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Messages - Yoshidious

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126
Podcast Discussion / Re: Episode 235: Svevan
« on: March 22, 2011, 01:39:50 PM »
It's not like ALttP didn't have puzzles of its own, though.  Having to use the cape or the cane that protected you to cross spikes or using the Cane of Somaria in Turtle Rock, for example, or figuring out how to get to the Misery Mire by travelling in/out of the dark world, then using a specific spell a la Zelda 2.
 
Most of these were more "figure out how to do it then do it before the time runs out" sort of puzzles, like lighting all the candles at the same time.
 
I don't think Skyward Sword will necessarily abandon the "dungeon item being required to beat the dungeon" structure, but I do think (more hope) that the line between dungeon and overworld will make it seem less obvious and structured.  Think the dark forest in ALttP.
As I said during this episode, ALttP has some very memorable "Eureka!" moments in it (the example I referenced was bombing to create the shaft of light into the empty boss room in the Thieves' Town dungeon, which then reveals the boss when you take the prisoner girl into the light). However, the puzzles are not the "bread-and-butter" of the dungeons as they are in later Zelda games, and a good number of them seem rather straightforward now (like the time-limited ones you describe above). Remember, this discussion is all in relative--not absolute--terms, comparing Zelda games to one another.

The dark forest is an interesting example as the overworld in that case is almost part of the dungeon itself, as it contains several entry points and you have to travel between dungeon and overworld to make it through successfully. The only problem with this in ALttP is: if you die inside the dungeon you restart at an entrance, whereas if you die outside you appear atop the Golden Pyramid and have to make your way back to the forest; that discrepancy would probably need to be addressed if a similar approach were employed to dungeons in Skyward Sword.

127
Podcast Discussion / Re: Episode 235: Svevan
« on: March 21, 2011, 04:12:03 PM »
On the topic of dungeon designs post-Ocarina of Time, I will defend Twilight Princess to the end of the world in that regard. Say what you will about the similar structure and story conceit, this, that, and the other, but the temples are really wonderful. The Lakebed Temple remains one of my favourites in the series - it was an incredible moment when the core puzzle of directing the flow of water suddenly clicked with me. Several new items for the franchise too, which didn't happen so much with Majora's Mask or Wind Waker. I agree with the argument that the bosses do take the 'Rule of Three' a bit far, but hey, at least they're spectacles.

As I've said on a number of previous RFN episodes, overall I'm a pretty big fan of the dungeons in Twilight Princess. In terms of quantity, quality and variety, they constitute the best set of dungeons yet seen in the 3D games. There's just some fluff in there (the double hookshot issue I referenced on this episode being an example) that I think could benefit from being streamlined, and indeed the bosses could use with some freshening up.

Also, I think it would be beneficial to switch-up the typical dungeon structure (i.e. progress through rooms until you find a crucial item that opens up the rest of the dungeon, get the big key, go to boss) to lessen the predictability of each dungeon. Spirit Tracks does this to some extent by alternating between the typical item-based dungeons and the different levels of the Spirit Tower (which instead rely on the Link-Zelda co-operative mechanic) and it proved to be a refreshing change of pace for me, but the regular switching back-and-forth in dungeon style itself became predictable over the course of the game.

128
Podcast Discussion / Re: Episode 235: Svevan
« on: March 21, 2011, 02:18:33 PM »
Aonuma stated that he sucked at fighting in Zelda, he couldn't even beat the Octorocks in the original LoZ, that's why he changed Zelda to be all about puzzles and changed items from power upgrades into glorified keys. The old Zeldas were much more about combat, recent Zeldas have been way too easy on the combat side while overcomplicating it.

My recent experience with ALttP showed me that there was no shortage of items that functioned as glorified keys before OoT - the Power Glove lets you remove one kind of rock, the Titan's Mitt lets you move another kind of rock, the Book of Mudora opens the second dungeon, the Moon Pearl lets you retain your normal form in the Dark World, the medallions let you enter certain Dark World dungeons, etc.

