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Post by ommadawnyawn2 on Nov 15, 2020 16:32:30 GMT -5
I'm pretty sure one of the main chars, the helpline guy or the chain chomp's owner mentions what to do with it, if not the game narration itself after freeing it. That or it's just a case of not being able to really go anywhere else at that point due to not being able to lift rocks so when they imply you can keep it for a while and use it for something, you can easily connect the dots. I don't remember having an issue at that point in the game. Would personally recommend against playing a hack before even finishing the original though it did seem pretty good from what I played of it, testing it out for a bit. You're probably right that the game does give information more helpfully than I suggested. My intent with the last post was to try and explain why I kept getting stuck at the game back when I was 14-20. I didn't mean that to come across as how I feel about the game now, and I apologize that I didn't make that more clear.
In regards to the whole hack thing, I'd normally agree with you and would always encourage anyone to try the original first in any situation. However, I do know a fair bit about the later parts of Link's Awakening due to a mix of cultural osmosis and my own researching into it out of curiosity, and I'm so disinterested in playing through the opening portions for the dozenth time that I honestly think the only way I'm ever going to beat the original is to have a save file that starts at the beginning of the fifth or sixth dungeon so I don't have to psyche myself up for another repeat of the same several hours.
Doing that hack would be my best shot at attempting a complete playthrough of some version of Link's Awakening at this point; one that retains the spontaneity, puzzle solving and exploration typically associated with Zelda games, and not through cruising on what can feel like muscle memory after too many aborted attempts to count.
Alright fair enough. It's probably my fave Zelda (2D anyway) so I got a bit defensive there. Hope you enjoy either version of it!
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Post by Apollo Chungus on Nov 15, 2020 17:17:28 GMT -5
Unforunately, that's pretty much out of the question for me since I don't have a Switch and have no plans on getting one (I've got my 3DS for handheld gaming and the Joy Cons drive me insane from an ergonomics perspective in so many ways that I get overwhelmed playing games I have no problem with in any other context; it's like mouse and keyboard in that sense for me). Still, I appreciate the sentiment, so thank you for bringing it up.
Alright fair enough. It's probably my fave Zelda (2D anyway) so I got a bit defensive there. Hope you enjoy either version of it! Hey, it's no problem. You want me to do right by the game, and I totally get that. I appreciate having the conversation with you, as it gets me thinking about those kinds of things and getting a better understanding of why I felt the way I do, as well as a better understanding of how others might feel about it. So thank you for the chat, and I'm glad that Link's Awakening is your favourite 2D Zelda - there's a lot to like about it!
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Post by klausien on Nov 15, 2020 19:05:25 GMT -5
No reasons have been stated for PSIV so far. I really don't have an excuse for PSIV, just not a priority for me for whatever reason. The only real concrete reason I can think of is that that the technique/spell names are weird and I forget what they all do and I can't be bothered to look up a guide, lol. I was referring to the person who said they started it but never finished it on multiple compilations. Reading the Zelda discussion, I'm reminded of how I started and stopped every 3D Zelda since Ocarina without finishing them, yet ran right through ALBW on 3DS.
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Post by jackcaeylin on Nov 16, 2020 6:17:40 GMT -5
From my point of view, it really depends on the genre or choice of gaming.
-I repeatedly dropped Birth By Sleep as well as Atelier Escha & Logy, because the characters and majority of the bossfights were the same, due to the repetition. It took me 3-4 times until I played it again and finished it. The only exception are the short arcade games, due to the length, but games with multiple characters with a too similar story feels like eating bread without water or other ingredients, thus I tend to drop them.
-RTS games, some of them are huge time sinker and some of them need a high commitment to play them. Then, there are games like Age of Wonders 2 or 3, where you need to be as fast as possible, if you want to win the map, which feels like a hidden time limit, thus I regularly dropp them. To this day, I never finished the Age of Wonders 3.
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Post by ommadawnyawn2 on Nov 16, 2020 7:00:36 GMT -5
I can relate to dropping the 3D Zeldas - I never beat any of them until I started emulating them so I could fastforward past the boring stuff. That means unskippable cutscenes, dead space/travel distances and some dialogue as well (sometimes it can't be sped up in them).
Yes I can appreciate lulls in the action here and there as dramatic pacing, but repeated and lenghty lulls suck.
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Post by retr0gamer on Nov 16, 2020 7:30:40 GMT -5
I personally prefer the lulls compared to something like Skyward Sword were everything you did was a dungeon and it was utterly exhausting.
