Old Zelda is unironically harder, say what you will about BOTW/TOTK but at least they tell you what to do.
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Old Zelda is unironically harder, say what you will about BOTW/TOTK but at least they tell you what to do.
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No Zelda game is actually hard (except II). BOTW/TOTK is simply unfair with low armor/hearts
This, Zelda has never been hard. Hell even AoL isn't all that hard once you get certain magics. The only hard thing about BotW/TotK is trying to play it like older Zelda rather than it's own new thing, that coupled with Master Mode (mainly early on in the game) can be a bit of a pain.
But Zelda has always been extremely easy, 3 heart runs, etc. were a common staple among the series for a reason, because it was doable and easy enough, but the only 'moderate' challenge that there was.
Master Mode isn't hard, it's just tedious. The regen health is just a slog. I basically just stealthed everything possible
Agreed, it's more of a pain just early on with weaker weapons, no armor, etc. And even then, it's just a matter of as you said, stealthing, or kiting with infinite bombs. Only the Master Sword Trials are the only 'difficult' thing, and that's mostly just the few few levels with bomb spamming, it's tedious as you said rather than difficult.
>IT'S NOT HARD I JUST DIED A LOT BECAUSE I CAN'T GIT GUD
Honestly BOTW really isn't that hard. Sure, you might end up staring down a Silver Lynel, but that should only be happening if you're geared to the nines. TOTK fricked up the gearing/improvement curve so badly that taking hits in general will near-always fricking hurt.
Leveling systems for actually, statistically improving individual equipment in a Zelda game, and then having enemy scaling to compensate for it that can really get absolutely absurd, is fricking moronic.
it's all the same in both games, shitter. you just SUCK.
Are you talking about progression or just combat?
progression, even when you talk to npcs you only have a vague idea of what to do at best, I honestly do not know how anyone managed to beat OoT in 1998 prior to mass internet access.
The game is pretty clear of how to progress. Navi basically tells you
Not him but having completed the game a gazillion times and knowing every single step of the way, you tend to forget that some of the puzzles and keys to advance in the game were a quite criptic the first time around.
I remember particularly getting stuck at the zora quest as a quid. Not knowing the language and being my first zelda game, good luck bothering with the minigame for the zora scale AND THEN going to lake hylia AND THEN finding theletter in a bottle AND THEN coming up with catching a fish for getting into jabu jabu.
All of this, mind you with a saved game from a friend I began that already had the first 2 spiritual stones.
Also finding the hookshot in the graveyard wasn't all that easy i think. Sheik just tells you to go to kakariko, and there's plenty of characters there. Plus dampé was a difficult character to come by as a kid since time didnt pass in towns and you had to go there at a specific time in the overworld for him to be up and around, and you might aswell have nor met him at this point.
if you didnt know the language of course it was cryptic, but still not that difficult to figure out if you mess around. You get the scale, now you can dive under water. What's that? A hole? I can dive there, there's a zora out here telling me I can pick stuff up if I dive. There's a bottle. I pick it up, it's from Ruto. I go back and talk to her dad.
I guess not knowing the language did make this game a lot harder than otherwise, obviously.
But it still asks a lot more from you than subsequent Zelda games. It still had a these randomly obtuse parts of zelda games from older titles. Like pulling the door of that dungeon in the phantom version of kakariko in alttp.
yeah that part in alttp unironically filtered me
It's a super metroid glass tube situation.
Grabbing stuff is usually reserved for small objects like rocks and vessels, bigger rocks once you have the gauntlets, and levers that look like fricking levers.
The dungeon entrance at that resolution makes it a bit difficult to make out that there's a hole in there, plus the perspectivemakes for a weird geometry in that top down view. Naturally most people checks the statue when they see it for the first time, but link doesnt make any observation about it. It looks like just another prop.
I dont remember how i got over that the first time but i know im not that smart so i probably looked it up.
I played it first recently and I looked it up
Not really. Navi will always tell you what area to go to next, which you can see on your map and that area will always be flashing on the map too
It's only hard if you refuse to pay attention to the dialogue
A couple months ago someone was arguing with me about this exact point, about how they were supposed to figure out to feed the fish to Jabu Jabu. And when it comes down to it, Navi will only point you in blanket directions, she doesn't actually tell you literally every step of the way we're not Skyward Sword with Fi over here. The big hurdle you had is the language barrier, but for those playing in their native (or understandable) languages, just ask around. NPCs will effectively spell out everything you need to do outside of dungeons. One of the guys swimming next to the scale minigame even helps describe the fish feeding part, for example.
