The funny thing about the Spirit Realm is that I didn't much care for the Temple of the Ocean King, and I found the Twilight-covered Hyrule to be cool, but the tear of light hunt to be a bit tedious after a while.
And yet, fusing the two concepts into one thing somehow made something I liked doing quite a bit.
It was my least favorite part of SS. I hate time limits on things, they stress me out too much. I didn't mind the unkillable enemies if you triggered them, and I found the TP light hunt tedious (though a bit less so upon replay earlier this year), but put them together and I really dreaded it. Worse than the game refusing to register my inputs, which is saying something.
It was my least favorite part of SS. I hate time limits on things, they stress me out too much.
That's why I hated the Imprisoned fights. They're instant death if you take too long. Normally Zelda fights give you all the time you need to learn the patterns and figure out the weak point of the boss. The Imprisoned gives you no time to get your head together - he's constantly moving towards the target. It's even more stressful that he can constantly knock you down. The Imprisoned felt very uncharacteristic of the series.
Not trying to harp on people's play experiences, but I never felt overly rushed vs the Imprisoned or during the Spirit Realm stuff. The Imprisoned moves so slow and I was always able to finish it off before it got anywhere close to the top. And the Spirit Realm sections always seem to drop lots of the Pearls to show the Seed locations, which in turn keep the Guardians asleep the whole time.
All that being said, I understand that just the feeling of being rushed can have big effects on people and cause them to not enjoy an experience.
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Not trying to harp on people's play experiences, but I never felt overly rushed vs the Imprisoned or during the Spirit Realm stuff. The Imprisoned moves so slow and I was always able to finish it off before it got anywhere close to the top. And the Spirit Realm sections always seem to drop lots of the Pearls to show the Seed locations, which in turn keep the Guardians asleep the whole time.
All that being said, I understand that just the feeling of being rushed can have big effects on people and cause them to not enjoy an experience.
Oh, I definitely got a few game overs to the Imprisoned as well, now that I think about it. His normal speed, yeah sure it's plenty slow, but I think on the second battle each time you hit him he drops and slithers like 1/3 of the way up the gorge? That screwed me multiple times.
I'd completely forgotten that part, so I must edit my last statement: the subsequent Imprisoned fights are my least favorite part of SS, followed closely by the tear thing, and then the bad controls.
The final spirit realm was pretty rushed. I failed on it once because I slid right into a spirit
0
Warlock82Never pet a burning dogRegistered Userregular
I don't recall having issues with the spirit realm things, but it's also mostly a resource management thing - making sure you save strategic orbs or not get caught too far away from them. I can totally see how it can be one of those things that everyone is going to have different levels of success with depending on how well they can manage that stuff.
I enjoyed the Silent Realm or Spirit Realm or whatever it was called. It wasn't too difficult and a nice change of pace from the rest of the gameplay and a decent way to squeeze some extra playtime out of the same areas.
For all the imprisoned bosses you can just ignore his toes and jump on his head. Run ahead and take an air vent to a floor above and jump on his head. The fastest way to drive the spike in is to do one downward slash, followed by a downward vertical spin attack. When you have Groose get into position above first and then launch a bomb to stun it to give you more time to line up your jump.
Jumping on the head is risky because if you mess up and miss you lose a lot of time. But it’s still preferable to messing with its toes.
For all the imprisoned bosses you can just ignore his toes and jump on his head. Run ahead and take an air vent to a floor above and jump on his head. The fastest way to drive the spike in is to do one downward slash, followed by a downward vertical spin attack. When you have Groose get into position above first and then launch a bomb to stun it to give you more time to line up your jump.
Jumping on the head is risky because if you mess up and miss you lose a lot of time. But it’s still preferable to messing with its toesballoons.
It wasn't the guardians in the silent realms that were a problem for me, it was the enemies with lanterns, who seemed to have an enormous detection radius and followed you for far too long.
Over the last few sessions, we traveled into the tree, met the Dragon, got the Spirit Water, entered the water temple, got the whip, and recovered the first sacred flame.
Highlights:
-It took me forever to find the sacred water. I eventually just looked online.
-She was not impressed with the dragon in the pot, but changed her mind after the dragon got loose.
-We passed by Groose at one point who was crying against the wall and she laughed at him.
-She's starting to notice and remember a lot visual clues.
-"Look honey, we got a whip!" "What's a whip daddy?" (I forget she's 5 sometimes)
-Stealing the key off a guard with the whip, through prison bars, was apparently quite funny.
-The temple boss with 6 arms had her pretty scared.
