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The Legend of Zelda: A Link Between Worlds


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#91 Koh

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Posted 21 April 2013 - 08:57 AM

When I talk about doing dungeons out of order, I don't mean stopping halfway and exiting to do another with the former dungeons Item. That's just a waste of time and not really worth it since once you get a dungeon item you're virtually at the boss already so why skip it? It could however lead to interesting Low Health playthroughs where you avoid getting the Heart Container and Maiden/Pendant from the bosses until it is required.

That's what I said, you don't have to leave early, and still have options on which dungeon you want to tackle next. Also, In LTTP and Link's Awakening, you CANNOT skip the Heart Containers the boss drops. The Shutter won't open or the requisite item (Pendant, Crystal) won't drop until you do. You can skip the Heart Pieces (naturally).

#92 Anthus

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Posted 21 April 2013 - 10:25 AM

Actually, no, you can reach a portal to the Dark World through the Lost Woods, letting you do Thieves' Town early. Learned it from watching Rambly stream it, and it's a nice little trick. Access to early Tempered Sword, anyone?


Oh really? I never new about that one. The only portal I saw on the map I was looking at was the one behind that heavy rock just north of Kakariko. I usually got the tempered sword after beating level 2 (and grabbing the Mitt from Level 4, which is easy enough to do.

I hope this game, unlike AlttP, does not force you to pick up the heart containers before the plot item thing, so we can do three heard runs.

#93 Nicholas Steel

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Posted 21 April 2013 - 02:29 PM

Also, In LTTP and Link's Awakening, you CANNOT skip the Heart Containers the boss drops. The Shutter won't open or the requisite item (Pendant, Crystal) won't drop until you do. You can skip the Heart Pieces (naturally).

I know, but if you don't kill the bosses until it is neccesasary then you can do the first 3 dungeons with 3 hearts then the dark world dungeons with 6 hearts, essentially a minimal playthrough. Anyways this is off-topic lol.

Oh really? I never new about that one. The only portal I saw on the map I was looking at was the one behind that heavy rock just north of Kakariko. I usually got the tempered sword after beating level 2 (and grabbing the Mitt from Level 4, which is easy enough to do.

Look just above that heavy rock in the light world you saw and you'll see some hammer pegs. You can come in from that side via the Lost Woods, hammer the pegs then enter the portal and bam, access to thieves town.

Edited by franpa, 21 April 2013 - 02:30 PM.


#94 Radien

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Posted 23 April 2013 - 05:20 AM

Hey, don't bash Capcom's Zelda games...they were more polished than Nintendo's. Compare OoX to LA...the engine was WAY more smooth and fluent XD. I get what you're saying though. If it isn't always active though, it makes sense. Let's be honest here. IF you constantly hold a heavy shield out, your arm is going to get tired. If something is coming at you (bro) full speed, and you're just lazily holding the shield like the sprites in ZC suggest, you'd get knocked back pretty hardcore.


I never commented on the overall quality of the Capcom games. In fact, I quite liked Minish Cap. Possibly my favorite 2D Zelda, even. But in the meantime, I almost didn't use the shield at all in that game. The same goes for Link's Awakening. I forget, was LA Capcom? In any case, the handheld 2D Zelda games have all had button-item shields, and I never liked it. If it's going to be button-activated, it shouldn't take up a whole item slot. :P

Nah, I'm totally psyched for that as well. Can't wait! :)


Great, glad I'm not the only one interested in 360 degree 2D(ish?) movement! :)

Radien wasn't even bashing the Capcom games in the first place, he was just saying that he would prefer the shield equipped to a shoulder button rather than to X/Y. Honestly, it was annoying in LA/OoX/TMC just because it sort of made having a shield pointless, to me at least.


Phew, yeah. And totally agreed. I would have used a shield if it had been allocated to a shoulder button in the handheld games, but using it on A/B was just weird, and since you rarely wanted to unequip your sword, it used up the one remaining item slot. That kinda sucked. So, I almost never used it.

