I don't know if it's because of permadeath mode or single character mode, but this playthrough of Cadence is noticeably harder. And before you go "Well no shit Sherlock", I mean the game is different than story mode. There are enemies in the dungeon "lobbies" now. Item generation is completely random now, or at the very least the Zora prince no longer gave the flippers but a random item. The potion shop is much more expensive. And the bosses are harder now, or they're getting harder anyways. I did the forest dungeon second on my first playthrough, and I ended up doing it second again here, and the boss was a different colour, had more health, and spawned way more spiders.
So there's totally a dynamic difficulty in the game, I'm just not exactly sure how to turn it on. It's kind of a pity it wasn't turned on during Story mode too.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
I keep plugging away at Cadence, generally having fun despite the fact that I have learned I really wasn't joking when I said I have no sense of rhythm or beat. Which hilariously means the deafened debuff is useless against me, but I really figured at some point it would click and I would start to get it.
I don't know if it's because of permadeath mode or single character mode, but this playthrough of Cadence is noticeably harder. And before you go "Well no shit Sherlock", I mean the game is different than story mode. There are enemies in the dungeon "lobbies" now. Item generation is completely random now, or at the very least the Zora prince no longer gave the flippers but a random item. The potion shop is much more expensive. And the bosses are harder now, or they're getting harder anyways. I did the forest dungeon second on my first playthrough, and I ended up doing it second again here, and the boss was a different colour, had more health, and spawned way more spiders.
So there's totally a dynamic difficulty in the game, I'm just not exactly sure how to turn it on. It's kind of a pity it wasn't turned on during Story mode too.
I'd like to know more. Permadeath is a little rough for my liking. But everything else about this sounds great. What about the Cadence cave items I assume they're the same?
Yeah it's just a red treasure chest but how in the world do you get the chest on top of the roof in Gerudo Village? Or talk to that NPC on top of the bomchu minigame building. Messed around with the stone step and the block staff and I don't see how you can climb to them.
Yeah it's just a red treasure chest but how in the world do you get the chest on top of the roof in Gerudo Village? Or talk to that NPC on top of the bomchu minigame building. Messed around with the stone step and the block staff and I don't see how you can climb to them.
I don't know if it's because of permadeath mode or single character mode, but this playthrough of Cadence is noticeably harder. And before you go "Well no shit Sherlock", I mean the game is different than story mode. There are enemies in the dungeon "lobbies" now. Item generation is completely random now, or at the very least the Zora prince no longer gave the flippers but a random item. The potion shop is much more expensive. And the bosses are harder now, or they're getting harder anyways. I did the forest dungeon second on my first playthrough, and I ended up doing it second again here, and the boss was a different colour, had more health, and spawned way more spiders.
So there's totally a dynamic difficulty in the game, I'm just not exactly sure how to turn it on. It's kind of a pity it wasn't turned on during Story mode too.
I'd like to know more. Permadeath is a little rough for my liking. But everything else about this sounds great. What about the Cadence cave items I assume they're the same?
I think so. At least she gave the lute the first time I found her in a cave.
Also... uh, new items? I just found the mirror shield. I didn't have a mirror shield in the normal game just the tower shield, and I cleared out the map of chests. I double checked too. Maybe I missed it in a dungeon though? Was the mirror shield in the story game?
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
I don't know if it's because of permadeath mode or single character mode, but this playthrough of Cadence is noticeably harder. And before you go "Well no shit Sherlock", I mean the game is different than story mode. There are enemies in the dungeon "lobbies" now. Item generation is completely random now, or at the very least the Zora prince no longer gave the flippers but a random item. The potion shop is much more expensive. And the bosses are harder now, or they're getting harder anyways. I did the forest dungeon second on my first playthrough, and I ended up doing it second again here, and the boss was a different colour, had more health, and spawned way more spiders.
So there's totally a dynamic difficulty in the game, I'm just not exactly sure how to turn it on. It's kind of a pity it wasn't turned on during Story mode too.
I'd like to know more. Permadeath is a little rough for my liking. But everything else about this sounds great. What about the Cadence cave items I assume they're the same?
I think so. At least she gave the lute the first time I found her in a cave.
Also... uh, new items? I just found the mirror shield. I didn't have a mirror shield in the normal game just the tower shield, and I cleared out the map of chests. I double checked too. Maybe I missed it in a dungeon though? Was the mirror shield in the story game?
Yeah mirror sheild exists. Probably just missed it first time through.
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
I cannot find a beat to save my life and I beat cadence of hyrule.
It helps that the beat never changes, unless you land on a tempo change square that alters it for a few seconds.
But once you get the sort of habit of how to hit the button you are good to go. There is a lot of leeway.
