Xwrath- I guess we will have to agree to disagree. To me the question was not 'will there be an island' but 'what will be on that island'. and that did vary alot.
Okay let's try something new. Which Zelda game do you think has the best bosses?
Phantom Hourglass was some of the most fun I've had with large monsters in a zelda game. Some of them were actually challenging! I was shocked!
Sorry, but I can't relate to you guys who claim to have beaten WW Ganondorf in like 50 seconds the first time.
My initial strategy was basically slashing and stabbing like a madman, but all it resulted was me chugging blue potions. I remember I almost died in the end as I used up all my potions and it was fucking awesome. No one will ever say otherwise.
Likewise, all you people who think they were smart by rolling under Ganon in OoT. That's just cheating, man.
Well, it was obvious that the grid system was how they handled streaming in new islands. Each square stored all the objects and geometry, and when you got near an edge, it would start pulling in data for the next square.
The only two solutions to this are:
* increase the number of squares visually represented. This results in squares that don't have anything. People bitch and complain about empty squares.
* reduce the number of squares visually represented. Now you have multiple islands in a square, but people bitch about the "small" world because now instead of 12x12 it's 6x6. Also, location becomes harder.
Orrrr they could have put more in the goddamn square.
Seriously, most of the islands were tiny little throwaway things with almost nothing on them. If you can fit Dragon Roost and Windfall Island onto a square, then you can't exactly claim technical limitations. Now of course you couldn't have a map full of giant islands, but far too many of them were little areas of boring nothing. I remember being vaguely excited about the island up in the north with all the jelly chus after I realized it was more than just a patch of grass - but the content was all explored and concluded with in about five minutes.
It was just disappointing.
Meanwhile in TP there was, for instance, that deep crack in the ground just south of castle town which I discovered by nearly falling into it, and which provided a pretty taxing little puzzle that took several attempts. There was also the spinner stuff in the canyon way out east. And a bunch of other little things.
edit: navigating the area around the zora waterfall was a puzzle in of itself.
Of all things, the first gripe that came to mind with TP was the fact that they made Link right-handed.
I know, extremely minor point and not at all important in the grand scheme of things. It's just that he's always been left-handed and it seemed they eschewed tradition in order to make it analogous to the Wiimote/Nunchuck combo. Meh.
That's because all they did for the Wii version was mirror the entire world.
Believe it not, this was cheaper than going back and adding alternate left handed animations.
Which is going to totally fuck me up if I ever play the Wii version (played it on Gamecube, which has left-handed Link)
Can the goddamned brackets craze fucking die already?
Xwrath- I guess we will have to agree to disagree. To me the question was not 'will there be an island' but 'what will be on that island'. and that did vary alot.
I just don't see why we couldn't have found islands just by, you know, seeing them on the horizon, and dispensed with the grid altogether.
Okay let's try something new. Which Zelda game do you think has the best bosses?
Phantom Hourglass was some of the most fun I've had with large monsters in a zelda game. Some of them were actually challenging! I was shocked!
Minish Cap has pretty good bosses. So, if you count it, does Freshly Picked Tingle's Rosy Rupeeland.
TP's bosses were variable, but when they worked (fossil or dragon), they really worked.
but how ANYONE was supposed to figure out how to get the fire and ice arrows i'll never know
i guess there were people who already had the ballad of gales, but i don't really remember what i did the one time i encountered that red frog dude
and then, being stuck, teleport to every spot they could on the map? i don't even know
was there some hint i missed? an npc thats all like "hey bro did you ever fly into a volcano before it probably has magic arrows"
Personally? I got the Ballad of Gales almost as soon as I could (my thought process: "now that I have arrows, I can fight back against those cyclones. I never want to see those things ever again so let's go kill the source"). Soon after that I had to go to the Forsaken Fortress again, so I used the song to go to the warp zone closest to the Forsaken Fortress. That happens to be the Mother and Child Islands. Once inside, the fairy gave me a "hey dude, come back once someone more special than your sister is revealed", so I came back after the whole Zelda reveal.
