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Topic | Which of the three NES classics holds up the best? |
pjbasis 08/20/22 5:28:32 AM #58: | I would argue there is context though. It's just not direct. There are patterns you can pick up on like I mentioned before. Only 1 "secret" per screen, defined as a place Link can move to an "underground" scene from the world map. Like if there's a shop in a screen, there won't be anything else. It's not like every screen even has walls that are bombable in the first place. In dungeons, it's very easy to find out what to bomb if you just look at the map (also because only the centers of walls will be bombable). Only does the overworld have some tough calls to find. Really a bigger complaint no one has mentioned is how the game punishes you for discovering secrets and taking your rupees sometimes. I think that's dumb. And you should definitely be able to carry more bombs. I get that they're powerful in battle though, but maybe it could be just be easy to refill on the world map when you're trying to use them for discovery purposes. iono my point is that lots of zelda dumbed things down way too far. To me a lot of things you call context insults my intelligence almost as much as arrow just pointing to things. What more modern games do is put genuine puzzles behind these "hidden" areas. Metroid games often show you the item you even want but make it difficult to get unless you know how to use your items well. Which is great! But I think it's way too simple to just do the "old game bad!" here. --- http://i498.photobucket.com/albums/rr345/Rakaputra/B8%20Girls%202012/pjbas.png ... Copied to Clipboard! |
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