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Messages - Keldryn

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Nintendo Gaming / RE: Elebits
« on: December 26, 2006, 07:38:20 PM »
My wife and I have been playing Elebits all day, after playing for 3 or 4 hours last night after we got home.  We're having an absolute blast with it.   I think we're ready to start level 16, but we've been going back to some of the earlier levels to try and unlock the "Eternal Mode."  Level 12 is extremely cool when you can just take your time with it...

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Nintendo Gaming / RE: PoP: Wii = Wiimake
« on: December 15, 2006, 01:43:11 PM »
I think it's cool.  I have Sands of Time and Warrior Within for the Xbox but I haven't even played Warrior Within yet, nor have I gotten very far in Sands of Time.  It's a really good game from what I've played, but I just have far more games than I actually have time to play them.  So The Two Thrones on Wii sounds pretty good to me -- I can scratch the Xbox version off my Christmas list and just get the Wii version next year.

Would be nice if it's released at a "greatest hits" price point, since the PS2 and Xbox versions should already be available at that price.  I'm actually pretty excited about the idea of Wiimakes, so long as they aren't full-priced games.

Imagine The Wind Waker: Special Edition on the Wii.  Keep the same graphics as the GameCube version, but implement the controls from Twilight Princess.  Perhaps tweak the difficulty a bit by making enemies and environmental hazards cause more damage.  And if possible, restore the two dungeons that were cut from the original release due to schedule requirements and tone down the whole Triforce & charts bit at the end that was likely included to replace said cut dungeons.  I'd certainly buy that for $30 CAD.

Or a Metroid Prime: Special Edition that includes both Echoes and the original game, retrofitted with the control scheme from MP3: Corruption.

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Nintendo Gaming / RE: I think I know why Nintendo is holding back VC games
« on: December 15, 2006, 01:35:54 PM »
Seriously, the Wii hasn't even been out for a month yet.  If Nintendo releases a huge number of VC games all at once, there's going to be a mad rush all at once, putting a lot of stress on the servers and clogging their 'net pipelines.  And then everybody will be complaining about how long it takes to download stuff and how their download keep timing out.  Gamers will have a better experience purchasing titles when the online service isn't bogged down with hundreds of thousands of users downloading hundred of megabytes of data at a time.  And on the plus side for Nintendo, customers are more likely to buy more games over the long run if they're spread out over several months rather than if all of them are available right from day one.

All of this complaining is dumb.  It hasn't even been a single month yet.  Nintendo will release a few titles at a time, which makes sense from pretty much any perspective.  

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Nintendo Gaming / RE:Is the Wii remote really so unreliable in Zelda: TLP?
« on: December 15, 2006, 07:57:28 AM »
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As for Wind Waker, I certainly don't want to make it seem as though it was harder than TP.  I still think that it was rather easy, as well - even my 63-year-old mother could play it (she is just starting TP so I don't know how she compares the two).  However, there were a couple of boss fights in Wind Waker where I had to break out a potion, especially in the battle with the "sand-worm" boss (Molgera, I think).  You might be able to chalk that up to slightly less-responsive controls.


I thought it was pretty easy as well.  But if I hadn't played through Ocarina of Time a few times (as well as other 3D action/adventure games), then I might not have found it quite as easy.

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Finally, I think that it was mainly the jerky motions associated with lure fishing that inflamed my tendon.  Moderation is still a good idea, I think.


Perhaps...  Zelda doesn't fatigue my arms at all, but Wii Boxing certianly does.  Using a mouse is by far the worst in terms of causing tendon inflammation for me.  The only video game controller that I really need to be careful with is the Guitar Hero one.  Using the strum bar makes my forearm start to burn after a little while...

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As another aside, it is interesting to note the differing perspectives on what is considered to be "easy," or "intuitive."


I find it quite fascinating, and it reinforces for me that Nintendo is taking the right approach with the DS and the Wii.  The first video game system my wife spent much time on was the SNES (she's 2 1/2 years younger than me, but her family didn't have any game systems when she was young).  She played a lot of Zelda: LttP (to her it's the "original" Zelda), Link's Awakening on the GB adapter, Final Fantasy II & III, Breath of Fire, Super Mario World, Yoshi's Island, Super Mario RPG, etc.  An ex-bf had a PS1 and she played a number of RPGs and Civilization on there.  But no "true" 3D games (3D characters on pre-rendered backgrounds, yes, but those aren't really 3D) and just with the original controller with the D-pad and no analog sticks.  