So we ended up with a lot of wandering the forest looking for the Spirit Water. It let us retread some old ground, but ultimately was a large waste of time. A quick peek online told me to revisit the old forest dungeon. She really got into the exploration for the key and pathing to get to the end. Her excitement only increased after we got the water...only to have to get ready for bed. :bigfrown:
The entire water temple (played over two sessions) was a blast. She was actively looking for solutions and often times correctly pointing out what to do (flipping over plants, hitting switches, etc). Once we got the whip, she immediately started putting two and two together to point out hook/swing locations we could use to get to new areas.
During the boss fight, I took quite a few hits and got down to the "warning beep" heart level. She started getting so anxious, especially since this was the first fight that didn't have heart-filled pots around the area (they're hiding in the boss destructible pillars). She was hopping around the sofa telling me to drink my potion. I told her to chill out as I had basically got the pattern down, but she was just getting all worked up.
I ended up pausing the fight and telling her everything was fine. While I had to dump out our potion to carry the Spirit Water, my other bottle has a Fairy in it. Once I explained that even if I run out of health, the Fairy will heal me up. Thankfully, the boss switched forms and started knocking down the pillars. The extra hearts turned off the beeping sound and she calmed down.
I'm having a great time with SS. Not only is it a lot of fun playing with her, but I can honestly say I remember almost nothing about the dungeons and puzzles, so this basically feels like a brand new Zelda title. And man, these level designs have been great. A lot of quality stuff going on here.
The only downside right now is that she hates it when I suggest we save, as she knows that signals we're about to stop playing. :biggrin:
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
I honestly don't think I could play this in the presence of a minor, at least unless I wanted them to learn some new words.
"That was a vertical strike, you stupid [rest of the sentence redacted]."
Nobody remembers the singer. The song remains.
0
Dr_KeenbeanDumb as a buttPlanet Express ShipRegistered Userregular
Got to that tadtone part in Skyward Sword... and I switched right over to my Pro Controller. I can safely say that non-motion controls make that section of the game really easy.
Just finished it yesterday. I'd say this game holds up pretty well with the QOL updates this version adds. The tadtone thing is still kinda meh, but it's relatively short. Skyward Sword might be my favorite of the OOT-style games.
So, I've said I like Oracle Of Ages. And I still do.
But I had forgotten just how much the Mermaid Suit borks the swimming controls.
The Mermaid Suit is an item you get midway through the game that permanently improves Link's ability to swim, moreso than the flippers. He can swim in deep ocean waters, dive down and breathe underwater, and move faster. He can even use one of his items underwater (on the A button, since the B button is dedicated to diving and rising). But, it also permanently changes the swimming controls. Instead of holding the D-pad in a direction to swim, you need to rapidly tap the D-pad to swim anywhere; if you hold the D-pad, Link doesn't move at all, anymore. This doesn't apply if you're riding the raft, or Dimitri, but it permanently changes how Link himself controls in the water. I don't think it takes much to explain why this is really annoying. It's not even like the suit should change the controls in this way; you're still using the D-pad to move, and you can't use an item while swimming on the surface. Why can't you just have normal movement, and then have rapid tapping if you want to "dash" underwater?
It doesn't help at all that there are 2 major dungeons with very extensive underwater sections. Jabu Jabu's Belly has you mashing the D-pad to move for more than half of the time there, and there's a major town you need to explore to get there.
If they ever remake the Oracle games like they did Link's Awakening, that is the first thing I'd want them to change.
It would be so good if they redid the oracle games on Switch. Preferably with a Guacamelee-Style double cart, or a single game with 2 games in it. It would be nice if the Secrets system could be done with in-game unlocks instead of passwords.
One of the biggest drawbacks of the NES, SNES, and GB games was having to pause the game to switch your items around. To be fair, it was probably a technical limitation thing, but boy does it get tiresome. I still remember the sense of freedom in OoT of having multiple items available at a time.
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
It's kind of stupidly hilarious that even with 4 face buttons and the shoulder buttons to work with, ALTTP still only let you have 1 item ready at a time. Granted, it did let you have sword and shield ready at all times, so there's that.
I think the biggest example of the GB limitations on Oracle of Ages, that I found, was in one phase of the final boss fight. You need to use the Seed Shooter to make her vulnerable, the Switch Hook to position her, and then use your sword to actually attack. You actually can't avoid having to swap items around every time you want to strike. And that's without considering if you want to use the Seed Satchel or the Roc's Feather to maneuver while you're getting ready to shoot.
The LA remake did a lot for fixing that issue, and I'd love to see how smooth the Oracle games are when you don't need to have item buttons for the sword and shield, or the power bracelet.
+2
Dark Raven XLaugh hard, run fast,be kindRegistered Userregular
Just got up to the Kikwii in Skyward Sword who says
One of the biggest drawbacks of the NES, SNES, and GB games was having to pause the game to switch your items around. To be fair, it was probably a technical limitation thing, but boy does it get tiresome. I still remember the sense of freedom in OoT of having multiple items available at a time.
