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Post by Nester the Lark on Jun 21, 2023 14:20:17 GMT -5
OK, full (and lengthy) thoughts.
Saying the Direct was "slim pickings" was maybe a little harsh. They showed plenty of good things, but nothing terribly Earth-shattering for me.
I was surprised to see both Shinya Takahashi and Yoshiaki Koizumi hosting it. Yeah, Koizumi is the "Mario guy," but for all those Mario announcements, it doesn't seem like he actually introduced them much. Still, I like seeing him, and with that WarioWare bit, I'm happy to see that Nintendo can still have a little bit of fun in their Directs.
So, yeah, all those Mario games. And a Luigi game. And a Wario game. And a Peach game. Makes sense considering the success of the Mario movie.
I loved Super Mario RPG on the SNES, but I don't plan to get the remake. I wonder if this is intended to pick up the slack for the Paper Mario games not being RPGs anymore, and Alpha Dream not being around to make more Mario & Luigi games. Could this be the beginning of it becoming its own series?
Interesting to see a new WarioWare game so soon. I guess Get It Together must've been successful.
I'm wondering what that new Princess Peach game will be like. The stage seems to be a theme. I don't think it will be like the old Super Princess Peach game.
So, all four Pikmin games will be available on Switch. Miyamoto is trying really hard to make Pikmin a thing. I've still only played the first one on GameCube. It was always in the back of my mind to try another one, but I just never really bothered.
I want to mention the Metal Gear Solid collection only because it includes the non-canon NES game Snake's Revenge. I was joking recently on Twitter that since Hideo Kojima is gone, Konami should reboot Metal Gear as a continuation of Snake's Revenge. I'm kind of impressed that Konami included it, and it probably wouldn't have happened if Kojima was involved.
Ah, the annual Just Dance. I know it's kind of a joke, but I was thinking how this was a series that started off on the Wii, and was a gimmick to take advantage of the motion controls. Yet, it's still going all these years later. I imagine they don't cost that much to produce, but they keep selling.
I guess the most interesting game for me in this Direct is Super Mario Bros Wonder. This looks like the best "modern" 2D (or 2.5D) Mario game yet. The classic Mario games had their own sense of "wonder" to them at the time, whereas the "New" SMB games relied more on comfortable familiarity. The "wonder" was reserved more for the 3D Mario games. By using the word "Wonder" in the title of this new game, I hope that means they're trying to bring that sense of wonder back to the 2D games.
I like how the perspective of the characters now resembles what the 2D sprites used to look like, rather than the generic side perspective of the "New" series. It reminds me of how they handled the graphics in A Link Between Worlds.
It's interesting that Daisy is a playable character. I wonder if there are others that haven't been announced yet, like Rosalina, or if there will be more added via DLC. (EDIT: I just noticed in the trailer that it looks like you can also play as Yoshi.)
Side note: It's interesting that new 2.5D Mario and Sonic games are coming this year, and they both have similarly colorful, vibrant graphics with a cute style, plus 4-player co-op. It's hard not to draw comparisons. I know Sonic Superstars is being developed by Arzest, but I hope it turns out OK. Both games are really appealing to my childhood nostalgia.
Overall, it was a decent Direct. Not much for me personally, but it was entertaining. I'll give it a C+.
Last note: Metroid Prime 4 is still completely M.I.A. There hasn't been any mention of it since 2021 when Metroid Dread was revealed. Retro Studios is still hiring new talent. It's been six years since the game was first announced, and over four years since development was restarted. It's pretty clearly in development hell at this point.
I know Nintendo announced it early to assure people about the types of games that were coming to Switch, but now it puts them in the awkward situation of not really being able to cancel it. Some people think Nintendo is just saving it for the launch of the next platform. There's also still time to reveal it for Switch before the end of the year. But there's been less reveled about it than there was for even Tears of the Kingdom in the past five years.
I'm not personally invested in it, but I am curious about it, and I feel kinda bad for the fans being strung along all this time.
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Post by Nester the Lark on Jun 20, 2023 10:36:53 GMT -5
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Post by Nester the Lark on Jun 20, 2023 10:24:17 GMT -5
I’ve been thinking more about why I enjoyed Engage as much as I did, and another major factor is that it was the least-stressful Fire Emblem game I’ve played. I think it was due to a combination of playing on Casual mode, having infinite rewind, non-degradable weapons (Take that, Tears of the Kingdom!), and the more lighthearted tone. I felt like I was free to experiment without having to worry about severe penalties.
