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Shane's Hot Reviews (GUYS THIS IS OLD WHY IS THIS A THING STILL)


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#1 Shane

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Posted 11 May 2014 - 09:18 AM

Shane's Hot Reviews (Tentative Title)

 
Hey guys, Shane here clearly not ripping off anyone's really neat thread ideas or anything. But seriously, I tried doing reviews in the past, but they ended up being really poor and short. Some of those reviews I no longer agree with myself. I'm here to give myself a second chance at reviewing. I will be picking what I review based on what I want to play and review, so no requests please!
 
So you may be wondering where is my rating system section here in this post, explaining what the ratings stand for. If you are truly wondering ... I'm not including ratings. Yep, you heard me clear as day, these reviews will not contain a final rating! I feel like a review can speak for itself whether if the reviewer enjoyed it or not. That, and I do not want people to skip the entire review to see the rating, because a rating is not critical or as educational as a review. Every review will contain some critique and praise, but there may be exceptions to the latter! Hopefully the wording can be interpreted where I think it fits on a scale of five.
 
My review will not contain a music section, mainly because I am not good at giving out feedback when it comes to music. Of course, if the music choice is really jarring, I will take note and put it in my review. The story section will be cut out too if the story follows the first quest's story. I will try to review less first quest clones, though, so don't worry. Also, dungeon design and overworld design will get their own sub sections, mainly because I have played quests where dungeons were better than overworlds and vice versa. There may be other things you may have not seen in the other review threads either, but I'm not going to list them all. I will note that that after each review post I will include a small index list for easy navigation should this thread see full activity and life from me.

 

Also when I mean "section" I just mean either one or few paragraphs. The review will be "whole" and not "sectioned".
 
Without further ado, may I reveal my first review. Admittedly, I was a tad paranoid with this choice, but I checked to see if there were approval from others, and they said it should be an okay entry to review. So yeah, I went ahead and reviewed it anyway. Note that this quest can be assumed pretty much dead - which is why I was concerned of reviewing it in the first place - or the author has put this on a majorly long hiatus. With that said...
 

 

Zelda III Return of Link (Demo)
By Cukeman

 

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When I heard first saw this quest showcased on the forums, it used a more dull, low quality modified Classic tileset than what we saw presented in the demo. Personally, while I liked it, it had a lot of flaws in it, and I'm fairly certain Cukeman acknowledged this and decided to start over. He clearly took note in this article, explaining the NES that never was, and used that as a reference and guide to build a really nice enhanced classic tileset. It was a start of a quest with the potential to become beyond amazing.
 
He personally showed me some content he wanted to keep closed until the ZC 2012 Spring Expo opened to the public, and I was easily speechless. The sheer amount of improvements he had made were just commendable and Cukeman deserved nothing but my full respect for trying his hardest.
 
Of course, it is a shame that problems got the best of him, putting this quest to a halt either for good or for a long while.

 

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You can easily notice this quest had a lot of effort put into it. And it was a effort beyond well done, for Cukeman made some pretty sick custom sprite work. He had talent for spriting and screen design for sure -- although some areas I found pretty bland, with this screen below being the worst offender. It is a damn shame, since it's clearly evident that Cukeman has taste in design and pretty much making some beautiful screens.

 

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The premise in the development thread goes as follows:

 

After being slain by his dark self in Zelda II: The Adventure of Link, our hero
finds himself in the underworld, realm of the dead. Is Link doomed forever?
They say that "you can't take it with you", and Link discovers how true that is
as he begins this quest with nothing but the tunic on his back...

 

...It really wasn't that well written, but the concept is nice none the less, and in-game, it is presented better too through neat little cutscenes that were a treat to watch since they were so climatic and well developed. The quest sets in the realm of the dead, a barren wasteland filled with death. Graves, dead trees, ghost, the undead... You can pretty much say it's pretty dark and mature in atmosphere unlike the happy, colourful visuals we see in most official Zelda games. I personally like this grim, evil setting; it sets the quest apart from other quests, so kudos there on that aspect. And beyond the originality, the colours and overall theme is just nicely done.

 

Most dialogue... overuse "..."... too much... how sad...

