i dont because i got better shit to do than bother with barely playable combat lol, it sucks
yes, it felt pretty obvious
Itās a secret to everyone.
i literally just woke up so this game out as more aggressive that intended but i would play a zelda game with no combat and just exploring so i totally disagree. the combat is the least interesting thing to me, and it feels just awful in the first game. also you sounded like a dick so it pissed me off lol. also everyone blood poitioned you so it wa like everyone was being a dick to me. in conclusion fuck all 'yall fucks
Itās good to know the SB tradition of deeply angrily held videogame beliefs is alive and well.
i do always find it interesting, that bit of tension
ārain world is a masterpieceā
(someone else tries rain world after hearing that)
āwhat the hell were they talking about, this game is dogshitā
just different values rubbing against each other
i mean i think we agree on this point, though! i would too!
iām not saying zelda is strictly better with more combat. i even admitted i thought they made the right choice to emphasize the best parts of the game in later entries, intending to imply the exploration was more engaging than the combat.
what iām saying is that what youāre calling an āimprovementā in combat mechanics between zelda 1 and later entries, iām calling a āminimizationā. and from what youāve said so far, i donāt think you disagree! you WANT the combat minimized because you find it frustrating. is there a facet of the later gamesā combat you find more interesting, or is the comparison just positive because it doesnāt get in the way?
also, sorry for making you feel attacked ā iām just very detail-oriented/pedantic and so i think my need to be precise comes off aggressive when i donāt mean it to be. i tend to like games with more friction than most people, but i donāt intend that to be a moral position, just a preference.
obviously, as a lover of friction, rain world is indeed a masterpiece.
I just played through The Book of Watermarks which is a ps1 myst-like prerendered 3d adventure game made by some guys who watched Prosperoās Books a couple times and thought we could use this.
Prospero has lost 12 of his books on the island and you have to solve puzzles to get them back. Every time you get one you are rewarded with 20 seconds of fmv footage of Prospero saying the book of architecture demonstrates all manner of structural theoriesā¦
It is paper thin but I was tickled enough by the novelty of an obscure game directly inspired by Peter Greenaway that it propelled me through the 2 discs/3 hours of game (I really must stress it is much more based on Prosperoās Books than The Tempest).
I especially enjoyed that you can always look in all 4 directions from any point, meaning there are frequently these kinda nothing between-frames that are on either side of your grand symmetrical compositions.
It was fun to imagine Greenaway being told about this and him looking at it for 2 minutes before declaring it a mutilation of all aesthetic principles. Heād be right of course.
Anyway this was my first ever myst type game. It was very serendipitous that i found this at a store yesterday cause I was actually planning on playing myst this weekend after it appeared on a number of your best game grids. But this wannabe greenaway-core game nobody cares about is much more my style lol
hilariously i thought āah yeah zelda 2 did have way better combat than the originalā when i read that post
it did
i like the frantic melee bullet hell part of Zelda 1 simple as it is (randomizing link to the past sometimes gives that back, when you get a really dense arrangement of disparate monsters) and the darknuts in particular are their own weird little prototype for Zelda 2ās hit-around-the-shield based combat. i think even when later games have nice ideas for combat mechanics, theyāre just too forgiving for those mechanics to have any weight. like wind waker is fun but too easy, twilight princess is almost there but never really demands (or rewards) the flexibility of your moves and items. Skyward Sword is nice in theory but too modular and dry (beat this guy by slashing horizontally etc). in general the series never integrated combat well with the increasingly complex dungeons. a large appeal of the souls games when i first got into them was that combat feels grounded in the environment, you have to consider where youre fighting not just who. all of links famous fancy tools could be a nice spice on top of thatā¦ but of course the recent zeldas were about stripping those away
I guess it would be against principles but it is weird Zelda games donāt have A Bonus Dungeon For Sickos. I guess that is romhacks but Iām talking pushing the limits not breaking them.
Like I was thinking how Grandia 2 and Panzer Dragoon Azel never really make you use the mechanics ever in the game. Those games would really benefit from Bonus Dungeon For Sickos. I should really try Grandia Xrtreme some time because it is 2023 and Grandia Roguelike is probably now a lost gem.
Anyways anyone ever think about how no one liked the Evolution games because you reset to Zero when you went back to town? Iād say they are wrong but every time I try them I donāt get two random battles in before deciding this is wasting my life.
As someone who hasā¦ letās say very mixed feelings about the current Nintendo design ethos of putting about a third of their games (the part that requires paying attention) as optional post-credits content, letās not accidentally wish this evil into the world.
All I remember about Grandia Xtreme is that the US dub has Dean Cain on it for some reason.
now that you mention it Rudie, Wind Waker did have a Bonus Dungeon for Sickos, the 50 floors of combat arenas. though it wasnāt that hard, just tedious imoā¦ and about 1/2 of it was mandatory for a triforce chart lol god that game
i think Twilight Princess HD brought that back too. but i havent gotten nostalgic enough for TP to replay it anytime recently nor will i anytime soon i can just look up midna smut online if i want to experience the best part of that game
Something like the OoT Master Quest dungeons with harsher combat could be pretty rad! (Could.)
Trying to figure out what this would even look like.
i did too and gave up when i realized i was just picturing Demons Souls but with backflips and a hookshot
I played through a game named Sole Iron Tail earlier today andā¦ it felt like I was the worst person from SB to play this game? It is a very short momentum focused platformer (it is 5 stages long with the longest being maybe 13 minutes and the shortest 1) that I would say has some Sonic influence in there thanks to sort of branching paths you can only reach if you have enough momentum built up to make it to them (plus it talks a good amount and stars animals). The problem is that as much as I enjoy going fast and 2d platformers my brain simply does not grasp momentum in these games. I played through all of Freedom Planet and donāt think I ever really internalized this aspect of it which made it not particularly thrilling for me (also I played the mode which had all the story).
Basically, I canāt tell if the game is genuinely rough/flawed or if it is actually a well done experiment that my brain is just incapable of processing.
I think once you get to the 3D games the combat there is a just a vibe to help sell the adventure. It doesnāt strike me as a system that could put real pressure on the player and still feel good
Why it worked for me though, and what I think clones at the time like Beyond Good and Evil and Starfox missed was that the combat was pretty sandbox-ish. There was never any reason to hookshot every enemy, but you could. Or you could use a whole ass deku stick to do one heart of damage if you wanted to
Just dozens of bats around every Skeletos.