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Official Legend of Zelda: Twilight Princess thread

By the time I finished Dungeon 3, I was simply in a gaming state that was far, far greater than what any other Zelda title afforded me, so yeah TP is easily my favourite Zelda game.
 
MutFox said:
For those that have finished the game, is it now your favorite Zelda?
Yes or No, and if it isn't which Zelda is?

For me "Ocarina of Time" still takes the cake as my favorite Zelda.

Yep, favourite Zelda ever. Consequently, favourite game ever.
 
AniHawk said:
Why the hell would they need to go through any sort of ordeal? The Hero of Time and the Hero of Twilight both had their triforce pieces at the beginning of the game, and I'm sure Zelda did too.
The Hero of Twilight did, but the Hero of Time didn't. The Hero of Time and Zelda didn't receive their pieces until after Ganondorf had already laid hands on the complete Triforce still inside the Sacred Realm and split it into the 3 pieces.

In my opinion, the Triforce pieces in Twilight Princess are already with the 3 holders because Ganondorf split the True Force in Ocarina of Time. And still going with the split timeline theory, the Triforce itself wouldn't be confined to just one time period. (An example of this would be the Triforce of Courage traveling back in time with the Hero of Time at the end of OoT.)

So if you consider that both timelines are flowing side-by-side, then the Triforce itself could have effects on both; A sort of cause and effect relationship. For example, if Ganondorf was first laying hands on the complete Triforce shortly after the Door of Time was opened in OoT, splits it, and receives the Triforce of Power as a result then the Ganondorf of the other time period would receive the Triforce of Power at roughly the exact same time. I think that's why Link, Zelda, and Ganondorf in Twilight Princess act very un-sure about their powers, as if they have no clue where they received them from.

I think that adds much more depth to the story as well, if you consider that Ganondorf in Twilight Princess would coincidentally be granted the Triforce of Power at exactly the right moment to save his life from execution because his counterpart split the Triforce and also received the Triforce of Power.
 
CajoleJuice said:
Hah, I voted it second anyway, because that's as low as I think it could go. It's going to win without my first-place vote anyhow.
without looking it up (i swear) i would say that your first place is either guitar hero 2 or tetris ds. did i win something
 
jarosh said:
without looking it up (i swear) i would say that your first place is either guitar hero 2 or tetris ds. did i win something
theofficeasianmarked.00JwAD.gif


...I haven't made the other GIF yet. I'm lazy.
 
No, Twilight is not my favourite Zelda.

Ocarina is still my top Zelda, it's still has the most epicly told story, the gameplay is richer than TP (as in sidequests, minigames), it had solid dungeons, good sidequests and my favourite bosses in the 3D Zeldas
disregarding Ganon in Wind Waker, and Morpheel + Zant in Twilight of course

Then Majora, Wind Waker and Twilight are equal in second place because they all have their own strengths and shortcomings, whereas Ocarina covered everything well.
- Majora has the best sidequests and story
- Wind Waker has a solid story and the best characterisation, especially Zelda and Ganon
- Twilight has the best dungeons (although easy), world scope (though not much to fill it with :/ ) and best supporting character Midna
 
Ocarina has its shortcomings too. Hyrule field is almost completely useless. It's like an empty space that acts as a hub, but there is not anything worthwhile in there. The story was a rip-off of Alttp's and just told in a more cinematic manner, it really didn't drive anything.

It's actually my least favourite of the 4 3D Zeldas.
 
Magicpaint said:
Ocarina has its shortcomings too. Hyrule field is almost completely useless. It's like an empty space that acts as a hub, but there is not anything worthwhile in there. The story was a rip-off of Alttp's and just told in a more cinematic manner, it really didn't drive anything.

It's actually my least favourite of the 4 3D Zeldas.

In terms of impact on me as a gamer, Ocarina tops all of them. But in terms of actual enjoyment (now that I look back at it), only Wind Waker is worse than Ocarina of the 3D Zelda games.

1. Twilight Princess
2. Majora's Mask
...(2d Zeldas)
5. Ocarina
6. Wind Waker
...more 2D Zeldas
 
Wii said:
Ocarina is still my top Zelda, it's still has the most epicly told story, the gameplay is richer than TP (as in sidequests, minigames), it had solid dungeons, good sidequests and my favourite bosses in the 3D Zeldas
holy shit i completely disagree with everything
 
BrandNew said:
Basically, yeah. Although...I don't know, Ocarina's bosses were really tight.
definitely. yeah. i think i can understand (to some degree) why someone would prefer them over tp's bosses.

but "most epicly told story"? "richer gameplay"? hell NO
 
BrandNew said:
Basically, yeah. Although...I don't know, Ocarina's bosses were really tight.
Not as tight as flying around with a ****ing dragon breathing fire at you during a storm, or a giant spider shooting fire-laser at you.

