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Forums - Nintendo - The Zelda Elimination Game (Updated! The Winner is...)

DrasticDracon said:
Clyde32 said:

Spirit Tracks is a little better, but I can start listing my tiffs. 

1. The Dialogue 2. The "Exploration" 3. The Controls 4. The De-character development 5. The generic plot

6. The Music 7. The simple structure 8. The Level Design 9. Repetitive Puzzles 10. The NPCs

And that's just 10 of them not going into dungeons. 

Our most mutual negative out of all of those is "exploration". I don't see your criticism of the story (which is actually quite good for a DS game), including the dialogue and characters. The music is very decent. Overall, I think Phantom is one of the best packages on the platform considering what they had to work with, and it's a huge upgrade from the previous handheld Zeldas. Spirit Tracks has some improved navigating and exploration, but the story is so bad, taken right out of Star Wars. (Hilarious but true; look closely at the plot) The characters are terrible, including the absolute worst antagonists, as well as the worst Princess Zelda in the entire series. It's pretty funny actually how annoying the writing is for her. :P


But Link's Awakening and Minish Cap had none of these flaws. 

 

Within the first 10 minutes of the game, I knew I was in for a treat with the dialogue. It felt too much like a crappy fanfiction than an actual game. Watch the opening cinematic with this in mind, and maybe you'll see it. 

I was talking about the plot when I said generic plot. Five minutes in, Tetra is kidnapped, she screams for Link to help her, and you jump off. The music was bad. And everyone treated you like an idiot, rather than a veteran. Let me compare this sequel to Majora's Mask. 

 

In Majora's Mask, the game starts with a familiar hero, who knows he's a hero. He doesn't need any introductions to sword fighting, or any introductions at all. You just jump right in. And on that note, when you start platforming, you do it with style. Once again a display of this hero's experience. 

In Phantom Hourglass you get a kid who is fresh off stabbing Ganon in the face, who goes to an island where people treat him like a new kid, and that's what it seemed like. This was a new kid, he had no relation at all to the development he got in the Wind Waker. And Tetra too. 

 

The wording on this might be a bit off, but you get the intention.



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sc94597 said:

Nintendo originally developed TP as a game that was suppose to have a stylistic approach similar in direction to Ocarina of Time, as that was what fans demanded after Windwaker. The game was never meant to be an OoT clone or remake. Nintendo went even further and made a game with its own unique stylistic appraoch. The 2006 trailer of Twilight Princess had a distinct tone and style different from OoT (or any other Zelda game.) 

I don't know how nostalgic you're being, but hyrule field in OoT wasn't that great. It wasn't any more booming with activity than TP's. It was just as empty. The only difference was that it was much smaller because its main goal was to be a hub, while TP's was to focus on being a hub, but in a more realistic way (hence a larger scale.) As for everything else, TP did have more of everything. I don't see what difficulty has to do with the overworld. Difficulty comes to play in dungeons. And honestly, TP is only easy because you played (I assume) three 3d Zelda games before it. If it were your first Zelda the puzzles and bosses would be just as difficult. Windwaker suffered from the same problem. 

Of course Death Mountain will be inhabited by Gorons and Zora's river by Zoras in the Child timeline. Not much has changed in that timeline. Fishing was obviously there for the wiimote, it would've been in whichever Zelda title was released on Wii first. Link saves many things in many Zelda games. Lighting torches is not something done first in OoT. It's been a staple since AlttP. As for the Gerudo Desert and Temple of Time, again this is the child timeline. Not much has happened in between OoT and TP. For as many similarities you can say there are, there are a multitude of difference. And I can even point out similarities between OoT and ALTTP to argue the same point you're arguing. 

"In 2003, Nintendo announced that a new Zelda game was underway for the GameCube,[29] developed by the same team that created thecel-shaded The Wind Waker.[30] A presentation by director Eiji Aonuma contained a reference to the working title The Wind Waker 2,[31]and it was said to use a similar graphical style.[32] Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because the cartoon appearance created the impression that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to fellow designer Shigeru Miyamoto that he wanted to create a realistic Zeldagame that would appeal to the North American market. In turn, Miyamoto was concerned about merely changing the presentation instead of coming up with new gameplay ideas. He told Aonuma that he should start by doing what could not be done in The Legend of Zelda: Ocarina of Time, particularly horseback combat.[33]

In four months, Aonuma's team managed to present realistic-looking horseback riding,[33] which Nintendo later revealed to the public with a trailer at E3 2004. The game was scheduled to be released in 2005 and was no longer a sequel to The Wind Waker.[34] Miyamoto explained in interviews that the graphical style was chosen to satisfy demand, and that it better fit the theme of an older Link.[35] "

 

As you can see, the game was developed with Ocarina of Time in mind, as it shares a lot of similarities. Artstyle could be different, but not as much as other games like TWW, SS or the new one. It's clearly influenced.

