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| | #121 |
| Senior Member Join Date: Apr 2000 Location: On the run. Gender: Posts: 9,544 Thanks: 175 Thanked 150 Times in 120 Posts | I agree with Cucco Lady, Wind Waker may have plot holes but they're nowhere near as bad as those seen in Batman and Robbin or Superman IV. I'm also fairly sure that if you look at the plot of any work of narritive fiction closely enough you'll find plot holes. - You stupid dog. |
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| | #122 | |
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 28,103 Thanks: 2,158 Thanked 5,338 Times in 2,433 Posts | Quote:
Then again, I suppose my biggest issue with the 3D Zelda games comes from the characterizations, more than anything. I identify with TP Link better than the OoT and WW Links, because he genuinely seems more competent. When people ask if there should be voice acting in Zelda, my response is inevitably not just no, but I want desperately for their not to be linear plot events that this voice acting would even occur during. You know, I don't even mind scripted events so much, as long as the characters are personable and the events are universally trigger-able - but the guys who keep copying OoT don't seem to give a rat's ass about non-linearity. I say Nintendo can take their total linearity and shove it, and I'll happily play games from other sources. I'll always enjoy the odd playthrough of Zelda 1-4, and maybe Oracle of Seasons or MC, but the rest of the "main" games need some serious rethinking before I'll consider them even close to top-tier for the series. I doubt the 6 mill or so who are playing Zelda these days are all the same fans as those at the start of the series - and if Nintendo keeps playing it like a pop star who can't maintain their audience, their bridges deserve to stay burnt. </frustration rant> | |
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| | #123 | |
| Join Date: Jun 2006 Location: THIS LOCATION REMINDS ME OF A PUZZLE, LUKE Gender: Posts: 9,077 Thanks: 2,825 Thanked 1,222 Times in 822 Posts | Quote:
Not plotholes, per se, just not quite complete storytelling. I didn't find this issue with other games so much as WW, however, and I still find it a thoroughly enjoyable game. -- As for the following paragraph, I'm not sure I follow. Do you mean Link having a voice in general, or are you referring more to the whole "what's your name?" "..." "oh, Link? Awesome" type thing? And yeah, the old games and new ones definitely focus on different things. Upon playing LttP and comparing it to pretty much all of the other ones I've played [the 3-D games], it feels almost like a different genre. | |
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| | #124 |
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 28,103 Thanks: 2,158 Thanked 5,338 Times in 2,433 Posts | To answer your question, I mean one-way plot events - LttP introduced them to a minor extent to get the ball rolling, but it was very sparing. OoT was so small, they were forced to use pointed plot events to direct the player so it felt as though you were progressing in the game; there are countless impassible barriers for the sake of the story, and dungeons inaccessible only for plot points not having been reached. By the time we're playing TP, it's very obvious that you will only visit locations and events as they interlock in a single, direct storyline. I can see that they are using these events to direct the player from one plot point to another, but the player is not playing these sequences. You see that it is necessary for Link to engage Saria because he can't contact her, I see that Nintendo was too sloppy with their level design so they had to come up with a plot event to mandate your movement toward the forest shrine. I don't buy into most RPG's for that reason alone, because their stories and characters are usually rather bland, unimaginative, or composed almost entirely of transparent plot devices. Ever wonder why Nintendo's so keen on princesses being kidnapped? It's a motive for the player to act, and it's an easy one - these simple concepts weren't important enough to take too seriously back when action and motorskills ruled the day. If they want to obsess over plot, though, I don't like the majority of the stories they've wrought - they're blatant rehashes of retelling the same first few Zelda games over and over again, but these plots have to change things to fly. So you take something I liked, and take parts away from it - attach something new in its place. But the differences look intentional - it's obvious that they're trying to make something the same that's different. So my point isn't that actual voices are unimportant or otherwise, it's that the scenes they would support should not exist. Nintendo does not provide the player choices in communicating with NPC's. This part of the story is not playable. I loathe that with a passion. Last edited by Cosmonautical; 04-05-2010 at 01:12 AM. |