For what it's worth, having Link kill Ganondorf in WW accidentally with a mis-performed parry was brilliant. Sorta rubbed it in that you're just a country kid compared to OoT Link.
I really liked the parry/dodge mechanic, I missed it in TP.
I'd like to see a combat system less based on hearts and more based on skill. Currently, most enemies do maybe two hearts damage, maximum, and therefore once you get a bunch of hearts they become more of an annoyance than a challenge.
I'd like to see big, lumbering assholes like the Hinox outside the Dark World Temple (lttp) return. I want to see enemies that will quite simply destroy you unless you have a bunch of hearts or fight well - subsquently making it possible to really push yourself without deliberately avoiding hearts, kind of like fighting high level monsters in an RPG. Remember the Iron Knuckles? Bring back the Stalfos imho.
I'd like to see a combat system less based on hearts and more based on skill. Currently, most enemies do maybe two hearts damage, maximum, and therefore once you get a bunch of hearts they become more of an annoyance than a challenge.
I'd like to see big, lumbering assholes like the Hinox outside the Dark World Temple (lttp) return. I want to see enemies that will quite simply destroy you unless you have a bunch of hearts or fight well - subsquently making it possible to really push yourself without deliberately avoiding hearts, kind of like fighting high level monsters in an RPG. Remember the Iron Knuckles? Bring back the Stalfos imho.
I think Twilight Princess did a better job of making you take a little bit more damage then in Wind Waker (where you usually only took quarter of a heart of damage from enemies), but I think it could be harder. I vaguely remember Wind Waker having a "Hard" difficulty setting, did it make it much harder? I think they really should add a difficulty setting or something, which jacks up the damage you take. In the original game, you took pretty significant damage until you got those rings that helped reduce damage. Zelda 2 the same way, but you got a spell that helped with damage. Maybe they should follow that route again, an item or spell you get later which can help with damage.
I'd like to see a combat system less based on hearts and more based on skill. Currently, most enemies do maybe two hearts damage, maximum, and therefore once you get a bunch of hearts they become more of an annoyance than a challenge.
I'd like to see big, lumbering assholes like the Hinox outside the Dark World Temple (lttp) return. I want to see enemies that will quite simply destroy you unless you have a bunch of hearts or fight well - subsquently making it possible to really push yourself without deliberately avoiding hearts, kind of like fighting high level monsters in an RPG. Remember the Iron Knuckles? Bring back the Stalfos imho.
Iron Knuckles didn't really test skill so much as how many bombs you had, but I get the point. And I dunno, I've always found combat kind of superfluous in Zeldas beyond the first two.
enlightenedbum on
Self-righteousness is incompatible with coalition building.
Sorry, but I can't relate to you guys who claim to have beaten WW Ganondorf in like 50 seconds the first time.
Sorry Chen, you might just suck. The fight was literally over in under a minute for me.
Sign me up to the club that apparently didn't barrel through that fight in a minute flat.
I don't remember how long it took me, but he was way too easy. I died the first time (forgot to bring any fairies), but when I came back loaded with fairies I didn't even end up using a single one. I annihilated him, barely took any damage.
No, I'm serious. Like how I only had faeries during the fight in OoT the first time and forgot to stock on magic potions. Once my magic meter ran out Ganon kicked my ass Chuck Norris style.
In my mind, the perfect 'next' Zelda is something like this:
Pre-industrial revolution steampunkish setting - some machines but not high industry. Think Hayao Miyazaki style (Nausicaa or Laputa for reference points). A large world, maybe a little bigger than Twilight Princess, that has numerous little villages and a couple of major towns. These towns are pretty busy and have, to an extent, some scripted behaviour á la Majora's Mask (of course it couldn't be as exact, but you get the idea - non-vip NPCs at the market or bar, etc). Bandits. Canal systems. Goron industrial miners. Zora river traders. Gerudo mechanics.
