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The Legend of Zelda: A Link Between Worlds


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#691 TheLegend_njf

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Posted 02 December 2013 - 07:22 PM

So, this is interesting. I normally discount any idea of romance when it comes to Zelda and Link. I've always seen this as something where a hopeful fanfic writer would present.

But apparently, after speaking to an odd man named Rumor Guy, it is revealed that Zelda of this game has a crush on the hero from the painting in the castle. I noticed that in the painting that Link and the princess of the past are more affectionately involved (cuddling as the Rumor Guy has said it).

But meh, can you trust a Rumor guy? :P

#692 Nicholas Steel

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Posted 03 December 2013 - 01:48 AM

I played the Dungeon Demo at a local JB HiFi and man did it feel good to finally play this kind of Zelda game again. It played fine and left a rather positive experience, though the demo dungeon was rather short (I've since heard the full games version of the same dungeon is longer) and you have lots of health and dunno if you should/shouldn't have the master sword by then but you did in the demo.

I felt the demo did a great job at demonstrating the special Wall mechanic and general gameplay, however although the boss required 6? hits, it felt a lot less erratic/unpredictable then the SNES LttP's version that required only 3 or 4 hits, it also felt easier to not hit his body and receieve massive knock back (I don't think I ever did so don't even know if it still does do the excessive knockback when hitting the body).

Anyways, I enjoyed the demo and will probably be getting it for christmas.

Edited by franpa, 03 December 2013 - 01:49 AM.


#693 The Satellite

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Posted 03 December 2013 - 02:30 AM

We're talking about Tower of Hera and Moldorm, right? Moldorm took six hits on the SNES version too. And no, you shouldn't have the Master Sword at that point, dunno why demos throw that in.

 

Beat three-heart run, wasn't too bad, though cut it really freakin' close at the last boss; exhausted all fairies and had one heart left. Admittedly it was mostly due to my own incompetence, as...

 

Spoiler

 

Did it with Blue Mail, but I'm probably going to grab Red Mail and grab the fifth bottle and try to do all Treacherous Tower floors later on before I deem this a success. Crossing my fingers on that one...



#694 HylianGlaceon

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Posted 03 December 2013 - 03:00 AM

We're talking about Tower of Hera and Moldorm, right? Moldorm took six hits on the SNES version too. And no, you shouldn't have the Master Sword at that point, dunno why demos throw that in.

 

Beat three-heart run, wasn't too bad, though cut it really freakin' close at the last boss; exhausted all fairies and had one heart left. Admittedly it was mostly due to my own incompetence, as...

 

Spoiler

 

Did it with Blue Mail, but I'm probably going to grab Red Mail and grab the fifth bottle and try to do all Treacherous Tower floors later on before I deem this a success. Crossing my fingers on that one...

 

Well,  Nerfdorm in this can also be damaged by Arrows and stunned by the Hammer's shockwaves making him even easier. It's shame they did that.

 

 

Anyway, to be fair, Treacherous Tower is still kind of a joke. You'll be fine, especially if you bring 5 fairies and Red Tunic. Abuse Nice Fire Rod, Nice Hookshot and Nice Hammer and you should be good. It's no Cave of Ordeals, that's for sure...



#695 Nicholas Steel

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Posted 03 December 2013 - 09:16 AM

Ah that sounds lame, the alternative methods of dealing with Moldorm.

#696 TheLegend_njf

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Posted 03 December 2013 - 10:10 AM

What's even more lame is that the more I play this game, the more the formula hardly seems broken as much as they praised.

- Every Dungeon has it's own item still, that item is still used to beat the boss.
- The Non-Linear promise is half a joke, it doesn't get into motion until you reach Lorule.
- Even than there is that thing about the rod. (People who's beat the game know what I mean).

All in all, even though they didn't provide exactly what they promised, it is still executed nicely and it is the most non linear Zelda I played to date.

#697 peteandwally

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Posted 03 December 2013 - 10:20 AM

huh, I never got the red mail. It wasn't really necesary though...



#698 Avaro

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Posted 03 December 2013 - 10:50 AM

What's even more lame is that the more I play this game, the more the formula hardly seems broken as much as they praised.

- Every Dungeon has it's own item still, that item is still used to beat the boss.
- The Non-Linear promise is half a joke, it doesn't get into motion until you reach Lorule.
- Even than there is that thing about the rod. (People who's beat the game know what I mean).

All in all, even though they didn't provide exactly what they promised, it is still executed nicely and it is the most non linear Zelda I played to date.

 

Yeah, linearity is not juust dungeon order though. Even before Lorule you can explore the entire first world, no area being blocked off. This exploration of the world is what most other next gen Zelda games are lacking I think.


Edited by Avataro, 03 December 2013 - 10:50 AM.


#699 TheLegend_njf

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Posted 03 December 2013 - 11:07 AM

I agree, and I believe it's that freedom is something that makes this game shine so very well.

Anyways, on another topic. I bet some could say that the 3d in the 3ds is overrated, but I caught myself just now trying to turn the 3ds upward so I can try and see what Link was standing on when you kill the eyeball boss in the windmill. Clearly he was standing on nothing, but it actually felt 3d enough to make me try to turn the handheld like that. Lol

#700 Avaro

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Posted 03 December 2013 - 11:21 AM

Also, I see now how exploring an all-new world would have been much better then a world we already know. But meh, :D



#701 TheLegend_njf

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Posted 03 December 2013 - 11:33 AM

Hey, just because the playground is familiar, it didn't stop us from going back when we were little. :P

I bet those guys who was doing those ALTTP LPs or any kind of LTTP play through at all had a sudden wake up call while playing this game and thought "wait! Didn't I do this last week?" Lol

I haven't beat the game in years so it felt a little refreshing.

#702 Nicholas Steel

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Posted 03 December 2013 - 12:51 PM

I imagine this game delivers a similar experience to what Metroiod: Zero Mission brought to Metroid (NES) fans.

Edited by franpa, 03 December 2013 - 12:51 PM.


#703 HylianGlaceon

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Posted 03 December 2013 - 01:05 PM

Yeah, linearity is not juust dungeon order though. Even before Lorule you can explore the entire first world, no area being blocked off. This exploration of the world is what most other next gen Zelda games are lacking I think.

 

You can't enter the desert though, that is blocked off still until Lorule.

 

huh, I never got the red mail. It wasn't really necesary though...

 

Unless you do Hero Mode, it's not really needed yeah. Blue Mail isn't even really needed due to how easy the game is. There's never a day where I would skip the Blue Tunic in LTTP though because ouch.

 

In case you do need it in the future.

Spoiler
 

 

I imagine this game delivers a similar experience to what Metroiod: Zero Mission brought to Metroid (NES) fans.

 

I don't know on this. Metroid was so hard it was practically unplayable. And there were a lot of weird gimmicks with aiming etc. Zero Mission made it playable and enjoyable. I can't really say ALBW did anything like that with LTTP.



#704 Avaro

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Posted 03 December 2013 - 01:36 PM

Oh yes, the desert. Why did they block of the desert at all? The desert section of this game is very out of place anyways, since it's not only the only area you can't visit before Lorule, it also has the only dungeon you can't start with, for the dungeon order. Very weird. Of course this is just minor complaints, but still!



#705 Moonbread

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Posted 03 December 2013 - 01:43 PM

Unless you do Hero Mode, it's not really needed yeah. Blue Mail isn't even really needed due to how easy the game is. There's never a day where I would skip the Blue Tunic in LTTP though because ouch.

 

In case you do need it in the future.

Spoiler
 

Spoiler


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