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TS's Video Game Rants


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#106 Air Luigi

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Posted 20 November 2018 - 01:47 PM

BTW, have you finished Castlevania Chronicles (Castlevania X68000)? That's a cool 16 bit Castlevania 1 remake (sort of)



#107 The Satellite

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Posted 20 November 2018 - 07:28 PM

I still hadn't gotten around to it yet. I was considering adding it to my "Castlemania" stream marathon I did back in October, but ended up sticking to the selection I picked. I still wanna find time for it, it just keeps slipping my mind. >.<



#108 Air Luigi

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Posted 22 November 2018 - 03:54 PM

It's not a long game. You can finish it in a hour like any classicvania (with a bit of practice) :P And there is a easy mode in the psx version.

 

 

So retro... *o*



#109 The Satellite

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Posted 26 September 2019 - 04:28 PM

Link's Awakening's Chamber Dungeons

Oh boy, have I finally encountered something else in gaming that has filled me with enough rage that the perfect place to contain it all was a thread I started over six-and-a-half years ago that, were I to start over again, would probably not keep the rants for Pokemon Black/White or Apollo Justice. But this isn't about self-reflection, let's get to the anger! Small warning, rewards for this mode will be spoiled; it's a fresh game so thought I'd give the courtesy.

 

Link's Remakening is great. Wonderful. Few minor complaints, overall fantastic. But Dampe can fuck right off to hell because this piece of shit brought with him one of the most aggravating mechanics in all of Zelda: Chamber Dungeons. Oh, sure, on paper, the idea seems neat enough; collect pieces of each dungeon you've completed along with unlockable new ones to string together into custom dungeons. Would've preferred a little deeper level of customization, but it's a neat experiment.

 

They quickly ruined it. Dampe presents you with challenges, predetermined conditions you have to complete. Doesn't sound too bad, they're like small tutorials to ease you into it. Managing locked doors and chests, passageways, even filling in a shape. All well and good. But it doesn't stop there. They give you twelve of these challenges, broken down into three groups of four. They get harder in difficulty. Worst of all: 100% completion is locked behind them. That's right, there's a seashell, a heart piece, a heart container, and a bottle locked behind these twelve challenges. I just want the rewards; if I'm designing any dungeons, I'm not doing it with a condition set by someone else. I ended up just throwing down the fastest route possible; the only planning I ever did was to avoid some of the tedious rooms as well as try to design paths that led to nowhere so I could skip as much as I could while clearing the challenge.

 

Don't get me started on passageways, though, which seem to have so little consistency in how they work that it drove me nuts on the challenges that required them. I'd have a build that would seemingly work just fine before, then I'd put down another passageway because of the requirement and suddenly everything breaks. I don't fucking get it. Why can't we just set which passageway connects where ourselves?! This lack of control is frustrating as hell.

 

Chest items are procedurally-generated; keys will always spawn ahead of a key door, the Nightmare Key will always be the last chest you open, everything in-between is (seemingly) a random rupee drop. This along with the lack of control over passageways makes it annoying to plan out because you can't have predetermined locations for anything. What's the point of designing a dungeon, preset or otherwise, if we don't have total control over this sort of thing?

 

It's mindless, it's aggravating, and it sours me on the whole experience. Let alone the lack of ability to even share levels without amiibos. What's even the point of making them if sharing them only happens via a method that's not at all helpful if all of your friends live in different parts of the world?

 

That's not even the worst of it, oh fuck no. You can find chamber stones throughout the world that add additional chambers, and they often show up as rewards for minigames... but there are several in the shop as well. "No problem," you say? Do you have 1,280 rupees to spare? Per chamber stone?! And it gets even worse: Once you finish those initial twelve challenges, twelve more pop up. Twelve, more difficult challenges... and your reward for completing them is 300 rupees per challenge and nothing else. Nothing at all.

 

I would rather hunt all 900 Koroks in Breath of the Wild again.

 

Thankfully I researched this before trying it. I will not be doing these challenges. This is a godawful feature that should've focused solely on the creativity, with a sharing feature and a little more control over how the dungeons worked. They should have kept the photographer mouse. This is a half-baked feature that barely qualifies as an experiment, it's awful, and it should never have been added to the game. Don't even fucking bother with it unless you want the hearts, bottle, and seashell; at the very least, please don't bother with the hard challenges. They are not worth anyone's time but bragging rights... and even then I'm not sure there's much to brag about.

 

Oh yeah, one final thing. The reward for all fifty seashells in the game? A fucking chamber stone. Fuck this mode.

 

Please play this game, it's fantastic.


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#110 kurt91

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Posted 30 September 2019 - 05:54 PM

I figured that if they weren't going to bring back the photographer for this, they should have done something like a Picto Box to let you take first-person photos from Link's perspective. I mean, they made a 3D version of the island but didn't do anything interesting with it.



#111 TheLegend_njf

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Posted 30 September 2019 - 10:28 PM

This is probably because there are probably a lot we cant or shouldn't see. That would technically be considered boundary breaking and lord knows what shortcuts they took sigh the design that they wouldnt want you to see in the 1st perspective.

#112 Nicholas Steel

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Posted 01 October 2019 - 01:29 AM

They prolly only textured the visible sides of terrain for example,




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