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Messages - Nbz

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26
Podcast Discussion / Re: Episode 35: Winner's Circle
« on: May 19, 2012, 04:33:18 PM »
This might sound really weird, but as soon as I saw the title of this episode, I immediately thought of this PS1 game that my sister had years ago. It was Mary-Kate and Ashley's: Winner's Circle. It was a horse riding game featuring Mary-Kate and Ashley. Yeah....


Just thought I'd share that nugget with you :D Now to listen to the Podcast!

27
The stat distribution will be changed as well,

Tornadus will have increased Def, Sp Def and Speed
Landorus will have increased Attk
Thundurus will have increased Sp Attk

Considering Thundurus has already been banned from the standard metagame I dread to think what it will be capable of in the Ubers environment now that its Sp Attk has been bumped up even more. Landorus will also be one to keep an eye out for, it may even be able to contend with Terrakion as the most viable Physical threat in OU.

28
Great article Neal! I am personally one of the 2D Metroid Loving fanatics out there who would be enthralled by a new entry into the series. As said before Other M really wasn't what I was hoping for, even though its structure was similar to Fusion - a game I love - it just didn't do it for me. I think that Nintendo would do well to release a downloadable Metroid title, or even a more fully fledged 2.5D sidescroller that takes advantage of  the 3D in the same way that something like Mutant Mudds did (having multiple layers etc...)

29
Podcast Discussion / Re: News Digest - May 1
« on: May 02, 2012, 06:13:06 AM »
This is a great idea! now I don't need to sit around craving new podcasts during the week. Added to the fact that everything will be a lot more current seeing as you will be able to discuss the news right as it breaks :D

30
TalkBack / Re: NWR Game Club #2: Metroid: Other M
« on: May 01, 2012, 08:02:41 PM »
I gave up on this game after the fire area and never really went back to it. BUT now with the site running this feature, I'm definitely gonna have to go back and finish this Mother (c whut I did thar)

31
TalkBack / Re: Mutant Mudds Rated for Australian Release
« on: April 18, 2012, 06:53:12 PM »
Has there been any news on the European release? All these awesome e-shop games on the US store right now while Europe gets no love :(


Waiting for this and VVVVVV eagerly. Oh well, at least we have Wario Land on virtual console :P

32
TalkBack / Re: Pokémon Black and White Sequels Announced
« on: February 25, 2012, 07:56:04 PM »
I'm very glad that this is on the DS, as a competitive player, means that I can keep my set up for recording and uploading battles ^_^

33
Podcast Discussion / Re: Episode 21: Wild Connectivity Appeared!
« on: February 12, 2012, 09:17:27 AM »
Enjoyed listening to the Pokemon segment guys, as someone who is a strictly competitive player my ears really pricked up at the mention of the phrase "Choice Band Bullet Punch"


I don't mean to advertise or anything, but if anyone wants to learn some more about competitive Pokemon and just how complex it is, here is a link to one of my youtube videos: http://www.youtube.com/watch?v=49rla-mW1dw


I post this sort of stuff pretty regularly, check it out if you like :P:

34
Podcast Discussion / Re: Episode 278: That's Lobsterist!
« on: February 06, 2012, 06:46:00 AM »
Without a doubt one of the best Retroactive discussions yet, even though John was unfortunately unable to voice himself due to those technical issues.


One thing that I think would have helped both Greg and Jonny is if they had chosen to play on easy instead of normal. As far as I can recall, there is actually no spike in difficulty between the 2 modes, but on easy the game tells you how to do things like have Support conversations, recruit enemy units and other game mechanics that it assumes you already know if you play on normal. So if you had gone with easy, the overall difficulty wouldn't have changed, but you would have been introduced to the game mechanics early on.

35
Podcast Discussion / Re: RetroActive #21: Fire Emblem: The Sacred Stones
« on: January 27, 2012, 07:10:36 PM »
Though I haven't played in a few days I did make some significant progress over the weekend as I was away and could play a lot while travelling. I'm really quite annoyed that I didn't have internet access, because I completely forgot about the reward you get for saving the villagers in the fog chapter, which I failed to get. I really wanted to use Neimi and to upgrade her as early as possible, but now it looks like I'll have to wait for either the master seal or make sure I have enough money for an Orion's Bolt at the secret shop, which shouldn't be to hard seeing as I remember where to pick up the Silver and Gold cards. Otherwise things have been going pretty well, apart from my haphazard loss of Franz in Chapter 8. TBH though Franz isn't the greatest of cavalry units, and I much prefer Forde/Kyle, who were much higher levelled than Franz anyway, though that was mainly because I knew about Orson's Betrayal and loss as a playable character beforehand.