The big difference from OoT onwards is how these key-like items need to be used. In ALttP, you might use them a handful of times at the most, or their use might be spread out thinly over the course of the game in a number of dungeons and the two overworlds. Conversely, in the 3D games it seems to me that sometimes the designers were preoccupied with trying to convince you that certain key-like items were something more than they really are, usually by making you use them over and over again in a concentrated fashion. I suppose if we applied the same philosophy to ALttP, there would be a room in a dungeon with a big maze of black rocks that you had to upturn one-by-one with the Titan's Mitt once you got it from the big chest--not exactly an appetising thought, and this is one reason why ALttP has a much more brisk and enjoyable pace than its 3D successors.

Having said that, I do have a strong appreciation for the more complex puzzles that have emerged in the Zelda series since OoT, and I certainly would not want that element to be lost in future games. What I'd like is for EAD to trim the fat of gratuitous item use, lessen the reliance of dungeons on individual items, and thus improve the pacing of the game significantly. As for combat, I hope that the motion controls in Skyward Sword will get us to a point where it is much more fluid and intuitive than the stiff fighting seen in OoT onwards, but at the same time it should clearly be more nuanced and involved than the rather simple action seen in something like ALttP. Along with (of course) creating a more engaging and dense overworld, these are the changes I'm looking for in Skyward Sword so it can perhaps synthesise the best elements of the 2D and 3D Zeldas.

129
Podcast Discussion / Episode 235: Svevan
« on: March 20, 2011, 06:04:05 PM »

An RFN co-founder returns to the show, and we talk about all the crazy games at PAX East.

http://www.nintendoworldreport.com/rfn/25753

It's been a very long time since RFN co-founder Evan Burchfield appeared on the show, and now he's back at Jonny's side to talk about games. But first, we have a brief post-mortem on last week's PAX East panel, plus an overview of everything we played at the convention, including 3DS demos, Ikaruga, Rock Band 3 (with the Squier guitar), Rare's NES offerings, ice hockey on Sega CD, and an obscure NES game called Xexyz.

In New Business proper, we catch up with Greg's exploits in Metroid Prime 2: Echoes (Wii version) and its spiritual predecessor, Zelda 3. Yes, I said Zelda 3, deal with it! Jon shows us his Pokemans, while James takes a big dump on Ubisoft's RUSE. Evan reports on all kinds of hallucinatory games such as Muscle March, Noby Noby Boy, and 3D Dot Game Heroes. Jonny brings it home with Dead Space 2, which owes more inspiration to Nintendo games than you might expect.

Your Listener Mail questions start by asking how to acquire that belle of the DS ball, Radiant Historia. We also discuss impulse purchases, the clickiness of 3DS buttons, and the best games to play with kids.


130
TalkBack / Re: Happy 12th Birthday, Nintendo World Report!
« on: March 10, 2011, 12:03:36 PM »
Greg is a handsome guy and I mean the real Greg not alien Greg

Unfortunately I (Alien Greg) have assumed the place of "real Greg" after banishing him to a life of service to The REAL Jon Lindemann as his personal biographer/hair stylist. It's a tough (some would say impossible) job involving a lot of seemingly unnecessary travel through geopolitical hotspots, but someone has to do it.

131
TalkBack / Re: Happy 12th Birthday, Nintendo World Report!
« on: March 09, 2011, 06:23:36 PM »
Greg, you want to keep your image concealed while at the same time satisfying the people on this forum who want to see your picture just get one of those scream masks and black cloak and then put the picture on this site. Problem solved.

Wear a Scream mask, really? If I just wanted to troll people who (inexplicably) want to know what I look like, I'd just take the poster art for one of Peter Jackson's early career gorefests and very crudely repurpose it to fit into this thread.

132
TalkBack / Re: Happy 12th Birthday, Nintendo World Report!
« on: March 08, 2011, 01:21:04 PM »
IF Greg looks like anything he sounds then he's probably a supermix of everything scattered around the UK.