Although ALttP has the best bosses IMO, only because that's the only Zelda bosses where I actually might die, they're a lot more intense than any of the 3D bosses.

Edit: shit, sorry.
 
jarosh said:
definitely. yeah. i think i can understand (to some degree) why someone would prefer them over tp's bosses.

but "most epicly told story"? "richer gameplay"? hell NO

Agreed. The dungeons were solid though. Fortest Temple ftw.

I liked Alttp's bosses too, but they were too short and too confined in a small space to really get the epic and gargantuan feel the 3D ones evoke.
 
jarosh said:
definitely. yeah. i think i can understand (to some degree) why someone would prefer them over tp's bosses.

but "most epicly told story"? "richer gameplay"? hell NO

STORY:
- The pacing was perfect in Ocarina. No pussyfooting for an hour or two before you got in the first dungeon. You were in the Deku Tree in the first 15mins and loving it.
- Midna leaves you in the dark about why you're really getting the
Fused Shadows
, whereas in Ocarina, the Deku Tree and Zelda laid everything out within the first hour of play.
- Although TP's cinematics are VERY good, the cinematics in Ocarina had a certain quality to them that still aren't matched by TP, for example,
pulling the Master Sword out in Twilight Princess felt like such a non-event in TP.
In Ocarina, just the little things like Link stepping up to the pedestal with a faceful of cautious curiosity made that scene much more memorable.
- I was very disappointed by how little participation Zelda and Ganon had to the story, it would be better if they weren't in it.
- Music in Ocarina is much better and it helped contribute a lot to the general atmosphere of the game, this was lacking in TP and made critical scenes have less impact than they did. The first time I got excited in TP was the first Horseback Battle and mainly because of the music.
- It felt more satisfying to complete because of the kickass finale, TP does not even compare.

GAMEPLAY:
- Ocarina never forced any crappy bughunts on you
- Ocarina would ongoingly reward you as you caught skulltulas, the Poes in TP are handled horribly, there's no incentive (same goes for Agitha).
- I find that there's much more depth between Young/Adult Link in Ocarina than between Adult Link/Wolf Link in TP.
- Where's all the environment control we gained in Ocarina and Majora, ability to create storms or control the sun, this felt like a step back in TP
- Dungeons in Ocarina were harder than Wind Waker and Twilight Princess
- They actually bothered to hide the dungeon keys in Ocarina.
- And where's the super creepy Shadow Temple equivalent?!
Arbiter's Grounds
is weak.
- For me, Bosses in TP would range from 6-10 because of
boring bosses like Daibaba and Blizetta
, while Bosses in Ocarina would range from 9-10
- Hyrule Market had THREE minigames, while Twilight Princess has only ONE
- Where are Ocarina's awesome minigames? (horseback archery, shooting gallery, bowling alley), TP's new minigames are cool, but they're not all that.
- Doesn't seem like there's that many sidequests in Twilight Princess, and part of that feeling is due to how linear the story is, it doesn't let you explore much til after dungeon 3.
- Doesn't even feel like there's as many NPCs you can talk to that can really do anything.
- No proper trading quest? The longest one in TP is in the main story and it's only like 4-5 trades long... Link's Awakening would have a fit!
- There's no proper stealth stuff like Gerudo's Fortress/Deku Palace or the Forbidden Fortress in TP at all, instead we get a Bulbin camp with no harsh penalty for being discovered.
 
DarknessTear said:
OoT's gameplay is terrible as far as today's standards go. TP has done a great job stepping it up.
Terrible? No way, it's still very playable today.
Though some of the mechanics are a bit unrefined and dated.
 
Hey, I just paid HOW many rupees for
them to fix the goddamn bridge, and it hasn't happened yet?

How do you
fix these damn bridges?
I want my seamless traveling experience back. :(
 
Wii said:
Terrible? No way, it's still very playable today.
Though some of the mechanics are a bit unrefined and dated.

Yeah I tried getting into Master Quest which helped me realize how terrible the game is compared to today's standards. Why don't you go back and replay it right now after playing TP and tell me if your nostalgia compares to the real experience?
 
The thing about TP for me is the puzzles are so much more organic, it seems, so much more fleshed out.

OOT had awesome dungeons, but there was a LOT of block-pushing/crystal switching, whereas in TP, those puzzles are there, but they're either few and far between or the puzzles are presented in a dramatically different fashion.
 
