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/vr/ - Retro Games

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>> No.7931050 [View]
File: 979 KB, 2560x2048, Koholint Island BUT BETTER.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931042
Oh wait nvm, it's working now somehow

Goodness how I love LA

>> No.7373506 [View]
File: 979 KB, 2560x2048, 8926411cc2f165d6a7e191fa8aebfd53.png [View same] [iqdb] [saucenao] [google]
7373506

>>7373428
>>7372203
>>7372154
>>7369006
Here is
>Example #2: 9:54:09
https://youtu.be/35ZUH2YoShg?t=35649

An empty desert with absolutely zero landmarks, unique assets, or challenges. Did they need to make that area that big? The desert looks like something out of World of Warcraft that is meant to have enough space for a 1000 simultaneous. It's as big as the map of a Battle Royale game. Meanwhile, you take a look at Link's Awakening on the GameBoy or Link to the Past, and every square inch of that game is memorable and well-designed. There are landmarks, secrets, new enemies, every five seconds. For Twilight Princess, it's like they started the map design process by making the biggest possible fucking square in their editor and that was the game direction priority, as opposed to make cool mysterious areas. No way, no how someone designed that desert and playtested it at the same and thought the pacing was ideal aka fun.

>> No.6671357 [View]
File: 979 KB, 2560x2048, 8926411cc2f165d6a7e191fa8aebfd53.png [View same] [iqdb] [saucenao] [google]
6671357

>>6671338
What's with the blurry jpg?

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