Three Houses did have some of these things, but it still felt a bit stressful. I played it in Classic mode, but frankly, I can’t imagine my experience would’ve been any different had I played it in Casual mode. Maybe I still had a hangover in my mentality from going straight into Three Houses after playing the old school Fire Emblem games, bypassing the 3DS era entirely.
Engage's Somniel did slow things down a bit, but for some reason, I didn't mind it as much as Garreg Mach in Three Houses. Maybe it's because it wasn't as big, and had a more pleasant atmosphere. Also, there was no classroom simulator.
Either way, I think a lot of things with Engage just fell into place for me. More of what I liked, less of what I didn't.
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Post by Nester the Lark on Jun 19, 2023 21:03:11 GMT -5
Baten Kaitos I & II is due out September 14.
That's less than a week before The Legend of Nayuta. I might not get Baten Kaitos at launch anyway. Given the track record of Bandai Namco's HD remasters, I might want to wait to see what the quality is like.
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Post by Nester the Lark on Jun 16, 2023 9:04:35 GMT -5
My Fire Emblem Rankings This is something I've been working on for a while. I hoped to get it done earlier, but then Tears of the Kingdom came out. Anyway, until recently, it's been tricky for me to pick a "favorite" Fire Emblem game, as there wasn't a particular one that stood out above the rest. But after playing Engage, I decided to challenge myself and try to rank all eight Fire Emblem games I've played so far. I think I've come up with a list that I feel mostly comfortable with. 8 - Fire Emblem: Shadow Dragon and the Blade of LightAdmittedly, I have never cleared this one. But I have put about 30 hours into it across various restarts. I appreciate it for what it is: a look back at where the series began. I'm not sure if I would've enjoyed this had it been localized back in the day, but it still gives me a sense of nostalgia for that era. That's all I really expected from it. 7 - Fire Emblem: Three HousesI feel a little bad placing this one so low. I respect its ambition and experimentation, but ultimately, I find it too much of a slog to play through. It downplays the traditional strategic FE gameplay in favor of other gameplay elements that I don't find engaging. I did manage to play through two of the four routes, but that did more to affirm my misgivings. An attempt at a third playthrough went nowhere. 6 - Tokyo Mirage Sessions ♯FE EncoreThis is a difficult one to place due to it being an entirely different type of game, so it's hard to compare with "proper" FE games. Just based on pure entertainment value, though, I enjoyed it quite a bit for its story, humor, and gameplay. However, I wish its ties to Fire Emblem were a little stronger. 5 - Fire Emblem: The Blazing BladeI feel a bit sentimental about this one because it was the first Fire Emblem game I played. After having known about the series from coverage in Nintendo Power magazine in the '90s, it was a cool feeling to finally be able to play it. I enjoyed it, but it took me about 16 years to finally beat it because it turned out I was not good at Fire Emblem. 4 - Fire Emblem: Shadow DragonFor me, this is a much better way to experience the first Fire Emblem. It maintains the simplicity of the original, but feels much more polished and playable. It has its flaws (and in my case, playing it via the Wii U Virtual Console meant holding the Gamepad in an uncomfortable way), but I appreciated the "purity" of the old school gameplay. 3 - Fire Emblem: Path of RadianceEvery other Fire Emblem game on this list I had played through at some point within the past five years, but it had been over a decade since I first finished Path of Radiance in 2011. I recently went back and played through about a third of it to refresh my memory, and I was surprised how well it held up. Given a full playthrough, I might even bump it up a notch. 2 - Fire Emblem: The Sacred StonesWhile this one is usually compared with Gaiden, it's also a step towards modern FE with its world map, branching paths, class options, skirmishes, and side content. In my case, I played it on Wii U Virtual Console, and the save state option was like a type of rewind. Maybe because of these things, it's what I would default to if I tried to pick a favorite FE. At least until... 1 - Fire Emblem EngageI've been trying to put my finger on why this game clicked with me more than the others. It's not ambitious and experimental like Three Houses, but it is a finely polished traditional experience. In that sense, this is like a "comfort food" FE game. The classical fantasy story and lighter tone are also things that appeal to my personal tastes. It just felt really good to play, and ended up being the best FE experience I've had yet. I'm looking forward to doing another playthrough of it.