Wii said:
i'm not going to comment on every one of your points because i can see that we have VASTLY different opinions just by looking at these two points:

Wii said:
- Midna leaves you in the dark about why you're really getting the
Fused Shadows
, whereas in Ocarina, the Deku Tree and Zelda laid everything out within the first hour of play.
whaaa? yeah, that's a positive. for TP!

Wii said:
STORY:
- The pacing was perfect in Ocarina. No pussyfooting for an hour or two before you got in the first dungeon. You were in the Deku Tree in the first 15mins and loving it.
again, that's a positive for me.


i don't think there's a need to discuss this any urther. our viewpoints are just completely different.
 
Wii said:
STORY:
- The pacing was perfect in Ocarina. No pussyfooting for an hour or two before you got in the first dungeon. You were in the Deku Tree in the first 15mins and loving it.
- Midna leaves you in the dark about why you're really getting the
Fused Shadows
, whereas in Ocarina, the Deku Tree and Zelda laid everything out within the first hour of play.
- Although TP's cinematics are VERY good, the cinematics in Ocarina had a certain quality to them that still aren't matched by TP, for example,
pulling the Master Sword out in Twilight Princess felt like such a non-event in TP.
In Ocarina, just the little things like Link stepping up to the pedestal with a faceful of cautious curiosity made that scene much more memorable.
- I was very disappointed by how little participation Zelda and Ganon had to the story, it would be better if they weren't in it.
- Music in Ocarina is much better and it helped contribute a lot to the general atmosphere of the game, this was lacking in TP and made critical scenes have less impact than they did. The first time I got excited in TP was the first Horseback Battle and mainly because of the music.
- It felt more satisfying to complete because of the kickass finale, TP does not even compare.

GAMEPLAY:
- Ocarina never forced any crappy bughunts on you
- Ocarina would ongoingly reward you as you caught skulltulas, the Poes in TP are handled horribly, there's no incentive (same goes for Agitha).
- I find that there's much more depth between Young/Adult Link in Ocarina than between Adult Link/Wolf Link in TP.
- Where's all the environment control we gained in Ocarina and Majora, ability to create storms or control the sun, this felt like a step back in TP
- Dungeons in Ocarina were harder than Wind Waker and Twilight Princess
- They actually bothered to hide the dungeon keys in Ocarina.
- And where's the super creepy Shadow Temple equivalent?!
Arbiter's Grounds
is weak.
- For me, Bosses in TP would range from 6-10 because of
boring bosses like Daibaba and Blizetta
, while Bosses in Ocarina would range from 9-10
- Hyrule Market had THREE minigames, while Twilight Princess has only ONE
- Where are Ocarina's awesome minigames? (horseback archery, shooting gallery, bowling alley), TP's new minigames are cool, but they're not all that.
- Doesn't seem like there's that many sidequests in Twilight Princess, and part of that feeling is due to how linear the story is, it doesn't let you explore much til after dungeon 3.
- Doesn't even feel like there's as many NPCs you can talk to that can really do anything.
- No proper trading quest? The longest one in TP is in the main story and it's only like 4-5 trades long... Link's Awakening would have a fit!
- There's no proper stealth stuff like Gerudo's Fortress/Deku Palace or the Forbidden Fortress in TP at all, instead we get a Bulbin camp with no harsh penalty for being discovered.

Seems to me that this is just nostalgia taking hold of you.

I can disagree with a lot of things there. I personally think TP's music is better, while OoT's is probably a bit more memorable (again, nostalgia).

About the finale...
Nostalgia again. I guarantee that if TP's ending was the first you played, you would've liked it better. However, I will agree that Ganon in OoT was more epic than Beat Ganon in TP.

- Ocarina never forced any crappy bughunts on you
There's really nothing crappy about them. They're sooo much better than the Triforce hunts in Wind Waker, simply because the way you hunt them down introduces you to the land and plot that will come next. Indeed, the bughunts can act more as plot devices more than mear obstacles to go through before you reach the real world.

- Ocarina would ongoingly reward you as you caught skulltulas, the Poes in TP are handled horribly, there's no incentive (same goes for Agitha).
Sort of agree. However, there is still lots of rewards from Agitha (seriously, 150 rupees per bug pair is a lot of dough...really helps you after a donation to the old man to Malo Mart). And the
Bottle with Fairy Tears from Jovani was really cool.

- I find that there's much more depth between Young/Adult Link in Ocarina than between Adult Link/Wolf Link in TP.
Simply disagree outright. The Wolf makes much more of an impact on the story than Young Link did...in Ocarina you were ust Young Link for the intro of the game and it never really went back to it in terms of plot. Wolf Link plays a much more vital role this time around because of the
Twili Legend of the Hero...who would appear as a beast when brought into the Twilight.

