Gaming [E3] The Legend of Zelda: A Link Between Worlds

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LoganK93

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God I hope this game doesn't dissapoint me. After Phantom Hourglass and Spirit Tracks I could use a good classic Zelda on a handheld.
 

LoganK93

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Oh no not at all. I'm worried about gameplay being too "easy" as nintendo has been doing lately. My favorite classic style games are the Oracle's and Link's Awakening. I just hope this game has that same kind of feel.
 

ForteGospel

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Oh no not at all. I'm worried about gameplay being too "easy" as nintendo has been doing lately. My favorite classic style games are the Oracle's and Link's Awakening. I just hope this game has that same kind of feel.
those game had hugeeeeeee maps, mostly because they were small areas connected in a grid, not sure if they will be able to get that kind of huge map if the overworld does not contains small areas combined together

by the way, i just rewatched the trailer, i do remember the "secret" area at 24 sec from the original aLttP
 

EzekielRage

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Already pre-ordered. I am a HUGE ALTTP fan so this is HIGHLY welcome. The original game had smaller maps, but two of them and the dungeons were spectacular. Since this game has mostly the same map (confirmed) and the dark world returns (also confirmed) and the demo dungeon was very creative (as per video) i think this one could excell :)
 

MarcusRaven

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Pink hair?
A-Link-to-the-Past.jpg
Link has pink hair in ALttP. Always made me think of Tomba. Lol.
 

LoganK93

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those game had hugeeeeeee maps, mostly because they were small areas connected in a grid, not sure if they will be able to get that kind of huge map if the overworld does not contains small areas combined together

by the way, i just rewatched the trailer, i do remember the "secret" area at 24 sec from the original aLttP

It seems all of the outdoor areas are from the original as had been stated. I noticed link's house, sahasrahla's hut, the entrance to the first dungeon, and that secret to name a few. And I'm not too worried about the map being small, although I do hope they find a way to go outside the bounds of the original LTTP map area and maybe have some new areas. Plus there's the whole dark world to think about and that could have undergone changes as well.
 

unz

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So I've been re-watching the video of that demo dungeon playthru posted back in April.


The orchestral soundtrack is absolutely GLORIOUS. :wub:
I hope this musical standard is what we can expect when the full game is released.
I will be plugging in my headphones and having an ear-gasm the entire time!

Also, THIS is the Zelda I really wanted to play, back when the N64 was released.
Sure, we got OoT and MM instead, and they were both terrific in their way, but LBW is the game I always wanted as a follow-up from ALttP.

21 years, guys. It's been a long wait. Roll on November!
 

Pleng

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Maybe it's a "casual mode"? Or there will be a veteran mode. I really hope they wouldn't make us basically have unlimited bombs.

I just can't understand this mentality? What on earth is so great about coming across a wall that needs blowing up, just to find out that you've run out of bombs so need to go slashing all the bushes trying to find one? Then not being able to find one so having to walk or transport yourself to the shop to buy some?

Or what about that boss you had to throw bombs into the mouth of. You run out of bombs and you have to go away, find some, and start again.

There's no 'skill' in that. It doesn't make the game harder, it just makes it a little bit irritating.

Same with bows and pretty much anything else I can think of.


That reminds me of an old Legend of Zelda game lol:sp:.

what's funny about that? It's supposed to!
 

pokefloote

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I just can't understand this mentality? What on earth is so great about coming across a wall that needs blowing up, just to find out that you've run out of bombs so need to go slashing all the bushes trying to find one? Then not being able to find one so having to walk or transport yourself to the shop to buy some?

Or what about that boss you had to throw bombs into the mouth of. You run out of bombs and you have to go away, find some, and start again.

There's no 'skill' in that. It doesn't make the game harder, it just makes it a little bit irritating.

Same with bows and pretty much anything else I can think of.




what's funny about that? It's supposed to!

I can see it from both points of view, I just like to conserve items for when I need them. It's only a preference.
 

unz

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I just can't understand this mentality? What on earth is so great about coming across a wall that needs blowing up, just to find out that you've run out of bombs so need to go slashing all the bushes trying to find one? Then not being able to find one so having to walk or transport yourself to the shop to buy some?

Or what about that boss you had to throw bombs into the mouth of. You run out of bombs and you have to go away, find some, and start again.

There's no 'skill' in that. It doesn't make the game harder, it just makes it a little bit irritating.

Same with bows and pretty much anything else I can think of.
Actually, that is a skill. You're being encouraged to be accurate and to conserve ammunition.
There's no skill in just spamming bombs and arrows until one happens to hit a target by chance.
 

Pleng

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Actually, that is a skill. You're being encouraged to be accurate and to conserve ammunition.
There's no skill in just spamming bombs and arrows until one happens to hit a target by chance.

Except in Zelda games there are loads of false positives. It's part of the game design - you SHOULD be trying bombs against walls that look suspicious. No, you shouldn't be blasting every wall you see laying bomb after bomb after bomb - but if you're the kind of person that's going to do that then you're not likely to get much fun out of the game in the first place.
 
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unz

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In ALttP, you could tap your sword against walls to check for hidden rooms. A solid wall would make a *tink* sound, but if there was a hidden room, the noise would be more like *tunk*. I LOVED that feature.

I don't know if that idea was carried over to later games, but the original Legend of Zelda gave no hints at all if an area was bomb-able, and it made ammo conservation so much harder.
 

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