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Post by Nester the Lark on Jun 10, 2023 10:03:47 GMT -5
Crafting is really dependent on whether one likes creating things in games. The general market says yes. And whether the Korok puzzles are fun is directly linked to this. Similarly, whether one likes physics puzzles would determine whether Korok puzzles and shrines are fun. Again, the general market says yes. This is especially in today's environment of online videos showcasing all kinds of absurd setups. I don't really mind the physics puzzles. It's the crafting that goes with them. But there's another type of shrine I also don't like: the proving grounds. In these shrines, all of your equipment is taken away, and you have to start from scratch. (You do get to keep stamina and heart containers, at least.) I understand why they do this -- to balance the challenge -- but then that also undermines why I built up my equipment in the first place. A lot of shrines are treated as tutorials, and I guess that's fair enough. In BotW, there was a single shrine used as a combat tutorial, and the devs probably thought people would easily stumble upon it early in the game. But it turned out that not everyone did, so some people went through a majority of the game not knowing about Perfect Dodges or Flurry Rushes. The best shrines, in my opinion, are the ones where simply getting to them is considered the challenge, and you're given your prize immediately upon entering. At least there are more of these in TotK than there were in BotW. For me, the main use of the shrines is that they become warp points for fast travel. You don't even have to complete the shrines to use them this way; just activate them. But their less-intuitive placement in TotK can undermine this as well. I do think those videos showing Link driving a giant robot to take down enemies are fun. I don't know how practical they are, though. They do take a lot of parts, for one. Most of the more elaborate crafting you see online is just for fun. The more practical stuff is usually very simple. ( This was a funny way to defeat a Gleeok, though.) There's an ability where you can save the "blueprint" of your crafted work, and the game will automatically assemble it for you later if all the parts available. And if the parts are not available, it will create them at the expense of certain resources. You can also find "schema stones" with pre-made blueprints. I almost never use this ability, however. Sometimes the game is nice enough to provide pre-made things for you, or only require you to fuse two halves together. So, that helps, too. Personally, I find that if I try to get even remotely creative with the crafting, it ends up just being a waste of time, so I've learned to keep things as simple as possible. Put a fan on a piece of wood. Done.
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Post by Nester the Lark on Jun 8, 2023 13:50:21 GMT -5
Looking over this post, maybe I went a bit overboard. But anyway, here are some of my thought on Tears of the Kingdom. I want to stress that this is just my opinion, and it disagrees with some popular opinions.
As of this post, I've spent at least 140 hours on Tears of the Kingdom. I've finished all main quests and completed the story. There's still plenty of side content left to do, but I think I've done more than 50 percent of it.
Because Tears of the Kingdom is a direct sequel to Breath of the Wild, and because the former builds on the world and gameplay of the latter, it's hard not to directly compare them. So, I'll organize my thoughts as such just because it's an easy frame of reference.
This will not contain any story spoilers, but will have some mild gameplay and content spoilers. Nothing major that isn't already being discussed openly online, but just a warning for anyone looking to go in completely blind.
Things that were improved over Breath of the Wild:
Narrative – I didn't mind BotW's simpler story considering the game was a “back to basics” approach to Zelda, but TotK is a definitive improvement. I wouldn't go so far as to say it transcends typical Zelda narratives (it's certainly no Xenoblade), but I found it engaging and has kind of a cool twist.
On that note, it was also refreshing to play a Zelda game in which most characters already know who Link is, and acknowledge his past accomplishments.
Dungeons – You could say that the “dungeons” in TotK are just slightly dressed up versions of the Divine Beasts from BotW, but the tweaks here go a long way towards giving them more personality. In the main four dungeons, you're accompanied by a party member with a special skill, which somewhat takes the place of finding and using special items in older Zelda games. The puzzles are built around a theme as opposed to manipulating the dungeon, itself. Also, each dungeon is preceded by a sequence in which you travel to it with your companion, which provides a good buildup.
Bosses – I found the Blights in BotW to be rather dull. The bosses in TotK, on the other hand, feel more like classic Zelda bosses. They stand more on their own, and are much more fun to battle.
Enemy variety – In BotW, it tended to feel like you were fighting the same handful of enemies over and over, just with different colors and amounts of HP. TotK vastly increases the types of enemies, from minor enemies to large mini-bosses, and they all have their own characteristics. There are even super bosses now.