However, this sort of 1650's world is delicate and has to be heavily guarded, with an untamed Gormenghast-esque wilderness just off the beaten track. Travelling at night is dangerous. Guard towers and outposts are dotted around. Mercenaries and wanderers make a living by guiding caravans. Deep in the forests, hermits and witches scrabble a living. If you venture even further into the untamed lands, you start coming across magical beings, monsters and SOTC style landscapes. Lost and forgotten ruins lie crumbling under the weight of their ivy. The familiar gradually becomes strange. Ancient desert palaces have been possessed by entities unknown. Here in these outlying regions are hints that the world used to be a very different place. Old riverbeds crisscross dry sierras.
Meanwhile, a flame-haired baron of industry has come from across the sea, in a ship that streaks the sky with black smoke...
Well, it's a little late when you fired all your light arrows, naturally thinking arrows would hurt anyone especially ones imbued with light. Apparently arrows only stun demonic deities. The more you know.
but how ANYONE was supposed to figure out how to get the fire and ice arrows i'll never know
i guess there were people who already had the ballad of gales, but i don't really remember what i did the one time i encountered that red frog dude
and then, being stuck, teleport to every spot they could on the map? i don't even know
was there some hint i missed? an npc thats all like "hey bro did you ever fly into a volcano before it probably has magic arrows"
Well, you pass right by the island with the Fire Arrows on the way to the Korok Forest level.
I think how it's supposed to happen is that you go to the islands marked as the temples, shoot the fish, and they tell you about the Fire and Ice islands. If you shoot those fish, they tell you about the Mother and Child Isles. If you sail there and shoot that fish, it says something about the tornado guy and how he can help you fly or something.
I haven't played it in a few years but I think that's how it goes. Shooting fish nets you important game clues.
Speaking of which, how was I supposed to know that shooting the sun at a specific time on a specific place would wield fire arrows? Fuck that shit. I had to use a guide to figure that one out.
Sorry, but I can't relate to you guys who claim to have beaten WW Ganondorf in like 50 seconds the first time.
Sorry Chen, you might just suck. The fight was literally over in under a minute for me.
Sign me up to the club that apparently didn't barrel through that fight in a minute flat.
I don't remember how long it took me, but he was way too easy. I died the first time (forgot to bring any fairies), but when I came back loaded with fairies I didn't even end up using a single one. I annihilated him, barely took any damage.
I didn't take any damage (though the same can be said for OoT and TP), it just took me more than 60 seconds.
but how ANYONE was supposed to figure out how to get the fire and ice arrows i'll never know
i guess there were people who already had the ballad of gales, but i don't really remember what i did the one time i encountered that red frog dude
and then, being stuck, teleport to every spot they could on the map? i don't even know
was there some hint i missed? an npc thats all like "hey bro did you ever fly into a volcano before it probably has magic arrows"
Well, you pass right by the island with the Fire Arrows on the way to the Korok Forest level.
I think how it's supposed to happen is that you go to the islands marked as the temples, shoot the fish, and they tell you about the Fire and Ice islands. If you shoot those fish, they tell you about the Mother and Child Isles. If you sail there and shoot that fish, it says something about the tornado guy and how he can help you fly or something.
I haven't played it in a few years but I think that's how it goes. Shooting fish nets you important game clues.
wait, you can just shoot the fish? I always used bait.
Dammit the Ocean Temple is annoying. I don't mind having to do it so many times if it weren't for the time limit. Does the big temple in Spirit Tracks have a time limit?
I know I've got plenty of time, it's just frustrating to be under constant pressure.
Cameron_Talley on
Switch Friend Code: SW-4598-4278-8875
3DS Friend Code: 0404-6826-4588 PM if you add.
It's a good idea, though I think similar things have been bandied about before, possibly by you.
I would also like to see space zelda.
Fighter ship Epona with a Navi computer.