She didn't play anything on Gamecube or PS2 until she met me, and it took her a long time to get used to analog control.  She really disliked it for a long time, preferring the D-pad.  I think it was Mario Party that got her used to the analog sticks, actually.  She got me an Xbox for Christmas in '04 and when she first picked up the Xbox controller to play, the first thing she said was "Wow, this has a LOT of buttons."  Now, it doesn't actually have any more buttons than the PS2 controller, but it looks like it does at first.  She finds the Gamecube controller the most intuitive of those 3 consoles.  And she's quite impressed with how intuitive the Wii controls seem to be.  She spends most of her video gaming time on my DS though (Brain Age)... I haven't had a chance to use it in a while.  :-)

My sister (who is about my wife's age) has pretty similar views on game controls.  She played the NES and Genesis games with me when we were young (and she was way better than me at Mario-type platformers) and a lot of PC RPGs and graphic adventures (Sierra & LucasArts games).  She didn't really ever play any of the PS and Saturn games when I got those systems, and I'd moved out by the time I got the N64, PS2, and Gamecube.  She likes D-pads and 2D graphics.  Analog sticks are touchier and modern game controllers are complex with a lot of buttons.  Free-movement 3D worlds are too disorienting.  

People like my wife and my sister are never going to spend money on a Playstation3 or Xbox 360.  But the DS or Wii?  Quite likely.  If nothing else, the stylus on the DS and the remote (as a pointer) on the Wii allow a pretty close emulation of using the mouse on a PC, and there are  a lot games that can be played solely with the mouse.

A Wii (and or/DS) version of a Civilization or Sim City game would be a brilliant move.


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Nintendo Gaming / RE:Is the Wii remote really so unreliable in Zelda: TLP?
« on: December 14, 2006, 05:54:58 AM »
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Originally posted by: Chiller
After lurking for a while, I have decided to join and add my two cents to this particular topic.  I have just finished TP, after about 40 hours of play (still need 3 heart pieces, and 10 poe souls, though).


I just finished it on Tuesday night, with a clock time of just under 60 hours.  I still needed to collect about 20 more heart pieces, 21 more poes, 8 more bugs, one more bottle and one more bomb bag.  And I barely did any fishing, actually...


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In regard to the controls, let me say that this was perhaps one of the easiest playing games I have ever played.  Now, I have been playing since '84, and have owned or played every widely available system, so I have a bit of experience.  I have also thrashed many control pads and joysticks over those years out of contempt for unresponsiveness.


Very similar background to me here.  Been playing videogames since my family got an Intellivision for Christmas in 1982 (I was 8 years old), and I've been a huge Zelda nut since I first played the original on my NES in late '87 or early '88.  I've also owned nearly every domestically-released console and gone through many different input peripherals (consoles and PC) in my quest for responsive, intuitive controls.

I didn't find Twilight Princess to be one of the "easiest playing games" I have ever played.  Well, it was easy in terms of the controls being intuitive and responsive, which let me actually focus on the game itself and not on coping with an input device.

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I must say that not once did I ever feel the urge to dash my remote at any point during the normal gameplay (level 8 of rollgoal came close).


The closest I got was when escorting the wagon from Hyrule Castle to the village.  I had to try it a good six times to finally get through.  Mainly because I had trouble getting the boomerang to lock on to the wagon instead of the orc-guys or the birds.  If the remote hadn't been strapped to my wrist (and if the system hadn't been an early Christmas present from my wife, who was sitting right next to me), I might have thrown it across the room.  :-)  Last time I threw a controller in a Zelda game was in Ocarina of Time.  Twice, actually.  The first time was after fighting that stupid Bongo Bongo in the stupid Shadow Temple and dying again, and the second time was during the fight with Ganondorf and I was having trouble reflecting his "balls of light" back at him.

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Nearly everything came with complete ease, with the sole exception being the shield-attack.  Ironically, the difficulty came, in a manner of speaking, from the ease of execution.  I found that my problem with the shield-attack came mainly from overzealous articulation.  For myself, the best way to get the most consistent result was to use a gentle pushing motion.  A simple shove forward worked nearly 100% of the time.  Only when I became too forceful did I find myself activating the spin attack instead.  So, chalk this up as another vote for the Wii control-scheme.


I agree with you -- sometimes a more subtle, gentle motion of the controller is all you need.  In the heat of battle, however, I find it easy to get caught up in it...

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Secondly, I would like to have seen an increase in difficulty.  I never died, or had to use a potion once - something I have never accomplished in any other game in the series, including Wind Waker.


I had a completely different experience.  In Wind Waker, I never died once although I did have to use potions once in a while.  I think I only had 13 heart containers when I finished the game, too.  The only spot where I came close to dying in Wind Waker was during one of the "puppet" phases of the battle at the end -- the centepedy thing.  However, I also hadn't played the game in several months and picked it up to try and finish it off so I was pretty out of practice.

I died quite a few times in Twilight Princess.  In fact, I hadn't seen that many "Game Over" screens in a Zelda game since Zelda II: The Adventure of Link.  Especially at the beginning of the game, enemies seem to do a lot more damage than then did in WW and hearts are dropped dramatically less often from enemies and pots/grass than they were in the previous few games.  And you take quite a bit of damage from falling into Lava or into a bottomless pit.  Red potions, soup, milk, and fairies heal fewer hearts as well.  