#95 Koh

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Posted 23 April 2013 - 06:17 AM

You guys need to put your sarcasm detection goggles back on XP. I wasn't being serious at all when I said that lol. It just gave me leverage to show people that Capcom did improve upon the engine though. OoS/OoA feel WAY more polished than LA which wasn't made by Capcom. The button item shield thing really isn't a problem if you don't need the shield so much, and all the 2D games with a button item shield didn't require it so much. Only very specific enemies or situations (like the fire turret on LA, or Spiked Beetles in all of them so you can flip them over). Otherwise, it was just for inventory completion. Besides, let's not forget this problem of constant item switching persists in every Zelda game, especially Ocarina of Time and those Iron Boots.

Edited by Koh, 23 April 2013 - 06:20 AM.


#96 Avaro

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Posted 24 April 2013 - 07:53 AM

Besides, let's not forget this problem of constant item switching persists in every Zelda game, especially Ocarina of Time and those Iron Boots.


Except if you could just easily equip items on the go, using the touchscreen. I hope that they'll be doing this.

#97 Ventus

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Posted 24 April 2013 - 08:42 AM

Except if you could just easily equip items on the go, using the touchscreen. I hope that they'll be doing this.

I actually like to see them stick the item menu on the touch screen, at least that would be productive.

#98 Nicholas Steel

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Posted 24 April 2013 - 10:34 AM

Nooo, then I'll be switching back and forth between using a stylus and pressing buttons. I don't want to use my fingers on the lower screen to dirty it. It also means you can't choose your gear while the gameplay is paused, but that's a trivial issue.

Edited by franpa, 24 April 2013 - 10:37 AM.


#99 Moonbread

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Posted 24 April 2013 - 01:53 PM

I'm pretty sure the map's on the bottom screen by default, and if it just uses X and Y, you can probably just use those buttons to select your items. Same way OoT 3D did it, essentially.
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#100 Nicholas Steel

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Posted 24 April 2013 - 02:17 PM

I'm pretty sure the map's on the bottom screen by default, and if it just uses X and Y, you can probably just use those buttons to select your items. Same way OoT 3D did it, essentially.

I hope so, however in OoT the C buttons required use of the touch screen if I remember correctly (Or at least the Iron Boots did).

#101 MoscowModder

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Posted 24 April 2013 - 02:50 PM

In OoT3D, the three C buttons were replaced by X, Y, and two touch buttons. You could equip the Iron Boots and any other item to any of those four buttons. I wouldn't mind if LttP2 did something like that.

#102 The Satellite

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Posted 24 April 2013 - 03:06 PM

The touch buttons in OoT 3D were completely optional. I admit it could be a bit unwieldy, but I basically only used those for boots or the lens, making it work more smoothly. I actually love the OoT 3D menu system, since it was fluid and helpful and honestly what a touch screen should be used for. A little refinement to the system for ALttP2 will be much welcome. I think my only complaint was the items being able to be haphazardly placed anywhere. I mean sure, you could make your own little customizable item menu in that sense, but I liked it when it was all in a neat arrangement. :(

#103 MoscowModder

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Posted 24 April 2013 - 03:21 PM

Yeah, the GB-style put-any-item-anywhere-when-you-swap-it-out really bugged me. I hope LttP2 keeps each item in its own spot.

#104 Nicholas Steel

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Posted 25 April 2013 - 06:22 AM

In OoT3D, the three C buttons were replaced by X, Y, and two touch buttons. You could equip the Iron Boots and any other item to any of those four buttons. I wouldn't mind if LttP2 did something like that.

Ah okay yeah I probably also just used the touchscreen buttons for the iron boots. I keep forgetting to trigger a cut scene while wearing them to see if it still does the hilarious running while they're equipped.

#105 The Satellite

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Posted 03 May 2013 - 04:42 PM

Welp, Dark World confirmed. Just its existence though, not its mechanics. I'm having mixed feelings on all this, honestly. It's too soon to tell, I know, so I should probably keep my concerns to myself until we learn more info. I mean don't get me wrong, the light and dark worlds were both awesome, and so was the interaction between them. I just don't want to feel like I'm doing all the same things over again, but at least the dungeons will be different, and it looks pretty. We'll see, I suppose.


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