Challenge – BotW was already considered more challenging than previous Zelda games, and at first, death came fast and easy. But once you got the hang of things, it became fairly easy. TotK ratchets it up a fair bit. Enemies are even more dangerous and take off bigger chunks of health. And I'm not sure if it's my imagination, but the timing for doing a Perfect Dodge seems a bit tighter. It's also more balanced in the late game as things still seem reasonably challenging, even with upgraded weapons and armor. I still find myself preparing extra meals and potions before a major fight.
Costumes – BotW gave you a lot of clothing options, but TotK has way more! A lot of the new armor also has useful properties. (Finally! There's something that helps you climb when it's raining!)
The legacy outfits that you could unlock with amiibo are also back, and they even added a new one for the Link's Awakening amiibo that came out later. But better yet, amiibo are no longer required, as now they can all also be found in-game! (It really caught me off guard when I first stumbled across the Cap of the Wind.)
There are a couple of things missing, however. One is the Switch t-shirt. The other is Rex's salvager suit from Xenoblade Chronicles 2. I can understand why these bits of cross promotion no longer make sense, but it's still a little disappointing. I'm hoping that maybe they'll patch the salvager suit back in when the Pyra & Mythra amiibo are released this summer.
Things that have gotten worse since Breath of the Wild:
Weapon durability – This may be a clichéd complaint at this point, but it's still an issue, and the devs did virtually nothing to address it. In some ways, fusing weapons with items makes matters even worse because now you're spending extra time customizing your weapons that will still break after using them a while.
Shrines – Upon repeat playthroughs of BotW, it became increasingly apparent to me that the shrines were a weak point for me. They're back in TotK, there are even more of them, and they're less fun to solve for various reasons.
Koroks – They're back, and somehow, the devs figured out a way to make them more annoying.
Well, they weren't really annoying in BotW. They just felt like padding, and a bare minimum reward for exploration. (Not to mention, the only purpose of their “seeds” is for expanding your inventory space, which is only necessary due to weapon durability, and you know how I feel about that.)
In TotK, there's a new type of Korok puzzle in which you have to reunite one with a another who is some distance away (and often in a really annoying location). These are all too common, and being rewarded with a whopping two Korok seeds still doesn't seem to be worth the effort. No wonder there are so many videos of people setting these guys on fire or launching them into space.
Sage abilities – Your reward for finishing a Divine Beast in BotW was a Champion ability. These were often extremely useful for exploration and combat. Well, I guess the devs thought they were too useful, because the Sage's abilities in TotK are nowhere near as good.
But the real issue is how they're implemented. In BotW, they were activated directly via controller input. In TotK, Link isn't given these abilities. Rather, an avatar of your companion follows you around, and you have to interact with them to use their ability. It's extremely clumsy, and it's too easy to activate an ability accidentally or not be able to use the one you need because your companion either decided to wander off or bunch up with the other avatars.
Other notes that didn't fit into the above categories:
Despite the poor implementation of the Sage's abilities, I do enjoy how you build a party over the course of the game. This is unique for a Zelda game, which are normally solo affairs. Your companions are otherwise pretty useful in that they are good in combat, and they even draw enemy agro. Seeing them run alongside Link on the overworld has a little bit of a Xenoblade feel.
However, the constant flashing effect for when they spawn and despawn as you navigate the terrain can be really annoying. Each Sage can be disabled in the options menu, but that means you also can't use their ability. There's room for improvement, but I still generally like what the devs were trying to do here.
Side note: You can no longer summon Wolf Link with the Wolf Link amiibo, and he isn't in the game at all. The Sages' avatars somewhat build upon the idea, though, which was something I wanted to see.
It has to be said, but I really dislike crafting. I know I'm in the vast minority on this, and admittedly, people have made some really clever things, but it's just not for me. I find it frustrating, and I get annoyed when the game forces it on me. Even doing the bare minimum is too much.
I have mixed thoughts about the exploration in TotK. It was one of the highlights of BotW, and TotK certainly tries to expand upon it, but there are some issues.
The world was extremely well designed in BotW. Everything felt perfectly placed. You could stand on nearly any plateau and see at least a couple of shrines or points of interest to go to. But in refashioning the same world for TotK, everything feels just ever so slightly off. Naturally, they've moved shrines and other things around so you're not just going to the same places and doing the same things, but their placement is less intuitive and often more obscure.
