AWKWARD ZOMBIE

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PostPosted: Sat Jun 19, 2010 6:47 pm 
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Tabarnaco wrote:
But everybody says that gameplay is more important than graphics (some people were defending Goldeneye with that point) and now they're obsessing about the art style. That's contradictory, too (though do I think it looks pretty and all).
Also, unrelated, but why is the fact that he's on a floating island so important? Final Fantasy III partly takes place on a floating continent but no one really cared.


I've never played FF, so I can't fall under this. Not trying to be a jerk, just giving honesty. But thanks for not being a jerk.

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PostPosted: Sat Jun 19, 2010 7:34 pm 
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Floating islands are one of my favorite things.

A Legend of Zelda game on a floating island? FFFFFUCK YEEEAAAAH

That, coupled with the art-direction, and how the sword is going to work, I am so excited for this game you don't even know.



Now if it was a steampunk Zelda game, I swear I would marry Nintendo.

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PostPosted: Sat Jun 19, 2010 7:57 pm 
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Sloth wrote:
Floating islands are one of my favorite things.

A Legend of Zelda game on a floating island? FFFFFUCK YEEEAAAAH

That, coupled with the art-direction, and how the sword is going to work, I am so excited for this game you don't even know.



Now if it was a steampunk Zelda game, I swear I would marry Nintendo.


Steampunk would be interesting.

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PostPosted: Sat Jun 19, 2010 8:12 pm 
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Oh my gosh, if they created a steampunk Zelda I might die from happiness.

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PostPosted: Sat Jun 19, 2010 8:39 pm 
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I dunno. Nintendo knows how to make good Zelda games. Even ones with ridiculous premises like Spirit Tracks had solid gameplay. That's why I think this'll be a good game, because they'd have to try pretty hard to make a bad Zelda game.

That being said, this whole 1:1 control seems like it might be an attempt at said effort. I know I haven't seen the gameplay the way it's supposed to be (fucking cell phones in the audience), but I still feel skeptical. It looks like the game recognizes a difference between just moving the sword to a different angle and swinging it to attack enemies, and that bothers me. Is there a certain threshold for the speed of the Wii remote? If I'm moving the controller above my head to set up for a vertical slash, and I move it too fast, will Link do some retarded slash to the upper right? Obviously there's going to be recoil after attacks, so it's going to get messy.

But if they can get the control down, it'll be a good game.

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PostPosted: Sat Jun 19, 2010 8:48 pm 
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Water wrote:
I dunno. Nintendo knows how to make good Zelda games. Even ones with ridiculous premises like Spirit Tracks had solid gameplay. That's why I think this'll be a good game, because they'd have to try pretty hard to make a bad Zelda game.

That being said, this whole 1:1 control seems like it might be an attempt at said effort. I know I haven't seen the gameplay the way it's supposed to be (lumping cell phones in the audience), but I still feel skeptical. It looks like the game recognizes a difference between just moving the sword to a different angle and swinging it to attack enemies, and that bothers me. Is there a certain threshold for the speed of the Wii remote? If I'm moving the controller above my head to set up for a vertical slash, and I move it too fast, will Link do some retarded slash to the upper right? Obviously there's going to be recoil after attacks, so it's going to get messy.

But if they can get the control down, it'll be a good game.

About the controls and difficulty of SS. Spoiler free if your afraid.

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PostPosted: Sun Jun 20, 2010 12:14 am 
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Lumping art style and graphics together is kind of hard to do. Generallly, when people make the statement "omg these graphics are SO GOOD", they are stating their amazement at how realistic the game appears. Skyward Sword does not have many elements of realism to it, so people praise the "art style", because that's just how we talk about video games. Also, it's very impressionist, which would be a style of art. So maybe they're just saying how they like that. idk I am not psychic.

And while I'm sure the controls will have a bit of a learning curve, I don't think it will be too messy. As long as they fix the freaking nunchuk, because I cannot Shield Bash to save my life (bodaciously, Link has died due to doing spin attacks when I have clearly been JABBING).

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PostPosted: Sun Jun 20, 2010 12:47 am 
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Crawfish wrote:
Lumping art style and graphics together is kind of hard to do. Generallly, when people make the statement "omg these graphics are SO GOOD", they are stating their amazement at how realistic the game appears. Skyward Sword does not have many elements of realism to it, so people praise the "art style", because that's just how we talk about video games. Also, it's very impressionist, which would be a style of art. So maybe they're just saying how they like that. idk I am not psychic.