People finished OoT by literally going everywhere and doing everything. Talking to all the characters, smacking Shekiah Stones and finding the different interactions as well as figuring 2-and-2 together for the matching mask in its design, finding holes and things that "look off" in the waters and diving deep to see them, etc. You don't need markers to tell you where to go, you just have to have the curiosity to try everything, and in that way the series had really refined itself from Zelda 1's "burn literally every bush with a candle and bomb every wall" vagueness.
Yeah, that's something that I think is severely underappreciated about OoT- and which went on to fricking define MM. There's a lot of "how was I supposed to know" stuff where the answer was "you had to talk to some of these NPCs"- which makes the world feel natural and lived-in, without missing out on the mysterious factor.
It's a big part of what I think the later games missed out on. WW and TP largely made story-based progression in the form of "NPC does something and now you can progress" rather than "NPC tells you something you need to progress". BotW and TotK seem almost offended at the notion that the player might not be able to do everything with a location/object the second they see it, EXCEPT FOR several specific main-quest-relevant parts, which is a step even further back than Zelda 1.
>criptic
Yeah, english is hard for non-whites--not TLOZ.
>English is hard
LMAO. It's literal mutt language, anyone can speak it.
Have you received your autism diploma for checking the carspasm box yet? Tell your mom I said hi
>It's literal mutt language, anyone can speak it.
Based ESL-kun
>Go to the Deku Tree
>Deku Tree tells you to go to Hyrule Castle
>Zelda sends you to Death Mountain and mentions the Zora's
>You head back to Zelda now that you have the things
>Become an Adult
>Every Temple is a blinking icon on the map
>Navi specifically tells you to go to Forest Temple/Saria
>Need to get a hookshot (only vague thing, but NPCs mention it in Kakariko with Dampe)
>Go to Death Mountain/Zora's Fountain
>Two more blinking areas appear
>Do those
>Ganon's Tower
Dampe's Hookshit, Well/Song of Storms, and Ruto's Letter in Lake Hylia are like the only vague things there are, and like I said NPCs tell you about Dampe with a Hookshot, you're bound to come out of Zora's Fountain at least once and see the target icon for the bottle in Lake Hylia, only Song of Storms/Windmill Guy for the Well draining is the only actual vague thing.
you might be literally moronic
People had friends and talked to each other. In the 4th grade my friend and I traded Secret of Mana details if we got stuck. Also, exploration and trial & error are a thing.
You have a "tell me what to do" button you fricking imbecile
Guide books, anon. At least one kid in your class had one.
>Literal map markers in both the good boy and the bad boy world
>Nintendo hotline but ingame
>Hey Link, the Volcano is literally shitting fire.
>Sleepy tree and tree who wants to frick you telling you where to go next after clearing each dungeon
>Four fat fricking fricks running into the cardinal directions.
BOTW/TOTK is probably harder early game but after you get used to it yeah those games are a cake walk
You just were younger and dumber.
Zelda almost always has been and always will be designed to be a child's first action adventure. The sole exception is Majora's Mask, the devs assumed people played Ocarina first when making that one.
Ocarina of Time always told you where to go, only thing it expected you to figure out was the dungeons
this
I'd love to see a zoomer try to beat oracle of ages without looking shit up that's a legitimate cryptic game it took me years as a kid to beat it
How are you guys playing these?
Old Zelda in general? Well, I do have all my old consoles but they're in storage right now, so emulation for the moment. For all the shit I'll give it for its godawful interface, Retroarch is an okay enough frontend and I don't hate the filters even if I'm shit at configuring them myself.
I wish playing these old games was more straightforward. I'm seeing that Ocarina of Time is available on the 3DS but I can't buy a console just for that.
bro you can emulate those N64 games on a potato
Yeah I know emulation is supposedly easy, but I'm never in the mood to figure it out. I remember doing it ten years ago and never again.
>at least they tell you what to do.
Ocarina of Time is easy as frick. A Link to the Past is harder. Zelda II is the hardest one though, that one's Ninja Gaiden-tier.
>dude, I have to walk around an area with like five houses in it, and follow contextual clues to progress???