I have already beaten the game twice once going with Eirika and once going with Ephraim, so I decided to choose Eirika's path this time mainly because that was the one I did first before and it is the least fresh in my mind. I have to say though that I abused the hell out of the Tower of Valni when I got it open. I grinded Ross up to around level 15 alongside Lute, even though I don't quite have their promotion items yet, they are definitely 2 units that I want in my consistant squad. I also bumped Gilliam and Vanessa up to level 20 and promoted them both, Gilliam to the obvious choice of General and Vanessa to a Wyvern Knight, seeing as I plan to promote Tana to a Falco Knight later, and I prefer splitting their promotions in that fashion.


Chapter 9 was a bit of a pain in the ass though, I had to restart 3 times, mainly because I was going for perfection. I wanted to stop the bandit that spawns at the top of the map from destroying the village so that I could grab the item from it and I also wanted to recruit Amelia, which was tougher than normal because I didn't have Franz. It meant I had to move all my units within her range before she departs on turn 12 and I had to take all weapons off of Eirika so that she wouldn't kill Amelia on the counter attack. I managed to get through it though and wound up getting what I wanted so it was all good in the end. I feel though that I'm gonna start blasting through chapters now, seeing as I have a few promoted unit and a couple who are on the verge of promotion. I also don't really plan on using many of the units you get in the later chapters as pre-promoted guys, barring a couple, I'd like to be using my original guys for the majority of the playthrough, but we'll have to see how far my patience will take me, especially when I reach Chapter 18, which if I recall is a gruellingly long map with some real heavy annoyances.


I haven't really been concentrating too much on support convos, I never really bother with them that much, but I want to develop the Joshua/Natasha one seeing as I have never used Natasha fully before and I have a feeling that she is going to become a pretty powerful unit. I think those two would work really well together on the battlefield, especially with the support boosts. Colm and Neimi is the easy and obvious support relationship to develop, but I find it difficult to keep them together on the field of play, mainly because I let Colm run off towards the nearest chest/door and let Neimi do her own thing.

36
Podcast Discussion / Re: Episode 103: Kids in the Harr
« on: January 17, 2012, 09:59:46 AM »
Hate to break it to you, TYP, but I am 100% certain that you have used game two on Radio Trivia: Podcast Edition before. It was in the very early days, if not the first episode. I know this because I've always wanted to hear the game discussed further, but I believed that there was no chance of that happening. What a nice surprise!


Just checked the list, and game 2 was brand new.

Don't trust the list. It's been used, and I know it. I will check the earlier episodes.

I finished the episode on my way home from work, and I must say that you really redeemed the show from the mediocrity of the first game. Very well done, sirs.

Edit: Well, my initial search has so far resulted in nothing. However, I have a very hard time believing that this game has not been used. I know I've searched for it in the records before, seen that it's been used, and therefore did not request it. I'm also sure that I've heard it on an earlier episode. Perhaps it was on a TYP Short? The search continues...


I'm pretty sure Jonny has discussed game 2 on RFN before, so maybe that's where your memory of it being on a Podcast comes from. TYP may even have been on that episode of RFN and thus the confusion arose.

37
Podcast Discussion / Re: RetroActive #21: Fire Emblem: The Sacred Stones
« on: January 16, 2012, 01:22:38 PM »
Well, I breezed through the first 4 chapters easily, but seems like I hit the first wall in chapter 5. It's insane how pathetically weak some of these guys are, and how careful/precise you have to be in your movement across the map.


Ross and Vanessa can be difficult to keep alive early game, simply because of their low starting HP, but both will be very useful assets later on so I recommend trying to keep them alive. Ross in particular can become one of the most powerful characters in the game if you stick with him for long enough, its just difficult getting through those early levels when he's a bit too weak to kill guys.