And while I'm sure the controls will have a bit of a learning curve, I don't think it will be too messy. As long as they fix the freaking nunchuk, because I cannot Shield Bash to save my life (bodaciously, Link has died due to doing spin attacks when I have clearly been JABBING).
I had to read that first sentence twice just to understand it. Lumping lumps.

And yeah, I don't think there's a lot of precision when it comes to the nunchuck. In Okami, there's a dodge move that requires you to shake the nunchuck, but Ammy rarely dodges in the direction you shake in. I think the best way to avoid problems like this is just have one action for shaking the nunchuck, instead of multiple actions for different moves.

That might be the case with this new game considering that you'll do a spin attack by bodaciously holding your sword out to the side.

Also, anyone else think doing the spin attack instantly by just shaking the nunchuck was kind of... I dunno, unfair? Clearing the fog in the twilight palace was probably way easier on the Wii than Gamecube.

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PostPosted: Mon Jun 21, 2010 1:13 am 
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Water wrote:
Crawfish wrote:

Also, anyone else think doing the spin attack instantly by just shaking the nunchuck was kind of... I dunno, unfair? Clearing the fog in the twilight palace was probably way easier on the Wii than Gamecube.


It wasn't too bad, it was exactly like the older games where you either spin the control stick and press B or just wait for your sword to charge.

And I'm going to have to buy my own Wii for college just for Skyward Sword! (And maybe for Other M)...

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PostPosted: Mon Jun 21, 2010 1:33 am 
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Yeah, but spinning the control stick and pressing B was always a bitch to pull off.

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PostPosted: Mon Jun 21, 2010 6:10 am 
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Water wrote:
Yeah, but spinning the control stick and pressing B was always a bitch to pull off.

i always broke control sticks like this

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PostPosted: Wed Jul 07, 2010 7:05 pm 
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I guess since my very first console was a wii, I'm more used to it. Or, more comfortable with it. Don't get me wrong, I am a master at 'button smashing' but I prefer the wiimote. And, unlike many people, my very first Zelda game was Twilight Princess. I thought Link was a girl. Before I had no clue about its existence and I also had no interest in buying that game; and now I am a hardcore Zelda fan. I can't wait for this game!

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PostPosted: Wed Jul 07, 2010 7:13 pm 
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Not really sure what to think of Skyward Sword, for some reason it's kind of off-putting, but I'm excited for it. The art's growing on me.

Phantom Hourglass is possibly my favorite DS game, though I wasn't too impressed with Spirit Tracks. It seemed a LOT shorter than Phantom Hourglass, and then all the main bosses (the chancellor who disguised himself as both a human and a man who can look in the same direction with both eyes, as well as the flying blue skull of death) were really stupid. Maybe it's just me, but PH was more impressive.

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PostPosted: Wed Jul 07, 2010 7:37 pm 
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I disagree. I can't even tough Phantom Hourglass after playing Spirit Tracks. When I saw there were only five dungeons, I thought it was going to be short too, but all the time you spend in some of those latter Spirit Tower floors really add up. Crossing the overworld was also really fun, the music was absolutely fantastic, and most of the bosses and dungeons were actually...challenging. It was an absolutely fantastic game that built even further along the "timeline" and introduced a lot of awesome mechanics and items.

Phantom Hourglass just seems like a half-done prototype.

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PostPosted: Thu Jul 08, 2010 1:22 pm 
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Crawfish wrote:
I disagree. I can't even tough Phantom Hourglass after playing Spirit Tracks. When I saw there were only five dungeons, I thought it was going to be short too, but all the time you spend in some of those latter Spirit Tower floors really add up. Crossing the overworld was also really fun, the music was absolutely fantastic, and most of the bosses and dungeons were actually...challenging. It was an absolutely fantastic game that built even further along the "timeline" and introduced a lot of awesome mechanics and items.

Phantom Hourglass just seems like a half-done prototype.

True.

I don't know, Phantom Hourglass, though less challenging, just seemed more like a full game. It was working around with it's new format, yes, but it felt like it was done. Spirit Tracks felt like it got to a good point and then ended (with an ending I wasn't too keen on, which is probably why I'm not a big fan of the game. I love final bosses as a great finale, but when the final bosses here were ONLY rehashes of the classic/typical Zelda boss it just annoyed me.). It really felt like it was missing something.

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