Big Red Tiebeautiful clydesdale style feettoo hot to trotRegistered Userregular
there's a button you can set that when you press alternates between different enabled pins
so if two motions conflict you can set one to secondary and press that button plus the motion to do it without using the other conflicting pin
I don't really agree about SS having padding. In fact I'd say there isn't enough moments that break up the action. You are basically "dungeon crawling" from start to finish, it's just that about half of those "dungeons" are outside areas.
So after you're done with the third dungeon, you then find out that you need to power up one of your items by going to three more dungeons. Which is fine. But in order to find the first of those three dungeons, you need to repair something in town first, which you have to go to one of the overworlds to do. So you repair this item, then you have to go back to another overworld just so that what you just repaired can pick something up that you need to move something in town to reveal the way to your first destination. So you do that, go back in town, and use the item, which leads you to some place in the clouds. So you do that, and head to the destination that's revealed to you, so you can find out where you need to go for these three destinations. I will say it was a nice little puzzle there, though.
So, okay, you find out what the three destinations are, and what do you know, it's the three places you've already been to before. So you head to the first place. Now, before you can find the new dungeon, you must first locate a secret area by dowsing, and when you find that, you're transported to a spirit area that's exactly the same as the area you're currently in, only now you're told that you need to collect these items without being seen, making it a much more annoying version of Twilight Princess's bug huting. So you do that, and you're given an item so you can explore more of the same area, which leads you to a new area, where you're told you need to get an item that's all the way back in the first dungeon that you went to in the first place. So you go all the way back there to the end of the first dungeon to find this item that's needed before the guy will even tell you where the next dungeon is. When you finally do all that, you're allowed into the next dungeon.
That is padding a game's length like a motherfucker. I have played and completed every Zelda, save for the DS titles, at least twice over, and this is by far the most monotonous Zelda I've ever encountered.
That's not even the worst one! The worst one is the fucking tadpoles.
JimothyNot in front of the foxhe's with the owlRegistered Userregular
Yeah, the Tadtones are the only part of the game I haven't liked so far. And I'm finishing up sidequests before the last boss. I want Batreaux to turn human or accept himself or whatever happens.
I don't really agree about SS having padding. In fact I'd say there isn't enough moments that break up the action. You are basically "dungeon crawling" from start to finish, it's just that about half of those "dungeons" are outside areas.
So after you're done with the third dungeon, you then find out that you need to power up one of your items by going to three more dungeons. Which is fine. But in order to find the first of those three dungeons, you need to repair something in town first, which you have to go to one of the overworlds to do. So you repair this item, then you have to go back to another overworld just so that what you just repaired can pick something up that you need to move something in town to reveal the way to your first destination. So you do that, go back in town, and use the item, which leads you to some place in the clouds. So you do that, and head to the destination that's revealed to you, so you can find out where you need to go for these three destinations. I will say it was a nice little puzzle there, though.
So, okay, you find out what the three destinations are, and what do you know, it's the three places you've already been to before. So you head to the first place. Now, before you can find the new dungeon, you must first locate a secret area by dowsing, and when you find that, you're transported to a spirit area that's exactly the same as the area you're currently in, only now you're told that you need to collect these items without being seen, making it a much more annoying version of Twilight Princess's bug huting. So you do that, and you're given an item so you can explore more of the same area, which leads you to a new area, where you're told you need to get an item that's all the way back in the first dungeon that you went to in the first place. So you go all the way back there to the end of the first dungeon to find this item that's needed before the guy will even tell you where the next dungeon is. When you finally do all that, you're allowed into the next dungeon.
That is padding a game's length like a motherfucker. I have played and completed every Zelda, save for the DS titles, at least twice over, and this is by far the most monotonous Zelda I've ever encountered.
this seems pretty contradictory to everything i've heard about the game!!!
basically you're worried the new wii will be the same as the old wii
which is acceptable.
why can't they make another gamecube.
The gamecube was a really underrated console. Aside from the glaringly obvious flaw of virtually no online play support (though xbox live was the only one to do it right at the time), and no multimedia support (which comes down to personal preferences really), I feel like the system received all the flak and fallout of nintendo's hubris from handling the n64. Arguably better first party lineup of nintendo games, and it had a much greater third party/multiplatform library. Unfortunately the gamecube ports usually didnt handle any better than the ps2 versions even though the cube was a sleeper powerhouse (see metroid prime games and REmake plus 4).
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so if two motions conflict you can set one to secondary and press that button plus the motion to do it without using the other conflicting pin
also i liked the art in ffta2
because I had a blast with those segments
http://www.audioentropy.com/
That's not even the worst one! The worst one is the fucking tadpoles.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
Everything else is unbelievably fun!
i wasn't in love with that segment but it didn't seem all that bad to me?
http://www.audioentropy.com/
this seems pretty contradictory to everything i've heard about the game!!!
They are the opposite of fun for me. They're stressful, and having a time limit for collecting items can fuck right off.
The gamecube was a really underrated console. Aside from the glaringly obvious flaw of virtually no online play support (though xbox live was the only one to do it right at the time), and no multimedia support (which comes down to personal preferences really), I feel like the system received all the flak and fallout of nintendo's hubris from handling the n64. Arguably better first party lineup of nintendo games, and it had a much greater third party/multiplatform library. Unfortunately the gamecube ports usually didnt handle any better than the ps2 versions even though the cube was a sleeper powerhouse (see metroid prime games and REmake plus 4).