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Podcast Discussion / Re: RetroActive #21: Fire Emblem: The Sacred Stones
« on: January 14, 2012, 07:14:28 PM »
A quick tip for new players, do not use "Seth", a least not until you level up your other characters. Seth is an advanced unit who will demolish most units of a fair portion of the game, but he will suck up all the EXP that should be going to everyone else, crippling your army. Your other units will gain entire levels from a kill while Seth will only get 2-10 EXP out of 100.

There is a similar character in Fire Emblem that is also a newbie trap.


As far as Jeigans go Seth is actually ok, but yeah I would definitely advise against using him. I did however use him extensively when I first played the game, but had to make up for it later due to lack of levels in my other party members. Also making sure that Eirika/Ephraim are well levelled is very useful for the late game, I tended to neglect Eirika a bit on my first playthrough which proved to be a bit annoying later, but nothing I couldn't get around.


I would say that this game is much more newb (not noob) friendly and streamlined than the first American GBA title (keeping in mind there was a game previous to that on the GBA in Japan, which I might add is hard as nails in comparison to this one).


The fact that the item storage is inbuilt into the main character makes things so much easier, rather than having to waste a party slot on that guy with the storage tent from FE7. The Tower of Valni and the Ruins, as well as the random skirmishes that appear on the map are also extremely useful to get in some safe grinding if you aren't ready for the next map yet.

39
Podcast Discussion / Re: Episode 17: PreDON'Tions
« on: January 13, 2012, 06:14:23 PM »
Not appeared in iTunes yet, but I'll be sure to listen as soon as it goes up :P

40
TalkBack / Re: NWR Staff's Favorite 10 Games of 2011
« on: January 04, 2012, 09:16:31 AM »
MK7 is without a doubt the most fun I've had playing a Nintendo game online. The communities are such an excellent feature which I think more Nintendo online games in the future should contain. I'd agree heavily with its lack of innovation, but I'm not really too bothered by it. The only thing I would have liked is a more fleshed out single player experience. Once you have unlocked all the characters there is no real reason to ever touch GP mode again. I really wish they would have brought back the mission mode from DS, because atm I'm only using this game for online play and I would have loved to have some extra stuff to do when I don't have internet access.

41
TalkBack / Re: Get Yourself Brand New Stationery for Swapnote
« on: January 02, 2012, 06:18:13 PM »
Alright that's awesome, nice one Daan :D


My FC: 1805 2153 9393

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Podcast Discussion / Re: RetroActive #21 Poll: GBA Ambassador Edition
« on: December 31, 2011, 07:00:17 AM »
I'm gonna be busy revising for exams so I went with FE, simply because I've played the game to death, and would get the biggest kick out of listening to that discussion ^_^

43
Nintendo Gaming / Re: The Legend of Zelda: Skyward Sword
« on: December 25, 2011, 10:24:15 PM »
So I finally conquered Skyward Sword the other day at my Cousin's house while he watched me go through the final dungeon and the end game sequence. Put in a total of 49 hours, which is easily the most time I've spent with a Zelda game, and my overall opinions lean towards the very positive side of the spectrum.


The first thing I have to say is that I had 0 issues with motion control throughout my time with the game. Apart from re-centring the Bow/Beetle with the D-pad there was nothing I had to worry about. All my movements were perfectly re-created and I must applaud Nintendo again for showing us that motion control CAN work and can be done extremely well. I do think that swimming should have been assigned to the nunchuck, but the motion controls worked well enough so I wasn't too annoyed at that.


The next thing I'd like to touch on is Skyloft itself as a town. From what I experienced it is by far my favourite town in any Zelda game. Clock town is without a doubt the most living, breathing Zelda town, but Skyloft has that charm and instant likeability about it that seems absent in most other Zelda games. It essentially takes Wind Waker's charm and merges it with Clock Town's intricacy. Though it is small, and I would have loved to have many more explorable islands I still spent a huge amount of time simply running around Skyloft, not really doing much. It served as an excellent "break" in between dungeon's during the entirety of the game, and because of the way sidequests were opened up, I always had something to get on with after bombing through one of the areas below the clouds. I even discovered that I hadn't even visited all the houses on Skyloft even after 40 hours of gameplay, as the final two sidequests required me to visit the houses of two sets of people that I hadn't really interacted with before. Though it is without a doubt the area you get to know the best during your time with the game, when it came to the Silent Realm segment I actually didn't beat it on my first try, despite having not failed a single one yet. It took me 3 tries to get through it, which was really surprising. They had somehow managed to add challenge to a gameplay mechanic that is leveraged on your knowledge of the surrounding area, in an area which you pretty much know like the back of your hand at this point in the game.


