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I can't even begin to imagine the amount of whining and "Nintendo are cash-in whores!" calls it would generate if they made only the Player's Choice release Revolution compatible.
A whopping 12 of the loudest Nintendo haters on the internet - who still buy Nintendo games anyway because they can't pirate them easily enough - would throw their original release copies (pre-ordered cause it came with a nifty pin they can't wear in public though) on the floor in anger. "First you expect me to buy four GBA SPs and link cables to play Crystal Chronicles and now you expect me to buy ANOTHER copy of a game I already own (and just broke) AND an entirely new console?! Well fuck you, Nintendo! You guys are over! And now you broke my Twilight Princess! IS NOTHING ENOUGH FOR YOU MOSNTERSSSSS?!" Jam it back in, in the dark. ![]() |
As for other GC Zelda games, there's also Four Swords+ which was quite good, even in single player. There's nowhere I can't reach. ![]() |
Yeah, I don't get what this uproar is. The issue was that they delayed the game, I can understand the qualms about that even if it doesn't bother me personally, but what's all this "God, now they're forcing us to buy a Revo to play the it, ANGRY" crap?
As far as I can tell, it's like how Square put in PocketStation support into Final Fantasy VIII even though the thing was never released outside Japan. It's just a bonus for anyone who wants it, just like GBA-GC extras in Metroid Prime and Fusion, or the use of a USB headset in Manhunt. Oh but the level of unashamed whining that came from the GBA-GC connectivity. Next people are going to complain about how they need to buy a controller to play games. This thing is sticky, and I don't like it. I don't appreciate it. ![]() |
I am a dolphin, do you want me on your body? ![]() |
I just want something to live up to the term "Zelda boss fight". I really enjoyed the bosses in Ocarina of Time and Wind Waker (GASP). Long as they don't make them too short or easy, I'll be perfectly pleased.
Zelda games just need a fascinating world you want to explore and inventive ways to explore them (and I don't just mean travel). I was speaking idiomatically. ![]() |
How quaint that even the slightest interpretation on his quote leads to such a different message. Miyamoto clearly says it will be "the perfect Zelda", yet the article translates this as the game being "perfect" which, while both bold claims, are entirely different.
I'll gladly take it as an attempt to release the best Zelda game yet, and I am happy if the developer really has that kind of ambition, even if I feel the game probably won't be able to match the impact of Ocarina of Time. If he feels the game is good, I'm confident I'll enjoy it too. Wind Waker was later said to be unfinished, and I didn't find anything wrong with it (other than it could have used one or two larger continents). How ya doing, buddy? ![]() |
Still, what exactly are you trying to prove? "Maybe the game won't be as great as you all think!" Wow, this is possibly news. It's not as if people don't think about what if any game doesn't live up to expectations, it's one of the reasons not to get too excited. But constantly telling yourself it'll let people down, that'll definitely make for a sour gaming experience. I've yet to be disappointed by a Zelda title, despite the hype (because, you know, hype is hype) and Nintendo would have to botch up pretty badly to let me down here. FELIPE NO ![]() |
No wonder he looks so terrified. The weight of the rating is pulling him down, he'll fall!
![]() What, you don't want my bikini-clad body? ![]() |
The only glitch I've read about in the Wii version was this alleged cannon glitch and sources said it's not in the GC version.