- Dungeons in Ocarina were harder than Wind Waker and Twilight Princess
Bollocks. Maybe harder than Wind Waker (of course they were), but Ocarina was such a sinch...as was TP's. At least TP had a much better sense of design in terms of layout and puzzles.

- They actually bothered to hide the dungeon keys in Ocarina.
I don't even know what this means. You're saying the keys of TP aren't hidden? What a load of crap, they handled them the same way they did in Ocarina (even though you only needed one at a time in this game).
- And where's the super creepy Shadow Temple equivalent?!
Arbiter's Grounds
is weak.
Who says there has to be one for each Zelda game? There wasn't for Majora's. Wind Waker sorta did, but it was no where near the haunting dungeon from OoT.
Arbiter's Grounds
was much cooler than the Shadow Temple anyway. The Shadow Temple was pretty lame, to be honost. TP's "equal" was much more inspired.

- Where are Ocarina's awesome minigames? (horseback archery, shooting gallery, bowling alley), TP's new minigames are cool, but they're not all that.
Sorta agree here, but they have the river archery which is really cool. And the STAR game is awesome.

I don't even want to respond more, as I know you're just going to respond back agruing your point. More power to you, Ocarina was awesome. But I think (as do many other Zelda fans) that TP is better.
 
unifin said:
Can someone explain to me why the
bridge
is not fixed yet?

WTF

Am I missing something?

Are you thinking it's a different
bridge? The one they fix is the one all the way east of Northern Hyrule Field, north of Kakariko village...last portions of the Eldin Province. Not the huge Eldin Bridge on the north part of that area.
 
Guys, I remember I've had read something on a Spanish mag (I think it was on Edge Spain) about a... tourist center or something in this game so you could watch at places you visited earlier in the game just for pleasure.

Is this feature really in the game or did they smoke some horseshit?
 
BrandNew said:
Are you thinking it's a different
bridge? The one they fix is the one all the way east of Northern Hyrule Field, north of Kakariko village...last portions of the Eldin Province. Not the huge Eldin Bridge on the north part of that area.

Ohhhh -that makes sense. Thanks.
 
DarknessTear said:
Yeah I tried getting into Master Quest which helped me realize how terrible the game is compared to today's standards. Why don't you go back and replay it right now after playing TP and tell me if your nostalgia compares to the real experience?
I played the first 2hrs again and it certainly reminded me how lacking TP is in some areas.

Can you point out what's terrible about Ocarina's gameplay?

unifin said:
The thing about TP for me is the puzzles are so much more organic, it seems, so much more fleshed out.

OOT had awesome dungeons, but there was a LOT of block-pushing/crystal switching, whereas in TP, those puzzles are there, but they're either few and far between or the puzzles are presented in a dramatically different fashion.
I wholeheartedly agree, but TP's dungeons are so terribly easy.
I want harder puzzles, and I don't mind classic block-pushing and crystal switching, I'd be happier if there were more of them.
 
Chao said:
Guys, I remember I've had read something on a Spanish mag (I think it was on Edge Spain) about a... tourist center or something in this game so you could watch at places you visited earlier in the game just for pleasure.

Is this feature really in the game or did they smoke some horseshit?

They sorta misled us. Yeah, it's in there, but only
When you're a wolf, howling to the Warrior Wolf guy...thing.
 
Wii said:
I wholeheartedly agree, but TP's dungeons are so terribly easy.
I want harder puzzles, and I don't mind classic block-pushing and crystal switching, I'd be happier if there were more of them.

And OOT was EASIER? The only thing that made OOT more difficult for me was the backtracking, honestly. Other than that, the puzzles were, on the whole, far less clever than TP's and certainly a bit more random.

Lack of logic in puzzles != more difficult puzzles.
 