However I can see why people drop the 3D zelda games. They are pretty lengthy and while I've beaten them all I've never gone back and finished one, recently dropping Ocarina of Time on 3DS.
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Post by spanky on Nov 16, 2020 10:10:29 GMT -5
I think I'm weird because my favorite parts of Zelda games are the traveling stuff. The dungeons bog the games down for me.
Skyward Sword in particular has some brutal dungeons and exploration isn't particularly fun (I hate flying around on the stupid bird). I think it's why I like BotW so much - it's mostly exploration and the dungeons are bite sized. I also like Majora because a huge part of the game is just solving people's problems in town. There are less dungeons too, though the ones there might be the most brutal ones in the entire series.
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Post by ommadawnyawn2 on Nov 16, 2020 10:24:25 GMT -5
By lull I mean just what I mentioned though and not everything outside of dungeons. But I could also add padding elements like having to upgrade your wallet and ammo capacity if you don't want to end up not being able to buy some stuff or grinding for ammo at times. It was a minor issue previously but seemed to get more in the way instead of less in the 3D games. I am for some resource management for difficulty balancing but if you're expected to use something for puzzle solving, for example bomb here and there to find paths it can get annoying to run out and should be easier to restock in that part of the game. Also I don't remember which game, TP maybe, but in one of them you kept finding rupees in chests in the early-mid game and putting them back because you couldn't carry them, which felt stupid when you didn't have anything good to buy at the current capacity.
Skyward Sword and those after are the only ones I haven't played yet so I can't comment on them.
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Post by dsparil on Nov 20, 2020 7:13:30 GMT -5
Because I just did for the umpteenth time in 25-ish years:
Eye of the Beholder - I really think this coasts on the novelty at the time of being a D&D themed real-time dungeon crawler. The lack of an automap coupled with the drab and monotonous environments makes navigation a chore since Westwood decided that creating 12 floors of mazes was better than sensible or even fun to explore environments. The main problem is the controls which are very clunky in both keyboard and mouse modes although key rebinding can help a little with the keyboard controls. The fact that they're separate modes in the first place is perplexing since only the movement keys are usable in mouse mode so there's no conflict between them. I'm still tempted to try to plow through it with a walkthrough, but I'm not sure if even that would be enough to get me through. Lands of Lore doesn't fix the controls, but the smaller party does help a bit and the environments are nicer even if Level 3 of the White Tower is a complete nightmare.
Edit: Also, I saw that originator (and to some people still the best) of the genre, Dungeon Master, didn't get a DOS port until after EOB; some sites list it as an '89 port which is wrong.
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Post by toei on Nov 20, 2020 10:25:41 GMT -5
I think I'm weird because my favorite parts of Zelda games are the traveling stuff. The dungeons bog the games down for me. Skyward Sword in particular has some brutal dungeons and exploration isn't particularly fun (I hate flying around on the stupid bird). I think it's why I like BotW so much - it's mostly exploration and the dungeons are bite sized. I also like Majora because a huge part of the game is just solving people's problems in town. There are less dungeons too, though the ones there might be the most brutal ones in the entire series. I was always a fan of the town stuff and exploration in RPGs. Same for Zelda. I like the dungeons, but if it's nothing but that there's a big piece missing for me. That's why I don't like A Link to the Past all that much.
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Post by Deleted on Nov 21, 2020 8:57:13 GMT -5
I think I'm weird because my favorite parts of Zelda games are the traveling stuff. The dungeons bog the games down for me. Skyward Sword in particular has some brutal dungeons and exploration isn't particularly fun (I hate flying around on the stupid bird). I think it's why I like BotW so much - it's mostly exploration and the dungeons are bite sized. I also like Majora because a huge part of the game is just solving people's problems in town. There are less dungeons too, though the ones there might be the most brutal ones in the entire series. I was always a fan of the town stuff and exploration in RPGs. Same for Zelda. I like the dungeons, but if it's nothing but that there's a big piece missing for me. That's why I don't like A Link to the Past all that much. I know mine's the unpopular opinion but I actually dislike towns in RPGs. Probably comes from playing different games but I've had so many experiences where towns were just the standard armour shop, weapon shop, inn etc that ust kind of roll my eyes at them. There's quite a few RPGs where I'm going into every building in every town and none of the villagers have anything to say. I'd be all for them if towns were more organically involved with the games plot or gameplay, but there's so many times when it isn't the case.
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