Hahah. Blastoise was one of my favourites from generation one. I never owned a blue or red version so I could never choose, but if I had the game I probably would had been a toss between squirtle and charmander back in the day.
Posts by Kaynil
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Darn this is taking way longer than I expected. I guess I'll have to leave the computer on all night.
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It sounds horrible. I read they speculated on death toll might even double given the grave condition of many of the injured.
Glad to hear the authorities are moving about this. It is terrible the consequences for ignoring fire safety procedures.I found a sources that explains a little how it happened
Quote from http://www.thejournal.ie/colectiv-nightclub-explosion-fire-bucharest-2418758-Oct2015/
Survivors spoke of the horror that unfolded when fireworks — set off during a pre-Halloween gig by a heavy metal band — unleashed a blaze, followed by a stampede as terrified clubbers sought the exit. [...] President Klaus Iohannis said there were indications that safety regulations had been ignored at the club, and called for a swift investigation.Thank you for letting us know of this.
I am so sorry. I hope the people important for you are okay. -
Wait, Australia is considered in the EU region?
Australia is part of Oceania, so it is not part of the EU Region.However Nintendo puts oceania with the rest of the EU region. I think it started because of PAL. It can also be because we're not enough consumers and find easy to just pass over whatever they release for EU.
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I know that, but he is still the central villain of the anime... But I suppose I can relate to him.
Exactly, even as a villain he might still be the fave gym leader of someone, so I included himIn a world filled with pikachus, he wanted one specific pikachu (Ash's). Kinda like how unrequited love is. In a world filled with girls, I want one specific one, the one that I can never have.
How poetic. -
This a playlist with all the tracks used in Splatoon. Enjoy!
Just for reference I didn't upload them. :XD:
They were uploaded by this channel: DeoxysPrime -
The most unusual hobby I have ever pursued was probably trying to make hand wrists with Magnum's popsicle sticks. Didn't work as well as I thought it would.
Right now I collect coins. I used not to care but my mother entrusted me her collection so now I keep any coin that I see from before the eighties.
I also collect Zelda merchandise, but considering what this forum is about I don't think it is odd here, hahah.So what's something mildly embarrassing that happened to you?
I remember I was walking near my block when a girl tries to tell me the funny story about how a disctracted person walked straight into a branch... I did exactly the same. For some reason I thought looking at her was important but not important enough to stop walking. :XD:
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If Nintendo ceased to make hardwares and were just punping titles but still in control I wouldn't mind that much whether Sony or Microsoft owned them.
Out of fanboyism I would like them with Sony, because I feel they have a better balance in games and interesting crossovers. Many times Sony polished Nintendo's ideas and took them further. I would like to imagine what would happen if they got together to make a fusion of their battle Royale with Smash Bros. Even if Nintendo keeps to themselves it would be nice to be with the company that does have a handheld, hahah.
I kind of think that since Rareware is there maybe Microsoft could benefit of new collages however since the creative people behind the N64 games and pre are mostly out, I guess that is a null point.
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Yeah I did.
When everybody was talking about the Tetra-Force and trying to uncover the inverted triangle.
I could make a thread and share it for giggles. Back then I was serious about it but I don't really feel strongly that must be the meaning even though it is pretty much the way I saw things in OoT. -
Use this thread to organize quests, find other players, etc.
To make things easier, copy and fill in your reply:
Just skip/delete the fields you're not comfortable sharing in public.I have the game and I was hoping I can find other players from the same region to go on adventures. :^o^:
NNID: Kaynil
3DS FC: 1848-2038-9377
Location: Australia
Time zone: GMT+10 -
The whole "kill all the enemies to make the door open" bit isn't what I'd call a puzzle. It's more of a combat challenge.
Perhaps it is me reducing the door won't open to a puzzle. I just have been in the past stump by a door that won't bulge until I realise tehr eis still a small fry hanging around. I guess it is more of a Zelda logic than a puzzle.
Getting the book of Mudora, for example, is a pretty good puzzle. You just got the dash boots, and if you've walked around the world you know you can use them to knock stuff out of trees. And you know right where the book of Mudora is, it's just on a high shelf. The game gives you all the pieces, you just have to put it all together.