Also, after having played BotW so much, there's a sense of over-familiarity. I feel less compelled to get off the beaten trail, even if I know it will probably be different in some way or another. It just feels like ground I've covered before.
As for the sky, it's fairly sparse and oddly repetitive. It feels like I'm exploring the same small islands over and over. The underworld seemed a lot more exciting at first, but I quickly realized it's tedious to stumble around in pitch blackness. When you can see it, most of it is drab and gray anyway.
On the other hand, it's interesting to see the “progression” of the world, and how things have evolved since the previous game. It's suggested that about five or six years have passed since BotW (perhaps corresponding with the real life time between the releases of BotW and TotK). Characters have grown and formed new relationships. New settlements have formed, and some old settlements have been abandoned. It shows the world trying to rebuild after the events of BotW, and gives a strong sense of the passage of time.
It's interesting to note that Link is probably in his early-to-mid 20s at this point, making him the oldest playable version of the character in any Zelda game.
Finally, this might be an odd complaint, but TotK feels almost too big. There's so much of everything that it sometimes starts to feel like I'm being made to jump through hoops just to accomplish simple tasks. (Increasing the Energy Wells is a good example.) Yeah, you could argue that it's extra “gameplay,” but when there's too much, it's just tedious and exhausting. BotW was already a huge game. TotK can feel a little excessive.
Final thoughts:
I feel like I've spent a lot of time complaining, but I want to be clear that I've highly enjoyed Tears of the Kingdom, and I'll likely spend another few hundred hours on it. But given that it's a direct sequel and has been in development for a number of years, it's harder to overlook certain flaws.
I do appreciate, however, that the changes in Tears of the Kingdom help make it feel like its own distinct experience that stands on its own. Because of this, I don't feel like it's a replacement for Breath of the Wild.
I'm not sure yet how I'll ultimately feel about it once some time has passed. I think that'll come down to if I feel like replaying it in the future. Maybe some of my issues with it won't matter to me as much by then. Until then, I'm not comfortable with trying to rank it among other Zelda games. At this point, though, I can say that Breath of the Wild left a bigger impression on me, and still stands as my favorite in the series.
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Post by Nester the Lark on May 30, 2023 18:51:46 GMT -5
Nintendo Force magazine is having a Kickstarter for their first book project called The Impact of Iwata. Thought I'd bring it up because not only does it sound like a good book, but Fry contributed some artwork to it.
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Post by Nester the Lark on May 22, 2023 20:50:05 GMT -5
Here's a heartwarming video of Doug Bowser signing a Bowser amiibo for a disabled fan. Looks like this was during the Tears of the Kingdom launch event at the Nintendo Store.
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Post by Nester the Lark on May 17, 2023 8:54:08 GMT -5
So, a few things... Tears of the Kingdom has sold 10 millions units worldwide in three days, making it the fastest selling Zelda game ever. Other things of note: What happens when you give players an unprecedented amount of freedom in a Zelda game? They will: - Crucify, burn, and otherwise cruelly torture Koroks- Reign havoc over Hyrule by building tanks, mechs, and orbital strike laser cannons- And of course, make giant "appendages" ( NSFW) Aside from all that, I mentioned that I was concerned about the absence of Teba in the pre-release trailers. As a fan of the character, I braced myself for the worst. So, I finally made it to the Rito Village, and, well... Spoilers: Teba is alive and well, and he's the new village elder! Phew! That's a relief! Also, Cristine Vee Valenzuela confirmed the she did, indeed, return to voice Tulin.
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Post by Nester the Lark on May 16, 2023 16:37:58 GMT -5
Some former Irem/SNK devs have been joining Twitter lately, and yesterday, they announced that they were collaborating together on a new indie game. It's a side-scrolling run-and-gun tentatively called "Black Finger Jet," and it will mix 2D pixel art with 3D graphics. No gameplay has been revealed, but it's implied that it will be similar to Metal Slug. They're currently looking to expand their team. Official site.Trailer: Currently only announced for Steam with other platforms being considered. I wonder if they're planning a Kickstarter.
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Post by Nester the Lark on May 16, 2023 11:09:25 GMT -5
The English version of The Legend of Nayuta: Boundless Trails confirmed for September 19.
At the very least, this will help hold me over while I wait for Ys X (for the next couple of years, probably).