I don't use my true voice for RFN, so there's very little to be inferred from this I'm afraid. However, I did actually submit a picture of myself for this lovely commemoration of NWR history, but it wasn't included for some reason. I guess I can just post it here though:




133
Podcast Discussion / Episode 233: Don't Try Too Hard
« on: February 27, 2011, 04:34:31 PM »

When I think about you, I teach myself.

http://www.nintendoworldreport.com/rfn/25488

Jon is back this week, with a vengeance! It's a Lindemann Blow-Out as he delivers new impressions for Killzone 3 (Wii-style), the brilliant Fluidity, Monster Hunter Tri as a husband-and-wife experience, and his new punching bag, New Super Mario Bros. Wii -- did you know that it's harder than Super Ghouls 'n Ghosts? James came prepared as well, delivering tons of info and thoughts on the upcoming Atlus DS game, Radiant Historia. Is it really comparable to Chrono Trigger? Could it be the last great RPG for DS? Find out on this episode!

The newest Virtual Console game in North America is a classic called Faxanadu, and Jonny explains why it should appeal to fans of Zelda II. He's also got a report on last year's Crackdown 2, a game that is both really fun and completely pointless. Greg bring it home with a surprise import (for him), Soul Bubbles. This little-known DS game was victim to poor marketing at its launch, but Greg explains why it's worth tracking down a copy.

In Listener Mail, we address your concerns on important issues of the day. There's a pair of letters about 3DSWare and the May launch of eShop (coming to Wii?). A new listener inquires about the difficulty of Donkey Kong Country Returns and whether we're interested in Marvel vs. Capcom 3 and Super Street Fighter IV 3D Edition. We cap off this episode with a discussion of eye strain, vision problems, and tangentially, 3DS marketing.


134
Podcast Discussion / Re: Episode 231: Lords of Lightning
« on: February 14, 2011, 12:32:10 PM »
It's really unusual for RFN to come out on Monday morning (UK Time). I was furiously hitting refresh on iToonz at 11pm and still nothing then gave up and went to sleep. Then got up at 5am to grab it.

The episode went live right around midnight GMT, just under two hours later than last week. I would have liked to get it finished earlier but this week's episode was a big edit and I had a busier Saturday than normal.

135
Podcast Discussion / Episode 231: Lords of Lightning
« on: February 13, 2011, 07:11:14 PM »

Gaming slows down, at least for the employed contingent, and our Listener Mail "lightning round" is anything but.

http://www.nintendoworldreport.com/rfn/25349

First up this week is a brand new, patented rant by Mr. James Jones. He's got beef with the atrocious Wii version of H.A.W.X. 2, which apparently somehow escaped Tom Clancy'sTM scrutiny. Greg concludes his journey through Mega Man ZX Advent, while Jon reports on the Killzone 3 multiplayer beta. Jonny, who has way too much free time at this juncture, recounts last week's Goldeneye WiFi night, revisits the ingenious Fluidity, dulls his praise of Sonic Colors, and heartily recommends a $3 RPG curiously titled Cthulu Saves the World.

In segment deux, we try catching up on Listener Mail with a "Lightning Round" edition. Naturally, we only managed to cover 2/3 of the selected letters, but it's still slightly faster-paced than usual. Check out our hurried responses re: upcoming game anniversaries, a brutal affliction, 3DS frame rates, Pilotwings, the original Zelda as an open-world prototype, Virtual Console transfers, feedback on recently-discussed games, and the biggest games industry mistake of 2010.

Next week, we return to Ogre Battle 64 and finish up RetroActive #16 -- leave your comments about the game in this magical forum thread before Thursday for your post to possibly (probably) be quoted on the show! Also, don't forget about our return to sexy, sexy meatspace at PAX East, now less than a month away. We shall see you there, yes?


136
The people saying this game looks good must be playing on VC.  It's not so pretty on my n64 hooked up to my plasma with composite cables.

I'd be surprised if anything hooked up to a plasma TV via composite cables looks good, much less an N64 game running in 320x240. I'm sure the upscaling to 480p on Virtual Console along with the use of component video makes a very appreciable difference.

137
Podcast Discussion / Re: Episode 230: Amazing Discoveries!
« on: February 07, 2011, 09:50:08 AM »
Are there any spoilers in the podcast for 999? I have finished both the coffin and safe endings.