On a second note, I never said Hyrule in Ocarina of Time was good, what I said it was that the overworld of Twilight Princess failed to do what it should have to do. Both are just barren hubs.

What I liked about the TP overworld, was the Twilight parts, with creepier enemies. I would have not mind also, if they went with only twilight enemies. Of course, not just the ones presented, but also creating new ones.

And finally, about the difficult, I have seen some blind let's play enough to confirm that TP is easier than OoT. SS is harder than TP and I have already played before 4 3D Zeldas. In fact, MM is harder than any 3D Zelda.



Proud to be the first cool Nintendo fan ever

Number ONE Zelda fan in the Universe

DKCTF didn't move consoles

Prediction: No Zelda HD for Wii U, quietly moved to the succesor

Predictions for Nintendo NX and Mobile


+ Wind Waker
- Twilight Princess



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Pavolink said:
sc94597 said:
Pavolink said:

Even more when you take in count that Ganonforf from Twilight Princess did nothing to you. In  OoT, he is the evil man behind the good guy disguise that use you to enter to the Sacred Realm and obtain the Triforce. Also, he is the main villian all the game, not just the last five minutes. On the other hand, Ganondorf from Oot was a threat to Hyrule, in the same vein Zant was in TP. Not Ganondorf.

TP used the same convention that ALTTP, and FSA used: have a puppet villian. At least Zant is more fleshed out than either Agahnim or Vatii. And both Twilight Princess and Windwaker were games meant to show the reprucussions of actions in OoT in diverging timelines. It makes sense to explain what happened to Ganondorf in Twilight Princess for that reason. Actually I think Twilight Princess set a lot up for Skyward Sword with the ancestors in the sky stuff, and its portrayal of Ganondorf's strength feeding off hatred (Zant's.) That's the first time Nintendo has been foresightful in their story telling in LoZ rather than piecing it together retroactively, in a while. 

The point is, that ALTTP needs of Ganon to succesfully ends. TP don't. Zant could have been a better final boss if they kept the serious look, never looking at his face behind the helmet, and being a powerful enemy. He should have transformed into Ganon at the end.

I would have do this: At the end of the Palace of Twilight you face Zant, and while you defeat him, he is not dead. He dissappear and then appears into Hyrule Castle. Then, in Hyrule Castle you face him with his true power. Ganondorf can't leave Zant's body and he returns to the Twilight Realm. Or at least something around that.

How exactly would Zant get his power to overthrow Midna and why would he come to Hyrule if it weren't for Ganon's (a separate entities) motivations? Zant didn't come to want to conquer Hyrule for himself, he did it for Ganon.  Zant as a character needs a motive, and I'd rather it be Ganon directing him to do so than, "oh he just wants more power." Also Zant and Ganon's relationship was interesting. Zant being so jealous and resentful against Midna fueled Ganon and Ganon promised him power in return. For that reason I prefer them to be separate entities from one another. Zant then was loyal to Ganon until his betrayal. And I viewed Zant help with killing Ganondorf as a changing role in his character, that he realized how wrong he was to blindly follow and worhship Ganon as a god. It would've taken away from that changing and developing characterization to have him remain the big evil or change into Ganon (that is essentially what ALTTP did.) I prefer round, developing characters to flat, static ones, to be honest. Also I like how Ganon dies rather than being sealed away in TP. It has a sort of symmetry with the adult timeline where Ganon dies in Windwaker and A Link to the Past, where he also dies in the failed hero timeline. 



+ Skyward Sword

- Zelda II



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I don't get how WW is getting so many points with so few dungeons and that stupid triforce hunt. the game is only good until that end part.



