For the sake of posterity, I can't really allow a thread of "we <3 hit-points" wankery to be so easily dismissed. Let's get slapping.
PedroMD wrote:You are so hell-bent in pursuing conflict you are reading stuff that was never written. "Please stop talking", as if I had written a whole dissertation.
Actually, you wrote an overarching statement that demanded no game in particular, and thus the entire series, required "actual puzzles" as if the dungeon format in its entirety was somehow devoid of any puzzle element. You also suggested that the entire dungeon layout was built around single rooms that all require a recurring simple method to defeat, such as "lighting all the torches in a room" or "Use item A in switch A", which is total nonsense. Such simple puzzles exist, but the fabric of each and every dungeon is a whole, usually requiring an original device - or requiring one to be obtained within - and then dissecting the dungeon using newfound knowledge, usually across several floors. For the sake of argument we'll deduct the weaker DS games from consideration in this, since they really spent a lot of time flogging old ideas.
Neathyr wrote:Never really saw the appeal of Zelda, and this is coming from someone who was a pretty much a Nintendo fanboy until midway through the PSOne/SS/N64 generation. And most importantly, I fail to understand the need of some people on the internet to make it sound as if it was the ultimate manifestation of game design.
Yet it is the ultimate manifestation of a type of game design. Why should anyone care if you can't see it?
The combat is mediocre at best. Link never managed to make me feel like a badass at all
Although I enjoy Ocarina's combat system, I have to ask whether or not you're a bit daft? Does Zelda really strike you as a combat-oriented game?
With Gothic 2 (and 3 to some extent), Dark Souls and even Divinity II, there's no reason for me to go back to that series, since they all did what Zelda could only hope to achieve.
Thanks for more claptrap of the highest order. Comparisons of wildly different types of genres always helps spruce up good topical conversation. Everyone enjoys listening to Willy Wonkas wax-lyrical about how Zelda isn't like Dark Souls.
I hope Christ saves your critical ability from the acid bath you've been giving it.
Ganelon wrote:
Zelda actually doesn't have a sterling reputation amongst the western RPG crowd as it does the general gaming population. The opinions we're expressing are fairly common amongst the online RPG community.
And I should hope not!
Why would a series that manages to completely avoid repeating classic done-to-death JRPG and traditional join-the-dots guff, full of edging around maps, irritating random battles and an onus on making those widdle numbers in the HUD really, really strong even be considered canon by the "Western RPG community"?
Personally I don't even consider the Zelda games to be cut from the same cloth as JARPG's, it's just too different in makeup. If anything Zelda is an arcade game applied to an adventure-based mould: completely fat free.
The challenge and joy is in its dungeons and endless reward system, gifting the player with abilities that then require thoughtful application in the world around them. Quite different to learning a new spell and pressing a button and keeping an eye on your MP, no?
Or going to a shop and buying stuff with the money in the dungeon you just ground out so you are strong enough in the next.
Or using a potion to restore your MP, use your spell, use a potion to restore your MP, use your spell, use a potion to restore your MP, use your spell, use a potion to restore your MP, use your spell. Real action!
Zelda's mastery is in its accessibility and iron strength of production. So many goombas think making something like Zelda is easy because anyone can play it - fallacy of the highest, bash-your-head-in-with-a-metal-bat order. On the contrary, bullets were sweated for what was achieved in the likes of Ocarina. I'm sure people died in the process of making it work seamlessly. The magic is you can't see the cracks, so dimwitted videogaming goof-offs go running their mouths about the 'lack of complexity' and whatnot, when that's the hardest thing to achieve.
1 through 6, discounting 2, are moulded to completeness. No-loose ends - much like arcade games - but the structuring is the stuff dreams are made of: a structuring where the story is told by the unfolding events in the world around you, that you trigger, in-real time, and based on your progression; as opposed to yards of exposition, elongated cutscenes, and a shit-ton of padding that adds half a novel where the game should be.
So please, this
is a game for the general gaming population, and the most successful of its kind. The "western RPG crowd" can go shove a speculum up its ass and see if they can catch their brain on its way out.
Ganelon wrote:I could always relate to Zelda II the most in the series (and in general prefer sidescrolling ARPGs over top-down ones)
Well Ganelon old buddy, like you as I do (and I do) the two points in the above sentence essentially make you completely unqualified to comment on this conversation at all, especially in any kind of critical capacity. I request all your previous comments are struck from the court record.
Edmond Dantes wrote:Put me squarely on the "Hate" side. Majora's Mask was actually the first nail in the coffin for the Zelda series for me (and then later the Oracle games convinced me Zelda was dead).
Don't get me wrong... at first Majora's Mask seemed like a good game with an interesting premise, but then I learned about the Three Days gimmick. Oh god, the three days gimmick. A game where you constantly have to re-do the things you've already done. Great design, Nintendo.
If they had only reworked that gimmick so it was less miserable, then I would've enjoyed the game. But that one thing made me hate the game.
Well, although Edmond's lack of brain industry has been eternally cemented on this forum, in the case of Majora's Mask I always feel sorry for unsuspecting gamers, and therefore can't blame their lack of enthusiasm. I was on the frontline for the release of MM, and remember firsthand the amount of man-children who came back into the shop asking for refunds and credit notes. "I just don't get it" they whined.
Let's face it, it's not like any Zelda title... or any title, anyone's ever played, or Nintendo have achieved before or after. Or ever will again.
It shafts you instantly, throws you into a 3 day cycle of unending doom that seems completely inescapable in the initial hours, and expects the player to understand they're not going to get the purely traditional (but nigh-on perfect) methodology applied to Ocarina.
It's a game where the world is ending and you need to manipulate time to stop it. In the process, you discover a world that starts off seeming one-town big, and becomes a teeming universe of characters each with individual and often interconnecting paths and stories, all of which you have a direct role in rather than observing from afar. You right the wrongs as you choose, since not all side-stories require pursuing and not all Masks require collecting - a first and last for the series - but you can exist within that 3 day cycle at your leisure, and in a most melancholy fashion, bring to light all the events that happen in the last days of Termina's population: threads you had no idea were occurring at the beginning of the game. One of its most incredible, medium-transcending attributes, is that in your role as saviour of the individual, as opposed to saviour of the land, it becomes about emotional attachment. There's one story in-there that brings the player to their knees, metaphorically, as you unravel the secret of two NPC's just as the moon is seconds away from taking their lives - and only you can make the leap back through time. And you do, back to the first day, groundhog day, and there they are again, walking by, happy as can be, while only the player is burdened with the knowledge of their fate.
Majora's Mask is so ambitious it defies belief, and had no choice but to buckle the comprehension of your average human slug. But unlike most ambitious projects, it actually works to the 99th percentile of perfection. They pulled it off. Sounds ciche, but it is more than a videogame: genius impossible to reckoned with. It's the Citizen Kane of videogames, in both achievement and horrible lack of recognition.