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/vr/ - Retro Games

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>> No.1115276 [View]
File: 6 KB, 160x144, For the Frog the Bell Tolls (Eng Translation)_07.png [View same] [iqdb] [saucenao] [google]
1115276

Excellent, the overworld is fairly large, and there are lot's of screens to explore.

Sweet!

>> No.1115270 [View]

>>1115248

Thanks. I can only play one hour at a day, so I'll probably finish it next week.

The combat is a bit weird. I expected Zelda, or RPG, not a mix of both. It's somewhat refreshing.

>> No.1115253 [View]
File: 4 KB, 160x144, For the Frog the Bell Tolls (Eng Translation)_05.png [View same] [iqdb] [saucenao] [google]
1115253

NO STOP GIVING AWAY MY MONEY FUCK

>> No.1115246 [View]
File: 4 KB, 160x144, For the Frog the Bell Tolls (Eng Translation)_04.png [View same] [iqdb] [saucenao] [google]
1115246

This is going into my reaction image folder.

>> No.1115238 [View]
File: 713 B, 160x144, For the Frog the Bell Tolls (Eng Translation)_03.png [View same] [iqdb] [saucenao] [google]
1115238

This... is the menu transition?

So, Okkun, how long is this game? I need an aproximate.

BTW, the water looks real nice for being a GB game. Way better than the one from the GB Zeldas.

>> No.1115234 [View]
File: 4 KB, 160x144, For the Frog the Bell Tolls (Eng Translation)_02.png [View same] [iqdb] [saucenao] [google]
1115234

56-0? Holy shit I'm such a loser.

>> No.1115228 [View]
File: 4 KB, 160x144, For the Frog the Bell Tolls (Eng Translation)_01.png [View same] [iqdb] [saucenao] [google]
1115228

IT BEGINS

>> No.1115163 [View]

Nice, always heard about Prince Sable and his game. Downloading EMU now.

It could had been nice if you used the GIF template of the last thread, OP. But eh, whatever floats your boat, I guess.

>> No.1114507 [View]

>>1114473

The VC version is completely faithful to the original. And that was available in the west.

>> No.1114498 [View]

I'm proposing S.T.G - Strike Gunner if you guys are in a shooter mood. That games is short yet infinitely replayable.

>> No.1114314 [View]

>>1114305

We had a votation the day the idea thread was created and one guy suggested Ducktales, everyone else agreed to that idea, since , apparently, most of the people in that thread hadn't played Ducktales yet, myself included.
Every week won't have a fucking known game, you know.

It's really easy, bro. Week you see a game you have replayed a fuckton of times, week you don't participate. Simple as shit.

>> No.1113246 [View]

>>1113073

They're trying to do that with ALBW. It was announced yesterday that the game will be non-linear, but it's still the same fucking overworld of ALttP.

>> No.1109404 [View]

>>1109373

That's... that's actually one of the bits I've tried to explain, too.

See, I absolutely love all that stuff. The "search for your own dungeon" part also haves a great plus, making the overworld full of optional content.

I'll share a story with you. Back when I was doing my first LttP run when I was seven. Remember the first time you wandered into the Dark World? As a Bunny, you tried to overcome the "puzzle" to get to Hera's Tower. I couldn't figure out myself, so I explred that side of the Dark Mountain, trying every cave, etc. In one of those caves, you found those smirking mole things and a hall full of spikes. Impossible to travel across the first time you went to it.

Then, later on , you entered the Palace of Darkness, got the hammer, and learned that you could squish those mole things. The spike hallways had been on my mind the entire time, so, naturally, I rushed back to the Dark Mountain, entered the passage armed with three potions to overcome the spikes, and what did you got for all the trouble? A bitching invincibility rod. Optional? Yes. Hidden? Yes. Did I ever use it? No, but I had it and it was fucking cool.

Now, fast forward to 2011. When I was playing SS, I noticed the game had absolutely zero situations like that. You are obligated to "explore" every part of an area. When I arrived at the mountains and got to the part where the heat impeeded your progress, I hoped that area would be an optional one. But noooo, the storyline obligated you to go there later on the game!

As you noticed in OoX, the fact that the game was designed for searching your own dungeons in a hub-less world also meant the game was designed with a lot of optional things to do. That's my main gripe with the 3D Zelda exploration part. The "search the dungeons" it's only the catalyst.

>> No.1109340 [View]

>>1109296

Yes, I know about the fun. But the initial concept of Zelda was getting lost in a fantasy world. Hyrule was, in Miyamoto's words, "your personal virtual garden".

If you have played ALL the 2D games, not just the first two, you'll see that the concept is prevalent there, too.

Hell, I recently finished Spirit Tracks for the first time and it had so much to explore for being a literal Railroaded game. It had even more fucking exploration than SS, that's the thing it amazed me the most.

>>1109314
>>1109314
>in oot you always arrive to lon lon ranch and get to hear malon sing, and it's great everytime.

I don't like to replay Ocarina precisely for that, every single time is the exact same thing. I have to mix each playtrough with a speed run, or a 3-heart challenge to keep things fresh. And when I do that, I usually just mash A and skip directly to the action.

The same could be said about the 2D games, though. It's just that they have more content in their overworld that you can't possibly memorize it all. I don't remember every burnable bush in LoZ, I don't remember where every Seashell is in LA and I definitely can't memorize all the Kinstone Fusions in MC.

MM is one of the two 3D Zeldas I like because despite the HUB overworld it has a fuckton of things to collect and and explore.

>> No.1109269 [View]

>>1109256

Skyward complaints come from two groups: those who grew up playing Ocarina and find the lack of a proper central HUB terrible, where instead the Sky serves more like a "choose your level" screeen given the even lower quantity of content on it compared to the already barren overworlds of the previous 3D entries.