Speaking of the Silent Realm, those segments were without a doubt my least favourite part of the game. I almost dreaded finishing off the 5th boss, simply because I knew that the next Silent Realm was in Eldin, and it was going to be a bitch. When I got through them it didn't seem so bad, but it was that overhanging dread before doing one which really got to me. But then again, it meant I messed around more in Skyloft as a procrastination technique, so I was happy nonetheless. I understand their presence in the game, as a means to diversify gameplay, but I really think that Nintendo could have gone about mixing up the gameplay mechanics in a more enjoyable way.


The thing in Skyward Sword that I took most pleasure from though, were the dungeons. Even though this game made it much easier to stop gameplay during a temple so that you could resume at a later time, I actually never found myself needing it. The dungeons were so compelling that I beat each individual one in a single sitting. My playstyle with games like Zelda is ususally to save before a dungeon, beat it, then save and switch off, but with Skyward Sword my play sessions ended up being much longer, because once I'd gone through the trouble of opening the dungeon up, I was so keen to jump into it that I just kept playing. And I didn't turn the game off afterwards either, tending to spend at least an hour more in Skyloft once I was done with the Boss. I firmly believe that the boss in the game's 4th Dungeon is one of the most satisfying, intense and challening bosses in any Zelda game ever. However, it was the desert area of Lanayru for which I reserve the highest praise. I think that the time changing mechanic is ingenious and they used it in such an incredibly clever way that I was really blown away by this area multiple times. Its for this reason that I think they really need to mix up the environments much more in future Zelda games. Faron and Eldin were very predictable and their specific gameplay mechanics felt a lot more tired than the freshness presented in Lanayru. I was mind blown twice during the game, and both times I was in Lanayru. The section with the time shift stone in the boat while you ride around the desert sea is one of the most clever things I have seen in a video game, and it really reminded me how smart the creators of this franchise can really be. In short, I loved the dungeons, and appreciated their relative simplicity as it allowed for a concentrated burst of enjoyment rather than a segmented experience in which I may get lost or have no idea what to do next. I was, however, extremely disappointed with the 6th dungeon and its Boss, but one bad dungeon didn't really harm my overall enjoyment of the game when the others were just so good.

I really enjoyed the upgrading mechanic that the game employs, but like Jonny said on RFN, I wish there was more stuff I could do with the items I collected. Who really needs 40 Amber Relics or 30 Jelly Blob things? Unless you are terrible with the sheild and end up replacing it and upgrading it constantly, then these materials really become completely useless. Moreover, I wish that they would balance out the distribution of these materials. I ended up having 40 of one thing and 2 of another, and yet 3 of my items needed multiple of the more rare material and none of the more common one. This led to me having to go and grind for materials, which I didn't really mind, but I would have certainly preferred if the ones you needed were dropped on a more consistent basis. The bugs were also a point of interest to me. I couldn't resist going after all of them, but when it came down to it I never used any of them for anything. I never felt like it was worth upgrading a potion and I never really needed the money from selling them. In the end they kind of sat there in my inventory as if I were some kind of collector, picking these things up for the sheer sake of it.

Perhaps the thing that I found most impressive about this game is how well every single item (barring the slingshot) is used. Twilight Princess was all about individual items being central to individual dungeons, and after that you would hardly ever see them again (I'm talking to you, Spinner and Ball & Chain). Skyward Sword pretty much throws that idea out the window, and as a result you have a much more reduced roster of items, but the items see so much more use than they did in previous games. To be honest I can't even remember where I got most of the items, because their collection is so embedded into the game structure that it makes it almost impossible to pinpoint what you got when. In other games I could tell you the item for each individual dungeon, because they were so rigidly themed, whereas in Skyward Sword the items are collected not only in the dungeon, but also in the overworld leading up the the dungeon. Some items don't even feel like you are really getting something new because they are just upgrades to existing equipment. Not that this is a bad thing though, because it really enforces the idea that you use the items on such a frequent basis.

