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His praise for LoZ seemed odder to me than his criticisms of 3D or object permanence ("The spikes I saw when I entered the room hit me even though I wasn't looking at them?! Horse shit! Not fun!"). LoZ had 0 combat depth, no dungeon variety, no puzzles, minimal dialogue and no story. It's a series of 16 square bullet hell rooms, times 8 dungeons. The enemies and bosses all have the same strategy of "Attack it head on". In half an hour of silly rationales not once does he speak ill of LoZ for any number of perfectly legit reasons. I'm still not even sure if he liked LttP or not; he seems to hate it when he's talking about LoZ but love it when he's talking about OoT.His disdain for story or dialogue and misconceptions about what a puzzle should be also baffled me. Kill all enemies or bombing a cracked wall is apparently the apex of what we can hope to achieve, and having the player do so dozens of times is totally NOT repetitive and is completely fun. While using the 3D perspective mechanic to navigate and explore a room is stupid and silly. "If only they would make this particular puzzle that I'm describing, despite having just complained about exactly that room in the Shadow Temple earlier.I don't agree with him because I think his goals for a game are wildly different that what we might expect and his argumentative toolset is flawed.
Quote from: "Someone else"LoZ had 0 combat depth, no dungeon variety, no puzzles, minimal dialogue and no story Yeah okay, that's good.. It's a series of 16 square bullet hell rooms, times 8 dungeons Okay, sure, sure, that's good, maybe a bit too simplified.. The enemies and bosses all have the same strategy of "Attack it head on" Yes, you're right.. In half an hour of silly rationales not once does he speak ill of LoZ for any number of perfectly legit reasons. Because they're not design mistakes, even if they are legit complaints. The game is simple from the ground-level, and that's not bad. Top down with projectiles is not "bullet hell", LoZ barely classifies as a shooter, not sure where someone got that idea. "Attack it head on" feels more natural and daring than "use item to expose weak point", which helps in getting the "adventure feel" point across, but makes battles feel more brute-forced than when using your items to defeat a boss.
LoZ had 0 combat depth, no dungeon variety, no puzzles, minimal dialogue and no story Yeah okay, that's good.. It's a series of 16 square bullet hell rooms, times 8 dungeons Okay, sure, sure, that's good, maybe a bit too simplified.. The enemies and bosses all have the same strategy of "Attack it head on" Yes, you're right.. In half an hour of silly rationales not once does he speak ill of LoZ for any number of perfectly legit reasons. Because they're not design mistakes, even if they are legit complaints. The game is simple from the ground-level, and that's not bad. Top down with projectiles is not "bullet hell", LoZ barely classifies as a shooter, not sure where someone got that idea. "Attack it head on" feels more natural and daring than "use item to expose weak point", which helps in getting the "adventure feel" point across, but makes battles feel more brute-forced than when using your items to defeat a boss.