And the fans who like the 2D games, like myself, usually loathe the game because, again, the lack of a proper overworld makes the 3 areas feel more like "levels" or "stages" instead of a single, breathing alive world. I liked the amount of content in each of those three areas but the fact they weren't connected and were completely and horribly linear, with zero optional content was the thing I despised the most.

>>1109259

While I do like the trials you must do in each area in the HUB based games I feel like the concept of finding the dungeon by your own is lost in those games, as there are exactly four areas in MM, and you already know you are going to find a dungeon at the end of each area.

>> No.1109254 [View]

>>1109187
>I think if the creators of Zelda stayed with the whole "exploration out on your own" thing you would all be complaining about how each game was cut and pasted from the last and maybe added a few new items in complaining how dull and repetitive things are.


This thing it's happening with the 3D games right now, only that without the exploration part. Every new game adds a gimmick that results in the game being "fresh", and follows a formula. But, every single game franchise in existence follows a formula and no one complains about it.

Imagine a LA-like overworld in the setting and sword gameplay of SS. Or with the time re-winding mechanics of MM. Or the dark, gritty world of TP. Would those games be "dull"? Not by a chance.

>>1109187
>And by the way didnt you get a map with Zelda1 that told you where to go in terms of dungeons?

It was a partial map that only gave to you the locations of the first three dungeons, which are already easy to find on their own. You had to find the layout of the entire land yourself.

>>1109229

The moment they announce New Legend of Zelda for 3DS/WiiU I'll finally stop giving a damn over the franchise.

>> No.1109128 [View]

>>1109125

Oh, I see. Well, the moment I notice some changes then I'll buy it since I'm craving some 2D Zelda. In the meantime, I'm sticking to my Alundra.

>> No.1109109 [View]

>>1109105

So I take you dislike the GB games, then? I suppose you can't satisfy everyone in a franchise like Zelda.

>> No.1109106 [View]

>>1109091

Funny you mentioned ALBW. It's the first Zelda I have zero interest or hype at all. Given that my favorite part about Zelda is exploring a new overworld with each game, and ALBW uses , so far, the exact same overworld than ALttP, I'm not getting it. New "challenging" dungeons don't interest me in the sligthest.

Note that I haven't been keeping with the game's info, so if they have confirmed a completely revamped overworld instead of the same one, then I'll be interested.

>> No.1109097 [View]

>>1108789

Dios Mios only works if:

1) You're using the apropiate version, Lite for SD and Dios Mios for USB. There are people that actually forget this part

2) Your SD/HDD is correctly formatted, FAT32 in clusters of 32KB.

3) Your games are converted via DMLToolbox. DM can't run raw ISOs.

4) Your HDD is compatible. There are some , mainly the ones who have USB 3.0, who sadly can't run it no matter what.

>> No.1109086 [View]

>>1109019

Of course the overworld design changed with Ocarina, didn't you read my opening post?

>>1108997

Care to elaborate why do you think ALttP is the worst one? Zelda hasn't stopped being about exploration, so far, all the 2D entries up to Spirit Tracks focus on exploration somewhat, with some entries being milder than others.

>> No.1108992 [View]

>>1108681
>>1108687

And in Zelda 1. And 2.

What I don't understand is why they receeded back with TP. MM's design its understable since it was on the same console. Then WW happened and had this amazing open world (though the main quest was still linear) and I was hoping for something similar not at sea.

When TP was announced they used Ocarina, not the older Zeldas, as a paradigm. Even fucking Fujibayashi, the director of some of the finest 2D entries in the series, did the same with SS.

Is that much to have an overworld design akin to the GB games? The overworld slowly opens up as you get new items a la Metroid, yet it's all connected and each screen has things to do, secrets to find, etc. This is my dream Zelda game.

>> No.1108286 [View]

>>1108284


But the HUB world is just... not right. You have your main HUB and the branching areas, and you already know each area will have a dungeon at the end of it. There's no need to explore at all. The focus changed from "exploring the land by yourself" to "complete each area in a linear basis to get to the dungeon at the end, then proceed to the next area and repeat". Worse at all, due to the success of Ocarina, the next 3D Zeldas sans one all had the same HUB format limitting the overworld exploration, the aspect I liked the most of the 2D Zeldas. The exception being, of course, WW, which I thought was finally a return to the true roots of the series until TP went back and copied Ocarina once again. I sincerely hope the next 3D game return to the 2D basics by giving us a large world to explore, not just to complete.

So what do you think should be the focus in a Zelda game? The exploration? The dungeons? Or (please don't ever think like this) the storyline? Pick your choice /vr/os.

>> No.1108284 [DELETED]  [View]
File: 53 KB, 637x463, Mapa_de_Hyrule_OoT.jpg [View same] [iqdb] [saucenao] [google]
1108284

What did you guys thought about the Focus change of Zelda that started since OoT?

We know that Ocarina changed a lot of things compared to the 2D entries, while retaining a lot of things. One of the things I disliked the most was the new overworld design layout.

You see, in previous Zeldas, a big focus was exploration. In Zelda 1 and 2, you were on your own finding the dungeons. You had to explore the overworld without any kind of clues, maybe even mapping it. In aLttP, they gave you the location of the dungeons, but reaching them was the challenge, you still had to explore to get to them (like, for example, Hera's Tower and Misery Mire). The GBC games only told you a general direction of the dungeons and you had to explore to get to them again.


Then Ocarina happened, and the overworld changed to being a connected overworld to being a HUB-based one. This was made on purpose both to compensate the 64 capabilities, and because they wanted to have a big field where you could ride a horse to add the sense of adventure.

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