I like that kind of puzzle where you have been given the parts and it is just about how to put them together, once you realise what it is it tends to be something so simple you feel silly for taking this long. In :ALBW: you have to catch a thief but the guy is super fast. As soona s he sees you, he bolts out. The answer was to use the drawing mechanic and jump on him from behind. This might sound too obvious but the brilliance is that because you're so set in catching him while he's in the town, you don't see a big area to plaster yourself into. The situations required you to change your thinking from "how can I be fast enough to catch up with him?" into "Is there a way to sneak upon him close enough so he doesn't get a chance to run?
Anyway I agree. Those puzzles where the problem is not finding the solution but finding where the switch is. It kind of reminded me of Egoraptor's frustration with the arrow-to-the-eye type of blockage. The games seem to rely too much on them and instead of variating more the execution they just add a false sense of difficulty by hiding it from your range of view
Speaking of switches I remember I turn a switch on with a Spin Attack. Late ron in the game I found myself in a similar situation where I wasn't able to reach the switch itself or throw something at it. I thought I had it but then the spin attack was pointless. That was pretty cool, they just gave you a false sense of security but the puzzle was actually solved in a different way.
There was, for sure, tons of platforming in WindWaker. Several dungeons had large rooms with spiraling pathways to the top, including moving platforms. Other areas had long rooms where you had to maneuver moving platforms by spinning levers with the leaf item.
I keep thinking on the fire-dungeon, specially with the timed platforms you created by pouring cold water on it. In itself that was an ingenuous thing if I recall correctly, locking you with the jars of water and letting you figure it out. But, oh my gosh, those platforms were so annoying. too close or too far and you just wasted the limited amount of water. in tWW it seemed taht as soona s they liked something they wanted to make you use it as much as possible.
[..]there's the secondary characters, like the pirate crew, who've got buck teeth, make strange noises, whine like children when they're scolded by Tetra, and so on. Or the kid with the booger dangling down by his feet. Or that weird shopkeeper wearing a parka.
I feel like all of these characters are trying to make the world seem silly. Like it's all a joke. I can take a cartoonish world seriously, but I can't take Wind Waker's world seriously.
I don't know. I think it was more about them trying to go for more tropes. I recall some serious looking characters like the Rito but I can see what you mean about they going over the line to make them look and act silly. That kid was gross. I can understand the pirate crew was being underplayed in order to ensure Tetra stood out as the capable leader. I feel like :tww: tried a bit too much to be a cartoon. Their choice of narration, the characters silly reactions and specially the cutscenes constantly going for the humour. I can almost hear fanfares, insert que, when Link is sent in the barrel, when Link wakes up and discover the boat is talking, the explosion after placing the pearls... etc, etc.
Majora's mask had a bit of it with Ingo and his brotehrs, for example, or Igos Du Ikana and the Captain's hat, or the redheads dancing but it was less in your face, I suppose.
Stealth games are my favorite genre of video games. The Forsaken Fortress is a terrible stealth game.
If it was good, I would have enjoyed it. But like I say in the podcast, it's a very jarring way to begin a game where the gameplay will focus on swordfighting.Well, since Link didn't have a sword I didn't fee it too out of place to try a segment with it, what killed the dungeon was that it was too frigging repetitive. If they couldn't come up with different puzzles they should have made that part of the game way shorter. There could have been other areas where you sneak in by say moving slowly through a net in the ceiling, having different kind of guards for the light towers, have different cells with its own puzzle on how to escape so getting trapped doesn't get old as fast. Instead we get a dull, repetitive dungeon.
I am not big in stealth game actors, what do you thin could have made this level better? Besides the idea of just scratch it off the game altogether. :lengua: -
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Since we live under the same room:
It ain't smart, unlike its owner.
It's a Sony Bravia HD.
I also use a Phillips flatscreen CRT for all me old school games.
Idem for me. :XD: -
Fair enough. Although I wasn't going for an exact reply to your quote, it just got me thinking about the point or requirements for a character to pass from one point to the other. We've seen in movies how some characters seem to have some depth but they really don't go farther than a few stereotypes. Since lately Zelda can be seen as falling into this, I was wondering how the Spirit Tracks incarnation fares... at least in other members' opinions.
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So, this thread comes from a response in the "I'm Linkskywalker. Ask me anything." thread regarding Princess Zelda. Rather than answering there the interesting discussion that is begging to happen I decided to simply create this thread.
