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#considering how often i played botw from start to finish
ra-vio · 2 years
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I gush about TP a lot
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xx-ingie-xx · 9 months
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I'm so glad you're back! I was afraid something bad happened and I'm relieved to find out that it wasn't the case. A few months have passed since the release of TOTK, so the hype has went down and now I would like to read your opinion of the game. What are your favorite parts about it, what are the things you disliked and how would you rank this game with the rest of the 3D Zelda games?
Aw, thank you! Yeah, I'm sorry I post so infrequently. I'm hoping that will change once I start working on the Fortitude revision again. Finishing Forgotten has been such an uphill project for me. But I'll be so glad I didn't leave it unfinished.
My thoughts and opinions about TotK are below (emphasis on my opinions--I don't expect everyone to agree with me, and that's ok!).
Three things I enjoyed:
THE MUSIC. The soundtrack is amazing, especially the growing dynamics as you progress in certain areas. It has a psychological effect, and I found it really intense in the best way.
THE TEMPLES. I was very happy to see a return to more traditional Zelda dungeons. WAY more fun than the divine beasts, and I liked having the sages assist! Gave me TWW vibes.
Better NPCs and sidequests. Maybe it's just me, but it felt like the Zelda team put some extra love into creating the NPCs and all the quests that come with them. I've had more fun with them than I did in BotW - which had way too many simple fetch quests.
Three things that didn't do much for me:
The Zonai tech. It's fun to use, and I do appreciate how utterly amazing the development/coding is, especially considering the Switch's hardware limitations. However, I would be very tired of Ultrahand by now if not for the Autobuild ability, and even then my interest is mild at best. Also, it did not feel "Zelda-ish" to me. I don't think driving cars or shooting rockets belongs in a Zelda game. In fact I ignored the Zonai tech whenever possible. I would often walk instead of building a car, simply because it felt more "Zelda-ish" to do so.
Mediocre voice acting. I'm relieved to say Ganondorf was fairly good. The rest not so much. If Nintendo isn't willing to hire more expensive more esteemed VAs for a flagship franchise like Zelda, I'd rather they didn't do it at all.
Zelda's story. Don't get me wrong, I was very glad to see her play a stronger, amazingly brave and selfless character. The thing I'm not happy about is that she was once again separated from Link throughout the entire game. Is it really too much to ask that they work together side by side? *sigh*
Three things I strongly disliked: (warning: ranting ahead)
EMOTIONLESS LINK. I cannot express how much I hate this. Even if I put aside my love for Link as a character and my wish for him to express himself, I still think this blank-faced avatar approach is awful. It does not allow me to see myself as Link (which I believe was their intent) because I have feelings and he doesn't, seemingly. If anything, it had the opposite effect. I found It distracting and cringey and infuriating to watch Link react to everything with determination, confusion, or that stupid blank expression. There are some emotionally charged scenes in this game, and they fall very flat because of Link. At least, they did for me. UGH.
Non-linear storytelling. It's highly restrictive, disjointed, and the impact depends on the order in which players obtain certain cutscenes. Please, Nintendo, no more.
The Zonai. I'm not a fan of most furry character designs, and Rauru is particularly strange, so it was immediately off-putting to me. I also strongly dislike the idea of them founding Hyrule and being "like gods" to Hylians. It's all very vague, and I don't understand how any of it works with past Zelda lore, especially when Hylia is so important in BotW. It's like they scrapped everything sacred in Zelda lore (the golden goddesses, Hylia, etc.), and replaced it with the Zonai. Meh, I'll stick with the old lore, thanks.
Also, a furry being married to a Hylian is also very off-putting to me. I don't know how that works, I don't want to find out, and I have no interest in learning more about Rauru or Sonia. Their fates had zero emotional impact on me, so I didn't get much out of that part of the storyline.
I could go on, but I'll stop there.
As far as rankings, I would place TotK with BotW because they are very similar. Here's how I rank the 3D Zelda games:
OoT/MM
BotW/TotK
TWW
SS
TP
So yeah, didn't love it, didn't hate it. Like with BotW, I'm very frustrated by all the untapped potential. As an avid Zelinker, I see the entire arc of BotW and TotK as an epic story of love, loss, bravery, and sacrifice. Link and Zelda both mirror and complement each other in so many ways, and I love the creative potential in that.
