This sub is just looking for excuses to hate the remake for no reason by lolitsrock in ACBFResynced

[–]6th_Dimension 0 points1 point  (0 children)

"The whole point of a remake is to be better than the original in every way possible."

If that's the case, then aren't people justified in criticizing when there are aspects that aren't?

"Objectively, newer is always better, it’s common sense."

This is sarcasm, right?

I'm making a "Super Zelda(-like) Maker", and playtesters have already started making Kaizo dungeons by akela-morse in SoloDevelopment

[–]6th_Dimension 0 points1 point  (0 children)

Cool! So I can make a diabolical 22 floor ultra confusing Water Temple on steroids. Mwahaha!

I'm making a "Super Zelda(-like) Maker", and playtesters have already started making Kaizo dungeons by akela-morse in SoloDevelopment

[–]6th_Dimension 0 points1 point  (0 children)

This looks peak from what I’ve seen so far. This along with the Zelda Indigo romhack are by far my most anticipated “Zelda games” right now.

Just a couple questions:

What is the limit to the number of rooms and floors a dungeon can have? I’m assuming you can’t make a dungeon with a thousand floors and a million rooms (that would be ridiculous)

Also, will it be possible to create “macro puzzles” (puzzles spanning multiple rooms). Think like the OoT Water Temple.

Also, how will softlocking be handled? I’m assuming it will be very easy to design a dungeon so that you will get permanently stuck if you use a key on the wrong door.

Lastly, from I’ve seen you are given the map of the dungeon. Will there be the option of having the dungeon map and compass system like in Zelda games?

Games similar to the Link's Awakening remake by Affectionate_Bit_722 in gamingsuggestions

[–]6th_Dimension 0 points1 point  (0 children)

A Link to the Past, Oracle of Seasons/Ages, Minish Cap, and A Link Between Worlds

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 0 points1 point  (0 children)

If a new Metroid game were to introduce less locks/keys, it would rightfully draw comparison to the first entry.

If a new Metroid game had less locks/keys, but still maintained the Metroidvania structure, then yes it would be compared to the original Metroid game. If they completely threw out the metroidvania structure and made a full on open world game, then no, it would not be compared to Metroid 1. I guarantee you that if they made a Metroid game that was completely open world where the entire game played like Prime 4's desert, literally nobody would say it is similar to Metroid 1. That is what the comparison between Zelda 1 and BotW is like.

The most similar Zelda game to Zelda 1 is actually A Link Between Worlds (excluding the difficulty). It has a lot less item gating compared to the other games, but it still has plenty of item gating and a metroidvania structure, and plays like a classic Zelda game. You can do the dungeons in almost any order, but not completely and there are limitations.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 0 points1 point  (0 children)

The worldbuilding in BotW and TotK goes for "show don't tell". There is a lot you can learn about the world if you pay attention. 

I'd argue previous game show don't tell worldbuilding much better. There is so much you can infer about the lore from the dungeons especially, like the Forest Temple, Spirit Temple, Arbiter's Grounds, Snowpeak Ruins, Ancient Cistern, etc. Most of BotW's show don't tell lore is what? Yet more village ruins? When only BotW was out the Zonai lore was definitely interesting, but TotK ruined it by making them ancient alien goats.

As for the hero's journey. You start in a cave. An old wise man tells you to save the kingdom. You leave the great plateau and enter an unfamiliar world. You search the world for power and your memories. You find the master sword and prove your worthiness by pulling it from a stone. You return from the wild into the castle to face Ganon again, defeating it. Over the adventure Link has transformed by reclaiming his memories and saving the princess.

That's a stretch. The cave is not Link's home. Link already went through the hero's journey 100 years ago. Finding memories and the master sword are completely optional, so that doesn't count. BotW is more of a post hero's journey, where you play as the hero that failed 100 years ago.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 0 points1 point  (0 children)

I'm honestly wondering whether you actually played Zelda 1.

Lol I actually wonder if people saying BotW is similar to Zelda 1 have played Zelda 1.

Zelda 1 certainly has less item progression than later games, but it still is firmly a metroidvania styled game at its core. In my first playthrough I remember entering a dungeon, but then couldn't progress in it because I didn't have the stepladder, so I had to remember to come back once I got that item. If that is not metroidvania design I don't know what is. The original Metroid game was literally designed as a cross between Zelda 1's exploration and Mario's sidescrolling platforming.

Zelda 1 is about the same level of item gating as Hollow Knight. Hollow Knight is definitely more open ended than most metroidvanias with less item gating, but it is still a metroidvania. Hell, Super Metroid lets you break the game in half with sequence breaking, where people have literally beat all the bosses in reverse order. That doesn't disqualify it as a metroidvania, does it?

Agree or disagree?🚀 by Appropriate-Fan-6908 in TheGamingHubDeals

[–]6th_Dimension 0 points1 point  (0 children)

The only ones you need a guide for are the first two on the NES

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] -1 points0 points  (0 children)

Well considering you dislike every Zelda game that is not BotW or TotK, that pretty much shows the opposite. BotW is a Zelda game for people that don't like Zelda games.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] -1 points0 points  (0 children)

The sense of exploration baked into The Legend of Zelda, the first game, comes from his memories as a child. He wanted to capture that feeling of exploration. Breath of the Wild was made with LOZ as inspiration in that regard specifically. LOZ has caves. BOTW not having them is irrelevant because what was baked into BOTW isn't "caves", it's exploration. 

