shouamabane
Member
I've listened to one and a half of these today. It's very good.
Yeah, I posted a screwed up file and noticed about three minutes later, deleted it, and posted a fix.
It looks like it wasn't deleted from the the libsyn feed, though.
have no clue how the official title will do anything for the 'brand' lol.
sounds like some therapy session name.
have no clue how the official title will do anything for the 'brand' lol.
sounds like some therapy session name.
I strongly disagree with Bob and Jeremy regarding Zelda. Zelda should be linear because it allows the puzzles and dungeons to be more complex. Just look at A Link Between Worlds: open design, incredibly simplistic puzzles. The game has to assume you have nothing but the one required item because of its open design, so there aren't any puzzles that build on skills you've previously learned in other dungeons. I am wary that Zelda Wii U will continue this regressive slide into simplicity, as it appears even more open than ALBW. I wish they had continued to refine the formula instead of ejecting the last twenty years of iterative design to end up with something just like every other open world game on the market.
Critics and players loved ALBW's changes, though, so clearly I am in a minority. It's just frustrating to see Zelda become like these open world games because open world fans have a whole litany of games; the only game like Zelda is Zelda. And that's not even true anymore.
I've been on this Zelda train since the late 80s, and I could not disagree more. The linearity in Zelda is unwelcome and it's killing the appeal of what I once liked about the series.I strongly disagree with Bob and Jeremy regarding Zelda. Zelda should be linear because it allows the puzzles and dungeons to be more complex. Just look at A Link Between Worlds: open design, incredibly simplistic puzzles. The game has to assume you have nothing but the one required item because of its open design, so there aren't any puzzles that build on skills you've previously learned in other dungeons. I am wary that Zelda Wii U will continue this regressive slide into simplicity, as it appears even more open than ALBW. I wish they had continued to refine the formula instead of ejecting the last twenty years of iterative design to end up with something just like every other open world game on the market.
Critics and players loved ALBW's changes, though, so clearly I am in a minority. It's just frustrating to see Zelda become like these open world games because open world fans have a whole litany of games; the only game like Zelda is Zelda. And that's not even true anymore.
I'm sure AXE OF THE BLOOD GOD will return one day.
I think the Zelda formula is malleable enough - the jump from Zelda to Zelda II for example - to play around. That's a reason I enjoy the series; if it doesn't work, you just switch it up the next time.
I've been on this Zelda train since the late 80s, and I could not disagree more. The linearity in Zelda is unwelcome and it's killing the appeal of what I once liked about the series.
I don't want it to run to some open world "formula". I'm not asking for Skyrim or GTA or Assasin's Creed with quests and crap.
What I want is for it to be unstuck from the linear tube that it's been increasingly boxed into since OoT (and especially with the Wii ones). I don't want to do chores for villagers before I'm let free. I don't want to solve your puzzles in the exact order I am able to solve them in.
Zelda started out as a big open adventure and it's turned into a series where you do things in a prescribed order. It's almost the antithesis of what I want from the series.
You're speaking my language man and you're not in the minority. Plenty of people love the newer games and hope that Zelda U will continue building on all the new ground SS broke. Zelda has only gotten better. You can practically see the design chops of Aonuma's team continue to grow in game after game. I don't think we have to worry about Zelda becoming anything like Skyrim. Aonuma himself played Skyrim and didn't sound too impressed with it, so I don't think the team is going to take much inspiration from it. Everything he's been saying points to an evolution of what SS was trying to do in filling the world with actual content instead of open, barren fields.I strongly disagree with Bob and Jeremy regarding Zelda. Zelda should be linear because it allows the puzzles and dungeons to be more complex. Just look at A Link Between Worlds: open design, incredibly simplistic puzzles. The game has to assume you have nothing but the one required item because of its open design, so there aren't any puzzles that build on skills you've previously learned in other dungeons. I am wary that Zelda Wii U will continue this regressive slide into simplicity, as it appears even more open than ALBW. I wish they had continued to refine the formula instead of ejecting the last twenty years of iterative design to end up with something just like every other open world game on the market.
Critics and players loved ALBW's changes, though, so clearly I am in a minority. It's just frustrating to see Zelda become like these open world games because open world fans have a whole litany of games; the only game like Zelda is Zelda. And that's not even true anymore.
man, that edit to the 'should you buy a new 3ds?' article is just plain mean
The Charlie Hebdo discussion honestly felt out of place. It seemed like an unfitting parallel on several levels to me.
Anyway, enjoyed the rest of the cast.
The Charlie Hebdo discussion honestly felt out of place. It seemed like an unfitting parallel on several levels to me.
Anyway, enjoyed the rest of the cast.
Bright side: it's a discussion we'll only have once!
The Charlie Hebdo discussion honestly felt out of place. It seemed like an unfitting parallel on several levels to me.
Anyway, enjoyed the rest of the cast.
It ain't exactly unexpected given the circumstances and their previous musings on the matter, really.
It's some of the most balanced, in-control-of-emotions critique I've heard anywhere that shined a light on escalation and disproportionate retribution (read: excuse to be fucking psychopaths). Plus one of them pointed out how victim blaming can be misused as a cover, plus how it kills just this sort of debate.
