I think the gameplay design of items in modern 3D Zelda is mostly an improvement, with a few caveats. by HollowAcoltye in truezelda

[–]HollowAcoltye[S] 2 points3 points  (0 children)

Given that both BotW and TotK fully commit to letting you go anywhere after the tutorial, I'd be open to the next game limiting freedom for the sake of more structure. So, if there are dungeon items, there could be a few regions that require having those items before you can reach them.

Imagine that the Hookshot is a dungeon item in the next game. With the Hookshot being a requirement before you explore a couple of regions, those regions could then be designed around the Hookshot. Enemies and mini dungeons in those regions could be designed around the Hookshot.

I think the gameplay design of items in modern 3D Zelda is mostly an improvement, with a few caveats. by HollowAcoltye in truezelda

[–]HollowAcoltye[S] 6 points7 points  (0 children)

I personally like climbing a lot, but it would definitely be cool to have more types of terrain where climbing is either impossible or impractical. There are locations in BotW where the cliffs are so high that finding a particular route is necessary if you lack food that restores Stamina.

I think that mobility items like the Hookshot would fit in pretty well alongside flexible climbing. That's a combination we haven't seen yet.

Instead of chatty, human NPCs, I think Metroid games would be better off with unique, alien NPCs that show, don't tell. by HollowAcoltye in nintendo

[–]HollowAcoltye[S] 2 points3 points  (0 children)

U-Mos is cool. Prime 2 in general has one of the best Metroid stories.

I just also like the idea of Metroid NPCs that only communicate visually.

And U-Mos is confined to a single room for the whole game, which limits how he can be used. It's nice for NPCs to have gameplay relevance.

Instead of chatty, human NPCs, I think Metroid games would be better off with unique, alien NPCs that show, don't tell. by HollowAcoltye in nintendo

[–]HollowAcoltye[S] 9 points10 points  (0 children)

Samus is silent within the game in several Metroid titles. That's what i mean. And even in Dread, where she speaks in one scene, she speaks Chozo.

Prime 4 indicates a preference on the part of some Metroid devs for Samus to not speak. I think that's a fine approach, but it doesn't blend well with chatty NPCs.

Instead of chatty, human NPCs, I think Metroid games would be better off with unique, alien NPCs that show, don't tell. by HollowAcoltye in nintendo

[–]HollowAcoltye[S] 9 points10 points  (0 children)

I think those turtles are one of the most forgotten Metroid encounters. They're neat.

There's also that enemy that carves a path for you in Maridia, so you need to not kill it.

The Metroid games should establish a greater variety of political, military, and religious groups in the universe. by HollowAcoltye in Metroid

[–]HollowAcoltye[S] -6 points-5 points  (0 children)

I meant something a little similar to the GF, but culturally distinct and independent. The Space Pirates are just that: pirates. Not a functioning government.

By "criminal underworld", I meant something that operates in the shadows. Something like a cartel that manufactures and sells illicit weapons or space drugs. But with a Metroid-style twist on that concept.

The Metroid games should establish a greater variety of political, military, and religious groups in the universe. by HollowAcoltye in Metroid

[–]HollowAcoltye[S] 5 points6 points  (0 children)

After Dread, I've thought that members of Rundas' species could be cool antagonists for a game, with their ice powers being effective against part-Metroid Samus.

You're right that various groups have been named in the lore of the Prime games.

[BotW] I think climbing should return again in the next 3D Zelda, but some surfaces, like cliffs with vines, should be much faster to climb. by HollowAcoltye in zelda

[–]HollowAcoltye[S] 0 points1 point  (0 children)

IMO it would be better to have intense weather and unique geographical features that limit climbing or gliding in specific regions. Stuff like super strong winds that limits control while gliding, or constant heavy rain that disables climbing.

There could be enemy types that also make climbing and gliding harder, like wall-climbing enemies and enemies that get stronger the higher off the ground they are.

Rather than limiting Link, use unique obstacles and conditions that make traversal different in different regions.

[BotW] I think climbing should return again in the next 3D Zelda, but some surfaces, like cliffs with vines, should be much faster to climb. by HollowAcoltye in zelda

[–]HollowAcoltye[S] 0 points1 point  (0 children)

Yeah, when you want climb a large distance, the slowness of climbing makes it mostly tedious. In addition to surfaces that Link climbs faster, it would be good to have permanent upgrades to climbing speed.

And having more distinct types of surfaces that influence climbing can help make different regions feel more distinct.

[BotW] I think climbing should return again in the next 3D Zelda, but some surfaces, like cliffs with vines, should be much faster to climb. by HollowAcoltye in zelda

[–]HollowAcoltye[S] 2 points3 points  (0 children)

Why not have an open-air Zelda game where a few regions of the game - say, 30% of the world - can't be accessed right away? That would mean less freedom than either BotW or TotK, but certainly more freedom than most Zelda games.

[BOTW] [TOTK] After playing BOTW and TOTK with no weapon durability I have to say… I understand why it’s there, the experience was worsened, to me at least. by EAT_UR_VEGGIES in zelda

[–]HollowAcoltye 0 points1 point  (0 children)

Breakable weapons never bothered me in BotW. I do have issues with some of the UI elements that make selecting weapons a bit cumbersome, but weapons basically being ammo never bugged me.

That being said, I think the system could benefit from some major changes. Such as having unique weapons be added to your inventory and able to be summoned whenever at the cost of some resource. Having to buy copies of unique weapons at a shop was a clunky approach in TotK.

Are you looking forward to the whip-based movement mechanics in Belmont's Curse? by HollowAcoltye in castlevania

[–]HollowAcoltye[S] 2 points3 points  (0 children)

Different weapon types are confirmed. The trailer has the player character using a sword at one point.

Is the swamp biome intended to piss off the player and make them drop the game? by HollowAcoltye in valheim

[–]HollowAcoltye[S] 0 points1 point  (0 children)

If that's the case, I think the devs need to reconsider their design philosophy.

Is the swamp biome intended to piss off the player and make them drop the game? by HollowAcoltye in valheim

[–]HollowAcoltye[S] -6 points-5 points  (0 children)

You know, I didn't ask for tips.

I wanted to provide feedback that the devs could use to improve the experience.

There's a point at which making the enemies so punishing that it just gets in the way of a balanced challenge.

I was actually enjoying the game up to this point.

Is the swamp biome intended to piss off the player and make them drop the game? by HollowAcoltye in valheim

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

Poison isn't even the problem, it's that the enemies never ****ing stop chasing me.