The Legend of Zelda: Spirit Tracks.

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Postby ADXC » Fri Apr 03, 2009 7:25 pm

I dunno, I liked WW. I mean, I really did like the sailing that many thought was boring. I just liked the fact that you had many islands you could sail to, search for treasure, fight giant octopuses, and many other things. I can see though how you guys would get bored of it, well okay I admit I may have been tired with it at some points. But overall I still enjoyed it.
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Postby Whitefang » Fri Apr 03, 2009 8:12 pm

ADXC (post: 1303061) wrote:I dunno, I liked WW. I mean, I really did like the sailing that many thought was boring.


I liked the sailing, too. Except when I had to change the wind. The cool conducting sort of made up for that. :)
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Postby ADXC » Sat Apr 04, 2009 12:36 pm

Yeah, it was a pain changing the winds, but I did enjoy the conducting. Remember that you could use the cyclones to transport you to somewhere else fast. Then you could change day to night which was pretty cool.
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Postby MasterDias » Sat Apr 04, 2009 1:19 pm

I was mostly alright with sailing in Wind Waker.

It became sort of tedious in Phantom Hourglass however. That, and the Temple of the Ocean King or whatever it was called. That dungeon really tried my patience.
And controlling everything with the stylus made my arm sore...
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Postby battletech » Sun Apr 05, 2009 9:29 pm

If it is as fun as PH? I will be happy.
All this talk about Zelda Has reminded me of something. A long time ago a picture of a city scape came out and people said it was from the next Zelda on a console. Was that just a hoax? Do we not know if it is yet?
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Postby Mister Frodo » Mon Apr 06, 2009 8:20 pm

Nate (post: 1301620) wrote:I thought that got revoked when I said the Gamecube version of Twilight Princess was better than the Wii version. :O


Wait... it wasn't? :O

Nate (post: 1301620) wrote: Well, a couple of things. I won't diss the controls, because I haven't played it and I hear from people who have that the controls are very intuitive and work well, although I don't like the idea of having to use the stylus to move (Sonic Chronicles did this and it was terrible). So I won't say I don't like those. I don't have an opinion on that.

I have two major problems, and one minor one. I'll get the minor one out of the way. What did everyone hate about Wind Waker? That's right, the sailing. So of course, Nintendo listened to our complains and got rid of it, or at least made it less boring, right? Nope, they threw all the letters into a giant fire and laughed as they gave us more sailing.


I felt that the sailing was more streamlined in PH and, therefore, easier to manage. It was a bit more boring, though, in the aspect that the boat was steam-powered and you didn't really "sail" as much as Wind Waker. Drawing lines on a map and then watching as your boat sailed along was easier than WW's system (no adjusting the wind), and the map seemed smaller (since it's a handheld game), so in those aspects I felt it was improved. Then again, I wasn't that much bothered by the sailing in WW (aside from the Triforce fetch quest), and I wasn't much bothered by it in PH. But that might just be me.

Nate (post: 1301620) wrote:Here's the two major ones. The first one is that Zelda games now go through the motions of being a Zelda game. I realized this in a Dr. McNinja comic, when he uses a torch to light two other torches, opening a door. The alt text on it read, "Zelda, I challenge you to make a game without this puzzle." That's when it hit me. Sure the dungeon layouts are different, but they're the same puzzles. Light this torch. Push this onto a switch. Hit a thing with your boomerang. Twilight Princess and Wind Waker changed things up a bit, like using the Iron Boots to walk on walls and being carried by a magnet, or the Grappling Hook which was surprisingly NOT a ripoff of the Hookshot.

Phantom Hourglass just from the looks of it seems to be a Zelda game that "goes through the motions" without adding anything new or interesting.


I felt the controls gave the game a more unique feel to it, though, when you look at it, the dungeons do have a "going through the motions" feel. One of my favorite things about PH, though, was how every time I got a new item and used it, I felt like it was the coolest item in the world and there was no way the next one could top it. And then it did. The implementation of all parts of the DS in solving puzzles was a plus ("blowing" out the candles was pretty cool). Overall, I enjoyed the dungeons, but the design did feel worn out.

Nate (post: 1301620) wrote:The second major problem I have with Zelda is the uninspired boss fights. See, boss fights used to be interesting. I've said this in another thread, but I'll say it again.

Boss fights in the new Zelda games are hideous. They follow the same pattern. Use dungeon item, attack, wait, use dungeon item, attack, wait, so on. I'm tired of getting a dungeon treasure and going "Well guess I need this to beat the boss!" Some might say "ALL ZELDA GAMES DO THAT." No, they don't. Let's take, for example, my favorite Zelda game. Link to the Past.

1. Armos Knights (dungeon treasure: Bow) - Yes, but only for the red one, the blue ones can be beaten without it.
2. Lanmolas (dungeon treasure: Power Glove) - Nope
3. Moldorm (dungeon treasure: Moon Pearl) - Nope
4. Helmasaur King (dungeon treasure: Magic Hammer) - You can use bombs to destroy his helmet too, so no
5. Arrghus (dungeon treasure: Hookshot) Yes
6. Mothula (dungeon treasure: Fire Rod) - It helps, but not necessary, so no
7. Blind (dungeon treasure: Titan Mitt) - No
8. Kholdstare (dungeon treasure: Blue Mail) - No
9. Vitreous (dungeon treasure: Cane of Somaria) - No
10. Trinexx (dungeon treasure: Mirror Shield) - No

Not including Agahnim at Hyrule Castle (there is no dungeon treasure in that level) or the rematch against him at Ganon's Tower (which the dungeon treasure is the Red Mail).

So tell me. How many bosses in that list used the dungeon item to fight the boss? TWO. Out of ten that REQUIRE the item, and a couple where it's helpful but unnecessary.

Using the dungeon item to fight the boss is lazy, lazy, LAZY game design. There is zero excuse for it, the only reason we allow Nintendo to get away with it is because it's Nintendo.

So until they can get back to unique ideas and not lazy dungeon and boss design, I have no interest in purchasing another Zelda game.

Also, I heard that temple was a load of crap in a hat.


I definitely agree with this statement on boss fights. I think it's become standard fare to defeat a miniboss, pick up the dungeon's item, and then expect to use it on the dungeon's boss. In addition to this, TP (in one of few complaints about the game) made the hideously easy decision to give almost all their bosses a giant eye where their weak spot was (or if it wasn't all the bosses who had giant eyes, it sure felt like it). I guess they wanted to give all their bosses a recurring visual design, but honestly, couldn't they have thought of something more unique or challenging for each boss? That being said, I still thought some of the TP boss fights were amazing (especially the sand temple fight; go Spinner), but the lazy boss-dungeon design needs to change.

And yes, the neverending temple was crap. Definitely PH's biggest weakness. Aside from that, though, I really enjoyed the game.
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Postby animaniac » Tue Apr 07, 2009 7:49 am

great...im still stuck on phantom hourglass T_T

idk if il get this or not it depends on weather they comeout with pikmin 3(yes its confirmed now)or not by the time i get the money
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