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| | #125 |
| Join Date: Jun 2006 Location: THIS LOCATION REMINDS ME OF A PUZZLE, LUKE Gender: Posts: 9,077 Thanks: 2,825 Thanked 1,222 Times in 822 Posts | ^ OK I gotcha now. Although I, being an RPG whore, don't really mind that kind of forced-plotline thing, I admit that in a game that is as adventure-based as Zelda games are, it gets really annoying, especially when you know exactly what you're supposed to do, but the game makes you go back to a certain place to talk to a certain person before you can do that. Usually it doesn't really get in the way of my enjoyment of a game, but it DEFINITELY [for me, at least] cuts into the replay value of a game. If I know to go to the forest temple, I don't need to talk to fifty people before going there. So yeah, I get where you're coming from, but it's not as big of a deal for me unless we're talking about replay value, in which case yeah it does get annoying. I think OoT is the worst when it comes to this. With regards to WW, TP, and MM, I really don't remember having that much of a problem. OoT really spammed the 'talk to these twenty people in this order before advancing' thing, and that mellowed down in the games after it, thankfully. I love OoT, but the endless talking to NPCs to advance really hinders its gameplay value when I already know what I'm supposed to do. |
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| | #126 |
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 28,103 Thanks: 2,158 Thanked 5,338 Times in 2,433 Posts | Yeah, but you're still not totally solid on this. Zelda 1 was completely nonlinear. There isn't somewhere you specifically have to go, you can enter any dungeon whenever you can manage to access them. There shouldn't be many places you have to go next, and that should be something you get to figure out yourself. The newer games are notorious for bungling up the gameplay with NPC directives, which come off like obvious plot devices because the NPC's do not have complex or well-considered motives for any requests or missives. And I'm sorry to have to make the distinction, but you play JRPG's - I tend to prefer the more western fair that keeps the role-playing part intact. The shift to scripted NPC-oriented plot devices has not come with the same freedom that the action and exploration-oriented gameplay did, the game shouldn't play like a singular plot in a novel. |
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| | #127 |
| PRESS ANY KEY TO PANIC! Join Date: Sep 2000 Location: A Tiny Shed Gender: Posts: 16,484 Thanks: 529 Thanked 1,254 Times in 897 Posts Blog Entries: 46 | Now this is just a theory, but... Are you sure you don't just hate the Legend of Zelda Series? Because it appears to me that you hate everything after A Link to the past, and since that's about 3 games, it means those 3 do not depict what the series is about anymore. What this means is that The Legend of Zelda Series is now about a linear story and helping NPCs, not nonlinearness caused by a lack of story |
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| | #128 |
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 28,103 Thanks: 2,158 Thanked 5,338 Times in 2,433 Posts | I have no way of responding to any aspect of that without implying rude things, so I think I'll take a step back at the moment and appreciate the full ignorance of your suggestion. |
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| | #129 | ||
| Join Date: Jun 2006 Location: THIS LOCATION REMINDS ME OF A PUZZLE, LUKE Gender: Posts: 9,077 Thanks: 2,825 Thanked 1,222 Times in 822 Posts | Quote:
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| | #131 |
| Goku lives on the Sun Join Date: Jun 2000 Location: California, U.S.A Gender: Posts: 12,717 Thanks: 1,334 Thanked 275 Times in 234 Posts Blog Entries: 1 | This may be a bit off topic but, I think NPCs should be more integrated into the stories in JRPGs. RPGs are one of my favorite genres and even I'm sick of blatant NPCs standing around and forcing my interaction with them. |
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| | #132 |
| The Betrayer Join Date: May 2004 Location: Mt. Moon Gender: Posts: 1,813 Thanks: 171 Thanked 52 Times in 49 Posts Blog Entries: 1 | ^ Or at the very least, be able to talk to them. Sorry, that was a major annoyance of mine of Twilight Princess.(really the only one that severely bothered me. I enjoyed the rest of the game, though, regardless of plot holes, etc.) Nobody read my man-fish explanation a couple/few(depending on your setting) page back? Aww... |
