strangedopamine
Member
90 people... can anyone put that in perspective? how many people work on a typical 3DS game or Zelda game?
As of April 2013, Game Freak has 85 people employed, no idea how many worked on X/Y though.
Source.
90 people... can anyone put that in perspective? how many people work on a typical 3DS game or Zelda game?
Soooo no reason then.
People... just don't pick up all the heart containers. It's a voluntary way to keep the difficulty and it's been in every Zelda game. Battles are way more fun that way too.
Soooo no reason then.
Besides, given the experimental nature of this game I am not sure you'd want it to be very hard on the first playthrough due to having to experiment with dungeon orders and item usage. Don't forget, if you die while holding a rented tool, you lose it. That sounds like a bad combination for hardcore difficulty + first playthrough not knowing what to do and where to go.
Or an awesome one? I'd love that. It would make combat more tense and give me motivation to upgrade my health.
Hero mode being an unlockable doesn't bother me. Many people may never play a game more than once, but traditionally Zelda games get replayed again and again down through the years by fans.
Wind Waker, Hero mode at the start was for the die-hard fans who had already played it so many times and would be even more bored by the default difficulty.
Besides, given the experimental nature of this game I am not sure you'd want it to be very hard on the first playthrough due to having to experiment with dungeon orders and item usage. Don't forget, if you die while holding a rented tool, you lose it. That sounds like a bad combination for hardcore difficulty + first playthrough not knowing what to do and where to go.
Soooo you just don't enjoy challenge.
Not artificially created challenge, no. Something's backwards if the player has to create their own fun.
But it's the game that provides the new mode...
We were talking about reasons to play the game again after the 1st time, meaning after the mode unlocks.
We were talking about reasons to play the game again after the 1st time, meaning after the mode unlocks.
Not artificially created challenge, no. Something's backwards if the player has to create their own fun.
I always welcome Hero Mode!
What they need to do is start including Master Quests, and rearrange the dungeons with devilish and devious new puzzles designed to stump vets on these Hero Mode quests.
That would be awesome.
I want another zelda game to do the 2nd quest from the first Zelda.
90 people... can anyone put that in perspective? how many people work on a typical 3DS game or Zelda game?
So this game was made with 10 times less people than ACIV.
(I know it's comparing apples and oranges, but geez.)
Sure they are using those 900 to do something, beside tiddling tumbling; but at the end of the day, ALBTW is almost definitely going to end up being the better game.It is. For one ACIV is being developed for PC/PS4/XBOX1/PS3/360/WiiU. Zelda: ALBW is being developed for the 3DS.
Then it is a matter of whether the producer is counting QA testers, post production artist, contract developers, middleware staff, technical support, etc.
Actually a big differentiator can also be the cinematic production. I mean CG Production / Planning / Voice Acting / Recording staff alone can be in the hundreds. That's an issue Nintendo doesn't really deal with very often.
So this game was made with 10 times less people than ACIV.
(I know it's comparing apples and oranges, but geez.)
The credits to Fire Emblem Awakening list over 200 people and that's not even counting the voice actors and the localization team.90 people... can anyone put that in perspective? how many people work on a typical 3DS game or Zelda game?
3D Land had around 40-50.90 people... can anyone put that in perspective? how many people work on a typical 3DS game or Zelda game?
So this game was made with 10 times less people than ACIV.
The credits to Fire Emblem Awakening list over 200 people and that's not even counting the voice actors and the localization team.
Kind of funny that the 2nd quest could be unlocked without completing the game first.
Just over 100 for SS according to Miyamoto (and that was nintendo's biggest project ever) and roughly 50+ for PH going by me counting the credits. Going by a photo of the team which was in the special editioon of SS, I counted just under 90 people on there so exct numbers are't always clear.
Anyway, going to go a little off topic, but searching through old interviews, I came across this qoute that caught my eye which I've never read before about how SS was inspired by mario.
Ugh - Miyamoto's quote about SS reminds me a lot of how he tried to ruin Sticker Star. Upending the tea-table sometimes works really well (Metroid Prime, Twilight Princess), but this guy seems to be off the mark more often than not meddling with other projects lately.
Then again, Pikmin 3 is one of the best games I've ever played so ¯\(°_o)/¯
Sticker Star's problems were both.Sticker Star's problem wasn't the lack of story. It was the sticker-based combat system.
It is hardly Miyamoto's fault.
I don't care about the art style anymore. The game is gonna be awesome to PLAY.What they also should have done was create the game in beautiful hand-drawn 2D with charmingly detailed sprites after the spirit of the original. Instead, they opted for a jagged, low-poly 3D aesthetic and some frankly ugly character models. In terms of visuals, it looks like a lazy effort to these eyes.
Not really. Stickers and battle system were fine, the issues people had were the lack of rewards and experience that resulted from battling.Sticker Star's problem wasn't the lack of story. It was the sticker-based combat system.