I can't close this out without talking a bit about the end of the game and how it ties up the story. I personally found the final dungeon to be very interesting, but I would have preferred to see something completely different, rather than just a re-tread of old territory. Having said that though, the individual rooms were very interesting. The entire room shifting mechanic was an overarching puzzle in itself and was genuinely inventive. I did almost scream out in anguish as it showed me entering the Silent Realm to pick up the first piece of Triforce, thinking that I would once again have to go through this ridiculous process, but thankfully all you have to do is go over and pick it up. The final boss montage was for the most part very enjoyable. As someone who was very disappointed by the 6th dungeon, I was not happy to see Ghirahim return for the third time in the game. As a 6th boss he changed very little from our first encounter, the main difference being that I had a hell of a lot more hearts. This made it less challenging and generally disappointing that Nintendo had not put the effort in to think up a new boss that could rival the 2 incredible ones before it. That being said, the third encounter was without a doubt the best of the 3 and easily made it onto the list for my favourite boss fights in the game. They really mixed things up and made it both very fun, mentally taxing and physically challenging. Having said that, the final fight with Demise was slightly disappointing, but still very good. I easily costed through his first form, utilising the shield bash to my advantage, though I would have preferred to have a more upgraded one, my 2nd stage sacred shield did the job just fine. It was the second form that I had trouble with, mainly because it was very difficult to find a window in which to absorb lightning when he didn't have any. I died twice on that guy, but as so happens to be the case with most things in this game it was third time lucky. The final story sequence was very enjoyable and the revelation that Demise gets reincarnated as Ganon was certainly interesting, though it was kinda obvious given how similar both of them look.

Overall I really did enjoy this game a lot. It is not often that I beat games of this scale in such a short space of time, that just the kind of gamer I am. But Skyward Sword had such a draw to it and was so compelling that I really felt dedicated to it and was very insistent on wanting to finish it. I know opinions are mixed, but personally I think that this is the Zelda game that I will most likely pick up and play through again multiple times, simply because of its streamlined mechanics, heart warming story and tight gameplay. Now time for Xenoblade :D

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Nintendo Gaming / Re: Xenoblade Chronicles - Impressions
« on: December 25, 2011, 09:11:11 PM »
So I picked up Xenoblade the other day for an absolute steal at 20 quid. I was almost done with Zelda at the time and so I wanted something that was going to last me a good while, and I'm pretty sure Xenoblade is most certainly that. I haven't had much time to play it yet, put in around 40 mins yesterday and another hour this morning before everyone arrived for Christmas. I can already tell that the scope of this game is just unbelievable, and judging from the size of the first area I know how much of an explorable game this is going to be. At one point I jumped off a ledge and dropped what must have been 100 hundred feet into the water. I expected to die and just respawn where I fell off, but no, I was simply allowed to swim in this ridiculously massive lake and explore below the city. Coming off of Skyward sword I'm gonna take some time getting used to not using motion controls in a game, and its going to be difficult because I don't have a Classic controller pro, so I'm lumbered with Wii Remote + Nuchuck. I may well go and use some Christmas money to go and pick one up, if only for improved camera controls. I've already put in around 2 hours and feel like I really haven't got anywhere. A good sign? Most certainly. This game is gonna keep me busy for a looooooong time.

45
TalkBack / Re: Nintendo Supplying Louvre with 5,000 3DS Units
« on: December 16, 2011, 09:03:34 PM »
That sounds legitimately awesome. I'm guessing they will take advantage of the 3D and put 3D images/videos on there for the tour.

46
TalkBack / Re: Pushmo Review
« on: December 13, 2011, 03:31:54 PM »
Still got 6 quid left over from Mario Land 2, so I'll definitely be picking this up as soon as I get back to a wifi area ^_^

47
TalkBack / Re: Xenoblade Chronicles Confirmed for North American Release
« on: December 02, 2011, 02:23:49 PM »
Slightly shocked to say the least. Great news nonetheless, now means all you Americans don't have to go through the importing process if you ever wanted to play the game ^_^

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TalkBack / Re: 2nd Annual NWR Live Podcast Telethon for Child's Play
« on: November 23, 2011, 07:49:11 PM »
Hoping part 2 goes up soon! I'm about to sleep :O

49
Nintendo Gaming / Re: The Legend of Zelda: Skyward Sword
« on: November 22, 2011, 01:50:52 PM »
...
(which normally comprises of the first three dungeons in the 3D games).
...
Link to the Past started that president.  Which I'm not very fond of personally.