There are no 999 spoilers to worry about. James discusses how the endings differ from one another while also fitting together, but without going into specifics.

138
Podcast Discussion / Re: Episode 229: Unicron-Approved
« on: January 31, 2011, 12:09:12 PM »
We ALWAYS bring up Chrono Trigger when Jon mentions his backlog. Actually, he's usually the first to mention it. I guess Greg cut it out for time.

James brought up Chrono Trigger of course, but it was lost in a cacophony of cross-talk as Jon attempted to defend himself and the rest of us taunted him, so it didn't end up in the final edit. Rest assured, we'll never let Jon forget his responsibility for saving the world from Lavos...eventually.

139
Podcast Discussion / Episode 229: Unicron-Approved
« on: January 30, 2011, 04:44:17 PM »

Jon sheds crippling responsibility and begins to whittle at his backlog.

http://www.nintendoworldreport.com/rfn/24973

We had so much fun recording this episode that it was hard to stay on topic. In New Business, Jonny's current unemployment has provided him excessive free time with which to complete multiple games and even test the waters with FFCC: The Crystal Bearers and the shamefully hilarious Bulletstorm demo. James hops in a few minutes late to share updates on Goldeneye and 999: 9 Hours, 9 Persons, 9 Doors. Greg's dalliance with Transformers: War for Cybertron takes us into hilarious 80s nostalgia. Jon shows appreciation for the first Dead Space and finds multiple euphemisms in the critically acclaimed PSN title, Shatter.

Part Deux kicks off with a brief analysis of Sony's "NGP" handheld announcement, and how we think the system will stack up to Nintendo's own 3DS. Listener Mail follows with your questions and comments about anti-Nintendo GOTY awards, a scholarly defense of Sonic, a royal wedding (what?), DK: Jungle Beat, Scott Pilgrim, and Tomena Sanner. Did you get all that?

Don't forget that RetroActive #16 starts on next week's episode -- play along with us and discuss Ogre Battle 64 in the official forum thread! (It's also a great place to get help with strategy.) And be sure to book your travel and get registered for PAX East; the RFN panel is on March 12 at 10:30am. We'll see you in Boston!


140
Podcast Discussion / Episode 225: Start Spreadin' the News
« on: January 02, 2011, 01:11:56 PM »

RFN kicks off 2011 by catching up with your Listener Mail.

http://www.nintendoworldreport.com/rfn/24643


It's a new year but RFN gets 2011 underway with a classic episode format and the cast you know all-too-well by now. Jonny's still on the road (calling in this week from the Big Apple) so Greg handles the hosting duties, beginning by taking us through a (relatively) brisk round of New Business, in which Dr. Metts once again demonstrates his mastery of physics by besting VVVVVV, a retro-styled, gravity-flipping puzzle-platformer. Also, James goes on the trail of dream thieves and flea murderers in the bizarre Touch Detective, Greg looks back at Donkey Kong Country 3, and Jon hits upon his "broiest" game yet with Resistance Retribution.

After the break it's time for us to catch up with your questions in Listener Mail, beginning with a look at the state of WiiWare—suddenly a hot topic in the wake of the recent cancellation of Super Meat Boy and the delay of Retro City Rampage. Next, the crew discuss the apparent demise of region-free portable gaming before wrapping things up by debating the causes of "fluff"—unsatisfying additional content—in games such as Kirby's Epic Yarn and Metroid Prime 2. Next week: Jonny and Lindy together in person!


141
Podcast Discussion / Episode 224: Boxing Day
« on: December 26, 2010, 11:36:31 AM »

The regular RFN crew celebrates three years of doing this crazy show together.

http://www.nintendoworldreport.com/rfn/24597

On the last RFN episode of 2010, we catch up on holiday game impressions in New Business and finish up RetroActive #15 with detailed comments on story and gameplay developments in the latter depths of The World Ends With You. This show also marks three full years with the current podcast crew -- Jonny, James, Jon, and Greg. When we return in 2011, we'll have bold predictions for the new year and a big pile of your Listener Mail. Happy New Year!