So... Princess Zelda
The fact that Zelda is with you through the journey makes this game special to me. It was great to have her getting angry and concerned and helping you through by taking the Big brute warrior, so unlike her.
However after reading the above discussion I wonder, was she really worked enough to be considered a character or is she still actually to flat for that and was more a tool, like an extra item and a goal motivator.What do you guys think? Just how much depth did Princess Zelda had in this title?
EDIT: I took down the quotes, as i felt they distracted from the thread.
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From the games I remember and I can recall probably Dragon Warrior was the less liked.I did liked it but it was my least favourite. I died so many times.
I was too litle and knew no enought english. Instead of just pressing action button and be done with it you needed to select from a list what action to exert on the object.
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Hah! Funny. It is raining here. :XD:
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Okay. It has beena while since I played tWW so I might be a bit off so feel free to correct me. :XD:
You can have the soundcloud podcast embed directly:
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[MEDIA=soundcloud][media][media][media][media][media][media][media][media][media][media][media][media][media][media][media][media]
I loved the beginning. Hahah.Hahah. I found annoying changing the wind but never to the point of just crawling. Probably I tried and found the painfully speed without the right sail and tried it once but after that I pretty much stuck changing directions.
The aiming and having to watch out, as awkward as it felt for you I still think it is about skill, about getting used to the game. SomethinG I like from tWW bosses is that sense of tension you get. You can't just stand still, the branches, the stuff is out to get you. I felt in real danger.Being on the run and trying to figure out how to beat it. Then when you know what to do, that's just half the solution, you need to have a strategy to be able to do it as much as possible without receiving damage.
pretty interesting podcast. I see a lot of what you typed indeed overlaps with this but I a still glad you wrote it. makes it easier to comment.
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when I finally did borrow a copy from a friend and play it? The game LITERALLY put me to sleep. I've never been prone to take naps in my life. I was a spry and energetic 16 year old, it was the middle of the day, I'd gotten plenty of sleep the night before, and I was playing a game I'd waited to play for years.
But the sailing in this game was so boring, that I fell asleep despite all of that.
Honestly, that's enough for me right there. If a game puts me to sleep, it's a bad game. Or, at the very least, it's not a game well suited for my tastes. (Though given how much I loved the previous Zelda games, I think it's fair to assert the 'bad game' point.)
It is quite a thing to say the game put you to sleep. For me the first impression I had with the sailing was the limitation. You had a vast blue ocean and you're itchy to explore. As far as you're concerned you passed your first dungeon, you have been through enough to understand the game. Sure boat is relatively new but nothing that hard to pick up with a little practice. So going a few tiles and being reared back because we must visit Dragoon Roost Island was truly frustrating. I felt like the follow without detours approach lasted way longer than in previous games.
Which leads into another problem: cutscenes. Cutscenes, cutscenes, cutscenes. This game interrupts the action constantly, forcing you to sit through endlessly repetitive animations, boring narrative and mechanical exposition, and so many needless story segments. How many times do I need to see Link's amazed face as the wind changes direction under his command? Does he ever get used to it?
I didn't mind the sailing in itself, not even the wind change, because once you control the winds is knowing where you go, point there and sail. The annoyance was that instead of point A to C you find in your way another island or secrets and you need to re-adjust. That the cinema is never shortened after the first few times beats me. At least HD remake seems to have shortened it but probably it'd be better if you could just skip altogether and just point where you want to go. They also added a sail cloth to go faster.
I bolded part was just amusing so I wanted to make it stand out. Agreed.There's this puzzle. It's pretty simple. You freeze a slime guy, then you put him on a switch, and the switch makes stairs appear. Then you have to run down a hallway as fast as you can, so you can get up the stairs before the stairs disappear again. I figured the puzzle out as soon as I walked into the room. It's not exactly a hard puzzle.
The first time I tried to complete the puzzle, it showed me a long cutscene of the stairs appearing. I couldn't control Link during the cutscene, so I didn't have enough time to run down the hallway. That meant I had to run all the way back, freeze a new slime, and try again. This time it didn't show that cutscene, so I made it alllllllmost to the end. But a Stalfos appeared, and I had to sit through a "Stalfos appearing" cutscene. During the cutscene, the stairs disappeared.