I also love the limitless exploration in both games - it keeps me interested for hours. But when the next Zelda game is revealed, I'd like to see a new formula, preferably a more classic one.
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notajinn · 5 months
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Top Games Played in 2023 - Number 4: Legend of Zelda: A Link to the Past
4. Legend of Zelda: A Link to the Past (SNES)
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Despite playing quite a few different 2D Legend of Zelda games as a kid, I never stuck with one long enough to finish it. So I decided I should make Link to the Past the first one I finish.
So yes, I played this for the first time in 2023. Only 32 years late!
What I Like
After how disappointed I was by the dungeons in Breath of the Wild, I was so happy with the dungeons in this game. Every one of them was fun to navigate and had something unique going on. Puzzles are also much more decipherable for me in 2D, so I didn’t have to look things up. Going through dungeons has always been my favourite part of any Zelda game, so getting this right already made this one of my favourites in the series.
Most bosses are fun, even though they often don't require the dungeon item. There is at least one exception I’ll mention in the negatives section, but otherwise they were all fun and fairly fast encounters. The final boss in particular is very fun with how tight the time is to land hits. I played this on the SNES Classic, so I had save states from outside the boss rooms to help. I don’t know how bad it was to return from the closest continue point though, so the constant trial-and-error may not have been as fun originally.
The music is stellar, as expected of a first-party game on the SNES.
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The world is fun to explore. I like that it’s small enough that you can get from point A to point B pretty quickly, but it’s so dense in terms of how far you can delve into each screen with the right approach. It’s very refreshing after BOTW was very wide but very empty.
What I Didn't Like
At the beginning of the game, the learning curve of moving around to dodge enemies was really high. Again this is my first 2D Zelda, so I was very bad at moving around with the D-Pad and maintain the right distance to attack enemies without getting hit. I did figure it out around the first dungeon, but it was a frustrating little while.
The shield is practically useless outside of some extremely specific situations.
In the late game, I easily ran out of things to spend Rupees on. Which isn’t a big problem, but it did make it disappointing when I puzzled my way to a treasure chest only to get Rupees I don’t need. And this is considering I found the upgrade fairy and considerably boosted my arrow and bomb capacity.
Some dungeon items are a letdown, like the armor. It’s also weird to get dungeon items that aren’t needed for bosses; 3D Zelda made me assume that’s the main thing they’re for.
Speaking of important items, I find it strange the Silver Arrows are required for the final boss but they're extremely missable! I nearly missed them myself.
Backtracking between World of Light and Dark feels much more complicated than any of the exploring beforehand, so it’s a big difficulty spike. It’s also where I pretty much gave up on getting secrets because there was too much to try with the world-switching.
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I hate that stupid worm boss that pushes you off the platform and makes you start the file over. It's just frustrating. Arguably my least favourite Zelda boss ever.
Final Thoughts
I’m glad I finally got around to playing this. I understand why many people consider it the best Zelda game. It’s not my favourite, but I had a great time with it.
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neokad · 4 years
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The Legend of Zelda - The Wind Waker! (HD Turbo Championship Edition)
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Hi everybody!
