The Oracles are brilliant.
Every Zelda fan owes it to themselves to play them.
The DS games, I can't say much about.
I disliked Phantom Hourglass enough that I never bothered to try Spirit Tracks.
I tried on two separate occasions to play through Phantom Hourglass, and both times I grew horrifically bored shortly after the first dungeon.
It wasn't fun, the controls aren't good enough, and, though it feels weird to say it, I hate the graphics.
Wind Waker missing dungeons
Re: Wind Waker missing dungeons
GameSack wrote:That's right, only Sega had the skill to make a proper Nintendo game.
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gtmtnbiker
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Re: Wind Waker missing dungeons
The same Tower of Spirits is in Spirit Tracks but you don't repeat the dungeon over and over again. In addition, the Tower has something like 30 levels and you do the levels in groups of 5.Xeogred wrote:That dungeon was what killed the game for me. At first it was exciting, like wow, this'll be a huge dungeon and I'll be opening up new sections as I come back! ... then after going back a few times having to repeat everything over, and over again, on top of the very minor shortcuts... ugh, deal breaker for me. Didn't love or hate the sailing but that dungeon was my least favorite part. Is there anything like that in Spirit Tracks?
They also made it easier to do the roll.
I don't know, I enjoyed the Phantom Hourglass immensely. The graphics were good, the controls were good other than the inability for me to roll. I guess I'm more accepting and willing to try new ideas. I also thought that the stylus controls were fine in Super Mario 64 DS once I got used to them (I used the stylus in my left hand even though I'm a righty).
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fastbilly1
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Re: Wind Waker missing dungeons
It just means they need to get Capcom back to developing them.irixith wrote:That's pretty much how I feel. Sadly, it seems those days are long behind us.Flake wrote:I wish Nintendo still published Zelda's like these.
Re: Wind Waker missing dungeons
If only Capcom were still as good as they used to be.fastbilly1 wrote:It just means they need to get Capcom back to developing them.irixith wrote:That's pretty much how I feel. Sadly, it seems those days are long behind us.Flake wrote:I wish Nintendo still published Zelda's like these.
Re: Wind Waker missing dungeons
I'm perfectly willing to accept new ideas. I wouldn't have tried the game at all (much less a second time) if I wasn't. That being said though, I just feel the execution failed.gtmtnbiker wrote:I guess I'm more accepting and willing to try new ideas. I also thought that the stylus controls were fine in Super Mario 64 DS once I got used to them (I used the stylus in my left hand even though I'm a righty).
Bottom line on Phantom Hourglass, in my case only of course, is that it just wasn't very fun. Fun factor is the most important aspect of a game (if you ask me), but its also completely subjective.
In short, I'm glad you enjoyed the game. I really am. It just did nothing for me.
Regarding Super Mario 64 DS (since you mentioned it and its another common one for people to complain about controls), I thought the controls were great. I used the d-pad, rather than the stylus, but it was still fluid. Honestly, I appreciated having a run button. I know that pissed a lot of people off.
GameSack wrote:That's right, only Sega had the skill to make a proper Nintendo game.
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fastbilly1
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Re: Wind Waker missing dungeons
Ok Ill admit that I hated Phantom Hourglass and Twilight Tracks because of the stylus controls, but I recently discovered a way to play them that REALLY made me happy. If you have a flashcart and an updated cheat database, you can play the games where you move with the dpad and can play it mostly like it should have been
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gtmtnbiker
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Re: Wind Waker missing dungeons
So does handle running, rolling, super slow walk, spin attack, slash without using the stylus?fastbilly1 wrote:Ok Ill admit that I hated Phantom Hourglass and Twilight Tracks because of the stylus controls, but I recently discovered a way to play them that REALLY made me happy. If you have a flashcart and an updated cheat database, you can play the games where you move with the dpad and can play it mostly like it should have been
I can understand why the developers used the stylus on the DS because they're trying to replicate analog controls. I found it very natural to use and easy to learn. Sure, there was an occasional time when it did a slash instead of a roll but for the most part, the controls worked well.
Sometimes you just have to try sticking with something before giving up on it. I will admit that the Super Mario 64 stylus controls took me a while because I was going between the different ones but then I stuck with it and it was very comfortable for me.
I can see with the 3DS that Nintendo might offer dual controls (stylus and analog) for future Zelda games. I'll definitely have to give that slider a try.
Re: Wind Waker missing dungeons
On that note I'm still kind of disappointed the 3DS doesn't have dual joysticks, when it looks like there's definitely enough room for it.
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fastbilly1
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Re: Wind Waker missing dungeons
I havent fully played the games with it, but I believe it also remapped one of the buttons to handle slash. Sadly, rolling, slow walk, and spin had to use the stylus still. The guy working on it was trying to figure out how to completely remap the controls so you could play it like a console title but I doubt he will ever finish it.gtmtnbiker wrote:So does handle running, rolling, super slow walk, spin attack, slash without using the stylus?
To be honest, I had more trouble when playing because of my big hand in the way
Re: Wind Waker missing dungeons
Agreed.Xeogred wrote:On that note I'm still kind of disappointed the 3DS doesn't have dual joysticks, when it looks like there's definitely enough room for it.
I figure they're just more focused on the touch screen again, which is no surprise. But a second stick still would have been nice.
Edit for a sidenote:
I've been meaning to ask you, how did you change your username?
GameSack wrote:That's right, only Sega had the skill to make a proper Nintendo game.