 

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It also features many surreal locations that suit the death theme, from a massive wasteland graveyard, to a giant skull, to even the limbo itself. Take note that, it really helps the theme of the quest using areas suited around it. This is why Cukeman's world in Return of Link feels so professional and Nintendo-official. The zombies move a tad slow, making a few screens tedious to navigate, making the intro drag instead of being more well paced. Also speaking of a area beforehand, I do question if Limbo is really needed, unless there was some purpose behind it that I don't know of. But until I learn why it exists, it just felt like a waste of time on the player's end rather than making the quest more immersive.

 

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The dungeon is where the quest no longer felt like a remake of the old unfinished version of Cukeman's quest. Instead it felt like it got the A Link Between Worlds treatment, remaking a generic dungeon into something amazing, fun and memorable. It certainly has a lot more polish than the other version. The dungeon wall perspective was different too, making the dungeon feel even more unique.

 

You can say, I found it remarkable in both gameplay and visual terms. The hint coin system really helps if you get lost, but hints come with a price - you must find coloured coins in the dungeon. The more early coins give hints for early puzzles, and the later coins give hints for... well, the later puzzles.

 

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You may think this has some basic, straight forward classic gameplay, but it's kind of a mix between classic and modern gameplay, especially showing with its puzzles. It really is a nice mixture, and it makes the quest extremely fun for both people who prefer either classic or modern gameplay. Some puzzles were a bit too obscure and cryptic, such as walk through walls, in spite of hints pointing their existence out. Also spikes appearing underneath you is a bit harsh...

 

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The dungeon item here is Super Bombs... Yeah, it may sound ridiculous, but thankfully, they are nerfed almost to the point where some enemies are immune to them. So the use of normal, standard blue bombs are also needed too, for the dungeon and the dungeon boss. Speaking of who, the dungeon boss is possibly the best boss I've seen, visual wise. The cutscene is amazing too. It may not look like much, but the effort is truly welcoming.

 

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The boss seemed unbeatable. I realized I played this in the wrong version! Overall though, this quest has a professional vibe, and unfinished or not, I personally suggest you give this a try and learn a thing or two from this. It's a darn shame this is no longer in production, after this amount of effort. I hope one day Cukeman will pick it up, in the meantime, all we have is this fantastic demo.

 

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Stay tuned for Review #2! What quest will I review? Wait and see!


Edited by Shane, 04 January 2016 - 05:49 PM.

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#2 Shane

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Posted 12 May 2014 - 06:35 AM

Was my review bad or something?



#3 kurt91

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Posted 12 May 2014 - 06:44 AM

Not at all. I read the whole thing and thought you did really well. I just don't tend to reply to topics unless I have something I feel is worth saying. (I've put my foot in my mouth in a major way before because I wrote something without thinking it fully through, and I still regret what was said and the repercussions from it.)

 

Regarding the demo you reviewed, that's the reason I haven't played it. It looks absolutely amazing, and I just know I'll be heartbroken when I hit the end of the demo so soon and realize that there's nothing more to it. I mean, if you don't mind me going slightly off-topic here, have you ever played the Sonic Nexus demo. (Not a ZC quest, but a Sonic fangame.) It's only one level long, but it's amazing, with beautiful graphics, original music, and really fun level design that makes it a sheer joy to play through. However, once you finish that one level, there's nothing more to do and you're filled with disappointment that there's not going to be any more. (The game itself was cancelled.)

 

With this demo, I can tell that it'd be a ton of fun to play through, but it's so short and either cancelled or put on such a long hiatus that it might as well have been cancelled, that I kind of don't want to play it just to get disappointed when I finish so soon.

 

You are rather good with how you did your review, and I'd like to see how you do for your next one.


Edited by kurt91, 12 May 2014 - 06:45 AM.


#4 Shane

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Posted 12 May 2014 - 06:51 AM

Yeah, I'm overly disappointed at how soon it ended. And I'm more disappointed at the fact that this was cancelled. Oh well. There was enough substance to give it a whirl though, in my humble opinion. Thank you for sharing your thoughts in regards to the demo and its review. I felt like PureZC silently tried to kill the thread. :(



#5 Aevin

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Posted 12 May 2014 - 05:05 PM

I actually thought this was the same thread as before, just with a change in title. Maybe some others think the same, and feel like they've already read through all of it? *shrug*

 

Anyway, the review seems cool. I like your use of screenshots. I'd never heard of this quest until you brought it up, and it sure has a great amount of atmosphere.