142
Podcast Discussion / Re: Episode 223: This Story is Happy End
« on: December 20, 2010, 09:25:08 AM »
Greg (understandably) cut a lot of toilet humor for this episode.

I prefer to look at it in more of a toilet-bowl-half-full kind of way--some of it was still in there! In fact, one of the more tasteless exchanges in this area was not removed by choice; we recorded a sort of disclaimer to be used if James couldn't last out through the entire show, which of course he did, meaning a discussion of his "deep" voice had to go (say no more).

On the fan service point, I agree that this was an exceptionally great year in that regard, but I'd stop just short of giving Nintendo perfect marks, given their stubbornness in regard to control options in games like DKCR and Metroid Other M. I hate to beat a dead horse, but if Nintendo really had the concerns of heavy users in mind, those games would have supported the Classic Controller, and in Metroid's case, the nunchuk.

I agree on this point - I actually had this down as one of my reasons for not going higher than a B+ for this year's fanservice grade, but I failed to bring it up during the "on-air" discussion. I feel especially strongly about the DKCR issue - if CC support is so simple in this case that it can be implemented via Homebrew after the fact, Nintendo is not just being unresponsive but outright defiant in the face of fan complaints.

143
Podcast Discussion / Episode 222: Faux Badassery
« on: December 12, 2010, 12:36:07 PM »

After an epic live event last weekend, you'd think we might take it easy with a short follow-up show. But if you'd think that, you don't know us very well.

http://www.nintendoworldreport.com/rfn/24531

Though we only recorded this episode a few days after RFN Live, there was still plenty to discuss. James didn't get to his own New Business on the live show, so he kicks off that segment with Golden Sun: Dark Dawn and Donkey Kong Country Returns. Greg also shares some final thoughts on DKCR and tells horror stories about Ghosts 'n Goblins on Virtual Console Arcade. Jon looks back at an early Wii game, SSX Blur, and also shares his thoughts on the controversial Gran Turismo 5. Jonny offers raving impressions of Fluidity, Nintendo's latest WiiWare release, and his first real Halo experience with the recent Halo: Reach (it's a little bro-ey).

In Listener Mail, we look for a cure for "Lindemann Syndrome" -- when you buy more games than you have time to play. We also jump into the heady topic of whether kids should play M-rated games, whether people should get married on very important podcast dates, and whether Dragon Quest X will really come to Wii.

RetroActive will conclude soon -- if you've played The World Ends With You and haven't yet posted your thoughts in the official forum thread, please do so!


144
Podcast Discussion / RFN Live: The Recording (Part 3)
« on: December 11, 2010, 11:02:45 PM »

If you missed our epic live charity telethon, don't worry! We recorded the whole thing for you -- all 6.5 hours!

http://www.nintendoworldreport.com/rfn/24530

Note: This is part three of three.

On Saturday, December 4th, 2010, the staff of Nintendo World Report hosted a live telethon-style audio broadcast based on the format of our Radio Free Nintendo podcast. The goal was to raise money for a wonderful charity called Child's Play. (Our donation drive is over now, but you can still contribute to this great organization all year long by visiting the official Child's Play website.) In case you missed the live event, or if you were there and want to relive the glory on your computer or MP3 player, we now present a complete recording of the event (with much thanks to Karl Castaneda for managing the recording and post-production on these files). The event ran for over six hours, but we have split the recording into three segments of about two hours each. As you'll hear Karl explain, the audio quality and overall tightness isn't nearly the same as you've come to expect from RFN, but the live format offers many of its own charms and opportunities instead. We hope you enjoy it, and thanks again to everyone who donated and helped to make this awesome event so successful!


145
Podcast Discussion / RFN Live: The Recording (Part 2)
« on: December 11, 2010, 10:59:52 PM »

If you missed our epic live charity telethon, don't worry! We recorded the whole thing for you -- all 6.5 hours!

http://www.nintendoworldreport.com/rfn/24529

Note: This is part two of three.

