Thanks for the info. ^_^kwando1313 wrote:There's a Ring Code Generator online somewhere beyond the seeeeeeeeeeeeeea that you can use to generate the GBA-only rings.
The Legend of Zelda
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- Ami
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Re: The Legend of Zelda
since 2008!
- kwando1313
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Re: The Legend of Zelda
You're welcome~
I saw like a spreadsheet version somewhere on gamefaqs so there probably is a nicer version... Somewhere else.
I saw like a spreadsheet version somewhere on gamefaqs so there probably is a nicer version... Somewhere else.
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"The Knight of the Iron Hammer, Vita, and the Steel Count, Graf Eisen. There's nothing in this world we can't destroy."
Re: The Legend of Zelda
I'm playing Seasons first this time. I had Seasons on GBC, and my brother had Ages, but whatever we did, we could never get past one of the dungeons without needing the Game Link to progress game further in Seasons. However, now with the light of the internet, I know how to not get stuck again. Hurrah!
- kwando1313
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Re: The Legend of Zelda
Ah, I love Seasons. So much fu~n~
Avatar made by Rimuu~
"The Knight of the Iron Hammer, Vita, and the Steel Count, Graf Eisen. There's nothing in this world we can't destroy."
Re: The Legend of Zelda
Just finished A Link Between Worlds. The last time I played A Link to the Past was probably six or seven years ago, but the familiarity in the landscape of Between Worlds translates into a certain fondness... An absolutely stunning game, and very much worth playing.
- Ami
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Re: The Legend of Zelda
Gonna preface this with a comic I just drew about it.
http://genoblades.deviantart.com/art/A- ... -417801957
Just beat the game with everything but the red mail. Forgot to pick it up previous to the final fight.
I concur. What held this game back was its lack of creativity. Its use of the A Link to the Past over-world? That's okay, in my book. However, there's almost nothing done with it other than some updated parts to work with current puzzles.
The bosses that were new were nice. The bosses that were old were nice. However, the re-used old bosses don't really have much more to offer, and it felt... less of a "they're back, and we tweaked them to work with the game better", and more "you remember how to defeat this guy, we're just slapping him here with updated graphics".
While we're on the subject of bosses, the last boss has a part of it that... irks me somewhat. It's the last arrow. The first arrow, we can easily figure out that shooting an arrow in the opposite direction DOESN'T work, and that to get him to stay still, we have to shoot arrows at him so he blocks it, and then we can go around. Then he starts charging, which led to the simple deduction that we're supposed to wait for him to pass us, then merge and shoot. The last one requires that you do exactly what DOESN'T work, because now it works. There's no indication of why it works now (the walls, scenery, etc. doesn't change and no one says anything about the bow gaining strength or anything), just that it does. This is a common symptom of adventure games running out of solutions, so they make up one that you will get only if you guess.
The game's difficulty curve works strangely in this game. Some dungeons are incredibly easy (the majority of second-tier dungeons), while others take incredible focus to find the mechanics of or have easily missable solutions. (Dark Palace, Ice Tower).
The plot was... well, it actually had a twist I didn't see coming.
I also like the fact that despite this was a top-down game, I had to think three dimensionally. Sometimes Link has to go upwards (towards me), sometimes link has to stick to walls. This was a tad annoying at times when floor/column levels weren't readily apparent, and the solution was to merge onto uneven flooring, when it looks perfectly even.
As far as it goes when it comes to dungeons. Ravio's shop took a lot of exploration and wonder out of the dungeons. While having everything accessible through the shop made it easier to understand each item, and how they'll be used in puzzles, there are some downsides. The discovery of a new item in a dungeon has purpose.
In the new dungeon in older titles, there was a clear obstruction that Link has no capabilities to cross. So you find the new item. Hooray, you can cross it! But this was the sneaky part on the part of developers: by forcing you to use the item over and over for a full dungeon (and possibly the boss fight), you get used to how the item works in puzzles. Then similar puzzles appear in later dungeons, but they are impassable. Then you get a new item! Then you have to learn how to use that item while remembering what the previous ones did.
In this title, having it right away ensures that you take as many as possible with you. I actually thought I'd discover my own versions, and not have to permanently purchase the items. Maiamai dispelled that way of thinking.
If you don't have hte right tool, you have to backtrack through the dungeon, and then go all the way back to the shop, pay the rental/purchase fee, and then go all the way back to where you were. Quite frustrating.
There's upsides and downsides, but this system could be tweaked for future installments.
All in all, an enjoyable, somewhat challenging experience. Now off to playing Persona 3 Portable (more)!
http://genoblades.deviantart.com/art/A- ... -417801957
Just beat the game with everything but the red mail. Forgot to pick it up previous to the final fight.
I concur. What held this game back was its lack of creativity. Its use of the A Link to the Past over-world? That's okay, in my book. However, there's almost nothing done with it other than some updated parts to work with current puzzles.