Wii said:
STORY:
- The pacing was perfect in Ocarina. No pussyfooting for an hour or two before you got in the first dungeon. You were in the Deku Tree in the first 15mins and loving it.
It's important to note that the "pussyfooting" serves several purposes. 1. It establishes character relationships with Link - relationships that are a part of the progressing STORY. 2. It familiarizes you with the majority of the basic mechanics (horse riding, sword fighting, calling hawks, calling Epona, how the lantern works, aiming with the Wii-mote). This was especially necessary since you're using a whole new control scheme. In fact, if you read the developer interviews that Iwata conducted, they expanded the whole Ordon village sequence from one day to three partly because of the whole new control set up.
- Midna leaves you in the dark about why you're really getting the
Fused Shadows
, whereas in Ocarina, the Deku Tree and Zelda laid everything out within the first hour of play.
I disagree that knowing everything up front is part of a good story. There's a lot to be said for keeping a sense of mystery going. I, for example, question Midna's motives for guiding me to the fused shadows. I thought she was going to betray me at some point. This made the progression more interesting.
- Although TP's cinematics are VERY good, the cinematics in Ocarina had a certain quality to them that still aren't matched by TP, for example,
pulling the Master Sword out in Twilight Princess felt like such a non-event in TP.
The mistake you're making is in assuming that similar events in each game should have the same cinematic weight to them. The focus for TP is very different and contains things not found in OoT. For example, the scene where
Ilia regains her memory
was handled *very well* and achieved a level of emotional involvement for me that was never there in OoT.
- I was very disappointed by how little participation Zelda and Ganon had to the story, it would be better if they weren't in it.
I agree that their involvement in the story could have been more, but I disagree that they should not have been in it. The final battle, with Zelda and Ganon involved, was like the perfect realization of the traditional Zelda final battle. Without them it would have seemed empty.
- Music in Ocarina is much better and it helped contribute a lot to the general atmosphere of the game, this was lacking in TP and made critical scenes have less impact than they did. The first time I got excited in TP was the first Horseback Battle and mainly because of the music.
Wow... no... just no.
- It felt more satisfying to complete because of the kickass finale, TP does not even compare.
What?? Did we complete the same game??

GAMEPLAY:
- Ocarina never forced any crappy bughunts on you
The bug hunts were properly confined to a single area and required actual thought to complete. Since where they were was marked on the map, it didn't involve endless searching, which is what ruins collectathons. I enjoyed them and they weren't overdone.
- Ocarina would ongoingly reward you as you caught skulltulas, the Poes in TP are handled horribly, there's no incentive (same goes for Agitha).
*shrug* I didn't do either thing in either game. I don't understand why you didn't like the bug hunts, but would invest time into an option hunt like catching the poes or the bugs for Agitha?
- I find that there's much more depth between Young/Adult Link in Ocarina than between Adult Link/Wolf Link in TP.
I don't know what this means. There is more "depth between"? Do you mean that they are more different than each other?
- Where's all the environment control we gained in Ocarina and Majora, ability to create storms or control the sun, this felt like a step back in TP
This just wasn't necessary. It'd be like saying "How come I can't 'sense' things in OoT? I want to learn scents and follow scent trails... I want to see ghosts..." It's just not applicable to this game's design.
- Dungeons in Ocarina were harder than Wind Waker and Twilight Princess
Agreed, though I think TP's were more interestingly designed.
- And where's the super creepy Shadow Temple equivalent?!
Arbiter's Grounds
is weak.
You have to stop looking for "equivalent" things in TP. *It's a different game* - why should there have to be a Shadow Temple equivalent?? I could just start rattling off things that TP does have that OoT doesn't, but it wouldn't make sense for me to do that as a criticism of OoT.
- Doesn't seem like there's that many sidequests in Twilight Princess, and part of that feeling is due to how linear the story is, it doesn't let you explore much til after dungeon 3.
I disagree. You make a list, I'll make a list, and we'll compare. :)
- Doesn't even feel like there's as many NPCs you can talk to that can really do anything.
What does this mean? What were you expecting them to do?
- No proper trading quest? The longest one in TP is in the main story and it's only like 4-5 trades long... Link's Awakening would have a fit!
Again, if you're wanting TP to be like previous Zeldas, why not just go play the previous Zeldas?
- There's no proper stealth stuff like Gerudo's Fortress/Deku Palace or the Forbidden Fortress in TP at all, instead we get a Bulbin camp with no harsh penalty for being discovered.
Maybe it's not a requirement that a Zelda game have to have a stealth component? I dunno... maybe it's just possible... :)

~Cris
 
crisdecuba said:
GAMEPLAY:
The bug hunts were properly confined to a single area and required actual thought to complete. Since where they were was marked on the map, it didn't involve endless searching, which is what ruins collectathons. I enjoyed them and they weren't overdone.
*shrug* I didn't do either thing in either game. I don't understand why you didn't like the bug hunts, but would invest time into an option hunt like catching the poes or the bugs for Agitha?

They were marked on the ****ing map?! *slaps forehead*
 
Of course Ocarina of Time seemed harder, because it was the first 3D Zelda. This is the fourth, you're more used to scanning the environment and solving puzzles.
 