On Saturday, December 4th, 2010, the staff of Nintendo World Report hosted a live telethon-style audio broadcast based on the format of our Radio Free Nintendo podcast. The goal was to raise money for a wonderful charity called Child's Play. (Our donation drive is over now, but you can still contribute to this great organization all year long by visiting the official Child's Play website.) In case you missed the live event, or if you were there and want to relive the glory on your computer or MP3 player, we now present a complete recording of the event (with much thanks to Karl Castaneda for managing the recording and post-production on these files). The event ran for over six hours, but we have split the recording into three segments of about two hours each. As you'll hear Karl explain, the audio quality and overall tightness isn't nearly the same as you've come to expect from RFN, but the live format offers many of its own charms and opportunities instead. We hope you enjoy it, and thanks again to everyone who donated and helped to make this awesome event so successful!


146
Podcast Discussion / RFN Live: The Recording (Part 1)
« on: December 11, 2010, 10:42:59 PM »

If you missed our epic live charity telethon, don't worry! We recorded the whole thing for you -- all 6.5 hours!

http://www.nintendoworldreport.com/rfn/24521

On Saturday, December 4th, 2010, the staff of Nintendo World Report hosted a live telethon-style audio broadcast based on the format of our Radio Free Nintendo podcast. The goal was to raise money for a wonderful charity called Child's Play. (Our donation drive is over now, but you can still contribute to this great organization all year long by visiting the official Child's Play website.) In case you missed the live event, or if you were there and want to relive the glory on your computer or MP3 player, we now present a complete recording of the event (with much thanks to Karl Castaneda for managing the recording and post-production on these files). The event ran for over six hours, but we have split the recording into three segments of about two hours each. As you'll hear Karl explain, the audio quality and overall tightness isn't nearly the same as you've come to expect from RFN, but the live format offers many of its own charms and opportunities instead. We hope you enjoy it, and thanks again to everyone who donated and helped to make this awesome event so successful!>


147
Podcast Discussion / Re: Episode 221: Prelude to Epicness
« on: December 09, 2010, 03:24:29 PM »
By the way, what was the boss in FF4 that Greg couldn't beat? It seems so out of character for him to give up on a challenge.

Who says I've given up? I'm just taking a (very very extended) breather. One day...I'll get that Golbez when he least expects it...

148
Podcast Discussion / Re: Episode 221: Prelude to Epicness
« on: November 29, 2010, 03:23:53 PM »
During the podcast, it did at first sound like the money was going to NWR. Mostly because Jonny mentioned the extra bandwidth costs, and that people would pay to offset it. It doesn't immediately follow that the money will be a donation.

Having edited the episode, I can confirm that Jonny said we will make recordings of the live show "available to anyone who donates" prior to mentioning the additional bandwidth costs and so forth. So, while obviously I can't argue with the fact that you heard it that way Nathan, I think Jonny made it very clear that he was talking about money going to Child's Play even before discussing the logisitical and cost reasons for limiting the availability of the recordings.

149
Podcast Discussion / Re: Episode 221: Prelude to Epicness
« on: November 29, 2010, 01:15:27 PM »
I'd actually put it this way: "you'll give money to benefit ill children and like it!" I guess it's up to each person whether or not they consider this to be setting a dangerous precedent for the future; charity, as you know, is like gravity--all it takes is a little push...

150
Podcast Discussion / Episode 221: Prelude to Epicness
« on: November 28, 2010, 11:19:31 AM »

We sneak in one more podcast before the big event and discuss The World Ends With You.

http://www.nintendoworldreport.com/rfn/24488

We recorded this show on Black Friday, but it's not about Thanksgiving, shopping, or even football. We start with an extended preview of the big upcoming charity event, RFN: Doin' It Live... For the Kids! Find out what to expect on this epic live podcast, and why we're supporting Child's Play.

The second part is devoted to our RetroActive feature, with the initial discussion of The World Ends With You. This is one of the most interesting games yet for RetroActive, and indeed, it's probably one of the most unusual games ever made. Mysterious, complex, and eventually very satisfying, this is an RPG unlike anything you've seen before. Although Jon couldn't make it to record this week, we even have some comments from him in absentia.


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