As I plan to revisit many Zelda games I haven't played in years (or at all!) in the upcoming months, I finished what used to be one of the most controversial titles in the series for the second time, and the first in four years! And to my shock considering what I've heard about this adventure over time, I fell in love with it all over again 💗
I'd actually like to start this humble review with this analogy: What surprised me the most while replaying this game, is how its overall structure and world are. I feel like the best way to describe this game is like this: A perfectly balanced mix - as all things should be - between a classic Zelda quest, and the much more revolutionary Breath of the Wild. Now, I gotta say, it may be strange to some people to compare an older title to a newer one to describe it, but I promise it'll at least somewhat make sense at the end of this review... I hope O_O
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But hey, we might as well review the plot early as usual! Well, there honestly isn't a lot to this story as usual for most Zelda games, but it is pretty solid regardless. Basically, as the ambient intro of the game teaches you, the ancient land of Hyrule got flooded by the gods, as Ganondorf tried to conquer the land with no Hero opposing him. And ever since that event, the world has been flooded with the Great Sea, only leaving many small islands and some people behind to rebuild the world. And so, many years after this happened, we find this game’s Link on his 12th birthday, wearing the “Hero of Time’’s clothes for the occasion as a longheld tradition. BUT, as this supposed happy day happens, his sister Aryll gets kidnapped by a giant flying bird to the Forsaken Fortress - as many other young girls. Naturally, Link tries to go save her with the help of Tetra - another young girl that escaped captivity thanks to her crew of pirates. With the help of her companions and their ship, Link sets out for the fortress, but as he is clearly underpowered, he gets demolished there by none other than Ganondorf, and washes up ashore, unconscious on Windfall Island, greeted by... a talking red boat! And this same boat tells him he must collect the Three Pearls of the Gods in order to gain access to the Master Sword, to finally save the kidnapped girls! This is not the whole plot of course, as I’m hiding some actual plot twists from you, the reader, buuuut I will say that while it’s not the most developed tale out there, it’s well done! But I feel like what drives this the most is certainly the art style and the characters themselves. See, I firmly believe this game has the best Link in the ENTIRE SERIES, no questions asked! He’s expressive, funny, endearing and he just looks so dang adorable! Part of his charm is definitively thanks to the situations he’s put in, but I think it’s mostly because of the game’s artstyle. IT’S BEAUTIFUL
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Yes, granted, it’s not nearly as detailed as many games you’ve probably played, but the cartoony style they chose for Wind Waker really makes the locales pop out, and made the slapstick in the game that much more endearing! Plus, some of those shots just look, well, breathtaking really.
Speaking of character expressions and slapstick, I also believe Wind Waker possesses a very memorable set of NPCs as well! Be it the employee in the battleship game with his twofaced personality, or anyone involved in the many sidequests all over the islands, I’ve built lots of memories just traveling all around the sea, reading and delivering letters, just to get to know those people more! And it turned out that a good chunk of them gave me a good time!
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Well, let’s talk about those travels, shall we? Wind Waker got (in?)famous over the years for having sailing. Lots of it. And especially in the original Gamecube version, it made travelling slow and boring to some as a result. Basically, you needed to constantly change the direction of the wind in order to travel as quickly as you could. Suffice to say, switching the wind’s directions this often got irksome pretty quickly : P Thankfully, the HD port on the Wii U does give you an optional Fast Sail in a side quest! As early as the second island in the game! Which means that those who found the sailing unbearable in the original will have a better experience ^^ But regardless, there’s a lot of sailing in this game, which is what replaces running/rolling around on the overworld. And instead of having different regions, they’re all replaced by 49 islands of different sizes and importance! And this is where my BOTW comparison will shine~ I think this game is pretty close in spirit to Breath of the Wild in some ways. Sure, unlike in that game, you’re locked to a certain sequence of items/dungeon/progression, just like a classic Zelda experience! BUT!  Wind Waker also allows you to explore 40+ non-important islands, and sailing between them in anticipation of what you might find there is suuuuch a good feeling! Plus, there’s many treasure chests to loot (both major and minor) while you’re travelling on the big blue. Due to how much you can find in your way off the main quest - while being far away from the suggested path the game wants you to do at the moment - gives this game a very open feeling despite still having a linear quest to it! And I think this element of discovery and exploration in a linear format - coupled with the great visuals and ambience the sailing offered - made this game so, so, so much fun to play <3
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But what about the gameplay and dungeons themselves? Well thankfully, they’re both quite good as well! What I like most is how much of an improvement swordplay got compared to Ocarina of Time. Not only are the enemies generally more diversified in strategies and design, Link also received many new moves to his arsenal, and those made combat so much more intense and exciting! Though it did make the game very easy overall thanks to having so many options... alongside you not taking very much damage for most of the game :P Still, the dungeons made up for this! They’re quite fun and pretty well paced, and each offer some quite nice ambience as well!  Although I will say that the late part of the game has two dungeons with pretty similar concept, which while fun in their own right, did feel a little uninspired despite them having clever puzzles :/ On a semi unrelated note, the intro sequence at the Forsaken Fortress has you playing a stealth sequence, and you coming back to it later while able to defend yourself was a high point for me!
