WarrenZHarding
kiwifarms.net
- Joined
- Jul 14, 2024
Its worse, actually. Dead babies cant ruin gaming.This just in, buying a Nintendo console is just as bad as killing babies and chopping dicks.
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Its worse, actually. Dead babies cant ruin gaming.This just in, buying a Nintendo console is just as bad as killing babies and chopping dicks.
Lots of things.What's wrong with Metroid Dread? I've both never played the game and have only heard positive things about it, so I'd be curious to know.
...oh, my bad, it's actually $85 dollars for the Switch 2 Pro Controller! That only really works with the console it's made for and doesn't even come with Hall effect sticks.and second of all, the chinks from 8bitdo already took care of that so you wouldn't have to pay extra $70 for the "new" Pro controller
...reminds me of how they've made the Link's Awakening remake use just the analog stick for movement.It's a 2D game that forces you to move with the analog stick, entirely to facilitate 360-degree aiming which I often felt was more a handicap rather than a cool feature.
Those complaints aren't mutually exclusive, a franchise can be stale and repetitive, and a new entry can also make a change for the worse.Yes. Every Nintendo franchise is terrible because they never change anything and when they change something they’re terrible because it’s not like the older games.
I agree, but I did find that in BOTW, at least in terms of what I found when exploring.And yet again, you can have both. Structure can co-exist with emergent gameplay. A balance should be struck to where design feels intentionally designed but there's still player freedom. Maybe 3rd time's the charm...
I find that kind of missing the point. There’s a smaller roster of enemies this time around, but the way they interact with the environment and such keeps them from feeling repetitive, at least in my experience.Which is a cool thing, but the game is sorely lacking in variety. There's no reason old PS3 Bethesda games should feel more alive and varies than modern Zelda games.
I mean, it makes several encounters that would be much harder, especially earlier on, much easier. Especially against enemies like the Guardians.I never found a situation where I couldn't just use random weapons and bombs with little thought involved. Sure, I could 4D Chess the game and minmax things, but there's not much incentive to do so, the effort isn't worth it and therefore the rewards which enable that play style are unimpressive. Giving myself extra attack power or stamina isn't exciting and doesn't really make much difference.
I wouldn’t call that trivial, as I found it to change a lot of how I would approach encounters, and makes exploration more varied as a result.Again, trivial differences. It's nice attention to detail but it's not by any means game changing and doesn't have anything to do with why exploration is somehow good. It's not like you can't add rain to a regular Zelda game, you don't need an empty, pointless open world for that.
I mean, in the opening hours of BOTW, you’ve already got all your abilities, a general understanding of how the mechanics work, and are even given a list of points of interest to head to first after leaving the starting area. From there, it all unfolds as quickly or slowly as wherever you choose to go first.Sure, by the end you'd obviously tell a difference, but the pacing is much worse. That's just the nature of an open world. Doing one (1) Temple in OoT for an hour yielded more sense of progression than I felt in many times that playing BotW. In OoT you get a sword, deku nuts, a slingshot, and a full heart container (maybe more stuff?) by the time you're done with just the first area. And by then you've talked to many NPCs and got a good dose of story.
So you didn’t reach places like Kakariko Village, Zora’s Domain, Tarrey Town, Lurelin Village, Goron City, or Gerudo Town then?Plus, you actually FOUND stuff. Cities, dungeons, random events, NPCs, etc. Nothing ever happened in all my time with BotW, not once. What makes you want to explore? You see nothing of interest. Wind Waker has mysteries like the Ghost Ship that intrigue you, there's nothing of the sort in BotW that I ever came across, not even cities or NPCs (maybe that stuff exists but I put a good amount of hours into it and found nothing of note).
Odd, because in the time I spent playing the game, there was never really a moment in which I found it to be lacking in terms of things to find. And I’m not just talking about the weapons and shrines, but also what I just mentioned.Not at all, exploration is important too, but you need set pieces to make it matter. BotW is too damn big for what little they fill it with. OoT is a fraction of the size of BotW and yet holds just as much to find, more densely packed. They literally just stretched out a similar amount of content and it doesn't justify exploring the world they built.
People had been saying that it had become repetitive and too guided by the time of Skyward Sword, so them deciding to expand on what was seen in the first game I found to be refreshing. Not to mention that they expanded on its mechanics in a way that made it far less archaic, though you obviously disagree.They literally did define Zelda from LttP through Skyward Sword, it's not that they defined the series to me, that's just the formula they went with. BotW regresses to pointless exploration like LoZ, which has its fans. They like bombing random spots to progress, that's fine, good for them. It's a very popular game and a favorite to this day, considered a classic, but I don't have to pretend it's not simplistic and archaic.