>how was I supposed to know this enticing looking passage might be hiding something relevant???
This is unironically hard for people now. Quest markers and "QoL features" have destroyed people's ability to just play a game.
There is literally no location in game that doesn't have something worth grabbing.
Right, so why wouldn't you check everything as a matter of course?
I'm agreeing with you; OoT goes out of its way to reward every bit of exploration.
Rupees are not worth grabbing.
They're used to everything that LOOKS like a cue for more content being freestanding and having no relevance to anything in its immediate vicinity. You know how the Ring Ruins surround an entire town in TotK and 95% of the NPCs in town don't actually have anything useful to tell you about them, and instead just have their own little self-contained issues and sidequests? You know how every single cave is ultimately skippable? Yeah. That's what these poor zoomers are trained to expect now, even in the absence of quest markers.
Old Zelda is ass and padded to such a level that it is near impossible to complete without outside help.
I think it's fun. At first it filtered me too but i played it waiting for botw and had a lot of fun. Definitely better than zelda 2, ans enjoyed it more than TP.
Skill issue.
Sure, still ass though. If the box had coin slot it every nintendo kid would be broke.
The instruction manual the game came with gave you an overworld map as well as a trove of advice and tips. It was a different time.
https://archive.org/details/LegendOfZeldaTheNESHiResScans/Legend%20of%20Zelda%2C%20The%20-%20Manual%20%28Clearscan%29/mode/2up
>webm
That's what bombs are for.
none of these games are hard.
I wouldn't call it "hard", but yes, many of the earlier zelda games had some cryptic bullshit for progression. that being said that's found in many older games anyway.
my favourite zelda is links awakening and even in that one there's some weird stuff sometimes.
old zelda is unironically harder, but also has better combat, writing, pacing, dungeons, and pretty much everything that isn't QoL foibles, gwafficks, or enemy AI. Even then, then so-called brilliant enemy AI just boils doing to the animations they do when they're not under attack, their actual combat AI is moronic.
>is there a weapon? duhhhh go get weapon!
>there no weapon? hit with fist!
>too far? throw rock!
Lionels, the so-called final challenge of the game, are piss-easy headshot-and-mount slogs. Every "difficult" enemy in the BotW/TotK roster just has an annoying large health bar.
The real insult is that, given the time to make TotK, they doubled down on the Lego Fortnite Baby Toy aspect of it instead of spending that time, say, filling their empty bucket with water.
>old zelda is unironically harder, but also has better combat
Take off the nostalgia goggles.
The enemies in 1 and 2 are braindead there too. The most "advanced" ones were the darknuts always heading straight at you at every opportunity.
You got hit 4 times in that webm, how can you comment on how good the combat is if your reaction time is so poor?
>high stance and low stance
>enemies require engagement with this system
>vs.
>two-attack combo, hold to charge
>if you actually hit the enemy with a sword instead of setting up a thousand dominos to trigger a trap that drops a bunch of bananas on his head, tendies will laugh at you and say you're bad at the game
Go suck an egg.
>>if you actually hit the enemy with a sword instead of setting up a thousand dominos to trigger a trap that drops a bunch of bananas on his head, tendies will laugh at you and say you're bad at the game
god I hate design where everything is fricking optional
that's the only excuse the BotW shit combat gets, it's fricking selling point was "you literally don't even have to fight enemies just go throw bombs at ganon for 3 hours lmao."
I know. I know.
God, I still fricking despise it. The series will never recover from this shit at this rate.
It won't be too bad if the actual sword combat wasn't the worst it's been during the 3D era.
But anon, if they give weapons any properties more complicated than "you can swing it", then the player might be stuck with a weapon that they don't like! And the player's will NOT being enacted every second of every minute means the game is RAILROADED!!!
>Sleep with the young ones for life
>Grannys for magic
You have brain damage
The pinnacle of AI! No doubt about it.
The only real difficult thing for OOT is knowing where all the grottos are. I know there's the stone if you have a rumble pack, but without it, how did people find them? Also, which grottos are song grottos.
This is bait. You've never played OoT because I distinctly remember this b***h CONSTANTLY trying to tell me what to do.
The amount that Navi pesters you is a total meme, it's not actually that bad, and she'll mostly tell you what area you should be in or remind you of the last story cue, rather than tell you exactly what to do and why.