Twilight Princess gets a lot of flak for being a mostly linear game. However, the linearity really serves the experience of playing. It probably lends a lot to the dungeon design, the story, the character development, and the moment to moment gameplay. The game feels a lot like a long lost N64 game, and deserves a lot more recognition for what it does well. Very disappointing to see so many anons not getting into the overall atmosphere and tone the game diligently establishes.
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I hated it immediately. The color palette and look, the whole wolf gimmick, and felt like lazy pandering to fans who wanted Ocarina of Time 2, made by people who barely gave a shit. Couldn't even finish it
fpbp
>samegayging janny making the first shitpost in Zelda thread episode
>The color palette and look
Yeah, how terrible
moron
The color scheme is ok, it looks natural, however there is an obvious brown/yellow filter over it that shouldn't be there imo
>however there is an obvious brown/yellow filter over it
Maybe in the twilight realm
nah, there's a filter everywhere, Twilight Realm is a much heavier orange/yellow hue.
lifeless. Flora would be blooming around this much water. No coherence in art.
Forgot to say I'm second guy from the left
looks like shit
FPBP
I feel exactly the same and dropped it right after the last dungeon. I just felt no desire to continue playing.
fpbp, dropped shit as soon as I saw pic related.
Pure kino
You dropped it as soon as you finished it and saw the ending screen?
is that supposed to be Din, Nayru, and Farore?
lol
The best action adventure there is, just a bit too easy for its own good
That and not being able to change the time of day readily were the only issues I had with the game. I'm probably alone in this, but the game feels like Banjo-Kazooie or Banjo-Tooie at times, and I appreciated that. Namely the tears of light segments, they felt like pure collectathon elements from a simpler time when you could transform and use unique abilities exclusive to the formations.
>you could transform and use unique abilities exclusive to the formations.
are you specifically talking about Zelda? Because there are still games that have that
Well as an aside, sure I don't know many games like that no. I was just referencing the tears of light collectathon parts of the game. They usually get hated on, but I found them to be refreshing and enjoyable.
I liked the look, I didn't really like the story. I didn't like how he's magically dressed in the green tunic because he just somehow *has* to wear that without organically finding or already having those clothes, it's just the will of the Gods and they need to personally dress him in those clothes.
Do all the previous Zelda games just get a pass then? Pretty sure every fan knows that's a hero's garment and they always don it for their adventure.
They usually already wear it. Wind Waker made it in in universe tradition to kind of tie it with OoT. Twilight Princess is the only one who is put in the tunic just because the Gods will it that he's going to wear those clothes.
Skyward Sword also made it a uniform, and his just happens to be green. I didn't like that either, but it's more tolerable than what they did in Twilight Princess.
seems weird you like Skyward Sword's uniform presentation but not the Spirit's acknowledging him as a hero.
I don't like it, but it wasn't an in universe ass pull.
was Link supposed to wear his rancher attire the whole time? he proved himself worthy of the mantle and it was a nice gesture.
it's really not that similar to OoT and it has a lot of call backs to ALttP as well.
No wonder it's ugly
Directionless, a mess of a game with no coherent vision or goal. It's pure product, it has no reason to exist and is a vehicle for nothing but a FY report.
Directionless? how do you get that. It's "criticism" like this that just makes me think you didn't play it or pay attention.
Try following its story or look at gameplay elements they didn't rehash from previous Zeldas or stole from Okami and SOTC. NTA btw, don't even hate TP, but it's far from even good.
you're crazy, the story and gameplay is melded very well, it's much more immersive than Ocarina of Time, and it's very far from "directionless". It sounds like you're the one who didn't follow the story if you're feeling lost.
If it wanted to be that linear it shouldn't have been a Zelda game. The series was fricked beyond repair for years, I don't play Zelda to be just presented with an ordered series of events.
>The game feels a lot like a long lost N64 game, and deserves a lot more recognition for what it does well.
Anon it sold like 10 million copies, is one of the highest rated games ever and all the tendies want a Switch port to buy it for a third time. Don't take Ganker shitposting so seriously
It's just bizarre that all the games get praise except for Twilight Princess. It makes no sense to dislike it so much when OoT is propped up on a pedestal by the same people.
Skyward Sword I think gets it worse
I don't skip it when I'd replay Zelda games. The only shit I skip are the DS games. I just can't do them. I liked A Link Between Worlds, but the steamboat and train games I can't get into.
