Should have been called The Legend of Link just to perpetuate the confusion
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The biggest missed opportunity this century.
The Legend of Zelda: Crashing the local economy by cloning goods and services.
Philips walked so Nintendo could run.
Anyone want to explain what Nintendo Direct is?
It's just what they call their own short display of new games and updates.
I thought it was their version of online play. Why was I downvoted for asking a question?
Could be because you replied to a random unrelated comment, instead of commenting on the post itself, or because you could've just looked it up easily, or maybe people thought you were being snarky somehow (especially since you were replying to somebody)
why does everything have to look like plastic ? I dig the echo mechanic but the art direction totally rebuffs me
This recycles the graphics from the Link's Awakening remake, for which it was already divisive, yeah.
OTOH, it's a great way to make it look teensy-tiny, especially with the built-in tilt-shift.
I don't know the context. I get that consistency can be important. It would be so easy however to give it a beautiful cell shaded treatment, the toy look would lend itself well to it
To my eyes, Pokemon also went clay/plastic when they moved from 3DS (USUM) to Switch. I hope Nintendo moves on from this look. I want to see something in the style of Windwaker, personally.
Seems pretty clear to me: they’re going after the Lego and Minecraft crowd. That is, little kids.
This looks interesting. I’ll definitely be buying it day one. I first thought it was going to be a remake of ALTTP or OaA/OoS in the style of Link’s Awakening. I never thought we’d get a Zelda game where you play as Zelda.
I wanted to be Sheik :(
I also want to be Shrek…
Was hoping that Zelda will be learning various type of spells like fire, ice, etc. But it look like just creations, not a fan. But I'll wait for reviews and watch other plays it first before considering it.
It looks like you'll echo fire, ice, etc.
I mean, I dunno. I was sort of okay with the link's awakening remake using this aesthetic, because it was a one off game, but it does sort of strike me as a very like, default, low rent kind of appearance, and the item and enemy copying ability also strikes me as something that's not that interesting, and not as interesting as the normal zelda dungeon by dungeon kind of scheme. A good portion of the things you're gonna copy are probably going to have exceedingly similar behaviors, they're going to be functionally identical.
It's obviously a copy, ironically, or maybe an extension, of the design philosophy behind the recent two big zelda games, and this one's adapted it to a lower budget 2D game. I dunno, I'm still not in love with the idea as a whole, and that's kind of after two big games. I dunno if it's really ever gonna be on the level of, say, portal, or something, right? Which is a weird comparison to make, but I do feel the need to make it. I've never really found physics puzzles to be that interesting, which is gonna be what a lot of games that try like, universal mechanics, are going to have to cowtow to, because physics systems are theoretically infinite even though they actually do have a relatively small set of constraints, right. I've also never really enjoyed stacking boxes on top of one another as a solution to a puzzle, despite that being omnipresent in every good immersive sim, which is weirdly what I would kind of peg the modern zelda design philosophy as belonging to.
I dunno. I feel like the change in style has been kind of hard for me to pin down. It's very obvious in a difference of feel, right, but in terms of formally locking down the actual difference, I can't say I've really found much that's all that weird about it. Sure, you can theoretically use whatever ability, anywhere, at any time, to make any vehicle, or scale any platform, stuff like that. But 90% of the time, it's going to be totally useless as an ability. You're going to fall into a couple of discrete, routine behaviors, even given an "infinite" ability that you're just sort of, free to use and abuse like that.
Compare this to a conventional zelda tool, which is not generally usable anywhere, right. You can use the hookshot to stun or damage enemies, right, you can use it to grapple onto a discrete set of platforms, but outside of that it's not gonna be too useful. I don't see that as being all that different from like. Ahh, well, with this ability, you can paste together two pallets! It's effectively the same, they're gonna come with a pretty similar set of constraints and behaviors.
I feel like, to me, a lot of the fun of emergent mechanics comes from eeking out solutions to puzzles that designers probably haven't thought about at all. Sometimes you can basically sidestep a challenge that otherwise you would've had to do, and in that way, it feels very much like a casual version of a speedrunning trick, or, it's something that rewards your cleverness, or your understanding and mastery of the mechanics beyond even what the designers might anticipate. I like that much less when it feels like the designer doesn't have a set, like, idea of a solution to a puzzle. When they've just given me all the tools, and then they tell me to go nuts, I don't feel as though I'm circumventing anything, I just feel as though I'm doing the puzzle as god intended. There's probably also some amount of, if everyone's super, then no one is, going on there. If every puzzle is some puzzle I'm able to circumvent with clever rules lawyering or mechanics abuse, then it gets older, faster.
So I dunno. I really like the third banjo kazooie game, it was probably ahead of it's time, if this is the kind of direction we're going in now, and obviously I have some level of nostalgia for it, because the 360 was my formative console, because I'm a zoomer. Feel old yet? At the same time, the first two games were probably just straight up better games, if I had to actually be honest with myself. They have wider appeal, and even if you just have an ability that you can only use on a specific pad, with a specific symbol, and 95% of the challenges can only be conquered how the game designer intends, it's probably still gonna be better and have more broad appeal than having to either come up with a discrete set of vehicles, use the defaults, or else spend like 50% of your game time in the vehicle creation menu constructing increasingly niche vehicles to better perform the specific task.
I dunno. You see what I'm getting at, though?
Bro what?
I dunno.
Looks like it has potential, but I'll wait for reviews before getting too excited.
Looks like Legos. Meh.
Uh, Playmobil?
Of all the UIs to use for selecting what to build, they chose the Netflix carousel.
I'm still waiting on playing Breath of a Wild
What for? It's not like any more updates are planned.
Im waiting to finish Skyward Sword