The fact critics called this game amazing tells you all you need to know about the people who had a problem with the old Zelda formula
It's All Fucked Shirt $22.14 |
It's All Fucked Shirt $22.14 |
The fact critics called this game amazing tells you all you need to know about the people who had a problem with the old Zelda formula
It's All Fucked Shirt $22.14 |
It's All Fucked Shirt $22.14 |
That game is borderline fricking shovelware. I remember buying it because I heard it was good and all the dungeons are so braindead easy that I had trouble paying attention to the game and still managed to beat it.
LttP is piss easy too. even if you do minimum items, it only has two parts that are a tiny bit difficult.
at least ALBW has Hero Mode. it also has the option to do a 3 Heart Run.
Hero mode just buffs enemy damage. It's not hard, just tedious. Especially if you're renting items. Then it just becomes a ruby farming game.
not an argument; these are children's action games (of which ALBW is the best one)
Troll.
The dungeons were braindead
Every single handheld Zelda game including the ds ones was more entertaining than a link between worlds.
Why are you so obsessed with trying to create a consensus that ALBW is the worst possible Zelda? It loses by default because BOTW and TOTK exist.
Because it was the game that led to those. The beginning of the end.
Being "the game that led to those" isn't a bad thing in and of itself when Zelda was very much in need of a course correction at the time of ALBW's release. That the following 3D Zeldas were gross overcorrections as a result of ALBW's positive feedback is unfortunate, but that has nothing to do with ALBW's more measured unshackling of the series' then increasingly rigid direction. Day and date, it was largely the right move to make.
I'd argue that ALBW was still an overcorrection. The dungeons should not have been doable in ANY order. The functional items should not all have been put in the same place.
The rental system's an interesting experiment. Obviously divisive, but it was something different. Dungeons being doable in any order is fine, but the devs should've had the confidence to suggest difficulty through overworld design. They should've had 2 or 3 dungeons that are clearly tougher to make their way to than the others and have the dungeon itself reflect that.
I can see where you're coming from. That, at least, would've made it much more interesting. I just chafe at the "REAL Zelda doesn't have any progression!" narrative.
Phantom Hourglass and Spirit Tracks were horrible games that are on par with the CDi games.
I agree with you. But I was 28 years old when I beat LbtW, and I beat all the old 2D zeldas before I understood english. They were never very challenging
There's a difference between not being challenging and being braindead easy.
Yeah, I know. Just saying
Zelda was always easy
Give me the rundown, OP. I never played this one.
>shitgame
>open world
>destroys zelda magic
>overrated
But muh freedom!
The game gets rid of the classic Zelda formula of discovering items to use to unlock more areas and exchanges for a system where you can buy any required item you want to do any dungeon in any order.
To compensate for this every single dungeon has been made easy so that players don't come onto a hard one first. The combat is also braindead.
It definitely felt like a test run for a lot of the ideas that would then be known as innovations introduced in BotW
I really enjoyed this game. Sure the buying of items at the start was different than the standard Zelda format, but I liked the exploration and thought the dungeons were quite enjoyable. Buying the items early also gave you more options in how to play it, and the addition of the 2D Link sections was a good concept.
It was so piss easy. I don't understand how you could enjoy the dungeons. More freedoms isn't necessary better
combatwise all zelda are piss easy after ALttP(and even then a fairy in a bottle trivializes them), if you die to the boss(the one thing that can kill you other than surprise enemies in bushes in ALttP) you just walk back in and kill them
From OoT onwards(oracles games excluded) the puzzles are joke, if anything ALBW brings them back close to pre-OoT levels.
You're trolling. Every single Zelda game in existence had more challenging puzzles than a link between worlds.
Sure the dungeons were easy, but still fun to run through. I agree that more freedom isn't always better in games, but in this case I thought it was largely executed pretty well.
Why does everyone mindlessly hate linear progression? Open isn't automatically better if the game is shitty. The original Zelda was shitty, a link between worlds is shitty, breath of the wild is shitty. Open design does not work for Zelda
Hey now, the original Zelda is more linear than you give it credit for. The dungeons are all numbered for frick's sake. You can go in other orders but the game doesn't compromise itself to make those other orders equivalent to the intended one. It's way better handled than BOTW.