>The only shit I skip are the DS games
I'm assuming you don't count Four Swords/Adventures and Tri Force Heroes as mainline games? Because they are way worse. Well, except for FSA maybe, it's alright
I haven't played Tri Force Heroes. I have Four Swords Anniversary on my 3DS and finished it once, I don't see a reason to play that one again as it has so little in it. FSA I think had some cool sections and I do replay that occasionally.
>I have Four Swords Anniversary on my 3DS and finished it once
I 100%'d it, was painful
The secret is that most LoZ fans never liked the linearity. It's part of why BotW sold so well. With how the games are designed, it's easy to ignore with OoT, and easy to forgive with the 2D titles.
Look at Hyrule Field in OoT for example. They are completely open to the point where, besides some hidden grottoes, you can basically go anywhere right from the start. Sure there's not much reason to beyond exploration, and there are "gates" beyond the loading zones, but there are places to visit outside the main quest. The openness served to fuel a sense of wonder, or more accurately a sense of "When do I come back here?" Then Navi would pipe up with what you should be doing... and people hated her.
Hyrule Field in TP had gates constantly put right in front of your face that clearly needed story progression to open. The field was big, but there wasn't actually that much to see or visit. It constantly worked against developing a drive to explore like OoT or even WW did, while being too empty to appeal to those who didn't care much for exploration and were just in it for the gameplay.
The Skies in SW was awful. Still plenty big, but now almost completely empty with basically nothing to explore, or even look at let alone visit. They were more or less completely open right from the start, which was nice, until you realize you needed to open the (completely obscuring) clouds to fall through the gate, and the linearity became blatant. It only got worse if you remember that, as much as people hated Navi's unsolicited advice, Fi would pop up even more.
BotW is just as hated as it is loved by hardcore fans. The openness is too extreme, you can easily break almost every shrine or titan and the game doesn't get harder with time, even when accounting for getting more hearts. The OoT formula is still the best for Zelda, just make it a bit more open (sequence breaking)
I got the impression that a lot of people got pretty worn out by it with TotK.
I enjoyed exploring the field in Twilight Princess, there was a lot of stuff to find in it.
Looks like an asscreed map
>It's part of why BotW sold so well.
it catered to modern 'oPeN wOrLd' trends
So because it wasn't linear, right.
In the same way other modern games of its ilk aren't, I guess
well i never minded it but i will say that if they're gonna do nonlinear stuff they should do it like metroid and not skyrim. link between worlds does that pretty well actually with the rental system.
BOTW is not a real Zelda Game is just a Sandbox Game with the Zelda name
Because pandering to TES and Tolkien homosexuals isn't how you do a comeback to the original OoT formula.
They essentially did the opposite of Wind Waker but introduced even newer problems.
Still the best game of its generation. Only beaten by Okami, which is a very similar game.
Okami is a very different game, it's a very different experience. It's even more of a collectathon which I wonder if this bloke played
been meaning to play Okami, I haven't yet though no
Kamiya said he gets warm and fuzzy feelings whenever someone praises Viewtiful Joe
I cannot tell if I didn't like this game because it's not good or because I was massively depressed at the time. But I waited in line to get the Wii on launch day for this game and I was massively disappointed.
I played it on a new Wii console on Christmas and I was blown away, it was a lot of fun. I did avidly follow it up to release, rewatching trailers, and reading magazine articles though. Just like I did with Fable long before it.
No other game that gen where swinging a sword feels that good and natural, vast (mostly) beautiful world, at least 4 awesome dungeons, 11/10 soundtrack. Nothing not to love
>Twilight Princess gets a lot of flak for being a mostly linear game.
Also ugly as shit
it looks really good though, peak of the original non-cartoony graphics
>all those detailed unique characters in one room
>le ugly
I hate console warrior trannies and zoomers so much
Picrel is what we played in my time and we enjoyed every second
Now I really want an N64 demake of TP. Low poly Wolf Link would be awesome.
the last good Zelda Game have the same tone of the N64 Games
was just gonna post something like this
it felt very much like a "traditional" 3D zelda game
I can appreciate OoT, but TP is the only Zelda game I actually like and would replay if they ever release a new HD version. Honestly the world's most comfy game.
>However, the linearity really serves the experience of playing.
Not really. Maybe the early dungeons but Temple of Time, Snowpeak Manor, and City in the Sky could have been done in any order without losing anything.