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Antwaine

Video Games General

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Meheres I'm trying to like that post and I've apparently legitimately reached the limit for liking things on Surreality today. OOPS

but I totally agree yes ahh ;u; I was really hoping the new game would return to that darker sort of style. I think Majora's Mask is sort of similar in that way? I haven't exactly played MM so I can't say, but it seems to have the same feel somehow. But TP was amazing - I loved the gameplay and the minor characters' designs and just the feeling you got playing it. 

 

I bought OoT on the Wii market forever ago, and I just beat it a few days ago. Until then I had only gotten halfway through it a couple times. I'm hoping to get Majora's Mask on there too though C: They're both only 10 bucks. 

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Regardless of the right and wrong, it still made me cry like... well, I don't even know what. I have no point of reference for that. Twilight Princess did the same thing in the end (I have copies of that game for both GameCube AND Wii).

 

I teared up a little during the credits of Twilight Princess when the series' main theme bursts in all of a sudden. I still do.

 

 

 

Also, I kinda wanna know what you didn't like about Skyward Sword, Bleck. There were things I disliked too, like how the surface world was set up and how the game just seemed really methodical, I guess. Also fuck the Imprisoned so hard. (Except tbh I haven't reached the very ending of the game yet. I set it down right before the end for some reason, months ago.) 

 

Skyward Sword has a lot of excellent ideas that the series sorely needed, but also a bunch of terrible things.

 

- Upgradable items give a lot of extra value  to the wealth of items that you acquire over the game, making them more useful, more fun, and even more visually appealing. However, having to run around doing absolutely nothing to grind out the materials to do so is awful.

 

- The control scheme was innovative, but unintuitive. Having each enemy be its own specific challenge helped making cutting down waves of enemies less tedious, and the bosses were all really really fun - it's just too bad that learning how to use the sword is frustrating and tiresome. Also, using the nunchuk's motion sensor for anything has always been terrible.

 

- The environments were all super pretty, and a lot of enemies looked great - it's just too bad that most of the enemies did not. I'm not against cartoony styles (The Wind Waker is the best looking Zelda game), but I am against ugly cartoony styles, you know? The boss of the Robo Pirate Ship dungeon was one of the best build-ups to a boss in the entire series, followed by a spectacular disappointment at how it was literally a giant angry muppet. And yes, for a supreme manifestation of evil itself, the Imprisoned sure does look absolutely ridiculous.

 

- I'm okay with structuring games so that there's help when you need it (eg. Super Guide in recent Mario platformers). You know what I'm not okay with? Fi popping out and droning on in her irritating voice about how exactly I should solve every single puzzle and taking 90% of the fun out of the game. I know that Nintendo games are more or less marketed towards children, but I don't think that it's fair of them to assume that all children are goddamn morons.

 

- The music was amazing. Skyward Sword probably has the best music in the whole series, and that's coming from a guy who thinks Majora's Mask was the second coming of Christ.

 

- On that note, the characterization was excellent, both in a literary sense and a physical sense - Skyward Sword stands as a shining example of why Zelda games will probably never need proper voice acting. Groose never 'says' a thing and still has more personality than an entire cast of characters from this year's Call of Gears of Shootmans.

 

- The decision to space out the overall game was both a benefit and a detriment - designing areas between dungeons to also technically be dungeons meant that all of those areas had personality and were full of memorable things, but also meant that the game was very, very linear. I know it's not often the most loudly touted feature of Zelda games, but exploration is a really important thing - Zelda 1 and LttP and LA are all about wandering around figuring out to go and having a really dense overworld because of it. Ocarina of Time and Majora's Mask and The Wind Waker toned it down a bit by giving you big hints often, but you still had a lot of exploring to do and a lot of secrets to discover (this is why everyone who hates the sailing in Wind Waker is wrong; you're supposed to explore the ocean, not just sail through it).  But Twilight Princess' environments were famously empty and uninteresting and brown, and they attempt to remedy this in Skyward Sword by essentially having a single overworld (the sky) and a large linear dungeon (beneath the sky). I can see the merit behind this idea, but it didn't really work - flying around the clouds, while fun and exhilarating, was kind of boring in an exploratory way, because everything more or less looked the same. Everything of interest was crammed into an identical looking cranny. And on the ground, all of the secrets feel out of place - as though somebody realized halfway through that there needed to be secrets, and then they jammed them all into the middle of dungeons. 

 

- Escort missions are dumb and will always be dumb, but especially when they happen for literally no reason. Oops, we went to the bottom of the volcano and now you have to escort me up there, even though I am a robot who can fly and you can just call your bird back and we can glide on up there over this whole irritating section. Goddamn.