BrandNew said:
I can disagree with a lot of things there. I personally think TP's music is better, while OoT's is probably a bit more memorable (again, nostalgia).[/spoiler]
The problem is TP does not have enough new memorable tracks, and when they re-use OOT music it just feels like they're saying "HAY REMEMBER THIS?"
I like it much more when they subtly reuse themes like the Dark World theme in Kakariko
I absolutely love the new Hyrule Field theme, Midna's Theme, some of the dungeon themes and the boss themes.

BrandNew said:
About the finale...
Nostalgia again. I guarantee that if TP's ending was the first you played, you would've liked it better. However, I will agree that Ganon in OoT was more epic than Beat Ganon in TP.
No comment :P

BrandNew said:
There's really nothing crappy about them. They're sooo much better than the Triforce hunts in Wind Waker, simply because the way you hunt them down introduces you to the land and plot that will come next. Indeed, the bughunts can act more as plot devices more than mear obstacles to go through before you reach the real world.
I'm not comparing it to Wind Waker :P
The bughunts are designed so you explore the new area before you encounter it in the light world, but it takes away the impact when you actually explore it in the light world with the proper music and the characters walking around and stuff.
It's like a mandatory spoiler :|

BrandNew said:
Sort of agree. However, there is still lots of rewards from Agitha (seriously, 150 rupees per bug pair is a lot of dough...really helps you after a donation to the old man to Malo Mart). And the
Bottle with Fairy Tears from Jovani was really cool.
Yeah, that's good but what the **** is with
giving me the Giant's Wallet AFTER collecting all the bugs?! You don't even need it then, it should be the halfway gift.

BrandNew said:
Simply disagree outright. The Wolf makes much more of an impact on the story than Young Link did...in Ocarina you were ust Young Link for the intro of the game and it never really went back to it in terms of plot. Wolf Link plays a much more vital role this time around because of the
Twili Legend of the Hero...who would appear as a beast when brought into the Twilight.
Yes, Wolf Link has more to do with the main story, but does it actually add that much to the game? Is it even as much fun as Young Link?
With Young Link, the boomerang and slingshot did not go to waste like they did in TP, and the 7 year difference added a lot more depth to the gameplay, it added a lot to the backstory since you could see what happened to people after that 7 year gap (Dampe became a ghost, Hyrule moved to Kakariko, etc.) and your actions as Young Link became important as they would affect Adult Link's world and made for much more interesting gameplay. Exploring the differences between Young/Adult Link's world was awesome.

BrandNew said:
Bollocks. Maybe harder than Wind Waker (of course they were), but Ocarina was such a sinch...as was TP's. At least TP had a much better sense of design in terms of layout and puzzles.
TP may be easier to me because I've matured but you have to agree that TP's dungeons are waaay too linear.

BrandNew said:
I don't even know what this means. You're saying the keys of TP aren't hidden? What a load of crap, they handled them the same way they did in Ocarina (even though you only needed one at a time in this game).
Not very well, usually the chest containing the key would be right next to the door, and you wouldn't even have to do much to get it :P

BrandNew said:
Who says there has to be one for each Zelda game? There wasn't for Majora's. Wind Waker sorta did, but it was no where near the haunting dungeon from OoT.
Arbiter's Grounds
was much cooler than the Shadow Temple anyway. The Shadow Temple was pretty lame, to be honost. TP's "equal" was much more inspired.
Let's say with the new art direction, I had big expectations :P
But Majora's whole Ikana region was death themed O_o
Wind Waker's Earth Temple was moodier than
Arbiter

BrandNew said:
Sorta agree here, but they have the river archery which is really cool. And the STAR game is awesome.
STAR game is awesome, especially the host and the girls <3

BrandNew said:
I don't even want to respond more, as I know you're just going to respond back agruing your point. More power to you, Ocarina was awesome.
It still is :P
 
I just got my SE Guide/Book thing.

I haven't even opened it yet.

Wow.

It's ****ing well made. Very heavy, HUGE, very nice cover. Best spent 20 bucks ever.
 
crisdecuba said:
It's important to note that the "pussyfooting" serves several purposes. 1. It establishes character relationships with Link - relationships that are a part of the progressing STORY. 2. It familiarizes you with the majority of the basic mechanics (horse riding, sword fighting, calling hawks, calling Epona, how the lantern works, aiming with the Wii-mote). This was especially necessary since you're using a whole new control scheme. In fact, if you read the developer interviews that Iwata conducted, they expanded the whole Ordon village sequence from one day to three partly because of the whole new control set up.
Obviously, but WHY does it have to be ALL at the start? I'd rather it be a more gradual experience through the game.
The beginning is so slow it puts people OFF Zelda, if I was not a Zelda fan, I could see myself getting bored.

