Pretty sure you also have a bit to go before hitting the endgame fetch quest. At the same time, the game as a whole isn't terribly long, so it all depends on how much time you have over the weekend.
Pretty sure you also have a bit to go before hitting the endgame fetch quest. At the same time, the game as a whole isn't terribly long, so it all depends on how much time you have over the weekend.
I remember that Nova Beam cannon battle being tough. Also, storming the Pirate Homeworld with the Federation troops is one of my favorite parts of the game. It just felt so darn cool. It also really showed that you can have Samus work with other people and do it well.
That is a darn good game. My wife and I managed to get all the way to the very final final level, but just couldn't beat it. It is insanely hard.
There was a recent rumor (from Destructoid, that Ubisoft apparently requested they take down) that Nintendo is actually funding/publishing the game for the NX, kind of like what they did with Bayonetta 2 and Devil's Third.
I mean, if rumors are to be believed, that might not be too long…
There are a lot of things getting played for me. I practiced a bit in Splatoon earlier this week for the upcoming Splatfest (with the unfortunately lame theme of Snowmen vs. Sandcastles…but I still just gotta particpate. Sea Snails, night levels, and that awesome Squid Sisters music means I'd compete if the theme was…
I'll admit that that was a little too much. It at least needed to be spaced out better (there was actually potential to fight it twice in a row, if you went to Faron Woods for your first section in the last third of the game). Or be a better fight.
Well, that's actually pretty late in the game, so you made it a good distance! Actually, I think there are only two mandatory fishing parts in Twilight Princess. So, yay!
We absolutely need elements of XCX in a future Zelda. For example, there was at least one time in XCX where I entered a cave and saw a treasure that I couldn't reach. But, looking around and at the overworld map, I figured out where I would, in theory, need to go to enter the cave from a different entrance and get the…
Stumbling around an area in Wolf Form, held back by the murky Twilight visuals (sometimes limited even more by having to use the scent-mechanic), didn't do much for me to learn the area. It felt more like I had to learn the area twice, especially since Wolf Link's way of moving through the area was often times…
I don't know, I got the hang of the motion controls. I realize that that's anecdotal and I should probably acknowledge that just about everyone I've talked to about the game online thought they sucked, but it did affect how much I liked the game.
Replaying Twilight Princess HD, there are a lot of things that I long for that the series fixed with Skyward Sword. I know a lot of people hate on that game for a variety of reasons, but I really liked it, partially because of the lessons it learned from Twilight Princess and fixed.
The combat really hurts it. The article notes all the cool sword moves that you get, the powers that Link gets as the game goes on, but the wolf form never really gains anything besides what it starts with.
I'm going to stick with how bad the pacing of those first hours is. Yes, there are three dungeons, and they are all really darn good dungeons. But getting to those dungeons requires a whole lot of tasks, many of which are just not fun or cool. Worst, though, is how unexpected they all are, and how pointless most of…
I don't think people hated on it when it came out. I think it was more of an over time deal. I know I wasn't that big a fan when I played it for the first time, and that was 2 years after it came out.
I liked Skyward Sword's opening better. I feel like it was helped since Zelda and Groose were amusing characters (unlike the annoying kids from Twilight Princess), the world didn't feel like an ordinary farm, and there actually were some important mechanics (sprinting and swordplay) that I felt like I needed a bit of…
I feel like I should have a list of the usual suspects to copy/paste whenever someone asks if the system is worth it.
Card games like Magic and Hearthstone are definitely good examples where randomness works well. Besides, as you note, the randomness affecting both sides arguably equally, there are also built in mechanics that deter stalling. The fact that you and your opponent get turns means that for every action you take, they…
I expect that to be the natural case.
The right stick supers were clearly there for the same reason as the Easy Mode that the game also included: just to get more people in. And it did work. My wife (then girlfriend) can absolutely not handle the input type fighting games, but she at least had fun playing Litchi on Easy Mode in that. It basically amounted…