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Messages - TheAuthority

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Nintendo Gaming / Re: NWR Super Mario Maker Level Share Thread
« on: September 12, 2015, 04:12:14 PM »
I'm quite proud of this effort:


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I tried to make it like a "normal" level, rather than basing it on a gimmick or idea. It does have lots of secrets though, and a boss battle to finish. "Castle Assault, Multiple Fronts" it's called.


This one is sort of inspired by Special Zone 2 from Mario World. It was my first effort:


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Mario Maker is fantastic. I miss Chargin' Chuck though.

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I'm travelling and will miss the live podcast but hoped to get in a few comments before it starts.

I never got into Twilight Princess for some reason back in 2006, and it has since sat at the top of the backlog of shame, so this retroactive provided me with the motivation to play it to the end.

On the whole I really enjoyed it, and regret not playing it when I bought it eight or nine years ago. As others have said it has some of the best Zelda dungeons. And contrary to some other opinions I think the graphics have aged mostly fine. In dungeons and in certain environments the graphics still look great, but in the twilight world especially it looks like, as Mr Lindemann said on the podcast, someone smeared Vaseline all over the screen. On the whole though I like the graphics. And Midna is comfortably the best sidekick character in any Zelda game.

The overall excellence of the game can override, but not hide, the many many niggling little flaws it has. Principally I think the problem is that of brevity. This game wastes so much time. The starter village made a really bad first impression when I first played it in the mid noughties. And having now finished the game it seems all the more absurd because it doesn't even teach you anything that you need. When do you ever use the hawk\basket trick trick again? Many of the in-between dungeon quests were unnecessary padding, but that isn't unusual in a Zelda. What really got on my nerves though is the constant interruptions to the flow of gameplay in the form of micro cutscenes. Yes Midna, I can see there is a f***ing open window. The game obtrusively holds your hand in a manner reminiscent of Skyward Sword.

A second major problem I found is the muddled storyline. I think it had the makings of a great story and it had some moments of real greatness but it just never did anything with them. For example there was a cool cutscene about a third into the game which established that the fused shadows were very dangerous and corruptive, but they never really went anywhere with that. And having Ganondorf pop out of nowhere as the big bad is just as feeble as having a game called the Legend of Zelda which barely features Zelda and doesn't really establish who she even is.

I think the game could have benefitted from some editing and a few months of extra work but I don't want to be too negative because of course I really enjoyed it, and that's the main thing. I suppose its just easier to start with 10\10 for a Zelda game and work backwards.

I'm in a bit of a hurry or I might have presented my thoughts a little clearer. Good luck with the podcast in a few hours guys.



Oh another thing. They seems very proud of their ability to flood the screen with characters in this game. Hundreds of spiders are not fun. They are a chore. Same goes for the puppets in the lost woods. They offer so little resistance they might as well not be there.

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