crisdecuba said:
I disagree that knowing everything up front is part of a good story. There's a lot to be said for keeping a sense of mystery going. I, for example, question Midna's motives for guiding me to the fused shadows. I thought she was going to betray me at some point. This made the progression more interesting.
I'm not saying it's not good, I'm saying it does not have the grandness that Ocarina has because these things are hidden from you. In Ocarina, you knew exactly what was at stake and it made the whole adventure and your actions seem more important.

crisdecuba said:
The mistake you're making is in assuming that similar events in each game should have the same cinematic weight to them. The focus for TP is very different and contains things not found in OoT. For example, the scene where
Ilia regains her memory
was handled *very well* and achieved a level of emotional involvement for me that was never there in OoT.
So I should not be expecting the finale of TP to top Ocarina because it's different? Is that what you're saying?
And by the way, I think there was far more emotion when Saria said goodbye to Link on the Lost Woods bridge.

crisdecuba said:
I agree that their involvement in the story could have been more, but I disagree that they should not have been in it. The final battle, with Zelda and Ganon involved, was like the perfect realization of the traditional Zelda final battle. Without them it would have seemed empty.
Hardly perfect, but that's subjective.

crisdecuba said:
Wow... no... just no.
What?? Did we complete the same game??
I know I've completed the game 2x from start to finish and Wind Waker's finale felt much more satisfying than TP's

crisdecuba said:
GAMEPLAY:
The bug hunts were properly confined to a single area and required actual thought to complete. Since where they were was marked on the map, it didn't involve endless searching, which is what ruins collectathons. I enjoyed them and they weren't overdone.
*shrug* I didn't do either thing in either game. I don't understand why you didn't like the bug hunts, but would invest time into an option hunt like catching the poes or the bugs for Agitha?
It's not the searching, it's just that they're boring and I'd rather be exploring the area in the light world, they end up dragging the experience down.
Also I am not confined to a wolf to find poes or golden bugs

crisdecuba said:
I don't know what this means. There is more "depth between"? Do you mean that they are more different than each other?
This just wasn't necessary. It'd be like saying "How come I can't 'sense' things in OoT? I want to learn scents and follow scent trails... I want to see ghosts..." It's just not applicable to this game's design.
I like what they've done with Wolf Link and even enjoyed it apart from the boring bughunts, but I feel the execution was more streamlined and added more to the game in Ocarina.

crisdecuba said:
Agreed, though I think TP's were more interestingly designed.
Good, one less thing to respond on, which means I can sleep earlier (it's 6:08am here) :P

crisdecuba said:
You have to stop looking for "equivalent" things in TP. *It's a different game* - why should there have to be a Shadow Temple equivalent?? I could just start rattling off things that TP does have that OoT doesn't, but it wouldn't make sense for me to do that as a criticism of OoT.
Shadow Temple was one of my favourites in Ocarina, I was very disappointed there was no really creepy dungeon or really creepy areas in TP's Hyrule. The game is nowhere near as dark as people are saying.

crisdecuba said:
I disagree. You make a list, I'll make a list, and we'll compare. :)
This could actually be nostalgia talking

crisdecuba said:
What does this mean? What were you expecting them to do?
It means the huge world they've created has gone to waste. I expected with the amount of time they spent developing the game that there would be NPCs and sidequests galore.

crisdecuba said:
Again, if you're wanting TP to be like previous Zeldas, why not just go play the previous Zeldas?
Nintendo said they wanted to make the best Zelda game ever, trading quests have become a nice tradition in Zelda, and after being letdown by Wind Waker's atrocious Windfall decoration 'trading quest', it would've been nice as compensation :P

crisdecuba said:
Maybe it's not a requirement that a Zelda game have to have a stealth component? I dunno... maybe it's just possible... :)
No, but it makes TP's gameplay less diverse.

Jason said:
They were marked on the ****ing map?! *slaps forehead*
So why force me to go there? :P
It's tedious and unneccesary.
And I'm not sure I've spelt those two words corructly :o
 
LakeEarth said:
Of course Ocarina of Time seemed harder, because it was the first 3D Zelda. This is the fourth, you're more used to scanning the environment and solving puzzles.
Yah, that's true too, the ice cavern trained me to solve any ice block problem I'd ever encounter :P
 
For me, the reason I liked Ocarina of Time better is that TP feels like I've done most of it before.
It doesn't feel as fresh.
There were A LOT of parts in TP where I was "Holy F*** THIS IS WICKED!!"
But I mostly had the, been there done that sort of feel.