Xagarath on
0
Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
Dammit the Ocean Temple is annoying. I don't mind having to do it so many times if it weren't for the time limit. Does the big temple in Spirit Tracks have a time limit?
I know I've got plenty of time, it's just frustrating to be under constant pressure.
It does not have a time limit, Spirit Tracks was mighty fun. Now I have my own DS and I want to play it again...
Anyway my own Zelda playlist is woefully lacking, I've not played basically anything before Phantom Hourglass/TP, oh and there were a couple on Gameboy/Advance too but I forget which. I shall have to rectify this.
Anyway in a new Zelda I'd like to see some giant SotC type bosses, ones you can climb/hookshot around, I think that might work pretty well.
Posts
i'll admit WW was pretty easy
but how ANYONE was supposed to figure out how to get the fire and ice arrows i'll never know
and then, being stuck, teleport to every spot they could on the map? i don't even know
was there some hint i missed? an npc thats all like "hey bro did you ever fly into a volcano before it probably has magic arrows"
Okay let's try something new. Which Zelda game do you think has the best bosses?
Phantom Hourglass was some of the most fun I've had with large monsters in a zelda game. Some of them were actually challenging! I was shocked!
https://medium.com/@alascii
My initial strategy was basically slashing and stabbing like a madman, but all it resulted was me chugging blue potions. I remember I almost died in the end as I used up all my potions and it was fucking awesome. No one will ever say otherwise.
Likewise, all you people who think they were smart by rolling under Ganon in OoT. That's just cheating, man.
Seriously, most of the islands were tiny little throwaway things with almost nothing on them. If you can fit Dragon Roost and Windfall Island onto a square, then you can't exactly claim technical limitations. Now of course you couldn't have a map full of giant islands, but far too many of them were little areas of boring nothing. I remember being vaguely excited about the island up in the north with all the jelly chus after I realized it was more than just a patch of grass - but the content was all explored and concluded with in about five minutes.
It was just disappointing.
Meanwhile in TP there was, for instance, that deep crack in the ground just south of castle town which I discovered by nearly falling into it, and which provided a pretty taxing little puzzle that took several attempts. There was also the spinner stuff in the canyon way out east. And a bunch of other little things.
edit: navigating the area around the zora waterfall was a puzzle in of itself.
That's because all they did for the Wii version was mirror the entire world.
Believe it not, this was cheaper than going back and adding alternate left handed animations.
Which is going to totally fuck me up if I ever play the Wii version (played it on Gamecube, which has left-handed Link)
Minish Cap has pretty good bosses. So, if you count it, does Freshly Picked Tingle's Rosy Rupeeland.
TP's bosses were variable, but when they worked (fossil or dragon), they really worked.
Personally? I got the Ballad of Gales almost as soon as I could (my thought process: "now that I have arrows, I can fight back against those cyclones. I never want to see those things ever again so let's go kill the source"). Soon after that I had to go to the Forsaken Fortress again, so I used the song to go to the warp zone closest to the Forsaken Fortress. That happens to be the Mother and Child Islands. Once inside, the fairy gave me a "hey dude, come back once someone more special than your sister is revealed", so I came back after the whole Zelda reveal.
It was a short fight, but damn if it wasn't fun.
3DS Friend Code: 0404-6826-4588 PM if you add.
I keep praying that First4Figures will do a statue of him.
I really liked the parry/dodge mechanic, I missed it in TP.
I'd like to see a combat system less based on hearts and more based on skill. Currently, most enemies do maybe two hearts damage, maximum, and therefore once you get a bunch of hearts they become more of an annoyance than a challenge.
I'd like to see big, lumbering assholes like the Hinox outside the Dark World Temple (lttp) return. I want to see enemies that will quite simply destroy you unless you have a bunch of hearts or fight well - subsquently making it possible to really push yourself without deliberately avoiding hearts, kind of like fighting high level monsters in an RPG. Remember the Iron Knuckles? Bring back the Stalfos imho.