 

By the way, I think it's excellent that you're not including a final point score. I've long felt that reviews are too focused on numbers, and if I ever do in depth reviews on the forum, I'll focus on overall impressions rather than scores, myself.


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#6 Shane

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Posted 13 May 2014 - 02:17 AM

Wait, I have another review thread? I don't quite understand, sorry. :P

 

Either way, thank you so much for your feedback! I wanted to take a different route with my reviews since a lot of people love different personalities with each new review thread. Also truth be told, I'm not good at determining my feelings with a single word or number. I agree, Cukeman's quest has a sheer amount of fantastic unique atmosphere, and I think the direction it took was something I could get into personally; dark and mature. I know a lot of people who disagree with that but hey, I like happy colourful visuals too. I honestly want official Zelda games to mix the two styles to make a mature storyline in a colourful world, kinda like a mix of TP and SS. And Nintendo hinted the graphical style will be something like it, and I'm honestly a happy fan, but I won't take their word for granted. ...Woah, getting off topic here, but anyways point is, I really did enjoy Cukeman's quest, but in spite of it, I don't think this or any quest will get a number rating unless it's required (example would be the database reviews).



#7 Aevin

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Posted 13 May 2014 - 02:28 AM

Yeah, I'm the one that's confused. I was thinking of your Let's Play thread. Bah.

 

Anyway, I'm looking forward to more reviews.



#8 Shane

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Posted 13 May 2014 - 02:34 AM

Ah, no worries. And hopefully the second review will come soon. I might do bi-weekly reviews.



#9 Shane

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Posted 21 May 2014 - 03:35 AM

DayDay 6

By Joelmacool12

 

​(This quest lacks any substance, so does this review)

 

 

Stay tuned for Review #2-B on the 25th/26th of May!


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#10 Shane

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Posted 25 May 2014 - 01:02 PM

Crap! I got caught up with so many personal problems I forgot the review! Well, it can still happen, be on the lookout!


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#11 Shane

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Posted 26 May 2014 - 12:57 AM

Triforce of Legacy (Demo)

By Joelmacool12

 

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Alright ladies and gentlemen, let's open up the quest before we begin reviewing this.

 

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This folks, is Triforce of... Wait, I don't remember green... oh. OH. Oh crap, wrong version!

 

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Ah that's better! Apologies for that. Anyway, as I was trying to say, this folks, is Triforce of Legacy. You were expecting another joke quest by Joel? So was I, but surprisingly it wasn't! This is his first (apparent) attempt at making a serious quest. You'd think this doesn't scream "Joel material" (it's now a thing; deal with it), but it does, and I don't mean in a bad way at all. It gives a sense of uniqueness and personality to your quest, to have something that feels like it belongs to you.

 

Anyway, enough rambling about uniqueness, Joelmacool and green cacti, let's talk about the quest itself.

 

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The quest starts off with an intro cutscene, featuring a boat (that is made of rock) and sprites that don't appear to be on layers. It looks quite odd, and it ruins the cutscene for me in all honesty. Also Why do Character speak Like This huh? Do they Want Engrish to Them Selfs (themselves)? ...And these do not look like pirates nor do they resemble their Wind Waker counterparts! Joel, you set yourself a joke quest-esque cutscene here, and that's a bad first impression, honestly. But don't fret, there's positive things I liked about this quest. But I still have some more critique to give out.

 

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These two caves are first accessible when the game begins. Different font style weirdness aside, the quests provides rupees scattered on the Overworld. And you must rely on them to buy your sword. But in case you can't tell, potentially, you can get yourself stuck a buy a potion instead. Increase your potion price and make game breaking sequences unavoidable at all costs! Also minor, but this quest starts you off with 3 filled hearts rather than 4.

 

The tileset (did you do this yourself?) and (some) colours are really nice. I really admire your map design skills and it felt Nintendo-Official in some ways. The item pick up scripts give that professional feel too-- nice job!

