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#61 |
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Flying Manta Rays With Teeth
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Because Kid Icarus lacks a "Z" in the title.
Seriously, that alone makes it not nearly as appealing to the masses. On the same note, what the hell happened to Ghosts and Goblins? I was waiting for the MMO. See, not every game can be modernized as easily as others, and even then luck is 109% of the equation.
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NPF, where the mods are kind and professional |
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#62 |
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Lakitu
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But Zelda DOES only have a theme, really. They do plenty to rock the boat with games like Four Swords, Wind Waker, and many elements of Twilight Princess.
The only part of a "formula" there is is that you're expected to dive into dungeon levels, have an overworld, and side-quests for items, and that each dungeon has a weapon, map, and compass in it. ... Okay... maybe you're on to something. I think epic puzzles and memorable rooms are a definate boon to the series. LttP had those in spades, Ocarina of Time definately did as well. Who can forget the sliding block puzzle in the Forest Temple, raising and lowering the water in the Water Temple, pushing blocks down a hole so they would be on the lower level in the Ice Palace, leading a "maiden" into sunlight so she'd turn into the boss in the Gargoyle Statue... Still, you could say that just because it has recurrent elements, it has a formula, but again, look at ANY series. MGS has the cardboard box, choking enemies, being betrayed by the people who sent you on the mission, a rival group of bosses (Foxhound, Dead Cell, The Cobras), a part based on sniping... you get the point.
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MENCHI Pink It's cowboy time, I'm so MENCHI right now. Metroid is a great man because his friends don't rape him. |
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#63 |
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Flying Manta Rays With Teeth
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You can only use what works for so long, otherwise you must step into the great unknown.
That's the difference between what we know will work and what we thinkwill work. I think zelda as a franchise is nearing that point, let's just hope that it doesnt flounder I would hate to see that happen.
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NPF, where the mods are kind and professional |
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#64 | |
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History's Strongest Dilettante
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"There are worlds out there where the sky is burning, and the sea is asleep, and the rivers dream. People made of smoke and cities made of song. Somewhere there's danger, somewhere there's injustice, somewhere else the tea's getting cold. Come on, Ace; we've got work to do!" Awesome art be here. |
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#65 | ||||
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Leave luck to heaven.
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As for why I chose that situation, there's three reasons. Recent interviews that made it sound like another Zelda on Wii was not being planned and not likely in the near future. Pit has been resurrected for Brawl with a modernized design meaning that Nintendo was aware of some demand for his return, which has probably greatly increased since he was shown at E3 2006. And last, the Zelda team's about the only one I can think of with the talent and know-how to turn a decrepit NES game into something relevant and fun. Retro might be able to hack it too, but I figured they were busy. I kinda fear old IPs being outsourced - why bring them back at all if it's going to be third rate? Also, to the person who mentioned Clu Clu Land: It did get a sequel recently on GBA with another one coming to DS. They star Donkey Kong. Quote:
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The Zelda theme is that you explore, fill an inventory with tools (objects, spells, or skills) that let you explore further, become stronger, and have action-game style battles along the way. But that also describes Metroid. So then we have the trappings: the characters, the setting, the fantasy motif, the races and creatures, recurring objects, pots and grass, top-down view for 2D and lock-on targeting for 3D, etc. At some point, I say aLttP, those were turned into a formula. Afterwards, the games were more or less defined by how they strayed from it. This is Zelda (in 3D/in a dream/with transformations/on an ocean/with seasons/with time travel/where you shrink, etc.) The first three were pretty different from each other, the first being a completely open and non-linear adventure, the second being a mostly linear sidescrolling action RPG, and the third being partly non-linear and driven by events almost as much as items. I love action-adventure games but I’m at the point where I don’t give a damn about this particular flavor. The details of the gameplay (items, puzzles, combat) are feeling too familiar. There are the memorable moments, bosses and major puzzles, and then there are the hundreds of block-and-hole or light-the-torches puzzles that fill the spaces between. Moments like drawing out the Master Sword, which was such an amazing experience the first time, are now cliché. |
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#66 |
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So we are clear
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To me, Zelda is a RPG. You dont level up but you have dungeons, side-quests, puzzles, but instead of a cliche leveling system you get new weapons, abilities, and health. Long as it has that zelda feel I dont really care. I dont like it because it has Link saving a princess, I like it because it has alot of freedom to do as I like and puzzles. Its one of the few games where I like to just run around and try out various attacks.
You know what I want? I want voices. Just once I would like to play a hero that isn't a mute
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"don't hate me for being a heterosexual white guy disparaging slacktivism, hate me for all those murders I've done." |
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