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I do want to leave a quick note about the music, and honestly? It’s pretty great as well! Like I pointed out earlier, the dungeons create some very fitting atmosphere, but as soon as you’re outside them, many of the main islands have some very pretty, energetic music that is PERFECT for a Zelda game (especially Dragon Roost Island), and the Great Sea theme is very adventurous and grandiose, which motivates you even more to set out and explore! Though it’s somewhat strange that many smaller locations have no music at all, which makes sense to be fair, since those islands are usually pretty small from the outside ^^
Overall? I expected to only like this game, but I ended up adoring it! The Wind Waker is a marvelous journey that leaves a lot open to the player about how they approach the game, while still giving you enough of a compass to never be lost! And a competent story with charming characters and great music certainly help to make that adventure all the more memorable! Though I suggest you all should play the HD version if you can, since it has the fast sail and better looks. BUT, it also heavily tones down the infamous lategame Triforce fetch quest. (While it did not make much sense story-wise since you could just do spoiler without it before, I didn’t find it all that bad in the HD version since you can do some of it before having completed all other dungeons in the game ^^ But yes, HD or not, this is a grand adventure! Play it! 9/10
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killscreencinema · 5 years
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Final Fantasy XV (PlayStation 4)
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A Final Fantasy for fans and first timers... is the first words we’re greeted by as we boot up Final Fantasy XV, ya know, the one with a hunky all male cast of four who look like a K-pop band. 
Though, to be fair, as far as equality in sexual objectification is concerned, it doesn’t take long before absurdly scantily clad ladies show up in the game in the form of Cindy, a friendly auto mechanic, with a distinct Southern twang, and a penchant for prominently displaying her decolletage*; and Aranea Highwind, a Dragoon and, I can only assume from her outfit, S&M enthusiast.
*To elaborate on this point, Cindy has a tendency to move in very unnatural ways during conversation, such as bending or leaning forward, like she’s practicing her Maxim cover pose, which serves no other purpose than give the player a good look at her cleavage.  While this is an unfortunately common trope in anime and video games, it bugs me... not because for SJW reasons, more because NOBODY MOVES LIKE THIS!
Anywhoozles, I guess my point is that before this game was released, it seemed like there was a lot of bitching about the main boy band cast, but let Cindy and Aranea serve as reminders that Final Fantasy XV is an anomaly in an industry that normally caters predominantly to straight males. 
End of rant - on with the review!
Final Fantasy XV, released by Square Enix in 2016, starts off with the main character, Noctis, crown prince of the kingdom of Lucia, setting off on a road trip with his buddies... his entourage if you will... as one last hurrah before he gets married to the lovely Lunafreya.  While gone, though, the capital city of Insomnia is attacked by the evil Niflheim Empire, the king is assassinated, and a power Crystal is stolen for an unknown, likely destructive, purpose.  To retaliate against the Empire, Noctis and friends travel the countryside in search of the Royal Arms, powerful relics left by previous Lucian kings, as well as the blessings of the godlike Astrals in order to gain their assistance in the battle ahead.
Say what you will about the bro-ness of it all, the plot is nice and simple, with a fairly clear goal and memorable if somewhat archetypal characters.  Noctis is the reluctant hero with a destiny; Ignis is the snoody intellectual; Gladio is the surly tough guy; and Prompto is the wisecracking lovable loser - the “Ducky” of the group, if I can borrow a reference to Pretty in Pink that only people may age will maybe get.  We’ve seen these characters in hundreds of other stories, but darn it if these protagonists don’t have a charming dynamic with each other that makes bantering fun to listen to (although it gets repetitive as they’ll often repeat the same conversation loops throughout the game - I can’t tell how many times I’ve heard Prince Noctis suddenly whine that it’s too hot before Gladio curtly replies, “Then lose the jacket.”).
