Oh, and apparently this little gem was hidden in Hero Mode:
Posted 30 November 2013 - 11:30 PM
Oh, and apparently this little gem was hidden in Hero Mode:
Posted 30 November 2013 - 11:49 PM
Posted 01 December 2013 - 01:58 PM
Posted 01 December 2013 - 03:01 PM
I wonder if anyone has noticed how each of the Lorule dungeons have a certain part in their melody in common.
Also, I love that they made the Lorule castle theme actually a backwards version of the Hyrule castle theme! It makes sense. I know this from an article coolgamer posted a few pages ago. Musical easter eggs are cool to have.
Posted 01 December 2013 - 03:13 PM
Yeah, I noticed that.
To me, the Swamp Palace and Ice Ruins were pretty easy to spot the similarities in.
Posted 01 December 2013 - 03:49 PM
Finally finished this last night, and ... I LOVE IT! The story, the style ... Just about everything felt wonderfully done to me. There was never a point where I felt bored or too frustrated. I don't know where this falls on my personal list yet, but it's definitely high up there. I want more Zelda games like this one!
I was initially skeptical of the rent shop, but it worked fine. Since there were optional items hidden in big chests in the dungeons, I still got the nice feeling of exploration and wondering what's in the chest that I find so exciting. I do think Nintendo's stated reason for the rental shop isn't accurate, though. They say it's to make the game non-linear, but since almost every dungeon focuses on a single item, why couldn't they hide those items within those dungeons? The answer is that takes up space and limits the dungeon's structure. I believe the real purpose of the rental shop was to ensure that when a player walks into a dungeon, they have the required item, so the dungeon can immediately throw out clever puzzles and enemies based on the items. And the dungeons did that VERY well. My only issue with it is ... if you die and haven't bought the item yet, you'll lose it and have to leave the dungeon to recover it. Very annoying if you're working through a dungeon and have to stop to go get your items back.
Anyway, I really loved the game. ![]()
Edited by Aevin, 01 December 2013 - 05:53 PM.
Posted 01 December 2013 - 04:01 PM
Well, the reason I think it looks like the Dark World is that Lorule is merely a parallel version of Hyrule. In that...
As for the names of locations, well... again, the parallel similarities. Unless we just want to refer to Turtle Rock in Lorule as "Tortoise Stone" or Thieves Town as "Rogue City". Not that these wouldn't be cool names since I just came up with them.
Posted 01 December 2013 - 05:46 PM
Well, the reason I think it looks like the Dark World is that Lorule is merely a parallel version of Hyrule. In that...
Actually, in the case of the dungeons, I think their styles are plenty unique and it's only the names themselves that make me wonder.
Edited by Aevin, 01 December 2013 - 05:49 PM.
Posted 02 December 2013 - 04:01 AM
As for names, I wish they came up with more original names (because some of the dungeons felt so new and different. I mean, they were OK, but House of Gales being the only original named dungeon kinda made it felt out of place. And yes, I know some were slightly renamed... but just that: slightly. The game kinda screamed fan service, but that's not a bad thing at all.
I'm guessing the game's nostalgia is also intended for the new generation so when they beat ALBW, and play the prequel for the first time they'll go "Oh! This area!" kinda like how the older generation do the same for ALBW only the opposite way around. ![]()
Edited by Shane, 02 December 2013 - 04:10 AM.
Posted 02 December 2013 - 04:08 AM
Posted 02 December 2013 - 04:18 AM
Edited by Shane, 02 December 2013 - 04:19 AM.
Posted 02 December 2013 - 05:27 AM
I've never tried to do a three-heart run in a Zelda game before, but I'm trying it for this game. Just made it into Lorule and no deaths. Fairy revives, yes. I'm pretty confident I can zero-death this, but we'll see. Should be able to; game's not too difficult, at least not to me, but there may be some tricks thrown at me...
Posted 02 December 2013 - 07:00 AM
Well, I beat it. It's really good. Four thumbs and an index finger up.
The game just has a certain charm to it that makes it really enjoyable to me. The mechanics are used well and in several creative ways, and the dungeons are incredibly well put together. I beat the game with no deaths, so I really don't think the game was hard, but to be fair that could just be because I'm familiar with this style of Zelda engine from beating Link to the Past recently and playing Minish Cap again recently. The story wraps up in a manner that's just a bit too convenient for my tastes, but it's definitely far from being bad in any way. Great game! ![]()
Posted 02 December 2013 - 03:00 PM
I ran out of game, so I'm replaying it on Hero Mode. I kind of rushed through the first time, so I'm taking it slow and making a much larger effort to explore everything. In replaying it, I'm discovering a really interesting attention to detail. Did you know you can explore almost the entire overworld before being able to use the sword? The first time, I assumed they blocked you into a set path, because Gulley kept shouting at me when I tried to go a different direction, but once you pick up the sword for delivery, you can go all over the place without being able to use it. It's still early morning, the world is covered in light fog, and most of the enemies are missing. It's kind of eerie.
Posted 02 December 2013 - 03:05 PM
Ah, I did that too, on Hero Mode! I went around killing slimes and crows in the Lost Woods using bushes. Good times.
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