I honestly believe that the "easiness" of recent Zelda games is in a large part due to the players having played and replayed the previous games and just getting too good at them.  The Wind Waker is criticized everywhere for being too easy and definitely much easier than Ocarina of Time.  My wife has played and completed A Link to the Past 3 or 4 times but never played any of the N64 Zeldas.  I got her to try Wind Waker (which I found much easier than Ocarina of Time) and she found it too difficult to play.  She thought the controls were too complicated and difficult and the 3D world was too disorienting to navigate.

Those of us who have been playing video games for 20+ years and who were playing throughout the evolution of gameplay from the simple 8-bit games to the more complex 2D 16-bit titles and through the PlayStation/Saturn/N64 transition-to-3D-era (not to mention the concurrent transition to 3D games on the PC platform) have a significantly different perspective than those who missed part(s) of this gradual transition.  A game that would be truly challenging for us would most likely be unapproachable for new gamers or those who haven't really played games since the SNES.  I'm thinking mainly of adult gamers here -- children are generally more adaptable and primed to learn and those who grew up playing 3D games wouldn't encounter the same issues.  Twilight Princess was the most fun I've had with a game in years, and I felt more personally involved in the gameplay than in any other game in recent memory.  That's enough for me.


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Finally, if you have any sort of epicondylitis or other tendonitis in the arms, make sure to take a break once in a while.


I have pretty severe tendonitis in both arms from daily computer work and while using the mouse really starts to hurt my arm after a while, I haven't had any problems with the Wii remote yet.  Though Wii Boxing really makes my arms fatigued after a couple of matches.


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Nintendo Gaming / RE: Is the Wii remote really so unreliable in Zelda: TLP?
« on: December 13, 2006, 07:17:36 AM »
Just finished Twilight Princess last night (which was awesome) and I decided to toss Majora's Mask into the Wii today (Gamecube collectors' disc) since I never got very far into it.

Wow, do I ever miss the Wii controls on Twilight Princess.

I'm about 40-odd hours into Okami and I need to finish it off and played it today for the first time since I got the Wii on launch day.  Again, I'm missing the Wii controls and I'm fumbling all over the place.  Yeah, I'll get used to its control scheme again soon enough (other than the fact that the PS2's analog sticks aren't that great at the best of times) but I keep thinking how much cooler it would be if it were on the Wii -- and not just using the remote to control the Celestial Brush either.  I really like the feel of a controller piece in each hand, rather than holding the one controller two-handed.  I like having fewer buttons and using gesture-based controls to perform certain moves.

Well, basically I'm converted.  So when's the next Zelda due out on the Wii?  :-P

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Nintendo Gaming / RE: Is the Wii remote really so unreliable in Zelda: TLP?
« on: December 10, 2006, 01:30:06 PM »
Yeah, I almost never used the spin attack in previous games, except to cut grass or bushes.  I use it all the time in Twilight Princess because it's easy to pull off.

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Nintendo Gaming / RE: Is the Wii remote really so unreliable in Zelda: TLP?
« on: December 10, 2006, 07:10:55 AM »
I've got about 51 hours clocked in Twilight Princess so far, and I haven't had any issues with the controls being unresponsive.  I usually draw my sword with a quick wrist flick of the remote and it's never not done it.

The only "hiccup" with the sword control that I've experienced is that using quick wrist flicks to attack with your sword will sometimes make Link attack twice, as the remote registers movement twice, both when you flick the remote and when your wrist snaps back to its original position.  I find that larger motions actually tend to work better than just quick wrist snaps because you don't get that natural snap-back movement.

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Nintendo Gaming / RE: More Zelda-esque games
« on: December 02, 2006, 05:40:41 AM »
Okami is an incredible game and was definitely the best game I had played in 2006... until I got Twilight Princess.  Okami is pretty close though.

Having spent about 25 hours playing Twilight Princess on the Wii, I can say that Okami would have been even better on the Wii than it was on the PS2.  Loading times would probably be a lot faster too.  Okami definitely draws a lot of inspiration from the Zelda series, but has enough unique qualities to make it a game unto itself.  Quality-wise, it's as close to the Zelda games as any non-Zelda game of this genre has achieved.

The original Alundra on the PlayStation was an excellent game.  The sequel wasn't.  Alundra was frustratingly difficult in places -- while it did have some very challenging puzzles, a lot of the difficulty, like Landstalker before it, came from performing jumps in that isometric view.  It was really, really hard to get some of those jumps right, due to the viewing angle.

The first Dark Cloud was a very tedious and repetitive game, and the whole "water meter" was annoying.  The second game is pretty good, but the dungeons can get repetitive quickly.  It's still no Zelda, that's for sure.

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