 

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Although the colours and pickup message script does have their fair share of flaws. For one, I personally do not like these dark dull dungeon palettes. Maybe try something that "pops" more. For example, Avataro's dungeon palettes in Ganon's Curse have that "pop". The keys constantly remind you of their use. The keys constantly remind you of their use. The keys constantly remind you of their use. The keys constantly remind you of their use.The keys constantly remind you of their use. The keys constantly remind you of their use. The keys constantly remind you of their use. The keys constantly remind you of their use...

 

Make a clone key item and attach the pickup script. Then, replace the first key that Link picks up with the clone key with the script. Then remove the script from the existing key item. That way, the pickup message will only be read once.

 

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The dungeon design is pretty cool. I really enjoyed what it had to offer. The enemy selection and simple puzzles were well done. Although, some things irked me. Why did you enable smart screen scrolling? WHY? It was SO annoying to traverse the maze because of that. But I'll forgive, since I have seen some mazes that are more worse and unforgiving. Also personal opinion, items shouldn't fall from the ceiling unless you want them to spawn after you kill all the enemies, for example. It just makes it look more polished to me, it's no biggie if you keep it in.

 

And what is the point of this S tile? And does it stand for switch or Shrek?

 

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Anyway, I suggest you play this demo if you want to kill time. It's not the best, but still enjoyable and Joel should be proud. While I like DayDay and his other fancy artwork, those are completely factually inferior compared to what he is showing right here. Joel, I'm looking forward to the final product, if you need my assistance, I'll be more than happy to help - such as with the boat tiles and palettes that's how much I'm looking forward to this quest. Please fix these issues though, especially the game breaking ones and ones that make this game feel unpolished.

 

As Eddy would say: GG.

 

pst, i rushed this review, i hope it wasnt too obvious...

 

Stay tuned for Review #3! What quest will I review? Wait and see!


Edited by Charizard, 26 May 2014 - 01:07 AM.

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#12 Eddy

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Posted 26 May 2014 - 05:53 AM

GG!

 

I mean, great review Shane! It is really obvious Joel is really trying hard this time, unlike his other horrific joke quests. Agreed with everything stated, can't wait for the next review! (btw, nice joke at the beginning :P oh and Hi Eddy XD)


Edited by EddyTheOliveira, 26 May 2014 - 05:53 AM.

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#13 Shane

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Posted 26 May 2014 - 06:09 AM

GG!

 

I mean, great review Shane! It is really obvious Joel is really trying hard this time, unlike his other horrific joke quests. Agreed with everything stated, can't wait for the next review! (btw, nice joke at the beginning :P oh and Hi Eddy XD)

Yeah, I couldn't resist the inside joke! But yeah, I really appreciate Joel making a serious quest. Although, I hope he doesn't look completely away from making joke quests, because I enjoy them in all honesty, and it's what makes Joel such a... unique ZC user, I guess? I don't know lol.


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#14 Joelmacool

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Posted 26 May 2014 - 06:15 AM

Joel Material is now a thing? Noooo!
No, I used the Enhanced Tileset I believe.
The Keys Constantly remind you of their use...
The S is a switch NOT Shrek.
You didn't Review up to level 2's cutscene!
I know you rushed it but you only went up the Demo 1!
I enjoyed your feedback and also the troll at the start, nice work!
 



Yeah, I couldn't resist the inside joke! But yeah, I really appreciate Joel making a serious quest. Although, I hope he doesn't look completely away from making joke quests, because I enjoy them in all honesty, and it's what makes Joel such a... unique ZC user, I guess? I don't know lol.

Dont worry, i WILL continue with the joke quests... actually my next project is a joke quest for moosh... hehehe 


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#15 Shane

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Posted 26 May 2014 - 06:20 AM

Um... Hm, strange; I went to your project page I clicked "Download Demo" and went to this one. Level 2 (or the dungeon after the Ladder Castle) never allowed me to enter.

 

Actually nevermind, I checked ZC. I loaded up Demo 1 and not Demo 3. My bad! I'm still curious on that random switch though, was it a bug?


Edited by Charizard, 26 May 2014 - 06:21 AM.

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