I've only read about half way through the article, but I agree with pretty much all of his points so far.
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Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
And...for the record, as someone who played Zelda 1 and Zelda 2 in like...2003, yeah, I can definitely see calling them the best of the series.
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Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
From: JaKyL25 | #037 I like how in one of the games (is it LoZ or ALttP? I think it's ALttP) striking a bombable wall with your sword produces a different sound than striking a regular wall. THAT'S the sort of hint (at least as the game progresses, early on of course you want to make things easier to establish the rules of the universe) I like, a crapload more than the obvious cracks being the ONLY places worth bombing.
Link's Awakening did that. I'm not sure but I think there might have been some bombable walls without cracks where that was the primary indicator.
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From: metroid composite | #054 And...for the record, as someone who played Zelda 1 and Zelda 2 in like...2003, yeah, I can definitely see calling them the best of the series.
I have to ask why. You're someone who actually works in game development. It seems that games today do everything differently than those first two Zelda games did 25 years ago. Unless you simply disapprove of the direction the industry has headed and continues to head in, it's difficult for me to reconcile the very notion of someone working in gaming today while thinking the gaming of two decades ago was superior. Do you hate your job >_>
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PartOfYourWorld posted... I have to ask why. You're someone who actually works in game development. It seems that games today do everything differently than those first two Zelda games did 25 years ago. Unless you simply disapprove of the direction the industry has headed and continues to head in, it's difficult for me to reconcile the very notion of someone working in gaming today while thinking the gaming of two decades ago was superior. Do you hate your job >_>
For starters, I'm a programmer, not a game designer. Determining whether the memory map is allocating correctly, and setting up debug menus, and writing database interfaces, and modelling the number of packets that will be sent, and figuring out ways to transpose vectors in fewer instructions in assembly...has basically nothing to do with the final product.
Secondly, even if I wasn't deep in code, and was working on the game design, I understand the theoretical psychological principles well enough that I could do a good job. I have worked on games where I don't particularly like the game design, but recognize that it's designed for a different audience, and put in some research about how to appeal to that audience. It's called professionalism. I've never played an MMO in my life, for example, but I have worked on two, and wrote game design essays pertaining to both.
Third, it's more that modern Zelda is terrible. To say that I feel 1987 Zelda is better than 2011 Zelda does NOT mean that I feel all games from 1987 are better than all games from 2011. Quite the reverse, actually--I'd say that, on average games have been getting better over time. Zelda, on the other hand, is not really learning any good lessons from the mountain of new game design research in the past decade, and if anything is picking up some bad practices.
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Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision
Is the second dungeon not the one where you have to go through the forest of everything looking exactly the same in a precise order that the game never hints at?
Because that is literally the only way you can insult my intelligence for being unable to find it.
Oh wait, it's a Liquid Wind post, my bad.
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Zelda, on the other hand, is not really learning any good lessons from the mountain of new game design research in the past decade, and if anything is picking up some bad practices.
can you expand on this? I'd be interested in reading it.
Biolizard28 posted... Is the second dungeon not the one where you have to go through the forest of everything looking exactly the same in a precise order that the game never hints at?
Because that is literally the only way you can insult my intelligence for being unable to find it.
Oh wait, it's a Liquid Wind post, my bad.
are you talking about the lost woods? Because that's what leads to Dungeon 6
"Grumble grumble" is definitely the height of bad Zelda 1 puzzles. And they're all bad. The series needs to stay as far away from that sort of thing as possible.
Anyway, you know what's ridiculous? He criticises Skyward Sword, then says in the next sentence that Zelda needs to have fewer items with more depth, and revamped, more engaging swordplay. Which is exactly what Skyward Sword has. What?
From: Vlado | #310 The article is excellent. The fanboys being mad only proves it right.
Vlado, how many of these games have you actually played?
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No. Zelda 1 is terrible and the people going "yeah I wish more games were archaic and godawful" makes me glad people here aren't in charge of game design.
that is sheer nonsense, no matter how critical one might be about skyward sword, there is NO WAY IN HELL that it is worse than phantom hourglass. it's not even close, PH is by far the worst canonical zelda game. PH is the only zelda that you could really call a bad game tbh
Liquid Wind posted... that is sheer nonsense, no matter how critical one might be about skyward sword, there is NO WAY IN HELL that it is worse than phantom hourglass. it's not even close, PH is by far the worst canonical zelda game
no you're exactly right. I meant to say console Zelda.