I think the later versions of the LttP randomizer let you use L and R to scroll through your items without going to the menu, so it probably wasn't a technical limitation per se.
As I remember, it took a while for the shoulder buttons to catch on and get anything important assigned there. Coming from the NES, maybe the assumption was that people just wouldn't notice the shoulder buttons (or maybe they were late additions to the design, so early games were made without needing them)?
It's kind of stupidly hilarious that even with 4 face buttons and the shoulder buttons to work with, ALTTP still only let you have 1 item ready at a time. Granted, it did let you have sword and shield ready at all times, so there's that.
Yeah, like @klemming said, there seemed to be some hesitancy to use the triggers in early SNES games. Still, having a map button on the face seemed like kind of a waste when they could've put that on Select.
However, only having one item button to work with was much easier to deal with in ALTTP than LA/OOA/OOS. Between making the shield an active rather than passive item, needing to equip items to lift and dash and jump, and needing to do all those things frequently. I love Zelda games, but I have never been able to stick with any of those games long enough to beat them because I hated the constant inventory management. I only beat LA when they came out with the remake.
Yeah, the inventory space is the worst thing about the Oracle games (well, that and the mermaid suit controls, as mentioned before), so I really hope a Switch remake of the two is in the pipeline somewhere.
On that subject, I finished my re-run of OOA yesterday, and started on OOS (linked). And I had forgotten, and find it real interesting, that the Oracle games actually have a bit of a post-game. Most every game in the series just ends when you finish the story, and reload to just before the final boss. But the Oracle games actually let you wander around in a game world where the day has been saved and the NPCs are grateful to you. It's a minor thing (and can be argued to be annoying if you wanted to repeatedly fight the final boss), but it's kinda neat for being unique to the franchise.
My dream remake is the original Zelda games done in a fresh, new styles. LoZ could have a LA engine overhaul (with a different art style) and AoL could have a fleshed out, 3D engine that either keeps or ditches the 2D design.
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
I'm not sure it would work from an overhead perspective, but I always liked the idea of an ALTTP remake having in-game graphics that looked like the promotional art of the orginal SNES release. If that didn't work, I'd accept a prettier version of A Link Between Worlds.
They can do whatever crazy art style they want with a theoretical OOA/OOS remake, but ALTTP needs a timeless look.
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And yet, fusing the two concepts into one thing somehow made something I liked doing quite a bit.
That's why I hated the Imprisoned fights. They're instant death if you take too long. Normally Zelda fights give you all the time you need to learn the patterns and figure out the weak point of the boss. The Imprisoned gives you no time to get your head together - he's constantly moving towards the target. It's even more stressful that he can constantly knock you down. The Imprisoned felt very uncharacteristic of the series.
All that being said, I understand that just the feeling of being rushed can have big effects on people and cause them to not enjoy an experience.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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Oh, I definitely got a few game overs to the Imprisoned as well, now that I think about it. His normal speed, yeah sure it's plenty slow, but I think on the second battle each time you hit him he drops and slithers like 1/3 of the way up the gorge? That screwed me multiple times.
I'd completely forgotten that part, so I must edit my last statement: the subsequent Imprisoned fights are my least favorite part of SS, followed closely by the tear thing, and then the bad controls.
Jumping on the head is risky because if you mess up and miss you lose a lot of time. But it’s still preferable to messing with its toes.
Got my Skyward Sword acrylic print yesterday. Solid free reward if you’ve got 1,000 platinum coins.
Legends of Runeterra: MNCdover #moc
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AC:NH Chris from Glosta SW-5173-3598-2899 DA-4749-1014-4697
Over the last few sessions, we traveled into the tree, met the Dragon, got the Spirit Water, entered the water temple, got the whip, and recovered the first sacred flame.
Highlights:
-It took me forever to find the sacred water. I eventually just looked online.
-She was not impressed with the dragon in the pot, but changed her mind after the dragon got loose.
-We passed by Groose at one point who was crying against the wall and she laughed at him.
-She's starting to notice and remember a lot visual clues.
-"Look honey, we got a whip!" "What's a whip daddy?" (I forget she's 5 sometimes)
-Stealing the key off a guard with the whip, through prison bars, was apparently quite funny.
-The temple boss with 6 arms had her pretty scared.
So we ended up with a lot of wandering the forest looking for the Spirit Water. It let us retread some old ground, but ultimately was a large waste of time. A quick peek online told me to revisit the old forest dungeon. She really got into the exploration for the key and pathing to get to the end. Her excitement only increased after we got the water...only to have to get ready for bed. :bigfrown:
The entire water temple (played over two sessions) was a blast. She was actively looking for solutions and often times correctly pointing out what to do (flipping over plants, hitting switches, etc). Once we got the whip, she immediately started putting two and two together to point out hook/swing locations we could use to get to new areas.