Sign me up to the club that apparently didn't barrel through that fight in a minute flat.
I think Twilight Princess did a better job of making you take a little bit more damage then in Wind Waker (where you usually only took quarter of a heart of damage from enemies), but I think it could be harder. I vaguely remember Wind Waker having a "Hard" difficulty setting, did it make it much harder? I think they really should add a difficulty setting or something, which jacks up the damage you take. In the original game, you took pretty significant damage until you got those rings that helped reduce damage. Zelda 2 the same way, but you got a spell that helped with damage. Maybe they should follow that route again, an item or spell you get later which can help with damage.
Iron Knuckles didn't really test skill so much as how many bombs you had, but I get the point. And I dunno, I've always found combat kind of superfluous in Zeldas beyond the first two.
I don't remember how long it took me, but he was way too easy. I died the first time (forgot to bring any fairies), but when I came back loaded with fairies I didn't even end up using a single one. I annihilated him, barely took any damage.
come on man, at least get your video game terms right. This means the victor didn't take any damage, totally false.
Pre-industrial revolution steampunkish setting - some machines but not high industry. Think Hayao Miyazaki style (Nausicaa or Laputa for reference points). A large world, maybe a little bigger than Twilight Princess, that has numerous little villages and a couple of major towns. These towns are pretty busy and have, to an extent, some scripted behaviour á la Majora's Mask (of course it couldn't be as exact, but you get the idea - non-vip NPCs at the market or bar, etc). Bandits. Canal systems. Goron industrial miners. Zora river traders. Gerudo mechanics.
However, this sort of 1650's world is delicate and has to be heavily guarded, with an untamed Gormenghast-esque wilderness just off the beaten track. Travelling at night is dangerous. Guard towers and outposts are dotted around. Mercenaries and wanderers make a living by guiding caravans. Deep in the forests, hermits and witches scrabble a living. If you venture even further into the untamed lands, you start coming across magical beings, monsters and SOTC style landscapes. Lost and forgotten ruins lie crumbling under the weight of their ivy. The familiar gradually becomes strange. Ancient desert palaces have been possessed by entities unknown. Here in these outlying regions are hints that the world used to be a very different place. Old riverbeds crisscross dry sierras.
Meanwhile, a flame-haired baron of industry has come from across the sea, in a ship that streaks the sky with black smoke...
3DS FC: 5343-7720-0490
i want to replay OOT now haha.
3DS FC: 5343-7720-0490
Well, you pass right by the island with the Fire Arrows on the way to the Korok Forest level.
I've got a bad case of lovin' you.
For me... perfect game.
I think how it's supposed to happen is that you go to the islands marked as the temples, shoot the fish, and they tell you about the Fire and Ice islands. If you shoot those fish, they tell you about the Mother and Child Isles. If you sail there and shoot that fish, it says something about the tornado guy and how he can help you fly or something.
I haven't played it in a few years but I think that's how it goes. Shooting fish nets you important game clues.
I think you should go take a look at Little King's Story.
I am forever ashamed.
I didn't take any damage (though the same can be said for OoT and TP), it just took me more than 60 seconds.
wait, you can just shoot the fish? I always used bait.
I know I've got plenty of time, it's just frustrating to be under constant pressure.
3DS Friend Code: 0404-6826-4588 PM if you add.
It's a good idea, though I think similar things have been bandied about before, possibly by you.
I would also like to see space zelda.
Fighter ship Epona with a Navi computer.
It does not have a time limit, Spirit Tracks was mighty fun. Now I have my own DS and I want to play it again...
Anyway my own Zelda playlist is woefully lacking, I've not played basically anything before Phantom Hourglass/TP, oh and there were a couple on Gameboy/Advance too but I forget which. I shall have to rectify this.
Anyway in a new Zelda I'd like to see some giant SotC type bosses, ones you can climb/hookshot around, I think that might work pretty well.