 

- Sprinting is awesome and great and I love it.

 

- The various races that they came up in the game are kooky and fun, but they need to accept that the ones we already had are pretty much ingrained into our minds now. Treasure hunting moles? Cool, but where are the gorons. Little living coral-squids? Cute, but where da zoras at. Those little bird flower things? Seriously where are you hiding all of the deku scrubs. And for a game that's supposed to tie into the origins of Ganondorf, there sure weren't any Gerudo anywhere! I liked it better when Nintendo pretend there wasn't a timeline, because then I didn't have to think about all of these inconsistencies.

 

Also, Twilight Princess is pretty much my favorite Zelda game.  I know a lot of people disliked it for some reason or another but I thought it was brilliant. 

 

Twilight Princess' problems were based on disappointments with the art, environmental design and the items.

 

Visually, Nintendo responded to people's bashing of Wind Waker's (fantastic) visual style with giving them what they wanted, which was a more realistic art style. Unfortunately, this meant an art style where every single thing is a shade of brown, and where all of the characters have the proportions of normal people but still weird exaggerated faces and whatnot (with the exception of Link, Zelda, Midna and Ganondorf, every character in the game has a disconcertingly enormous forehead).

 

Remember walking around the overworld in Ocarina of Time, and noticing that it had a few hidden things here and there? In retrospect it's relatively sparse, but I can accept that because of the limitations of the N64 itself - where Twilight Princess erred was to have an overworld four times as big as Ocarina of Time's with... half as many secrets, none of which are really as interesting. And speaking of not very interesting, all of the locations in Twilight Princess, come on. Kakariko Village has three people living in it. Lake Hylia is enormous and beautiful and the only interesting thing there are caves that lead to other places and a giant cannon run by the most depressing clown I've ever seen. Castle Town is full of people that you can't talk to, and even when you can, it doesn't do you much good (characters in previous Zeldas would say things that expanded the plot or the world, or give you hints). Zora's Domain is somehow smaller and less interesting than the Zora's Domain featured in Ocarina of Time and Majora's Mask, full of homogenous Zoras that serve no real purpose (but look pretty awesome, admittedly). Almost every place in the game is less something than it should have been.

 

And as far as the items go, Twilight Princess was the worst for 'items that don't really do anything outside of the dungeon you got them in'. Link To The Past had the best selection of items - every single item in the game (except the Book of Mudora, I guess) has multiple uses in both combat and exploration. Compare to Twilight Princess, where the only combat-oriented items you get are bombs, arrows and the boomerang (and even then, many enemies in the game aren't effected by these items), and every other item is just a dungeon key. The spinner only really works on spinnerwalls instead of transitioning into a cool movement item, the Dominion Rod literally becomes unusable after you complete the dungeon where you got it, the clawshots are only useful on very specific select points (compare to the hookshot in previous games, where you could latch on to frickin' everything)... everything just feels really clunky and unwieldy.

 

...that's not to say that I think Twilight Princess is bad, though! I think Twilight Princess has the best dungeon puzzles in the series, Midna is a fantastic character, the music was phenomenal as usual and it was still pretty competent in every respect where it wasn't great. It just gets a bad rap because it's a pretty good entry in a series that contains some of the greatest games of all time - scoring an 8/10 will look pretty bad when almost every other game in the series had scored more or less 10/10, you know?

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DEAR NAMCO BANDAI GAMES,

 

I NEED THIS GAME AND I NEED IT SO SO BAD.

 

SINCERELY YOURS,

SEAN

 

I want. Nay, need.

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I pretty much love all the fire emblem mechanics. All I can say is prepare to save the game loads and get used to soft resets.

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All excellent points about Skyward Sword, Bleck. The boss you mentioned was like something out of Monster's Inc., and the Imprisoned's design is pretty freakin' derpy. As far as character designs, though, Groose was definitely done really well, and I liked this incarnation of Zelda a lot, too. And IMPA. This has got to be my favorite Impa, hands down. OoT Impa is great but SS Impa is just way cool. 

 

 

I also agree about the exploration bit - flying was fun, actually fun, but there wasn't a whole lot to see. Wind Waker was a lot more fun in that regard, and even Twilight Princess - even if the landscape was pretty bleak, I still had a lot of fun exploring and riding around. Personally I kinda think the "emptiness" in TP's world (including the amount of people in Kakariko etc., even if I still think there should have been more) added to the game's mood. It makes me wanna compare with Shadow of the Colossus a little, but it was done much more intentionally in that game. I loved how huge everything was, and with the music alongside the spacious landscape.. I thought it was a good effect. Granted, you're right about the secrets. As far as the Castle Town NPCs, though, it does suck that you can't get much out of them, but I thought their designs at least were all interesting and appealing. Castle Town had a cool atmosphere. 