I'm playing the GC version (loving it so much) and I ran into something else that may not be version related. In the first forest temple, when saving the monkeys, there was a room with two spiders hanging from the ceiling, three holes on the ground (two covered in spider web) and a second room underneath with more spiders and a bomb insect you needed to break the monkey from their cage. I got stuck in some ridiculous animation loop as I thought I needed to somehow break the webbing over one of the holes and stepped off to the edge of the ground, where Link then fell back to the webbing, then touched the edge again, activating his "walking up a step" animation, then fell back to the webbing, then touched the edge, animation, webbing, edge, animation, etc, it just kept looping and I couldn't move. I could activate my item and collection screens, but none of my items or moves could be used because the game didn't register Link on solid ground. Luckily for me I could access the collection screen so I saved and rebooted and only had to walk back to the room from the dungeon entrance. I later ran into another disturbing problem, but this was a case of the game freezing, which has never happened to me with a GC title, ever. I must have played for five hours straight, getting the master sword, looking up bugs, heart pieces and poe souls, and eventually making my way to the Arbiter's Grounds. There, while fighting the first larger skeleton warrior, my game suddenly froze in mid Helmet Splitter and an awful, continuous sound came out of my headphones really loud. Not even the reset button reacted, so I had to power down and - of course - noticed I hadn't saved once during that five hours. I took me about two and a half hours to get back to that point with the same heartpieces and poe souls (plus a few extras I found on the way), so it was no biggie in the end. But it did eat me quite a lot at the time and now I save like a paranoid PC gamer ;_; Just a heads up for anyone light on their game saving, don't wait for the post-dungeon reminders only. Jam it back in, in the dark. ![]() |
With hindsight, I have no reason NOT to save, so now I try to save whenever I feel I achieved something crucial. Constantly saving nonstop will affect the flow of play for me, though. Like quicksaving constantly in FPS games. There's nowhere I can't reach. ![]() |
Plenty of the more dramatic pieces sound orchestrated though, so all you midiphobes shouldn't try to avoid the game for the music. For me, midi or not, they often just sound really, really great and I can't wait for the OST.
This thing is sticky, and I don't like it. I don't appreciate it. ![]() |
Really? I thought TP was jampacked with wonderful new music. Generally when I play a new Zelda game, the old music (apart from a few very classic tunes) gets tiring and I find myself enjoying the new tunes a whole lot more. This was the case with Wind Waker.
With TP, even the reused music was arranged wonderfully and the new tunes were generally excellent (or maybe they just sounded new). I am a dolphin, do you want me on your body? ![]() |
Well, Death mountain, Hyrule castle and the desert are very close to the same spots in Link to the Past, for instance.
I think it's a bit pointless to look for consistency or continuation in later Zelda games. They're either retellings, alternative universes or take place thousands of years later with radically different landscapes. It doesn't matter to me so much. The only "clear" indicator that Twilight Princess happens in the same universe as Ocarina of Time that I've found was: ![]() And even that worked better simply as an in-joke (and boy did I laugh <3) I was speaking idiomatically. ![]() |
As I was finishing Link's Awakening just now, I actually found myself stuck in a lot of places and felt the game very challenging at times. I reasoned it was due to a few things.
One, the dungeons in TP, while very entertaining for me, were more or less linear and straightforward. You might run through the same room once or twice, but there was really nothing of the kind of criss-crossing, holy-shit-this-entire-dungeon-is-one-big-puzzle feeling you got from Link to the Past or Ocarina of Time. Even so, I noticed that in Link's Awakening, the second I got stuck, I started reaching for that advice button that wasn't there. Minish Cap had it. Ocarina of Time had it. Wind Waker had it to a degree and Twilight Princess had it. A friend of mine was complaining how Midna was too helpful at times, appearing with advice and solutions before you even thought you'd need to ask, MGS style. While I didn't feel like that during my playthrough (I would notice she'd start hailing me if I'd been running around the same room for a while), the fact that she was there, made me rely on her very often. This lowers the "challenge" considerably, and I don't know how many people even realize this. Yeah, the bosses were pretty easy. That was probably the only real disappointment I had with the game. The dungeons may have lacked the structural brilliance of the best of OoT or Link's Awakening, but the settings and implementation were still magnificent. So yeah, I kinda wished the bosses had been a bit more challenging. They were spectacular and inventive, but lacked proper challenge, making them over quicker than you'd hope. I'm fairly sure a lot of them felt easy because how used I am to Zelda bosses, but overal, I've felt Wind Waker and TP have tried to make the boss fights less hard. Which I suppose is alright. I'd rather more people finish the game than me getting to lose three more hearts on every boss. All those aids, the fortune telling lady, Midna, the support characters, the mail system, they're all in there to help those who get stuck or forget where to go, to lower that frustration you feel when you come back to a game after three days and don't remember where to go. Maybe they could have made it even less intruding (the telephone booths in Link's Awakening, for instance), but I'd rather have this system than no system at all, or the way of the Metal Gear, in which you're underestimated constantly with a nagbot you can't turn off. What kind of toxic man-thing is happening now? ![]() |