Like, I was bad enough that it took about two minutes for the game to go “you seem to suck at this, why not try turning off the rhythm mode?” And I eventually got the hang of it.
Humor can be dissected as a frog can, but dies in the process.
GameXplain's summary of an interview between Kotaku and Aonuma mentioned LA was selected for a remake "because the original is hard to find." So now I'm going to download DX from the 3DS eshop out of spite. Yeah, you TAKE my money, that'll learn ya!
GameXplain's summary of an interview between Kotaku and Aonuma mentioned LA was selected for a remake "because the original is hard to find." So now I'm going to download DX from the 3DS eshop out of spite. Yeah, you TAKE my money, that'll learn ya!
DX isn't the original, though? It's a remake in and of itself.
That said, I'm somewhat interested in finding out which version of the ending they're going with in the new version.
DX isn't the original, though? It's a remake in and of itself.
It would be pretty absurd for Anouma to justify remaking the game based on the gameboy release being so hard to find compared to DX, unless he was remaking it in greyscale or pea green. I'm pretty sure he is referring to physical copies of both editions collectively as the "original."
Its also at best a "remaster", a freaking color patch for nearly identical hardware.
The big thing that has me excited for BotW 2 is the fact that it'll be built elusively with the Switch in mind, instead of having to be cross-platform with the Wii U. Not sure how much further they'll push the engine or mechanics, but it's something that can be explored (and is exciting).
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
DX is exactly the same as the original, except it has color, has a photo miniquest, and has the color dungeon.
Humor can be dissected as a frog can, but dies in the process.
It's worth noting the color dungeon is going to be in LA-HD--I think they've already shown players entering however little of it is accessible in the early-game demo at E3--but it would be pretty sweet if there was a monochrome green mode in the game.
The big thing that has me excited for BotW 2 is the fact that it'll be built elusively with the Switch in mind, instead of having to be cross-platform with the Wii U. Not sure how much further they'll push the engine or mechanics, but it's something that can be explored (and is exciting).
The big thing that has me excited for BotW 2 is the fact that it'll be built elusively with the Switch in mind, instead of having to be cross-platform with the Wii U. Not sure how much further they'll push the engine or mechanics, but it's something that can be explored (and is exciting).
The big thing that has me excited for BotW 2 is the fact that it'll be built elusively with the Switch in mind, instead of having to be cross-platform with the Wii U. Not sure how much further they'll push the engine or mechanics, but it's something that can be explored (and is exciting).
So long as it doesn't involve more waggle.
It's absolutely going to be more waggle.
Which will be incredibly disappointing because disabled gamers like me can't do waggle.
The big thing that has me excited for BotW 2 is the fact that it'll be built elusively with the Switch in mind, instead of having to be cross-platform with the Wii U. Not sure how much further they'll push the engine or mechanics, but it's something that can be explored (and is exciting).
So long as it doesn't involve more waggle.
It's absolutely going to be more waggle.
Which will be incredibly disappointing because disabled gamers like me can't do waggle.
I’m pretty sure Link and Zelda are off to a Dark World sort of place, but I’d been down for every single character returning for this sequel. I don’t feel like that’s ever been done before. It’d be very cool to see what that one woman living on a mountain running a shield surfing race is doing two years later. What are people doing with the four megazords? How’s Sidon coping after his dad makes him king and goes for a vacation in Tarrey Town? And so on.
Considering the guardians and such were supposed to be "allies", having them be friendly or even rideable would be awesome.
Figure out a way to make this music more heroic so your thought on hearing it is "Oh yeah, time to make some noise!" as opposed to the current "Aaaaaahhhhhhhh!!!!!!".
I know this makes me sound crazy, but I would love it if BotW turned out to be a bait-and-switch for drawing in the "open world" audience before going back to more guided progression. I'm not saying break up the overworld--"go anywhere whenever you want" doesn't bother me so much--it's "DO anything whenever you want" that got boring to me after a while. Showing the player a level or a setpiece that they won't be able to do until later isn't something they should balk from. This started out being a return-to-form to Zelda 1's roots, and that game wasn't afraid to let you get halfway through a dungeon before realizing you had to backtrack out for an item you missed in a previous one.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Metroidvanias are a valid archetype when done well, but backtracking for backtracking's sake is actually one of the worst gameplay decisions you can make.
It's not really for its own sake nor is it confined to "Metroidvania" but fairly standard in any game with objectives in a predestined sequence or set of sequences in a wide-open world. There's many other factors at play like how well the game funnels you to the appropriate places, whether there is or is need for a hint system... I mean. I know it's almost 2020 but your average adventure game isn't THAT much of a lost art. This is the same thread where we're talking about LA getting a remake.