See, I always thought that BOTW was already a more realized version of the whole open-world exploration that WW flirted with, given that it actually has more varied locations than just the endless oceans with the occasional island that doesn’t always fit with the climate of the setting.Anyway, you're completely right about dungeons, as they've been designed thus far. I'm not saying older Zelda were perfect, just better. There's room for improvement. Just balance OoT & BotW for the perfect game. I've always said BotW formula has potential. Wind Waker was a proto-open world game as it was, it just has rushed development and so didn't have as much content as was intended. WW2 would be the best way to use the BotW engine.
In BOTW, at least in my experience, you got to see a lot more of the backstory and how the old world was beyond just Ganon destroying everything. And it didn’t take long for me to find that too, as it started the moment I entered the first town. Heck, just hearing about the former King’s guilt and that Zelda has been holding off Ganon I found to be breadcrumbs that made me want to learn more.If you finish the game, maybe. I had no idea about the story beyond the mindless shitty Ganon destroyed everything. Wow, impressive. In WW you get more story in the damn opening cut scene than I got in my two sessions of play in BotW. Story pacing is ass.
Again, it’s because if they were brought back exactly the way they were in the older games, their overly strict design would clash with the freedom of how you could do everything else.Then tell me why I'm wrong. What's stopping dungeons from returning? Even if someone hated dungeons with a passion (not saying you do) they'd still have to admit their absence is fucking baffling.
It’s less that I found, and more them trusting you to find your own solutions, rather than force your hand like before. Especially given how some approaches still work better than others, intentionally or not.I should say, that's Nintendo's perspective more than anything. The intention is absolutely to dumb the game down. You kinda can't fail, you don't need to think, just dick around until something works. That's fun, I get it, but it's fun in a different way. That's why dungeons and shrines can co-exist, in theory, but Nintendo said no.
That’s what defines games that use emergent gameplay and immersive sim philosophy. There’s a reason people find more enjoyment in them than the overly scripted approach, as one person’s experience can vary depending on how they decide to go about it. Heck, I find that player guided experiences can be just as memorable as developer guided ones.If you can just cheese it like in the video I linked earlier, yeah, I wouldn't like it. It won't kill you to have a dungeon DESIGNED with PURPOSE instead of a sandbox to fuck around with.
https://youtube.com/watch?v=SbXesRjtnlwIs this REALLY fun, doing this EVERY time? Just bending the game over and having your way with it? Here and there, sure, but everyone who jacks these games off only likes them because "WOW I'M NOT SUPPOSED TO DO THIS!"
Funnily enough, several of the main levels in TOTK did actually incorporate a little bit of what you seem to be implying, especially in the depths and the sky islands. That said, they still didn’t restrict the player completely.Then you can't have any depth or sense of progression if you're not willing to place certain limits. Best way to handle dungeons would be to not need one specific item but of several sufficing. Yeah you still wouldn't be able to do anything you want, in any order you want, but you'd still have a lot of freedom and would exchange maximum freedom for a depth of design you can only get with intentional design.
To be fair I think this is just genre convention for Metroidvanias at this point. Create obtuse roadblock you need to backtrack to get around, rinse and repeat 50x. Agree with mostly everything else, but you missed on one major thing that soured me on the game: EMMI boss fights. Supposedly Sakamoto put off making this game because the "technology wasn't there" for something like the EMMIs, which might be the dumbest fucking thing I've ever heard. They're literally scripted quasi-quick time events you either have to avoid until you have the area's item to defeat, or just outrun them long enough to get to the scripted part where you can defeat them. Absolutely pointless and trival "bosses", would maybe be kind of interesting if they were constantly following you throughout the whole map and as you got more powerups you stood a better chance at actually taking them on head to head, but they're cordoned off to their own little sections that they can't cross the boundary of, which makes them complete non-factors.The adventure is very linear, though at times its unclear where to go--I legit feared that I had softlocked the game a few times, until I found the minor detail I had overlooked that allowed progress to be made. And yet it still has the problem that sometimes a necessary path is hidden behind an unmarked secret which is not indicated in any way.
