Yeah I was really struck by this when I finally beat both quests over the last few years. I think for a long time to most Westerners it seemed like Zelda came out of nowhere – if any precursor was cited it was usually Adventure – but after years spent learning about and playing all those arcade (and early PC) adventure games like Druaga really shone a light on how the Nintendo guys were really taking their own crack at that genre. And rather than diminishing my appreciation for the game it really deepened it, they did an excellent job of taking all these parts and making something bigger and just as mysterious yet more streamlined and palatable (to me), it’s really quite the feat as far as I’m concerned, yeah that’s right, I’m the man brave enough to praise the Legend of Zelda series, throw a fucking parade for me.
The combat kept me really invested and was much easier than when I was younger, I guess I was less stingy about using secondary items to fight, I get why other folks wouldn’t wanna deal with it but I really dug it and it gave some meat to a game that didn’t have too many surprises left exploration-wise for me.
Wasn’t the case for the second quest though, that was almost all new to me, that was pretty neat, I’m gonna go watch Evel Knievel movie now.
This is a very good point, also think the sorta flip side is why I disliked Okami, which gave you all these combat options and I think it scored your combat and trapped you in these little arenas for each battle? It felt so claustrophobic yet bloated to me, God that game drove me nuts, sometimes a dog just wanna run okay, lemme flippin’ run
I haven’t even touched tera raids or shinyhunting but even small returns back to Pokemon feel like there’s something sinister and darkly complex about it. Was trying to complete the Pokédex since I’ve never done it before but one of the Pokémon is extremely chance dependent because of an item that is sold on rotation which changes randomly every actual day.
The kid you lied to is now setup as the main villain of the remaining DLC. The consequences of exposing a normal child to a Pokemon Protagonist. They simply can’t compare. The kid spends the entire DLC idolising the Ogre legendary that everyone in town hates because of the local legends. Not only does it turn out the ogre is real, but it becomes best friends with us rather than the kid because we concealed its existence from him.
There’s a really pathetic end fight where you duel the kid for the right to fight and catch the ogre. You trounce him because the level of your Pokemon is absurdly high by this point and the game wants you, the special child, to win anyway. The final ogre battle is this spectacular bossfight where it changes type and can be tricky to defeat depending on your team. The kid stands near the fight the whole time presumably watching his entire life’s dream to be friends with a fellow misfit decimated by some kid with godlike Pokemon-rearing ability just showing up out of nowhere while everyone cheers them on.
It’s weirdly dark for a Pokémon game and not in an interesting thematic way. More just that the game has forced you into treating someone like complete shit because of how amazing the protagonist must be.
The next expansion will probably be about as good. I doubt it will have an interesting resolution since Pokémon stories tend to wrap up within a couple of lines of dialogue – ‘I just wanted to be understood, and you showed me I shouldn’t be evil’.
Thanks PSPlus for letting me play most of the PS5 games, like Ratchet and Clank Rift Apart. That’s for PS5! Was there a PS4 R&C? Probably. Who knows how many R&C games there are? Do you even know how many you’ve played? I don’t! What is the story of a Ratchet and Clank game?
As this story went along I said “Isn’t this the same plot as the PS3 one except there is a girl?” When I was playing the PS3 one I thought “wow that is a lot of graphics”. Here years later, “wow this is a lot of graphics”.
I trudged along to the battle arena, “ah the one part of these games I like.” Except I didn’t like this one because the weapons suck, the enemies are bullet sponges, and nothing has the friction I want.
Everyone in the game feels like they were written by the same person. I remembered Guardians of The Galaxy another galaxy spanning adventure which has really good characterization.
Will I even remember this game tomorrow. It has so many graphics I wouldn’t let my child play it. It is near impossible to look at. Should have played just a bit more FFXVI which much to my surprise I like!
I could never bring myself to try Okami because Link is tool-man to me, with lots of ways to do lots of stuff in his world. It might be an unfair assessment of the game but a dog feels like it just can’t do all that much stuff, since it’s got no hands
But yeah I think crucially the 3D Zeldas gave you a lot of options in combat but never put much pressure on you to necessarily play in one way over another. You can make combat into whatever you like because fighting is never that challenging and the enemies just color the adventure. OoT had that in common with Mario 64, the enemies are more there to make the world not feel dead
It sounds like Okami tried to overdevelop combat and drained it of its thematic usefulness. Skyward Sword did the same thing when it turned every enemy into a rigid sword puzzle
there are many parts of ffvii that i think could be greatly expanded upon to make a fully fleshed out game of its own, and the gold saucer’s battle square is one of them
The Cave of Ordeals was the best part of Twilight Princess, in my opinion. (It was also in the non-HD game, as that’s the only one I’ve played.) I liked that you had to carefully consider what limited items to bring with you, to make it as deep as possible. I don’t think I ever quite reached the 50th level.
The only other part of that game that I remember thinking was particularly clever was the spinning top that you ride around in that one dungeon.
the top is so rad and fun in that dungeon and then is basically never used again. i always wished it could be used as like a Zelda hoverboard to cruise around off the tracks
generally remember the dungeons in that game being very strong actually… and the overworld/main story quests being kinda dogshit lol
Tried out sitting on the floor with my arcade stick and monitor also on the floor and after a first few flaily minutes to get used to it, it worked great! Didn’t irritate the ol’ shoulder and wrist like apparently wrestling with an arcade stick in my lap while perched on a chair has been doing for years now. = o : D Down with chairs! Up with floor!
it looks like the author made the buildings by adding creases and extruding the surface from a flat photo, and the cars I recognize are made from vehicle diagrams you can find online which give a view from each side, but they’re colored, so it gives a very unique style.
V roce 1950 komunistický režim vyhání salesiány z duchovní správy kostela poprvé. V době “pražského jara” roku 1968 se pak nakrátko vracejí, a v letech normalizace, konkrétně roku 1973, kostel Sv. Kříže musejí znovu opustit. Druhého ledna 1990 se Salesiáni Dona Boska vracejí do duchovní správy kostela Svatého Kříže. Doufejme, že na dobu delší než v nedávné minulosti.
In 1950, the communist regime expelled the Salesians from the spiritual administration of the church for the first time. During the “Prague Spring” of 1968, they returned briefly, and in the years of normalization, namely 1973, the church of St. They have to leave the crosses again. On the second of January 1990, the Salesians of Don Bosco return to the spiritual administration of the Church of the Holy Cross. Hopefully for a longer period of time than in the recent past.
This game was doing the rounds on Twitter not long ago, mainly because the soundtrack sounds like an entire Pure Moods CD. The Myst head I know who played it wasn’t impressed with the game itself, but seems perfect for someone who hasn’t played a billion clones (and is into Greenaway)
I think my first experiment in expanding 64 era Zelda combat would be adding Guard Breaking attacks for enemies and players and giving enemies more low attacks to justify the backflip more or adding a hop in place jump. I’m essentially imagining God Hand but with Z targeting.