Continuing with the Zelda 1 anecdote, it's pretty much your own fault in that game since there's a big "Level [x]" indicator in the HUD, so you know well in advance if you're going out-of-sequence. But I digress. Like I said, I know it sounds crazy, I'm in a minuscule minority when it comes to not liking how sandbox-y BotW was, but a guy can dream.
edit: Dang, now I'm brainstorming. Something like this could actually work really, really well in the mold that BotW is already set. Say the game didn't give you all of the major items in the starting area, and when you activated a dungeon there was a sort of "authentication" to verify whether you had the ones necessary. Maybe even a "proceed anyway" option, since lord knows there's a bazillion ways to abuse the engine that the developers weren't aware of. So you go, dang, I can't do this one yet. But think about how BotW is structured: it's literally "you can go anywhere." Being that shrines and various points of interest are just dots on a map, not really walled off, you can just continue on whatever path you were already going. No backtracking necessary. And when you do get the right runes, well, you activated that shrine--just warp back.
I know this makes me sound crazy, but I would love it if BotW turned out to be a bait-and-switch for drawing in the "open world" audience before going back to more guided progression. I'm not saying break up the overworld--"go anywhere whenever you want" doesn't bother me so much--it's "DO anything whenever you want" that got boring to me after a while. Showing the player a level or a setpiece that they won't be able to do until later isn't something they should balk from. This started out being a return-to-form to Zelda 1's roots, and that game wasn't afraid to let you get halfway through a dungeon before realizing you had to backtrack out for an item you missed in a previous one.
(Un?)fortunately, it kind of sounds like they might be heading for something more open-world again:
When asked what games the younger staff on the Zelda team were playing, specifically what inspired them, Aonuma replied “[Something] I did hear that a lot of people were playing was Red Dead Redemption 2."
[...]
When asked what open worlds inspired the Zelda team as a whole, he said "When I was working on Breath of the Wild, the director [Hidemaro Fujibayashi] was playing Skyrim."
Playing botw for the first time since I just got a switch the other day.
It's alright. World is mostly empty which is a shame. Combat is better if you just... don't do it, because things either die easily or kill you in one hit from full health, plus there's no reason to fight anyway since they just have arrows and weapons in their chests. Link is also somehow even more of a useless blank slate boring asshole than ever.
But the atmosphere is cool and the npcs when there are any are very neat. It's fun to ride horses around, and the shrines are cool puzzles. Oh also I do like the great fairies. Glad whoever there who has been designing them for years hasn't lost their spark.
Kind of a shame they didn't make a Zelda game though and just did Skyrim but emptier.
The big thing that has me excited for BotW 2 is the fact that it'll be built elusively with the Switch in mind, instead of having to be cross-platform with the Wii U. Not sure how much further they'll push the engine or mechanics, but it's something that can be explored (and is exciting).
So long as it doesn't involve more waggle.
BotW doesn't have any waggle. Waggle is mapping a button-press action to an arbitrary movement, like the sword swinging in TP. It doesn't mean 'motion controls I don't like'.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
The big thing that has me excited for BotW 2 is the fact that it'll be built elusively with the Switch in mind, instead of having to be cross-platform with the Wii U. Not sure how much further they'll push the engine or mechanics, but it's something that can be explored (and is exciting).
So long as it doesn't involve more waggle.
BotW doesn't have any waggle. Waggle is mapping a button-press action to an arbitrary movement, like the sword swinging in TP. It doesn't mean 'motion controls I don't like'.
what an oddly prescriptivist take
I don't think you'll get many people to agree with you that "waggle" has a strict definition in regards to video game control schemes
The big thing that has me excited for BotW 2 is the fact that it'll be built elusively with the Switch in mind, instead of having to be cross-platform with the Wii U. Not sure how much further they'll push the engine or mechanics, but it's something that can be explored (and is exciting).
So long as it doesn't involve more waggle.
BotW doesn't have any waggle. Waggle is mapping a button-press action to an arbitrary movement, like the sword swinging in TP. It doesn't mean 'motion controls I don't like'.
what an oddly prescriptivist take
I don't think you'll get many people to agree with you that "waggle" has a strict definition in regards to video game control schemes
Well, we can have an actual useful word created to describe the 'bad' kind of motion controls or we can just say that words have no meaning, sure. While we're at it, BotW is a fighting game, because you fight people in it.
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I think I still have my old dance pads.
I just need to figure out why USB devices aren't recognized on the Switch.
Shouldn't be too bad, there's a mode for that where it just advances the world whenever you move (basically the same as hitting the beat every time).
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So there's totally a dynamic difficulty in the game, I'm just not exactly sure how to turn it on. It's kind of a pity it wasn't turned on during Story mode too.