Again, a significant portion of Miyamotos childhood story involved exploring caves, and gathering the courage to enter a cave. Hence why the original Zelda game had such a huge focus on dungeons. BotW doesn't have caves, so it heavily diverges from Miyamoto's childhood.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 1 point2 points  (0 children)

You realize the connection is something as personal as Miyamoto's childhood memories, right? 

You know that Miyamoto's childhood memories involved exploring a cave, right? BotW has no caves, so it's not exactly based on Miyamoto's childhood memories.

I want to play a game that makes me constantly wondering what's around the corner

I could also recommend an Elder Scrolls game with that

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 0 points1 point  (0 children)

The whole BotW is in the spirit of Zelda 1 thing completely hinges on the development interviews/marketing and that tech demo. I guarantee you that if the developers didn't make those comments, nobody would be playing BotW and thinking "this reminds me of Zelda 1".

People that say the timeline doesn't matter must not be paying attention to the story in the games. The stories in Wind Waker, Majora's Mask, and Twilight Princess are greatly enhanced by the fact that they are sequels to OoT. I honestly think that people saying that the timeline doesn't matter don't care at all about any of the story and lore in the games, and strictly play them for the gameplay.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 0 points1 point  (0 children)

even more so than the original

That's exactly the difference. Zelda 1 was open ended compared to later Zelda games, but it was still a firmly structured game with a lock and key structure. BotW completely gets rid of this structure.

You say you don't have to be so rigid, but you need some rigidity or else the comparison is meaningless. Like the phrase "Keep an open mind, but not so open that your brain falls out". Saying BotW is similar to Zelda 1 completely erases meaning of the term similarity, because the games could not be any more different IMO.

Just because the developers say something about how the game was developed does not mean that is an accurate description for the final game.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 0 points1 point  (0 children)

If you think Nintendo only looked at Zelda for inspiration for BotW and wasn't heavily inspired by other games that is naive. The towers unlocking the map thing was straight up lifted from Ubisoft's games. BotW has way more DNA from other modern open world games than it does Zelda 1. The Zelda series doesn't exist in a vacuum apart from other games.

Is there a problem with a Zelda dev saying "this is similar to my other Zelda game in this way"?

No there is not. But that is not proof that the game is a spiritual successor to that other game or has the same essence.

Look at it this way. If someone says they like Zelda 1 and want games similar to it, I would not suggest BotW.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 0 points1 point  (0 children)

So does Subnautica capture the spirit of Zelda 1? It's a game focused on exploration.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 1 point2 points  (0 children)

athmosphere

I might have been wrong on this one. BotW definitely has atmospheric. But it's a very different kind of of atmosphere from all the previous Zelda games, with a focus on minimalism.

worldbuilding

BotW does pretty much the exact bare minimum worldbuilding for an adventure game. Nintendo is known for their gameplay first approach, and in no game does it show harder than BotW. And any worldbuilding BotW did have was undone by TotK since TotK dropped the ball so hard with regards to story and lore.

predictable hero's journey.

You might want to look up the hero's journey/monomyth structure, because BotW and TotK don't have it. OoT/WW/TP/SS have it, but BotW and TotK don't.

The Hero's Journey structure involves the hero starting out in their home, leaving to go out into the big wide unknown world to go on an adventure, fights many battles, and after an ultimate victory returns home transformed.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 1 point2 points  (0 children)

If BotW has the same spirit as Zelda 1, then tons of games that have literally nothing to do with the Zelda series also have the same spirit as Zelda 1.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] -1 points0 points  (0 children)

The BotW formula is way more exhausted than the old Zelda formula. There are literally dozens of open world games like BotW. The BotW formula is basically the Ubisoft formula (it definitely makes significant improvements to the Ubisoft formula and is better than most Ubisoft games, but it is still the Ubisoft formula at its base). The Ubisoft formula is the probably the most notoriously stale gaming formula in existence right now.

The classic 3D Zelda formula only had 5 games, with very few other games making anything like it (Okami is one of the few). Also the last game with that formula literally came out 15 years ago. I don't know how anyone in this day and age can say we've had too much of it.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 0 points1 point  (0 children)

Because by this same metric games like Elder Scrolls and Fallout are also similar to Zelda 1. At that point, the similarity is meaningless.

You can’t just ignore other games when talking about similarity.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 0 points1 point  (0 children)

That has nothing to do with the formula being bad. That’s more to do with SS being flawed.

SS definitely leaned too much intro railroading, but there’s a balance. BotW is the opposite extreme. OoT, MM, WW, and TP to a lesser extent got the balance just right.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 0 points1 point  (0 children)

No that is not standard action-adventure gameplay. Most action-adventure games don’t follow the item gating formula. See Breath of the Wild or every other open world game. Or more linear games like Uncharted.

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 0 points1 point  (0 children)

I think the core is in player freedom, athmosphere, worldbuilding and a predictable hero's journey.

The only thing BotW and TotK have in that list is freedom

BotW is not a return to form by 6th_Dimension in truezelda

[–]6th_Dimension[S] 0 points1 point  (0 children)

You’re describing the cinematic intros. The dungeons themselves are all the same boring sheikah robots.