If you are going to play a system for years, it doesn't really matter when you buy it. Early or late? Whatever.Everyone knows that buying a console on release is a huge mistake
Retard, nuzlocke started on /v/ in early 2010, back when gen 3 was more recent than sword and shield are today.That gave birth to Nuzlocke
Emergent gameplay needs intelligent, intentional design to actually be meaningful, Look at something like Prey, and you can see a lot of alternate options for roadblocks or quests are features that were intentionally implemented as a solution to an open ended problem. Breaking the game with the abilities in TOTK, or cheesing a puzzle with the physics system isn't that, It's just a result of the Zelda team implementing features with unintended applications, and to account for those fuckups on the design level just won't punish the player for it. It's Nintendo shooting an arrow and you painting a bullseye around it afterwards.Seems like you really aren’t a fan of emergent gameplay then, at least when it comes to this stuff.
Hate to say it, but that’s kind of a boring mindset to have.
I played Lorelei and the Laser Eyes and by the end I had a page nearby that looked like I was going full schitzo. Fun times.If you are going to play a system for years, it doesn't really matter when you buy it. Early or late? Whatever.
Also you guys mentioned Myst. More games should require a notebook.
Not directly related, but fuck game devs that abuse putting power ups players can't reach yet. At some point it's just annoying.they're always hidden behind some bullshit skill challenge that requires you to be a shinespark master. I wouldn't mind if it was just a few of these things, but it happened so often that after awhile I just stopped getting excited whenever I found one. It felt like the game was almost punishing me, like "Oh, good, you found this hidden item.... now figure out this obtuse game mechanic so you can actually acquire it!" Imagine if in Zelda, every time you found a heart container, you couldn't actually pick it up until you had aced an algebra test. That's what this feels like.
I knew I forgot something..but you missed on one major thing that soured me on the game: EMMI boss fights.
I agree, but its even worse in Dread because even when you have the required powerup, the energy tank or whatever might require you to figure out some obscure quirk of it in order to open the path to the thing you found. It really feels like sometimes the game was made with speedrunners in mind.Not directly related, but fuck game devs that abuse putting power ups players can't reach yet. At some point it's just annoying.
That makes sense. I saw Ratatoskr posted a video today trying to defend Nintendo's pricing strategy:It is if you're a third-worlder, NEET, or literal child. And that's a pretty big chunk of the commenters for Nintendo content. Normies just buy things and don't engage with this stuff.
I think there's a lot of factors at work. The Switch was the most affordable console for a long time, especially if you bought it second-hand. It gave you access to an up-to-date gaming platform for relatively little money. For an American, the difference between $200 and $450 is not really significant - both are well within impulse buy territory for a working adult here. For a southeast asian or brazilian or something, $450 is basically a full month's wages so it becomes much harder to justify. But even if they can't justify the purchase, there's still a feeling of FOMO and being left behind which doesn't feel great and leads to resentment.
To play Switch 1 games at decent framerates and resolutions. Most people I know are going through their backlog on it now that games don't run like complete ass.
There's some games we would just rent repeatedly and hope nobody would reserve them. It was a royal pain for any game system where the save data is on the cartridge.Which fucking sucked if you're actually trying to finish a game
I have no idea what you found then.I agree, but I did find that in BOTW, at least in terms of what I found when exploring.
The little goblin dudes didn't act much different whether they were just running around or up in a treehouse or whatever the fuck those things were. The horse dudes who charge straight at you never didn't do that. Any behavioral or circumstantial differences seem minor and insufficient to cover up the small variety.There’s a smaller roster of enemies this time around, but the way they interact with the environment and such keeps them from feeling repetitive, at least in my experience.
Not only did it take too long to get there, I never did. And I did a fair bit of exploration. I probably spent too much time trying to kill those horseman enemies, who are cheap as fuck by the way, but but I got around quite a bit. Found a swamp, some ruins, and climbed mountains. Not a soul in sight to my remembrance.This is all stuff I found via my time exploring, and some of which didn’t take long to find after setting out once I got the main abilities. You say it took too long to get there, but I didn’t.
That's because you count a treasure chest with an stick in it to be content. It's objectively filled with nothing, large swaths of nothing. I played the game, man. I'm sorry that you count every little blade of grass as a unique experience but most people don't and that's why there's a vocal contingent of BotW detractors who agree with me.Odd, because in the time I spent playing the game, there was never really a moment in which I found it to be lacking in terms of things to find. And I’m not just talking about the weapons and shrines, but also what I just mentioned.
It was refreshing for a minute. Even if the first game was good, ain't no way a retread was refreshing. I may not like BotW, but I hate TotK. Even MM was more unique than that and it was built in under 2 years on a budget using assets. Pathetic, objectively bad.People had been saying that it had become repetitive and too guided by the time of Skyward Sword, so them deciding to expand on what was seen in the first game I found to be refreshing. Not to mention that they expanded on its mechanics in a way that made it far less archaic, though you obviously disagree.