If the cutscene hadn't happened, I coulda just ran past the stalfos and straight up the stairs, but nope. I had to fight the stalfos, run back down the hallway, freeze a new slime, put it on the button, and run back to the stairs a third time. This time there were no cutscenes at all, and I made it with time to spare.
That's not game design. That's garbage. Gameplay in WW is constantly interrupted by those stupid little cutscenes, and they always break up the action. Frequently, this causes enough of a disruption in gameplay that the player fails in a situation where they would otherwise succeed.
I am pretty sure I'll think of you next time I reach that area. I don't recall this puzzle in particular but I do recall having to do twice things because of cutscenes pausing me. I agree that they shouldn't make a cinema of every door closing and enemy appearing. The real cutscenes like when the sister is snatched are pretty cool, but I do recall feeling annoying to enter a new room and immediately being told, here is a switch, check this door, check this platform, back to you. Before you even had a chance to move Link the room had already been shown to you, all the exploring is out because all the important elemets are spelled out for you, heck, the animations are there to insinuate what the puzzle solution is.
And while we're on the subject of dungeon / puzzle design, it's mediocre at best. A lot of the game's "challenges" are really just lock-and-key barriers. When you walk into a room and there's a high ledge with a target above it, you don't have to do any thinking to figure out what the solution to the puzzle is. If you have the hookshot you can pass, if you don't have the hookshot you can't. It creates the illusion of overcoming barriers, while really you're just uncreatively repeating the same action over and over.
[...]Finally, there's the way [the grappling hook is] used later in the game, which irks me. You enter a room, there's a locked door. You look around, you try a few different things, but nothing seems to open the door. Finally, you think to look up, and there's a grapple-hook lever in the ceiling. It's been two hours since you needed to use the grappling hook. Nothing in the room indicated you should have looked up. It's just a dumb, time-wastey-"gotcha!" puzzle. There's no cleverness involved.
If they'd wanted to be clever, they could have put a statue in the center of the room with a grappling lever on its tail. You'd see the statue as soon as you entered the room, and you'd know that there was something special about it. The statue has a lot of details, so you'd spend some time looking at it. You might overlook the fact that the tail is shapped like a grappling lever at first, but if you're clever you'd give it a try, and be rewarded for thinking your way through the puzzle.
But no. Instead they made the solution painfully obvious, and simulated difficulty by placing the solution out of your line of sight. Whee.
I see your point but I think TLoZ usually display this kind of puzzles. I don't particularly recall if tWW are way more often or if in OoT was more varied than that. Kill the enemies to open the door is a classic recurrence. Need an item to access is another. Feel free to remind me of good TLoZ puzzles. I am sure there are even in OoT (my brain keeps whispering the Spirit temple, but it won't give me a specific example).
That said taht idea you came up with is pretty cool.There's also a weird amont of platforming for a zelda game. Zelda games aren't platformers. They don't include a "jump" button. The moderate amount of platforming sections that were included in the N64 Zelda games worked pretty well I feel, but they really ratcheted it up for Wind Waker, and it doesn't work for me at all. I kept falling and needing to start my whole climb over just because the twitchy, not-optimized-for-platforming controls just don't work for platforming. If they wanted to include a 'jump' button, that'd be a different story! I think a Zelda game that incorporated 3D platformer elements could be super interesting! But that's not what they did.
I don't really recall that much platforming but it could be that I am just used to it so I didn't think much of it. I remember that in MM jumping to platforms felt odd, specially with Link frigging showing off with his different jumps. Just jump straight! I mean, don't get me wrong, I like the animation itself but sometimes it just didn't fit the mood or the angle.
As for the Items..
Telescope: Used it a few times, never really helped me to make things cleared at the distance. I used it to spay on the killer bees I think. It was funw atching the guy on the tree.
Iron boots: Yeah, I even forgot we use them so point taken.
Hookshot: I use it so little that I honestly forget tWW has it. I always think that it was substituted by the grappling hook.
Grappling hook. I actually had fun with this but it was ashame it could only be used in approved areas. I don't remember which one you get first, but it would had made more sense to upgrade that.Oh! NPCs! Wind Waker is when Zelda NPCs started to suck. It's a pretty clear line of delineation, actually. Before Wind Waker, NPCs are grounded in the game's reality. After Wind Waker, NPCs are characters in a children's cartoon. The kind of character that's always loud and clumsy, because some white guy in a suit thinks that'll keep children entertained. I can't take modern Zelda NPCs seriously.