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Post by Nester the Lark on May 14, 2023 16:25:03 GMT -5
I've been playing a whole lot of Tears of the Kingdom the last couple of days, so I've decided to write my first impressions.
So, yeah, Tears of the Kingdom is basically Breath of the Wild 2.0. That's not really a bad thing considering I was still playing BotW as recently as six months ago, so this is just more of that, except bigger and with new stuff.
I'll start with the negatives.
Unfortunately, my concerns about the crafting were warranted. A lot of the puzzles, especially in the new shrines, rely on crafting things, and I don't really enjoy that very much. As much as I ended up not caring for the shrines in BotW, I actually kinda hate them here. I fumble around trying to figure out how to solve the puzzles only to barely eek by, and I feel like I ended up cheesing my way through, which is neither fun nor satisfying.
As we knew, weapon durability is back. The devs' "solution" to the complaints was to add crafting to "fix" the weapons and increase their power and durability. At best, this is just a band-aid, but at worst, well, it's just makes things worse. The problem with the weapon durability was that it was an annoying extra thing to have to fiddle with, and adding crafting just doubles it. On top of that, the in-game explanation for why weapons still break is so weak and contrived that it almost feels like the devs are deliberately insulting people who complained about the weapon durability before.
Finally, I don't find the sky islands particularly interesting. Admittedly, though, I haven't gone back to them once I finished the tutorial area and made it down to the surface, so maybe there's more interesting things happening up there than I'm aware of.
On the positive side, however...
There is an underworld, and it's huge. I was wrong when I assumed that an underworld would not be vast. It's also super creepy, but also really compelling. Getting to it involves jumping down certain cavities in the surface, and it's almost as far below the surface as the sky islands are above it (EDIT: Ok, not that far, but it seems like a long way), so you're plummeting down a really ominous hole for several seconds. (Yeah, it's probably hiding the loading time, but it does a great job giving a feeling of depth.)
The enemy variety is much larger. This was an old complaint about BotW, and it's definitely been addressed.
I like how they've handled the towers this time. In BotW, you had to climb towers and activate them to fill in your map. Here, the towers are in different locations, but you don't have to climb them. You simply enter them, and a mechanism launches you really high into the air so that your "Purah Pad" (this game's version of the Sheikah Slate) can collect data to fill in the map. It's largely a cutscene (although you can use your descent to look for certain things), but soaring into the sky so quickly is fun and exhilarating, and it's the kind of thing that strikes me as very "Nintendo."
So, anyway, I have my positive and negatives thoughts. But I've barely scratched the surface of the game so far, so my opinions on things could change.
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Post by Nester the Lark on May 11, 2023 14:59:15 GMT -5
Here are the last two parts of the interview: Part 4: What makes the game "The Legend of Zelda-like"Part 5: If players think they can do it, they can!I guess my takeaway from Part 4 is that I don't have to worry about being overwhelmed by the crafting aspect. I'm not good at things like that (I ran out of ideas for Mario Maker levels rather quickly, and actually making the levels was tedious), so it's nice to know I can just do the minimum if I want. But then again, I might end up loving the crafting part, so who knows. These interviews also basically confirm what many have suspected: that being able to create your own contraptions was inspired by all the videos fans posted of trying to create things in Breath of the Wild. Apparently, Hidemaro Fujibayashi also liked to do this, and wanted to have better tools for it.
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Post by Nester the Lark on May 10, 2023 15:54:05 GMT -5
Oddly (again), there will be a Treehouse Live stream showing gameplay mere hours before the game is actually released.
I don't plan on watching because... well, what's the point? I should be playing it myself very soon anyway. It's a bit too late for me to be interested in something like this.
Additionally, it seems that some major retailers are already breaking street date, and people are already playing legit copies. As of now (two days before release), review embargos aren't even lifted, so there aren't even any "official" reviews available. Just "unofficial" YouTube videos based on pirated copies of the game. (And as for "official" reviews, Nintendo has apparently been really picky with who they sent review copies to.)
I mean, what is Nintendo even thinking? It's like they're trying to maintain some kind of strict control over the game, but in the process, have completely lost all control.
EDIT: Kit & Krysta made a short video discussing the abrupt reveal of dungeons and Nintendo's marketing:
In short, they still think it's the devs that are in control of the marketing but they don't really know what they're doing.
The awkward reveal of the dungeons so close to release has also upset some people that consider it a spoiler.
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