The bosses that were new were nice. The bosses that were old were nice. However, the re-used old bosses don't really have much more to offer, and it felt... less of a "they're back, and we tweaked them to work with the game better", and more "you remember how to defeat this guy, we're just slapping him here with updated graphics".
While we're on the subject of bosses, the last boss has a part of it that... irks me somewhat. It's the last arrow. The first arrow, we can easily figure out that shooting an arrow in the opposite direction DOESN'T work, and that to get him to stay still, we have to shoot arrows at him so he blocks it, and then we can go around. Then he starts charging, which led to the simple deduction that we're supposed to wait for him to pass us, then merge and shoot. The last one requires that you do exactly what DOESN'T work, because now it works. There's no indication of why it works now (the walls, scenery, etc. doesn't change and no one says anything about the bow gaining strength or anything), just that it does. This is a common symptom of adventure games running out of solutions, so they make up one that you will get only if you guess.
The game's difficulty curve works strangely in this game. Some dungeons are incredibly easy (the majority of second-tier dungeons), while others take incredible focus to find the mechanics of or have easily missable solutions. (Dark Palace, Ice Tower).
The plot was... well, it actually had a twist I didn't see coming.
Spoiler : LoZ:ALBW :
As far as it goes when it comes to dungeons. Ravio's shop took a lot of exploration and wonder out of the dungeons. While having everything accessible through the shop made it easier to understand each item, and how they'll be used in puzzles, there are some downsides. The discovery of a new item in a dungeon has purpose.
In the new dungeon in older titles, there was a clear obstruction that Link has no capabilities to cross. So you find the new item. Hooray, you can cross it! But this was the sneaky part on the part of developers: by forcing you to use the item over and over for a full dungeon (and possibly the boss fight), you get used to how the item works in puzzles. Then similar puzzles appear in later dungeons, but they are impassable. Then you get a new item! Then you have to learn how to use that item while remembering what the previous ones did.
In this title, having it right away ensures that you take as many as possible with you. I actually thought I'd discover my own versions, and not have to permanently purchase the items. Maiamai dispelled that way of thinking.
If you don't have hte right tool, you have to backtrack through the dungeon, and then go all the way back to the shop, pay the rental/purchase fee, and then go all the way back to where you were. Quite frustrating.
There's upsides and downsides, but this system could be tweaked for future installments.
All in all, an enjoyable, somewhat challenging experience. Now off to playing Persona 3 Portable (more)!
since 2008!
- Hikari
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Re: The Legend of Zelda
Am I the only one who actually enjoyed Spirit Tracks? Side quests, bunny hunts, stamp collecting and alt. costumes and etc were kinda fun to try (plus that challenge mode).
T u r n a b o u t i n T i m e G a t e
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- WhiteZekrom
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Re: The Legend of Zelda
GameSpot has declared A Link Between Worlds its Game of the Year.
- Hikari
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Re: The Legend of Zelda
DUDE. YESTERDAY'S NINTENDO DIRECT. OMG. HYRULE WARRIORS. OMG.
/swoons
/swoons
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- gotMLK7
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Re: The Legend of Zelda
YES HYRULE WARRIORS LIKE SERIOUSLY NBHJNXBGFHDJS.
Yeah I'm still ungodly hyped for that game. It could be exactly the same as most Tecmo-Koei games and I'd still be excited (I'm a fan of DW5, SW3, and Orochi 3 anyway, so I'd love it even if it were). Also seriously that scarf.
Also, 6 days till Christmas and till I get Link Between Worlds! Yay!
Yeah I'm still ungodly hyped for that game. It could be exactly the same as most Tecmo-Koei games and I'd still be excited (I'm a fan of DW5, SW3, and Orochi 3 anyway, so I'd love it even if it were). Also seriously that scarf.
Also, 6 days till Christmas and till I get Link Between Worlds! Yay!
- Hodou Okappa
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Re: The Legend of Zelda
Slow year, eh?WhiteZekrom wrote:GameSpot has declared A Link Between Worlds its Game of the Year.
Also known as: okappa, houdou.
Re: The Legend of Zelda
Nah, just an intentionally controversial pick.
- WhiteZekrom
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Re: The Legend of Zelda
There's a rumor going around that various iterations of Link, Zelda and Ganondorf will be playable on Hyrule Warriors because, supposedly, the site's coding has language for them.
- Bad Player
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Re: The Legend of Zelda
Finished ALBW. Seemed pretty... okay. It seemed like a rote entry in the Zelda franchise... nothing super-terrible, but nothing that really stood out to me.
Spoiler : Details, spoilers :
Re: The Legend of Zelda
It's weird that I agree with basically everything you just said and I still really really liked the game. I just found it incredibly well-designed and super fun to play on the whole. Though I think the wall-merging definitely wasn't just an item. It wasn't as great an innovation as something like the sailing in Wind Waker, but it was still a major part of the game, more than any individual item has ever been, and is largely the most unique feature it has.
Spoiler : :