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| | #134 |
| Senior Member Join Date: Apr 2000 Location: On the run. Gender: Posts: 9,544 Thanks: 175 Thanked 150 Times in 120 Posts | The one thing I really can't stand are those chain of deals sidequests. Really now a heat container fragment and the magic armour don't seem like a fullfilling enough reword for that waste of time and money. Ah NPCs and looping dialog that goes with them, I've got to say that Lunar Silver Star Story Complete handle that problem rath well what with the translation/ localization team going out of thier way to give the NPCs more to say then just looping the same conversation. - You stupid dog. |
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| | #135 | ||
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 28,103 Thanks: 2,158 Thanked 5,338 Times in 2,433 Posts | ![]() Quote:
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| | #136 |
| et in Arcadia ego Join Date: Jul 2001 Gender: Posts: 8,334 Thanks: 1,226 Thanked 780 Times in 488 Posts | Just before I make comment, I'd like to ask - when you say you can do the things in any order in the original LOZ, do you mean absolutely any order? IE is it possible to go and beat the boss immediately when you start the game, if you're good enough? Or does the system of collecting items to let you access other areas dictate where you go? |
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| | #137 |
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 28,103 Thanks: 2,158 Thanked 5,338 Times in 2,433 Posts | Yeah, you have to have the necessary tools to kill Ganon and to access level 9. You've got the freedom of deciding how that's done, though, and keys are interchangeable - even between dungeons. So at some point in time there are certain things you have to get, etc, but that's not something that bothers me - beside the silver arrows and the raft, the items you receive are all quite versatile. I hardly ever defeat all of the dungeons in sequence. Having a one-dimensional character plot point restrict the progression of the game is what I'm talking about here, not a situation of simply not having equipped yourself. |
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| | #138 |
| et in Arcadia ego Join Date: Jul 2001 Gender: Posts: 8,334 Thanks: 1,226 Thanked 780 Times in 488 Posts | To me that seems more artificial - it's like hunting for a red key in DOOM. If I'm going to be sidetracked, I prefer to be given a plot reason for being sidetracked, rather than feeling that I'm being arbitrarily strung along by item placement by the game developer. |
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| | #139 |
| *Admin* "mine.. not yours. NO. MINE." Epic Ladynerd Join Date: Jul 2000 Location: Forteresse de Valois Gender: Posts: 28,504 Thanks: 1,658 Thanked 1,820 Times in 1,042 Posts | Which is a funny thing to say, given you haven't played the game. It's really not like that. |
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| | #140 | |
| Join Date: Aug 2002 Location: I rub my tilde all over your asterisk Gender: Posts: 28,103 Thanks: 2,158 Thanked 5,338 Times in 2,433 Posts | Quote:
1. You cannot access death mountain because there has been a rock slide, you need explosives to clear the slide and finish your ascent. 2. You cannot access death mountain because there is a guard here who says it is dangerous, you must obtain a royal order saying you're allowed to die where you please. One scenario is at the end of the game, you can rush directly to it but you will likely be unprepared and will be crushed by powerful enemies. The other scenario is about 9% through the game, you must do this to even introduce yourself to the person who will tell you your task, and to achieve that you must play a pretty song on your flute that makes him dance. After you walk up an uneventful hill with 3 enemies in the way. To obtain the song, you must light some torches that conveniently allow you to light a naturally occuring exploding plant and clear the way to talk to another person who will teach you. This is the person who gave you the ocarina in the first place, and had every chance to teach you as you have known her since you can remember. Last edited by Cosmonautical; 04-11-2010 at 01:02 AM. | |
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| The Following User Says Thank You to Cosmonautical For This Useful Post: | Blake (04-12-2010) |
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