>The original Zelda was shitty
Nah. That said, I do think Twilight Princess is a well executed linear Zelda.
Isn't whether or not the game is shitty just a matter of personal preference? I enjoyed ALBW and BotW quite a bit. Calling the game shit is not an objective argument, it's just your opinion. Sure it's a perfectly valid opinion, but why do you care so much that other people enjoyed the games you didn't?
Bethesda brainrot
issue wasn't really the formula. the issue was bogging down the gameplay in unnecessary dialogue, cutscenes, minigames and "helpful" npcs.
Exactly. No one was bored of the Zelda formula. They were bored of it being dumbed down for morons. Twilight Princess was loved at launch.
I played ALTTP and this back to back for the first time a couple months ago and the dungeons were only a bit easier, some were harder
You must be lying. A link to the past is actually somewhat difficult. Especially in terms of bossfights. I never died once during a Link Between Worlds
yeah the bosses were more difficult but I don't remember getting stuck in alttp other than in the forest dungeon
I remember the alwb ice dungeon being pretty tricky
The only actually difficult dungeon in ALttP is Ice Palace.
I have a friend who gushed about this one and it made me eternally trust his opinion on vidya a lot less.
ALBW unfricked Zelda after WW fricked it, only for BotW to frick it again.
Which means you see good Zelda games as shit and shit ones as good. I mean jesus frick, I 100%ed ALBW in both normal and hero mode in less than 15 hours, it's an absolute joke.
>but it only took 15 hours
I don't know what that actually says about anything. 15 hours is a fine length for a handheld Zelda.
The overworld exploration felt right again. Not nearly as story-driven and handheld in its progression. The problem with BotW is that it octuples down on the overworld stuff and becomes as compromised of a balance between overworld and dungeon as the previous 3 3D entries, just with the proportions flipped.
>I don't know what that actually says about anything. 15 hours is a fine length for a handheld Zelda
That's 15 hours for two one hundred percent runs dipshit.
I don't really see an issue with that. I'd rather have 15 good hours than 150 mediocre hours.
Yeah, too bad you're getting 7.5 mediocre hours.
I think it's a better balance of exploration and dungeoning than most Zeldas from the last 20 years so for me, it wasn't mediocre. I do wish it were more challenging but NES Zelda aside, what entry isn't that true for?
Nes Zelda sucked.
>I think it's a better balance of exploration and dungeoning than most Zeldas from the last 20 years so for me
You'd have a point if it didn't use sterile versions of lttp dungeons. Playing them back to back highlights how much worse ALBW is.
It also highlights the state of Zelda over the last 20 years.
How did it unfrick it? At least skyward sword had good puzzles.
i like it
>the corrupted sacred realm
>termina
>the twilight realm
>lorule
How many alternate dimensions can one setting have?
Zelda canon doesn't matter. Just enjoy the games as individual stories
>4 alternate dimensions is “too much”
Don’t play Kirby, don’t watch or read Marvel, and don’t get into Pokemon.
oooooo don't go too hard on him anon
In fairness, Zelda's alternate dimensions tend to all be retreads of the general "distorted, darker but not necessarily evil, parallel to Hyrule" premise. It feels more like one alternate dimension that changes over the years.
>The fact critics called
I don't care.
>the dungeons can be done in any order
>they're all easy as frick because of this
>in order to have at least a shade of old Zelda progression, you don't get all the items by default, you have to buy them from a shop
>not multiple shops, one, multiple shops might be interesting and make you travel to get to them and maybe have conditions to open the shop
>the shop from which you buy all the dungeon items is LITERALLY IN YOUR FRICKING HOUSE because it has to be as accessible as humanly fricking possible
>all this because Zelda's devs seem to think players will die if they see an obstacle and don't even have a hypothetical route to immediately bypass it
It really was a prelude to BotW.
... But it was still miles better, just by virtue of having a full set of items and designing the dungeons around those items even if you aren't necessarily GUARANTEED to have them. And having the dungeons not be entirely cordoned off from the world. I can't in good faith say I don't like it, but I doubt I'll ever love it either.
What does this even mean? Can you take an English class?
This was the last good Zelda game.
Now we have to put up with Fujibayashi's slop for the foreseeable future.
I recently started playing this again. It's not bad.
The perfect Zelda game.
I mean, besides most of the aesthetic, it was ok I guess.