During the boss fight, I took quite a few hits and got down to the "warning beep" heart level. She started getting so anxious, especially since this was the first fight that didn't have heart-filled pots around the area (they're hiding in the boss destructible pillars). She was hopping around the sofa telling me to drink my potion. I told her to chill out as I had basically got the pattern down, but she was just getting all worked up.
I ended up pausing the fight and telling her everything was fine. While I had to dump out our potion to carry the Spirit Water, my other bottle has a Fairy in it. Once I explained that even if I run out of health, the Fairy will heal me up. Thankfully, the boss switched forms and started knocking down the pillars. The extra hearts turned off the beeping sound and she calmed down.
I'm having a great time with SS. Not only is it a lot of fun playing with her, but I can honestly say I remember almost nothing about the dungeons and puzzles, so this basically feels like a brand new Zelda title. And man, these level designs have been great. A lot of quality stuff going on here.
The only downside right now is that she hates it when I suggest we save, as she knows that signals we're about to stop playing. :biggrin:
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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"That was a vertical strike, you stupid [rest of the sentence redacted]."
Thanks for reminding me! Just ordered mine.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
But I had forgotten just how much the Mermaid Suit borks the swimming controls.
The Mermaid Suit is an item you get midway through the game that permanently improves Link's ability to swim, moreso than the flippers. He can swim in deep ocean waters, dive down and breathe underwater, and move faster. He can even use one of his items underwater (on the A button, since the B button is dedicated to diving and rising). But, it also permanently changes the swimming controls. Instead of holding the D-pad in a direction to swim, you need to rapidly tap the D-pad to swim anywhere; if you hold the D-pad, Link doesn't move at all, anymore. This doesn't apply if you're riding the raft, or Dimitri, but it permanently changes how Link himself controls in the water. I don't think it takes much to explain why this is really annoying. It's not even like the suit should change the controls in this way; you're still using the D-pad to move, and you can't use an item while swimming on the surface. Why can't you just have normal movement, and then have rapid tapping if you want to "dash" underwater?
It doesn't help at all that there are 2 major dungeons with very extensive underwater sections. Jabu Jabu's Belly has you mashing the D-pad to move for more than half of the time there, and there's a major town you need to explore to get there.
If they ever remake the Oracle games like they did Link's Awakening, that is the first thing I'd want them to change.
Well, they have the engine available if they ever chose to remake them.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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I think the biggest example of the GB limitations on Oracle of Ages, that I found, was in one phase of the final boss fight. You need to use the Seed Shooter to make her vulnerable, the Switch Hook to position her, and then use your sword to actually attack. You actually can't avoid having to swap items around every time you want to strike. And that's without considering if you want to use the Seed Satchel or the Roc's Feather to maneuver while you're getting ready to shoot.
The LA remake did a lot for fixing that issue, and I'd love to see how smooth the Oracle games are when you don't need to have item buttons for the sword and shield, or the power bracelet.
Heheheh
As I remember, it took a while for the shoulder buttons to catch on and get anything important assigned there. Coming from the NES, maybe the assumption was that people just wouldn't notice the shoulder buttons (or maybe they were late additions to the design, so early games were made without needing them)?
Stop telling people then! Everyone will know they can't trust that Kikwii!!
Beat me on 360: Raybies666
I remember when I had time to be good at games.
Yeah, like @klemming said, there seemed to be some hesitancy to use the triggers in early SNES games. Still, having a map button on the face seemed like kind of a waste when they could've put that on Select.
However, only having one item button to work with was much easier to deal with in ALTTP than LA/OOA/OOS. Between making the shield an active rather than passive item, needing to equip items to lift and dash and jump, and needing to do all those things frequently. I love Zelda games, but I have never been able to stick with any of those games long enough to beat them because I hated the constant inventory management. I only beat LA when they came out with the remake.
On that subject, I finished my re-run of OOA yesterday, and started on OOS (linked). And I had forgotten, and find it real interesting, that the Oracle games actually have a bit of a post-game. Most every game in the series just ends when you finish the story, and reload to just before the final boss. But the Oracle games actually let you wander around in a game world where the day has been saved and the NPCs are grateful to you. It's a minor thing (and can be argued to be annoying if you wanted to repeatedly fight the final boss), but it's kinda neat for being unique to the franchise.
Legends of Runeterra: MNCdover #moc
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Papercraft of Ages!
I would love this so much.
The Black Tower is still made out of bricks, which makes it look particularly alien.
They can do whatever crazy art style they want with a theoretical OOA/OOS remake, but ALTTP needs a timeless look.
Pink hair as an unlockable. Not paid dlc or amiibo, just unlocked.
Legends of Runeterra: MNCdover #moc
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missed it again