Do you mean by design or dialogue?
Would you mind comparing two NPCs to better illustrate your point.Boss Fights: Bland. Often the only difficulty in the boss fights is the difficulty of getting the controls to do what you want them to do.
I can't recall most of the fights but I liked them. they were kind of short once you understood what the game was expecting you to do. Although I can't recall them all.
The Opening: Aside from the dozens of cutscenes, the bit with your sister and the bird is alright. Until they send you to the forgotten fortress. Why is there a stealth section in a zelda game? It's awful. Obviously it's awful. Zelda isn't a stealth game series. This was a terrible idea, and they made it the first dungeon. That's stupid.
Crap. Probably here I have an unpopular opinion but I thought it was a very interesting approach. You have no weapon and are trying to pass the enemies walking undetected. The problem with it is that the barrel thing gets old awfully quick once you realise it is not difficult to pass the guards just too damn slow.
another gripe I had with the dungeon was accidentally falling on the lower flows because I didn't grab the rope in between rooms, it was a pain finding the way back to the above floor as it usually involved exiting the rooms and going up by the side yet again.Difficulty: The game overall has no decent difficulty curve. 90% of the game could be played while you're sleepwalking. Then you'll walk into a room that requires intense effort and concentration. Like that fuckin' gauntlet you needed to go through to get one of the triforce pieces. What was that? I mean, it was kinda tedious, but it was really fucking hard compared to every other triforce piece! Why?
Can't recall the gauntlet thing, but I don't recall much of that difficult spike. I do felt the game overall felt easier than the N64 ones.No Index of hints: This just felt like a dumb choice to me. Why don't the hints the fish give you get recorded anywhere? Dumb.
Agreed. I did question this many, many times.
Talking to the fish to get map segments: I like the idea of making map charting a bigger part of the game, but I didn't like the way they did this at all. One, it required you to haul around a bunch of bait, which was annoying. But more importantly, you had to find the place that the fish was in each square, which meant you had to change the wind around a bunch so you could get to the fish. Dumb. Why not just have a bottomless bait bag, and be able to throw the bait anywhere in the square?
I am not sure if it was to inflate something simple to make you feel accomplished or what. I would have enjoyed better the way you mentioned, however having to buy bait gave me an excuse to use my rupees and use the pouch. It is just annoying the whole memorise in the distance and then more or less guess where the fish is. Overall it didn't annoy me more than just the passing moment.
Slow ship movement speed without a sail: Seriously, moving when you don't have a sail is too fucking slow. Like, why have this feature at all if it's going to move at 1/100th of Link's swim speed?
I found it funny. I think it is mostly for sailing around the island to find the best point to approach it.
The ghost ship: I really though this was going to be an interesting quest. I thought I was going to have to figure out what the symbols meant, and I was all excited about that. I actually did figure it out. Then I realized they just showed you exactly where the ship is on your map. Lame. Why give all those hints if you're just going to tell me?
That's cool you deciphered them all. I don't recall how well or bad I fared into it, but from what you say it'd be cool they had made it optional or that somehow you could have shown you had figured it out and only then it marked the ship for you as a reward.
Honestly I didn't mind the sailing as much as most people. I found it fun and having a huge ocean to explore was cool. However, maybe a bit more things to explore on each island would've been nice.
Yeah, I really think some island were really empty there.
The triforce hunt didn't bother me, safe for the really really really stupid mechanic where the glowy light showing where you should drop your crane disappears when you get close to it. What possible purpose does that serve? Especially when they make it SO DIFFICULT to make small adjustments to your position in the boat, due to aforementioned slowness of moving without a sail.
I felt they would take the mark a little too soon, the problem being that moving slowly in the middle of the ocean with nothing on the sides to corroborates your position gets tricky. Specially during night time. I never really felt that bothered by it but I see your point.
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2D RPGs are something I missed when the actual games were out so I am interested in playing them.
I am thinking in games like the old Final Fantasies and Chrono Trigger. -
^ Gave me a hard challenge
< gets an icepop and bites into it as an answer to the challenge.
Vis also hungry?
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