And I never thought about the items that way, but I did get annoyed that I couldn't use the Spinner or the Dominion Rod much. l: 

 

 

All I can say is prepare to save the game loads and get used to soft resets.

 

qft

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I guess if Capcom isn't going to make a Megaman game, we'll have to settle for the next best thing.

 

http://www.kickstarter.com/projects/mightyno9/mighty-no-9

 

As for the Zelda games I find the recent entries are too easy. Everything since the Wind Waker has been a cakewalk. Yeah they're still a lot of fun but they aren't nearly challenging enough. Go back and play A Link to the Past and that game will kick your ass. I'm not asking for it to be impossible to play, but more of a skill curve would be nice. I also think that it's time for the common enemies to start getting smarter and move on past the single gimmick they're known for.

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Go back and play A Link to the Past and that game will kick your ass.

 

No it won't, dude! Zelda games have always been easy. 

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Zelda 2 is obtuse, but not really difficult - figuring out what to do is a challenge, but once you know, it's easy enough.

 

Regardless, the difficulty or perceived difficulty has never really been a main focus of the series. That being said, though, they've recently been giving players options to increase the difficulty (Hero Mode in SS and the upcoming WWHD).

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LTTP keeps coming up  in this here thread and it is STILL my favourite Zelda game of all time, even though it didn't make me cry. 

 

And either the newer Zelda entries have gotten easier or I've been gaming on and off for so many years that easy/not easy is no longer relevant.

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Guys if you haven't played Pom Gets Wi-Fi yet then you need to do it like right now. Clearly the best game ever made in the history of roleplaying games. It's also free.

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LOOK AT THIS MEGA LUCARIO

 

 

LOOK AT IT

 

Mega_Lucario-X-and-Y.jpg

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Mega Venusaur, Charizard and Blastoise were released today!

 

Venusaur looks awesome! XD

 

(finally a topic I can jump into)

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All of these Mega Pokemon are looking to have some pretty scary stuff.  Lucario with Adaptability? Kanghaskhan that can just straight up attack twice in a turn? Charizard with Drought? This is gonna flip the whole metagame on its head.

 

Also they all look really, really cool

 

I'm hoping there's gonna be a Mega Feraligatr, because Feraligatr is my homeboyslicebro.

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I'm loving all of these mega-pokemon. Does it act as like, another evolution? Like a fourth form? 

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I wonder if they'll be banned in competitive play.

 

Which is by the way, SUPER fascinating to me. Kinda more interesting than the card game. If I didn't like the idea of spending hours and hours training, I'd probably switch... Plus there's less times to compete competitively in the VGC.

 

And no, the Megas are temporary stages that only happen in battle. It's not an evolution. It's LITERALLY Digivolving.

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From what I've read, it's a temporary evolution induced by a hold item specific to the pokemon (with fairly generic names; Lucario's item is called Lucarionite, Blaziken's is Blazikenite, etc.) and using a different item in your inventory during battle. So I guess the downside to using it is that your pokemon can't hold any other items during battle. 

 

It's also not necessarily a fourth form, as we've seen mega-pokemon forms for Mawile, Kanghaskhan and Absol, and they all look so cool aaaaaaa. 

 

 

I wonder if they'll be banned in competitive play.

 

Which is by the way, SUPER fascinating to me. Kinda more interesting than the card game. If I didn't like the idea of spending hours and hours training, I'd probably switch... Plus there's less times to compete competitively in the VGC.

 

In this generation there's apparently going to be much faster ways to EV-train your dudes. I'm not a fan of grinding either, so I'm really excited about the prospect of that.

 

 It's LITERALLY Digivolving.

 

1to.gif

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That is literally the best gif ever.

 

And that is true! But even just EV training isn't everything. During Nationals or Worlds something, they interviewed some kid that was explaining how he EV trained his Cresallia only to a certain amount in its speed stat, so it would be faster than his opponent's Cressalia when under the influence of Trick Room. Crazy shit. That's why it's so interesting.

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I like the new Mega evolutions. I think it's going to bring a whole new level to the game. But it'll be nice if they are somewhat balanced in some fashion, it would be frustrating if the coolest lookin Pokemon get cut from competitive play.

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I think the loss of held items is a pretty big sacrifice to make, but I'm not sure if that's gonna make up for the advantages, you know? I've also heard, but can't confirm, that you can only use a single mega-pokemon per battle.

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Pretty excited for the competitive aspect of X&Y. I played a lot in DPP, but got bored real quick during B&W. I hope that X&Y'll be better.

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