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/vr/ - Retro Games

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>> No.9943587 [View]
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9943587

>>9943425
>>9943535
>>9943564
Doing it the easy way is perfectly fine anons, no need to get defensive; intentional or not, whatever makes a game more accessible to a wider audience is unironically a positive except of course for people for whom the core appeal of the game may lie in imagining superiority over the "filtered".

>> No.9278538 [View]
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9278538

>>9277651
As other anons point out, you need the magic extensions to even get the spells necessary to solve crucial puzzles required to beat the game ("Spell" and "Thunder" basically)

The problem with the leveling though is that the game only allows you to ignore EXP upgrades UNTIL you reach the highest upgrade currently available to you at any given point. At the beginning of the game, that's merely 200 points (first Attack upgrade). This also means that you need to keep yourself below the SECOND upgrade (100, the first magic upgrade) before tackling a "mandatory" fight, such a boss. And even then, you'd need to save and reset to actually place the crystal at the end of a palace, since doing that automatically gives you enough EXP for whatever your next upgrade is.

So TECHNICALLY it's doable, but it would require skipping basically every fight except bosses, which is basically impossible on a logistical level (specially if you're permanently at level 1 LIFE and can't tank much damage.

>> No.9036554 [View]
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9036554

>>9036068
I dare you to find a single other game in which you set off to prevent the resurrection of an ancient evil and actually succeed completely with no plot twist by the end of the game. It's such a mindfuck.

>> No.8813261 [View]
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8813261

>>8813130
>>8813158
All limited special attacks and effects are handled by magic, so adding an extra layer of tool-based attacks/effects with their own consumibles would be redundant, and so would be putting in yet ANOTHER intermediate consumible (rupees). You've got magic pickups, which covers all the bases: health, special attacks, utility effects etc.
In a way this works better, since it bypasses the old argument of why don't citizens help the hero trying to save the world for free instead of charging him money for everything.

You've got a point with the extra lives though, that's probably the most misguided gameplay element they managed to add to a game filled with misguided gameplay elements to begin with. Specially since there's instant-death pits everywhere and simple bad luck can fuck your chances of even managing some exp upgrades before having to restart from the game over screen.
A simple solution could have been letting you pay with EXP for an extra life in emergency cases for example.

>> No.8797920 [View]
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8797920

>>8797845
The general definition of "gitting gud" is a flawed concept to being with. Sinking time liberally into a form of entertainment in order for it to eventually be satisfying is closer to consciously validating poor design than it is to anything else. A well-designed game experience is interesting and engaging DESPITE being challenging, not simply because of it.

It's clearly a baity meme by now by any realistic account, but there actually are people who summon GG unironically as well; and invariably, these are people who need to elevate their investment of time as something worth more than what it really amounted to: time. It's been pointed out already, but it's almost like Stockholm's syndrome: in order to cope with what's been taken from you, you make excuses for WHAT took it from you and process the whole thing as a transformative experience.

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