This is for the now closed thread.
Koten said:
The beginning is incredibly epic, but the game loses its pacing about 60% through. The game also takes a few hours to really get going, it feels like an extended tutorial.
Very true but in a way its a good thing. After a while I felt like I was being taken by the hand too much. One of the best aspects of Zelda is the freedom, when you finally gain that freedom I felt releaved.
The wiimote speaker sounds are noticably low-quality, and gets annoying really fast.
Then turn it off. I actually didn't like it at first, now I would miss it way too much.
Aiming with the wiimote is frustrating because if you don't have the wiimote already pointed at the screen when you bring up an item, a message comes up that blocks the entire picture without pausing the action. I don't want to have my arm pointing at the screen when I'm running around randomly just so that I don't have to deal with that message.
Yes that happens but it hardly ever effects the game. Plus the cursor will tell you where you are pointing, if you know you are going to shoot just have it on the screen. Aiming on the Wii is far superior than on the GC.
The spin slash isn't always responsive and sometimes glitches out of the charge, without doing the action. This forces me to wait for the sword to light up again, while I get wailed on from all sides.
No people get confused with timing and glitches. When you say it glitches out of the charge that is because you got hit my something as you were doing the motion, it will cancel the attack without ever doing it and you will still need to wait for it to charge. And if its not responding its probably cause you are in the middle of another animation.
Many of the items in the game are mostly useless, and are just there for their brief use in their respective dungeons, and maybe a quick environment puzzle later on, leading to a chest with rupees or bombs.
Very true, I am disappointed in that regard.
There are WAY too many rupees early on in the game, and not nearly enough later on, when you can actually hold them. Not that there's anything for you to spend them on.
There are too many rupees period. I don't know how you didn't find any later on, they are a ton of ways to find rupees, constantly. Yeah they needed more things to spend it on.
Because you put back rupees into their chests if you can't hold them, finding boss keys can be aggravating, especially when you can't remember which of the 15 chests left on the map you haven't opened.
Dungeons are designed in a way that you don't even need a map. Anyone that knows what they are doing should be able to find the dungeon key just fine.
Boss battles are predictable and easy.
Predictable, do you mean in the way to defeat them. Its basically always been this way with Zelda games. But you can't tell me the boss battles aren't amazing. This is the best collection of bosses in any Zelda game.
Many later dungeons are mostly derivative of earlier dungeons, with some additional environmental gimmick that is instantly solved by finding the respective dungeon's item.
No, each dungeon is very different from the last. I have never seen a Zelda game with such diversity in the dungeon layouts. And every dungeon in Zelda history has been solved using the dungeons item.
Reqired collectathons and messenger quests in between dungeons get old fast.
Those moments are some of the best moments in the game and very unique. Never in a Zelda game were there those story driven action moments, its a great change of pace and leads to some of the best gameplay sequences.
Major sidequests often yield poor prizes(rupees), while random rooms in the walls of hyrule field have great spoils(heart pieces).
I often find that the reward is the fun you had finding them. Yes that was corny.
Hyrule field feels empty and small because it's separated into a series of hubs,with generally very little to do other than move on to the next area.
There is so much to do in them, I was amazed. The reason it seems small is cause there is no wasted space in the game, sure they could have added miles of land with nothing to do but whats the point. In every area there is a multitude of secrets, hidden chests, things to collect, or its used in gameplay sequences.
Epona is rendered mostly useless by Midna's warping ability.
Why warp when riding Epona is so much fun. Plus its better to ride around so you don't miss any of the secrets.
Not enough enemies have a defense against bomb arrows, making them an extremely broken weapon.
People use bomb arrows? Most enemies are easy to begin with why use them.
Fishing is too much fun, and takes away from the main path of the game.
Thats a positive.
Every human NPC in the game is a horrifying monster.
I loved the character models, their faces are more alive than in any Zelda game. And Malo is maybe the best child character in any Zelda game.
The music is way below par for a Zelda game.(howling, anyone?)
The music is almost the same as any Zelda game, howling is a gameplay mechanic, how does that fit under music.
Who thought farmer link's costume was a good idea?
Better than ugly brown pajama Link. Who thought letting you play the whole game wearing that was a good idea for a reward.
A lot of the game feels like a rehash of Ocarina of Time.
Yes it feels like a ode to OoT. Yes the overworld is the same, but the game is really different. The way the pacing is, the dungeons are drastically different, there are plenty of unique items, I don't know it feels like a true seperate entry to me.
Bring's almost nothing new to the table.
But refines and excutes the excellent formula to near perfection.
That being said, I rate the game an 8.5/10
Cool. For me its maybe the finest game I have ever played. I give out 10's to my favorite games ever, this is one of them.
Anyway those were valid compliants, good post.