But don't get me wrong, TP is the best game I've played in the last 2-3 years.
Zelda's are by far the best single player video game experiences out there.
So TP ranks very high for me in the video game field.
 
It is definitely a toss up between Twilight and Majora's Mask for best zelda.

I can't wait for a zelda designed solely for the Wii. The controls in TP felt really good. I tried playing Wind Waker the other day and it felt awkward. Nintendo definately did a great job with the wiimote.
 
TP was almost better than Ocarina of Time for me, but the easy bosses drag it down. The dungeons were brilliant, but the bosses and most of the enemies were pushovers. I don't agree at all that TP is the best Zelda. It did a lot of things well, but there's no excitement in combat because you know nothing is going to kill you. I really don't understand why EAD did this. They got rid of the hand holding in the dungeons, and then go and make easy bosses. I've played RE4 over 10 times, and the bosses still kill me. I wanted bosses like that, not Wind Waker bosses again.
 
Wii said:
Obviously, but WHY does it have to be ALL at the start? I'd rather it be a more gradual experience through the game.
The beginning is so slow it puts people OFF Zelda, if I was not a Zelda fan, I could see myself getting bored.
Different tastes, I guess. It wasn't slow to me and it served to endear me to the NPCs. And wouldn't it be hard to go *beyond* these basic mechanics if you were still stuck with introducing them later on in the game?
I'm not saying it's not good, I'm saying it does not have the grandness that Ocarina has because these things are hidden from you. In Ocarina, you knew exactly what was at stake and it made the whole adventure and your actions seem more important.
Different tastes again - I prefer mystery over grandness, especially when the still shows itself later on as the story is revealed.
So I should not be expecting the finale of TP to top Ocarina because it's different? Is that what you're saying?
I thought we were talking about the Master Sword scene, not the finale, which I enjoyed much more in TP. A one-on-one sword fight with Ganon is much better than OoT's battle with the huge pig.
And by the way, I think there was far more emotion when Saria said goodbye to Link on the Lost Woods bridge.
Even if we disagree, I can't see how there could be "far more" emotion in the Saria scene. For me, Saria's character was less developed, and therefore I cared less about her than I did with Ilia.
I know I've completed the game 2x from start to finish and Wind Waker's finale felt much more satisfying than TP's
It's not the searching, it's just that they're boring and I'd rather be exploring the area in the light world, they end up dragging the experience down.
So you're basically saying you don't like the concept of exploring the twilight world since you'll explore the light world version as well. It wasn't boring to me at all. Most of the bugs had a little puzzle of sorts to solve in order to get them, and there was story progression as well during these times (remember finding the kids with the shaman in Kakariko?) Further, it helped you get used to the wolf abilities, which come into play in the dungeons later on as well.
Also I am not confined to a wolf to find poes or golden bugs
Then you don't hate collectathons at all. You just don't like "being stuck as" the wolf. I enjoyed the wolf segments because they forced me to think differently in order to do what I wanted to do. It would have been really boring to have the wolf be so similar to Link.
I like what they've done with Wolf Link and even enjoyed it apart from the boring bughunts, but I feel the execution was more streamlined and added more to the game in Ocarina.
What do you mean when you say "more streamlined?" Re: adding more to the game - not really. Young Link is like a gimped version of old Link and is almost forgotten in the second half of the game. The wolf, however, remains integral to the game throughout.
Shadow Temple was one of my favourites in Ocarina, I was very disappointed there was no really creepy dungeon or really creepy areas in TP's Hyrule.
Is this a legitimate criticism, then? That the game didn't repeat a temple with a specific atmosphere that you liked?
The game is nowhere near as dark as people are saying.
Agreed.
This could actually be nostalgia talking
Cool.
It means the huge world they've created has gone to waste. I expected with the amount of time they spent developing the game that there would be NPCs and sidequests galore.
Ahh - gotcha. You wanted more side-quests and more involving NPCs.
Nintendo said they wanted to make the best Zelda game ever, trading quests have become a nice tradition in Zelda, and after being letdown by Wind Waker's atrocious Windfall decoration 'trading quest', it would've been nice as compensation :P
Yeah, I feel about trading quests the same way you feel about the bug hunt sections. :)
No, but it makes TP's gameplay less diverse.
In my opinion, in a good way - I disliked the stealth portions of Wind Waker and OoT.
So why force me to go there? :P
It's tedious and unneccesary.
And I'm not sure I've spelt those two words corructly :o
Because it's not about "getting there." It's about working out how to find the buggers with your wolf abilities. Just little mini-puzzles, and they worked for me.

~Cris
 
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