I have a pair, but you can't really remap the inner/outer buttons to directions? I think it's only left/right.
Map it to the bongos and the WiiFit pad.
I'd like to know more. Permadeath is a little rough for my liking. But everything else about this sounds great. What about the Cadence cave items I assume they're the same?
Cool, thanks.
3DS: 0473-8507-2652
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I think so. At least she gave the lute the first time I found her in a cave.
Also... uh, new items? I just found the mirror shield. I didn't have a mirror shield in the normal game just the tower shield, and I cleared out the map of chests. I double checked too. Maybe I missed it in a dungeon though? Was the mirror shield in the story game?
Yeah mirror sheild exists. Probably just missed it first time through.
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
It helps that the beat never changes, unless you land on a tempo change square that alters it for a few seconds.
But once you get the sort of habit of how to hit the button you are good to go. There is a lot of leeway.
Like, I was bad enough that it took about two minutes for the game to go “you seem to suck at this, why not try turning off the rhythm mode?” And I eventually got the hang of it.
DX isn't the original, though? It's a remake in and of itself.
That said, I'm somewhat interested in finding out which version of the ending they're going with in the new version.
It would be pretty absurd for Anouma to justify remaking the game based on the gameboy release being so hard to find compared to DX, unless he was remaking it in greyscale or pea green. I'm pretty sure he is referring to physical copies of both editions collectively as the "original."
Its also at best a "remaster", a freaking color patch for nearly identical hardware.
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So long as it doesn't involve more waggle.
It's absolutely going to be more waggle.
Which will be incredibly disappointing because disabled gamers like me can't do waggle.
Looks like there is hope for you then:
https://kotaku.com/breath-of-the-wild-is-getting-a-sequel-because-the-team-1835624233
From the article (talking about no button remapping):
Aonuma: But we understand also that players have a desire for free customization.
Schreier: Also, physically disabled players might not be able to play the way developers intended.
Aonuma: Definitely, that’s a very good point, and that’s something we’ll keep in mind going forward, thinking about that.
Legends of Runeterra: MNCdover #moc
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Figure out a way to make this music more heroic so your thought on hearing it is "Oh yeah, time to make some noise!" as opposed to the current "Aaaaaahhhhhhhh!!!!!!".
https://www.youtube.com/watch?v=Brf5w1hFNlw
Continuing with the Zelda 1 anecdote, it's pretty much your own fault in that game since there's a big "Level [x]" indicator in the HUD, so you know well in advance if you're going out-of-sequence. But I digress. Like I said, I know it sounds crazy, I'm in a minuscule minority when it comes to not liking how sandbox-y BotW was, but a guy can dream.
edit: Dang, now I'm brainstorming. Something like this could actually work really, really well in the mold that BotW is already set. Say the game didn't give you all of the major items in the starting area, and when you activated a dungeon there was a sort of "authentication" to verify whether you had the ones necessary. Maybe even a "proceed anyway" option, since lord knows there's a bazillion ways to abuse the engine that the developers weren't aware of. So you go, dang, I can't do this one yet. But think about how BotW is structured: it's literally "you can go anywhere." Being that shrines and various points of interest are just dots on a map, not really walled off, you can just continue on whatever path you were already going. No backtracking necessary. And when you do get the right runes, well, you activated that shrine--just warp back.
(Un?)fortunately, it kind of sounds like they might be heading for something more open-world again: IGN, "Breath of the Wild Sequel Team Drew Inspiration From Red Dead Redemption 2 - E3 2019"
Also, of course, the newer comments about how the sequel is a thing because they had too many ideas for DLC.
It's alright. World is mostly empty which is a shame. Combat is better if you just... don't do it, because things either die easily or kill you in one hit from full health, plus there's no reason to fight anyway since they just have arrows and weapons in their chests. Link is also somehow even more of a useless blank slate boring asshole than ever.
But the atmosphere is cool and the npcs when there are any are very neat. It's fun to ride horses around, and the shrines are cool puzzles. Oh also I do like the great fairies. Glad whoever there who has been designing them for years hasn't lost their spark.
Kind of a shame they didn't make a Zelda game though and just did Skyrim but emptier.
BotW doesn't have any waggle. Waggle is mapping a button-press action to an arbitrary movement, like the sword swinging in TP. It doesn't mean 'motion controls I don't like'.
what an oddly prescriptivist take
I don't think you'll get many people to agree with you that "waggle" has a strict definition in regards to video game control schemes
Well, we can have an actual useful word created to describe the 'bad' kind of motion controls or we can just say that words have no meaning, sure. While we're at it, BotW is a fighting game, because you fight people in it.