Oh snap, completely forgot about Alttp. But yeah, the formula is slightly tired at this point, only Majora's mask really strayed from it.

50
Nintendo Gaming / Re: The Legend of Zelda: Skyward Sword
« on: November 22, 2011, 01:28:21 PM »
So I've now put around 17 hours into the game and have beaten the first 3 temples. Most of my opinions on the motion control remain the same. It works excellently and becomes SO MUCH easier to use once you've had more time with it and really figured out how and when to time your sword swings on enemies. I actually found that the bosses became progressively easier as I went through the three dungeons. I died 3 times on Ghirahim, almost died on the second boss and dispatched the third boss losing only 1 heart in the process. This may be due to the boss fights getting progressively easier, but I think a lot of it has to do with my improved experience with the motion controls.


The formula of the game is very simple at the outset and seems to be pretty consistent for the first 3 areas:


1. Enter area and explore
2. Get new item that helps you explore
3. Get assigned a task by an NPC (either find x number of something, or activate x number of something)
4. Complete this task and open access to the temple
5. Go through temple and beat boss


Though you would probably think this would get repetitive, it comes nowhere close to the monotony of collecting tears of light in Twilight Princess. Moreover, these areas are for the most part very fun to explore and extremely easy to navigate once you push logs/blocks to enable shortcuts and streamline the exploration for later in the game. I did end up getting frustrated at some points in the second area, where it was not clear cut what I had to do, and thus I ended up wandering round like a headless chicken before consulting a guide. There is also one part of the second dungeon that will have most people ripping their hair out, not knowing what to do, and I can see from reading the thread that some people have already encountered that. All that considered though, I think that by creating very focused and dense areas, the team at Nintendo have been able to (for the most part) eliminate aimless wandering.


Another point that I want to focus on are the save points. Though I was not a huge advocate of these to begin with, as the game went on I found out how useful they really are. A lot of the time I will be in an area and will need a potion refilled or my wallet will be full of rupees. In any other Zelda game, you would have to trawl back to the nearest town to resolve both of these problems, but that issue is completely eliminated in Skyward Sword thanks to the bird statues. It is very easy to travel back to Skyloft, pick up a few upgrades, and then simply drop back to the place where you were, without any of your progress being lost. Moreover, by having save statues in dungeons you can finally have no qualms about stopping half way through one. The only thing that will change is that the major enemies will respawn when you restart, but you will start back at the exact place that you left off from. Even if you want to go outside during a dungeon, the interior acts a lot like the external environments, due to the fact that you will be creating shortcuts to access areas more easily as you progress. Things like this really streamline the process and make Skyward Sword feel like the most accessible Zelda to date.


Something that I'm really pleased with is the consistent need to use every item in your inventory. Besides the slingshot, every single item that I have picked up so far has been used frequently in every area. The best of these is the multi purpose beetle, which is nothing short of genius in design. It can be used to: Scout the area and find enemies, stun aforementioned enemies by ramming into them, collect rupees and hearts with ease, hit switches that are otherwise inaccessible, carry and drop bombs and even hit Beedle's shop bell. If ever there was a multi functioning item in Zelda, the beetle is quite clearly it. The bombs are also used much more frequently, with a focus on bowling/throwing them as opposed to simply placing them on the ground.


I don't want to get into too many specifics on the third area, as not too many people here have reached that point yet, but what I will say is that the temple is quite astounding. The overarching mechanic of the area is extremely cool and it is so well implemented into the dungeon that it really shakes up the puzzle solving completely. This is also the area where enemies will start to punish you for poor sword play, so I was glad that I had a solid handle on motion plus by this point, otherwise I would have struggled to stay alive. I'm pretty sure the game will start to change up its focus now that I'm passed the stereotypical first section of a Zelda game (which normally comprises of the first three dungeons in the 3D games).


So far so good. Let's see what the next half of the game has in store. I'm sure there will be surprises aplenty!

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