    R.I.P Mr Iwata :'(

sc94597 said:

How exactly would Zant get his power to overthrow Midna and why would he come to Hyrule if it weren't for Ganon's (a separate entities) motivations? Zant didn't come to want to conquer Hyrule for himself, he did it for Ganon.  Zant as a character needs a motive, and I'd rather it be Ganon directing him to do so than, "oh he just wants more power." Also Zant and Ganon's relationship was interesting. Zant being so jealous and resentful against Midna fueled Ganon and Ganon promised him power in return. For that reason I prefer them to be separate entities from one another. Zant then was loyal to Ganon until his betrayal. And I viewed Zant help with killing Ganondorf as a changing role in his character, that he realized how wrong he was to blindly follow and worhship Ganon as a god. It would've taken away from that changing and developing characterization to have him remain the big evil or change into Ganon (that is essentially what ALTTP did.) I prefer round, developing characters to flat, static ones, to be honest. Also I like how Ganon dies rather than being sealed away in TP. It has a sort of symmetry with the adult timeline where Ganon dies in Windwaker and A Link to the Past, where he also dies in the failed hero timeline. 

That would have made Zant a new reincarnation of Ganon rather than it's puppet. He would have been in the same level as Agahnim, Ganondorf, Vaati or Yuga. Even so, rather than Ganon, he could have used the Fused Shadows and became a more terrifying monster.



Proud to be the first cool Nintendo fan ever

Number ONE Zelda fan in the Universe

DKCTF didn't move consoles

Prediction: No Zelda HD for Wii U, quietly moved to the succesor

Predictions for Nintendo NX and Mobile


Clyde32 said:

Within the first 10 minutes of the game, I knew I was in for a treat with the dialogue. It felt too much like a crappy fanfiction than an actual game. Watch the opening cinematic with this in mind, and maybe you'll see it. 

I was talking about the plot when I said generic plot. Five minutes in, Tetra is kidnapped, she screams for Link to help her, and you jump off. The music was bad. And everyone treated you like an idiot, rather than a veteran. Let me compare this sequel to Majora's Mask. 

In Majora's Mask, the game starts with a familiar hero, who knows he's a hero. He doesn't need any introductions to sword fighting, or any introductions at all. You just jump right in. And on that note, when you start platforming, you do it with style. Once again a display of this hero's experience. 

In Phantom Hourglass you get a kid who is fresh off stabbing Ganon in the face, who goes to an island where people treat him like a new kid, and that's what it seemed like. This was a new kid, he had no relation at all to the development he got in the Wind Waker. And Tetra too.

While these are pretty good arguments that I partly agree with, I still think Spirit Tracks is miles worse. I won't completely praise the dialogue on Phantom, but it delivers the decent, DS game story just fine. Delivers the tutorials just fine as well. Speaking of tutorials, they're a fundamental part of the beginning of Zelda games regardless of continuity. Majora's Mask is the link breaker of many traditions and people praised it for that. I do too.



Pavolink said:

As you can see, the game was developed with Ocarina of Time in mind, as it shares a lot of similarities. Artstyle could be different, but not as much as other games like TWW, SS or the new one. It's clearly influenced.

On a second note, I never said Hyrule in Ocarina of Time was good, what I said it was that the overworld of Twilight Princess failed to do what it should have to do. Both are just barren hubs.

What I liked about the TP overworld, was the Twilight parts, with creepier enemies. I would have not mind also, if they went with only twilight enemies. Of course, not just the ones presented, but also creating new ones.

And finally, about the difficult, I have seen some blind let's play enough to confirm that TP is easier than OoT. SS is harder than TP and I have already played before 4 3D Zeldas. In fact, MM is harder than any 3D Zelda.

Yes, because it was the first land-based game that took place in Hyrule since OoT and also OoT is the standard the 3D games is always held up to. Notice how OoT is only mentioned with regard to doing what couldn't be done in it. Your quote says nothing about trying to be a remaster or clone of OoT. Twilight Princess, from the start, was its own game - unlike say, ALBW.  

You said that they wanted to make a bigger (it certainly is much bigger) and more complex overworld. Whether or not it is more complex is arguable. I did like that in TP the overworld had a lot of puzzles that used items like the spinner or the dominion rod. In that way it was kind of more complex. Also the way each province ran into each-other was decently complex. And I always enjoy the Cave of Ordeals, which doesn't really have an OoT equivalent. 

When you say "blind let's play" are you certain these people never have played a Legend of Zelda game? I didn't find SS that much harder than TP, other than I guess the motion plus combat. Puzzles were actually simplified to a focus around the motion controls in my opinion. The last three 3D Zelda games (Windwaker, TP, and SS) have been a breeze to go through. 



After zelda 2 dies, phantom hourglass will be next. reason: Temple of the f#cking ocean king. also, the controls. I had no preoblem with using the stylus for sword fighting, itens and basically everything, but theu should have given the option for moving with the + pad.