The only character I didn’t feel worked as well is the villain Ardyn.  He looks douchey enough, with his MRA fedora and an outfit that looks like a Goodwill vomited on him, but I never felt like I had a clear understanding of his motives nor his connection to Noctis, until its the information is dumped at the climax of the game, and even then, I could barely hear what the hell anyone was saying because the music drowned out the dialogue.  What I could glean of Ardyn’s motivation seemed kind of weak though.  The moment you meet Ardyn, he seems like a harmless weirdo who wants to help, but everyone in the Noctis’ party is immediately wary of his intentions for no real reason except the video game knows he’s the villain.  I feel like reveals such as this are more effective the closer the villain is personally to the protagonist.  Had Ardyn been a trusted chancellor of Noctis’ father, and even a beloved mentor for the prince, masquerading as an ally and one of the few survivors of the Imperial attack, only to betray Noctis as a crucial moment (along the lines of what happens in Altissa that seals the deal as far as Ardyn’s role in the story goes), then I would have felt more investment in this conflict.  Such as it is, I didn’t really give a shit and that’s kind of where the story slowly fell apart for me. 
What I did enjoy all the way through was the gameplay.  This entry of Final Fantasy dispenses with turn-based combat altogether, instead leaning hard into full-on real time fighting reminiscent of Kingdom Hearts. While it’s fast paced and fun, the Final Fantasy fanboy in me still misses the good ol’ fashion slap fight combat the series was built on.  I certainly hope this style of fighting isn’t going to be what we get for the FF7 remake. 
One of my favorite aspects of the combat is how summons work in the game.  As you build alliances with Astrals, you can call on them during battles to assist you with a massive attack so powerful it leaves total devastation in the surrounding environment (which is a beautiful touch). However, you can summon them at will, as the option to summon them only pops up if you meet certain requirements during battle.  For example, if Noctis’ HP is critical and the battle has been going on too long, you may or may not get the option to summon Ramuh (the wizardy lightening god).  While it’s good that the player can’t use these summons whenever they want, as it would GREATLY Nerf the challenge level of the game (these attacks will often end any boss fight instantly), it’s also rather frustrating figuring out how to trigger the summon if only so you can see the cool animation.  Thank goodness for YouTube, I guess!
I really dug the familiar modern aesthetics of our world mixed with a fantasy setting of Lucis.  This is nothing new in the Final Fantasy series, as both Final Fantasy 7, and to a larger degree FF8, both effectively achieved this mix.  Speaking of which, the overall throwback to earlier FF games are nice, such as the idea of an evil Empire equipped with magical technology that they use to dominate the world ala Final Fantasy VI (my personal favorite of the games btw).  Seeing Magitek engines and troops with modern graphics almost makes me pine for a remake of Final Fantasy VI... though I worry such a thing might take the magic out the experience of playing the 16-bit game.
Anyway, while I liked the world of FF 15... I feel like we barely scrape the surface of it.  Whereas in nearly every game in the series you are eventually able to travel the entire world at will, visiting every nook and cranny, with Final Fantasy XV, you’re limited to Noctis’ kingdom of Lucis, a watery Venice-like city called Altissa, and... that’s about it.  It just feels very, very... small.  Also there are invisible barriers, and in a post-BOTW world, this is unacceptable.  Granted this game was probably already nearly complete by the time of Breath of the Wild’s release, nevertheless, games like Skyrim and the entire Elder Scrolls series existed and had little to no invisible barriers.  So my point is this:  invisible barriers are obsolete.   If you consider you game “open world”, artificial barriers shouldn’t exist.  I should be able to jump my Chocobo over a goddamn road barrier like I’m Evil fucking Kenieval, not suddenly have my leap impeded by nothing, forcing me to find a more inconvenient, circuitous route to my destination. 
Anyway, once you begin getting used to the overworld, at some point during the story, the game thrusts you on “rails” and it’s good-bye open world, hello unwelcome Final Fantasy XIII style corridor gameplay.  You can go back to the open world at any point, but that doesn’t make finishing the game any less of a tedious slog.  The game’s momentum comes to a HUGE halt once Noctis is completely separated from his friends and is left wandering the bland, dark corridors of an Imperial lab for what feels like a goddamn eternity. 
So I guess what I’m saying is Final Fantasy XV, an otherwise excellent game, really shits the bed at the climax, but is ultimately still worth checking out.
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