more concerned about the presentation. I wasn't big on Twilight Princess, it was a few years two late. Everything feels so perfectly laid out, the world feels fake.
Shikamaru Ninja said:What. I mean. I'm an amateur Nintendo historian. I really don't feel that is true. There is a lot of different Nintendo talent, some run under Miyamoto, some not. But I feel like you have to give credit where it is truly mandated. Yoshiaki Koizumi and the entire EAD Tokyo Staff is genius.
If Miyamoto was the genius, then he would draw even because he was involved in Wii Music right? Or do we only say Miyamoto is involved when a specific team makes an awesome piece of software.
beelzebozo said:i would be much more interested to hear if the concept of moving the series into space and segmenting parts of challenges into planetoids was his as well. more than the spherical worlds, the ability to be untethered to central theme or design restrictions when maximizing platforming goodness is the real revelation of mario galaxy for me.
Miyamoto said:Miyamoto:
Right. There was no other game before Mario 64, where you were able to truly move around freely in a 3D environment.
It was great just being able to move Mario to find a star. But these days, theres nothing new about a game being in 3D.
So in making Super Mario Galaxy, I thought about what is the distinct characteristic of the world of 3D Mario. This is actually something different from things like the storyline.
Iwata:
Thats right.
Miyamoto:
So what I had come up with, was gravity.
Gravity was used a lot in old movies, with things like being able to walk upside-down on the ceiling.
But if you think about it, nobody was really able to do that before in real life, and I though it would be great if I were able to recreate that in a game. People would be able to have a new experience, and it would be so much fun being able to play around in that kind of an environment.
But when I told that to the staff, they became worried, and asked me "Can we really call something like that a game?" So I told them, that if I were to make a game that was not fun, I would much rather make something that was not a game, but everyone would find a lot of fun! (laughs)
Like a Vaudevillian6 in the olden days, I have an image in my mind where Mario is that kind of character that is this dapper, middle-aged man performing a lot of wonderful things in front of our eyes.
But at the same time I think that, I dont think Mario is just some ordinary guy, and I wanted to make him cooler. Thats when the name "Super Mario Galaxy" had popped up, and when I heard this title, I felt a spherical field, gravity and galaxy were a perfect match for this. But that idea was objected by the staff.
Shikamaru Ninja said:What? Miyamoto was equally "involved" in Wind Waker and Twilight Princess. How ever you want to equate that involvement is up to you. But it isn't any more or any less.
Shikamaru Ninja said:If there is any Zelda, Miyamoto was least involved with, it was Majora's Mask. But in your anti-Aonuma sentiment, you don't want to give Aonuma credit for tha one? He was the damn director!! What radical design was Miyamoto responsible for in Ocarina of Time? It is a standard Zelda in 3D with awesome dungeon designs. The dungeons which were designed by Aonuma and Koizumi. Two of the most talented guys at EAD.
GameSpy: My understanding is that during the last days of the creation of Ocarina of Time, Mr. Miyamoto was taken off the project.
Aonuma: It was the opposite. At the beginning of the project, his attitude was "Okay, guys, I will let you go ahead and make this game." At some point, he said, "No, no. I've got to get in here." He jumped in and took control of the direction. It was not him beginning then leaving, it was him watching and then taking over the reins.
I think maybe we were moving a bit slow for him. Obviously, Mr. Miyamoto had a large passion for Ocarina of Time. He could not hold back anymore. He jumped in and started giving direction.
GameSpy: Was Majora's Mask the first game for which you served as director?
Aonuma: I directed the development of enemies and dungeons for Ocarina of Time. But for overall direction, Majora was my first.
Aonuma:
All right. Our first 3D The Legend of Zelda game for the N64 turned out to be The Legend of Zelda: Ocarina of Time. I did some direction on that one, although it was only partial: I was in charge of dungeon design.
Iwata:
Somehow, I had the impression that you'd been overseeing everything since Ocarina of Time, Aonuma-san. Now that I think about it, I guess that wasn't the case.
Aonuma:
Absolutely not. I managed to stay out of the line of fire most of the time back then. (laughs)
Miyamoto discussing WW said:This time around I'm not actually director of the game, I'm the producer. Mr. Eiji Aonuma sitting here to my right is the director. It's actually nice to be able to sit as producer on this game. I've been working with Mr. Aonuma since the Ocarina of Time. On Majora's Mask he was pretty much independent in moving that project along. So it's been very easy for me as producer on this game as well as Majora. As a producer, there are a few different types of roles I play. One of them is getting involved early on and being involved in meetings to decide direction. Then the type of work that I do is to really get involved later on in development, involving myself in the fine tuning and helping to make changes for improvement. This time around it was actually quite easy -- a lot of meetings were held throughout development and we didn't have a whole lot of changes to the game spec. In the end, it wasn't so much me coming in and having to change things around, so much as it was just me being there to give input and make sure the quality was there. It was easy for me in that sense. For me personally it's been great because it's given me a different flavor of development rather than creating everything myself. It's also given me some insight into other aspects of development that I didn't have a chance to see up until then.
I think the best example of Miyamoto still being a positive influence in games is the interview where he told a story about how he was displeased with Mario having too much health and too many coins available to refill it in SMG, so he made EAD reduce how many hits Mario could take. EAD thought Miyamoto was making the game too hard.Oblivion said:Let's be clear here, though. I certainly don't want to take away credit from other people involved in the games. Miyamoto simply by his reputation gets credit for a lot of things that he didn't have much to do with. Of course, at the same time, that doesn't negate giving credit where credit is due.