It's funny, I've specifically stopped using "gamer" to refer to anyone, especially myself (it's player bribery now, not gamer bribery, for instance), exactly because of both GG and the reactionary articles (of course "Gamers" are dead, you were there yourself, bloody knife in hand!)
That wasn't snark. I was apologizing if you feel we were making light of people's deaths. The parallels have been on my mind recently but I appreciate that (as I said in the show) it's a perspective that is probably unique to people in the press.j/k I was clearly just fishing for that T-Frog snark, so I obviously got what I wanted. ;phope Kat's back for next week btw!
have no clue how the official title will do anything for the 'brand' lol.
sounds like some therapy session name.
That wasn't snark. I was apologizing if you feel we were making light of people's deaths. The parallels have been on my mind recently but I appreciate that (as I said in the show) it's a perspective that is probably unique to people in the press.
Since LttP, right after your example, Zelda has hewn fairly close to the dungeon-item-boss formula for 20 years. And that formula has had abberations like Majora's Mask, but never a wholesale rejection like ALBW. Flexibility and experimentation are welcome; rejection of the whole thing is not.
What's the point of openness if it diminishes the quality of the content? I want good, complex puzzles and dungeons, like in Twilight Princess, Spirit Tracks, and Skyward Sword, and I can't get that with the wide open entries like ALBW and the original game. How can a dungeon be as complex as possible if the designer has no idea what tools the player has?
For me and many other players, the quality of content in a Zelda game was never and should never have been defined by puzzles. Puzzles are just a side element to the combat and exploration of a Zelda title, but Aonuma has warped the series into being defined by puzzles and gimmick dungeons.
A large open world with many things to find and areas to explore with a solid combat experience is going to offer far more play time and replay potential than linear series of puzzles.
Mike, it was great hearing your sincere take on being a black videogame writer. From what little I've read in articles on Ms. Hill or D'Angelo, it seems like their work has to take into account that they represent a whole community, putting an enormous burden over their shoulders, and it looks to be quite a widespread feeling.
For the record, I think their comments on GG have been spot-on, both this week and in previous episodes, and I really don't have much too add. I was only bothered by the analogy involving recent events - or maybe it's just me disagreeing with their tone on some of their comments. Obviously their intentions could not be farther from it but the way (for example) Bob put it at some spots bordered on victim blaming (or at least 'missing the point') for me. I just wanted to quietly voice my discomfort/disagreement with that specific part of the debate.
j/k I was clearly just fishing for that T-Frog snark, so I obviously got what I wanted. ;phope Kat's back for next week btw!
Enjoyed it, even if disagreed with gamer label discussion. But then all gamer to me means is a person has gaming (be it digital or analog) as a hobby of note. Note a label to say gaming is a persons only interest (thus I'd consider myself a gamer, a film-geek, a anime-geek, a history-geek among other things).
That said all the marketing speak that has entered general culture when discussing stuff has always rubbed me the wrong way. Talking about media in terms of 'new ip' or 'new franchise' for instance.
Disappointed in the podcast name. so very bland.
It's still BLOODAXE to me, dammit!
Puzzles are something that the Zeldas do better than almost any other games.For me and many other players, the quality of content in a Zelda game was never and should never have been defined by puzzles. Puzzles are just a side element to the combat and exploration of a Zelda title, but Aonuma has warped the series into being defined by puzzles and gimmick dungeons.
A large open world with many things to find and areas to explore with a solid combat experience is going to offer far more play time and replay potential than linear series of puzzles.
I generally have less of a problem using "gamer" as a term, even though I feel some have tied their self-worth to the concept in a way that's not healthy. Of course, this can be true of any label.
I remembered something:
Kazuya Niinou's doing WHAT? He quit SE after relaunching XIV? I can't get anything recent on GooGoo.
And yeah, there's definately a skeeze line there in most J-game lover's hearts. You can SEE the quality of mechanics beyond it here and there but gawdamn if you're going to go get it.
He's directing Criminal Girls: Invitation Only, I believe.
Well, so far as I know he's with Square/FFXIV now. Criminal Girls was originally a PSP game from several years back, and Invitation Only is either a remake or a barely-a-sequel sequel (I haven't looked into it too closely...). He's probably not directly involved with Invitation Only, but he was the designer on the original version.
I'm a bit late but I agree with this 100%I strongly disagree with Bob and Jeremy regarding Zelda. Zelda should be linear because it allows the puzzles and dungeons to be more complex. Just look at A Link Between Worlds: open design, incredibly simplistic puzzles. The game has to assume you have nothing but the one required item because of its open design, so there aren't any puzzles that build on skills you've previously learned in other dungeons. I am wary that Zelda Wii U will continue this regressive slide into simplicity, as it appears even more open than ALBW. I wish they had continued to refine the formula instead of ejecting the last twenty years of iterative design to end up with something just like every other open world game on the market.
Critics and players loved ALBW's changes, though, so clearly I am in a minority. It's just frustrating to see Zelda become like these open world games because open world fans have a whole litany of games; the only game like Zelda is Zelda. And that's not even true anymore.