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[Wii] The Legend of Zelda: Twilight Princess Discussion Thread
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Cellius
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Old Dec 28, 2006, 10:14 PM Local time: Dec 28, 2006, 08:14 PM #1 of 723
I finished it last night. For some damn reason I could not figure out
Spoiler:
the second form of Ganon for about twenty minutes and was getting really pissed because Midna's hints weren't helping at all. I started having negative thoughts about the whole game because of how ridiculous it was getting just watching Beast Ganon tear around the room.

At any rate I finally figured it out and was ecstatic during the final two fights with Ganondorf. I would have liked a bit more interaction between Link, Zelda, and Midna during the ending though. There really was a lot of potential with Midna's character that I think many people are enamoured with.


Overall I'm pretty satisfied. Sidequest are pretty fun in Zelda games and I guess I would have liked to see a few more.

Spoiler:


Jam it back in, in the dark.
Cellius
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Old Dec 29, 2006, 12:25 PM Local time: Dec 29, 2006, 10:25 AM #2 of 723
And what's this "two endings in Ocarina" jive?
It's this ridiculous contrivance that some people buy into in a poor attempt to justify a sensible timeline for the games. They claim that time was split at the end of the game, so there's a timeline that follows child Link and one that follows adult Link. Stupid. I wish people would stop trying to organize the Zelda series into a single line by making up shit and just enjoy the stories as individual, unrelated adventures (with the exception of those games that explicitly mention events in other games, obviously).

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Cellius
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Old Dec 29, 2006, 02:37 PM Local time: Dec 29, 2006, 12:37 PM #3 of 723
Spoiler:
Master Sword moved to a safer place? New Temple of Time constructed? Skull Kid ordered to protect this place?
You're making this up.

There is never any consistency in Hyrule's landscape between games. If the creators wanted to imply that more of the series was was related, then that would be a good place to start, but they're not doing that.

If you're going to try to link these games, it's far more reasonable to assume

Spoiler:
The Temple of Time from Ocarina eroded to its state in Twilight Princess and eventually deteriorated altogether, hence the reason the Master Sword is in a grove in A Link to the Past. One can logically surmise that that location in Zelda 3 is where the Temple of Time originally stood, and I'd be willing to bet that the designers were expecting people to make that connection.


This thing is sticky, and I don't like it. I don't appreciate it.

Last edited by Cellius; Dec 29, 2006 at 02:42 PM.
Cellius
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Old Jan 4, 2007, 06:02 PM Local time: Jan 4, 2007, 04:02 PM #4 of 723
Exactly. Wouldn't have reversing Link been easier?
Nah, I bet it was easier flipping the whole thing. The entire game was designed around Link being lefthanded; I bet just flipping the character model would have caused some headache in instances that were supposed to accomodate a lefthanded Link. Not to mention the cinema scenes would then contain mistakes.

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Cellius
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Old Jan 7, 2007, 12:12 PM Local time: Jan 7, 2007, 10:12 AM #5 of 723
"But your wallet is full. So lets put it back for now."

Most annoying gameplay mechanic ever.
What? So you'd rather completely waste all those rupees just so you can say, "Ahhh, another chest down!" Instead of complaining about having to leave the rupees, bitch that there aren't enough places to spend money.

People say the boss battles are too easy, but I think it's more accurate to say they've become WAY too predictable. Before the fight even starts, you've already laid out your strategy:
1. Locate glowing body part.
2. Knock beast down with item found in respective dungeon so glowing part is accessible to sword.
3. Attack with sword.
4. Repeat two more times.

The entire dungeon formula is due for a complete overhaul.

I was speaking idiomatically.
Cellius
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Old Jan 11, 2007, 10:54 AM Local time: Jan 11, 2007, 08:54 AM #6 of 723
and there's a lot of beautiful music in this game, it's just too bad that they are not orchestrated...
Spew that uninformed nonsense on IGN, but not here. There are so many advantages to using MIDI - especially in a game like this - that to complain about it only reveals your ignorance.

What kind of toxic man-thing is happening now?
Cellius
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Old Jan 11, 2007, 11:57 PM Local time: Jan 11, 2007, 09:57 PM #7 of 723
Is that so? Name a few.
Orchestral music is extremely inefficient in video games.

One, obviously, the considerable expense of hiring and recording a professional large orchestra. If fans are going to be satisfied with orchestral music, they're not going to settle for a small ensemble to convey Zelda.

Space considerations. Audio takes up space. If you want a full, live orchestral score, you need to allow for it, which means other aspects of the game need to be cut down. Things like, oh I don't know, LENGTH? Not to mention any part of the graphical engine. If you're storing MIDI samples in the system's hardware itself, this isn't an issue (I'm not saying all the MIDI samples are stored in system, but I'd be willing to be some are).

Have you noticed the subtle changes in music depending on Link's actions or environment? When he's on foot in Hyrule Field, the theme is more restrained and less in the forefront, but once you mount your horse, the music glides into a more forceful performance with brass and percussion. When you're standing still, the music is nothing but the background ostinato, and only when you do something does it pick up again. Also, notice how it seamlessly shifts to accommodate attacking enemies. And when a boss is down and you're attacking it with your sword, do you hear the brass fanfare (a variation on one of Hyrule Field's secondary melodies, incidentally)? Depending on your progress in Hyrule Castle, the balance between its own meldoy and Ganondorf's fluctuates. As you ascend, Ganondorf's motif overtakes Hyrule Castle's: an extremely good effect. Even the change from day to night affects the music.

This is precisely why MIDI is ideal for video games, because it dynamically comments on the action and environment. This is impossible with bulky audio files that are fixed and static. As for cinema scenes? Yeah, sure, throw in a real orchestra, but as the quality of MIDI samples continue to improve, the quality difference between sequenced music and recorded music will eventually be indistinguishable, and it just makes sense to sequence in-game music on the fly.

FELIPE NO
Cellius
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Old Jan 12, 2007, 11:58 AM Local time: Jan 12, 2007, 09:58 AM #8 of 723
Thank you Cobalt for clarifying some of my misconceptions. I appreciate being corrected. Admittedly with the demise of the N64 I have phased out of video gaming, and it seems I underestimated the capability of current hardware.

Prime Blue, where did you get the information regarding data storage on Twilight Princess's disc?

My pet peeve with this issue is people complaining about MIDI as though it damages the music and lessens its emotional/dramatic/atmospheric impact without understanding how MIDI functions. The claim that 'orchestrated' music (an improperly attributed term to begin with) is inherently better merely because it's a live performance - as I interpreted Inhert's post to convey - is an ignorant statement.

What, you don't want my bikini-clad body?
Cellius
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Old Jan 15, 2007, 12:48 PM Local time: Jan 15, 2007, 10:48 AM #9 of 723
lube their entire bodies up with AstroGlide before playing their Wii
What the hell?

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