BotW has no points of interest. The map is random shit thrown at the wall. Wind Waker is tailored for a good experience where you're always finding something interesting, even if, like BotW, what you find isn't always the most exciting. Nobody's jaw dropped seeing Tingle's Tower. This is kind of a Zelda problem in general, but at least these landmarks all looked unique and served SOME purpose beyond holding a breakable weapon. They certainly looked more interesting than anything I found in BotW.See, I always thought that BOTW was already a more realized version of the whole open-world exploration that WW flirted with, given that it actually has more varied locations than just the endless oceans with the occasional island that doesn’t always fit with the climate of the setting.
That, and it had more ways of fun traversal than just sailing, regardless of what WW’s setting was.
Did you use a guide or something? It's all way too convenient how everything was perfectly laid out for your experience. You always found something interesting. Didn't take too long for anything. You'd think the game was linear based on how you describe it. That, or you're looking at it with rose-tinted glassesAnd it didn’t take long for me to find that too, as it started the moment I entered the first town.
They were meaty, multihour sessions. I explored the world mostly, didn't bother with shrines after the first 2 or 3. After the beginning area I explored mountains (climbing was fun at first), ruins (some seemingly invincible, iirc, laser monsters resided there), fought a bunch of horsemen in a valley for at least an hour, and then made it to a dingy swamp I didn't like, which is where I quit.You only playing for two sessions does explain a lot though. What exactly did you do in those two sessions, regardless of length?
Sure, if you transplanted them directly into BotW they'd clash, but it wouldn't take much to rework them a bit to be more flexible but without letting you cheese the whole damn thing.Again, it’s because if they were brought back exactly the way they were in the older games, their overly strict design would clash with the freedom of how you could do everything else.
That said, including that sense of freedom in them would be pretty awesome, not gonna lie.
You say I'm obsessed with strict purposefully design, but you're obsessed with freedom, you find the freedom in and of itself fun. You're like Neon trying to break free of the Matrix or something. You see game design as shackles. This is you playing BotW when you can basically glitch the game to yield unique results:But the more emergent and flexible approach I think is more interesting, as now I can have freedom to choose.
You sure seem to. Which is fine, we're just gonna have to agree to disagree. They flirted with this design philosophy with Mario too, Odyssey is great but by letting you "play how you want" and shitting Moons everywhere they made them less important. That's the same thing with shrines, more isn't better. Nonlinear isn't better. You kinda don't give a shit when you don't have to really try to get somewhere in Mario anymore, there's no "how the hell do I get up there?", you can just go dick around and find enough easy Moons instead.Really, I don’t think one way is better than the other.
Some things are subjective, some aren't. It's an objective fact that traditional dungeons could exist in BotW, which is one of the few things I said I'm objectively correct about. They'd should be made a little more flexible to jive with the game, but they wouldn't even need to, technically. They could be repurposed as end-game content that assumes you have all the items or something. Anything's better than not having them at all.I agree with 90% of the points SSJ ness makes in a vacuum, the problem is that he's autistically fixated on presenting extremely subjective conclusions he's drawn from those points as being as objective as the points themselves when they really aren't.
That explains why it is completely worthless and for losers.Retard, nuzlocke started on /v/
Let's form a protest line against the jannies....no, random janny, I don't want to participate in /v/-tier shitflinging about Nintendo game design, - and clearly you did not want to see my posting history, definitely not in this thread, - so would you kindly go touch a blade
of grass
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I thought that it was kind of cute to see them celebrating an freshly roasted meal and watching them devouring it. But since that was just about the only interesting thing that they include as ambience, aside from a Moblin eating bugs off the ground. It's part of the reason why I said that the game felt lifelessThe little goblin dudes didn't act much different whether they were just running around or up in a treehouse or whatever the fuck those things were
Yes, I genuinely get excited when I get gemstones or a bundle ice arrows out of a random chest.That's because you count a treasure chest with an stick in it to be content. It's objectively filled with nothing, large swaths of nothing.
I don't get how people talk about the merits of open world in 2025. The term Ubislop has been popularized for a reason, all the promise of open world died out once people realized it was a tool to create vast empty landscape of haphazardly placed assets that if you squint really hard they might pass for extremely shitty level design.You say I'm obsessed with strict purposefully design, but you're obsessed with freedom, you find the freedom in and of itself fun. You're like Neon trying to break free of the Matrix or something. You see game design as shackles. This is you playing BotW when you can basically glitch the game to yield unique results: