On the subject of colours/lighting, not sure your emulator is to blame because this is one of two things I didn’t like about that remake, and I played it on Wii U. They made everything neon and cranked lighting effects to the max.
The other thing was removing the Tingle tuner, that was a lot of fun in coop on the GameCube, and replacing it with a soulless online message system that didn’t even last for the whole (very short) life of the console (because it was tied to miiverse, a service they killed after a few years).
The game does have a long intro, but IMO Twilight Princess was even worse. That game took forever to start.
I played originally on Wii U but wasn’t sure if it was like that on there. It’s a shame because other than the gaudy bloom I’d say the Wii U version is one of the best ways to play it in the modern age.
And I do agree with Twilight Princess. I have still never finished it. I’ll start it, and maybe make it through the opening, before somehow losing my save somehow. I’ve legit been through maybe 10 different save files at this point. It’s a shame because I want to give it a fair chance but I seem cursed to forever lose my TP Saves
IMO the cool thing about TP is the weirdness. There are those eerie choirs, even in the jingles, there are some quite grotesque designs, and a few quite disturbing and puzzling cutscenes.
It’s definitely the Zelda game for weird moods, maybe not as crazy as Majora’s Mask but more like a constant feeling of something being not right.
I have fond memories of Twilight Princess’s weirdness and art style because when it launched I was a young kid and my Dad played through the whole thing with me watching. That weird art style is so charming in a way
In the bloom-ified remaster OP is playing, there is a double speed sail you can get, and once you get the bombs you can fight an optional mini-boss to get the abilty to warp.
Sailing is still monotonous though, if you aren’t in the mood to just vibe to the music.
They also streamlined the section of the game where you have to search high and low for triforce pieces. It was a hell of a slog in the original GC version.
Even with the warp ability it feels like you still have to do a fair amount of sailing because the warp locations are fairly spread out. I can see double speed helping considerably, though.
Thinking on in some more and I guess another problem with the sailing for me is how often I had to stop and play the wind requiem. It really makes navigation a chore. I could see a mod that lets you change the wind direction much more quickly would help tremendously (maybe there is one, I have not looked).
The faster sail and having the wind automatically change to be the direction you’re sailing are both features I’ve seen people use with randomizer mods for the GC version, but I don’t know if they’re available without randomizing treasures.
It took me a while to get into finishing it too. I’ve started it a decent number of times and it took it being like the only game I had access to for me to finally sit down and play it
It lives rent free in my head. I’ll be going through my day and then suddenly… there it is. Like some brain worm that occasionally rears it’s head and reminds me to play Wind Waker
That guy’s sound effects always stood out to me for some reason. Like I don’t know why but they seemed oddly out of place for the game. Not in a bad way but in like a jarring way
Wind Waker holds a special place in my heart after a summer where the Wi-Fi and the AC both went out and Wind Waker was the only game installed on my Wii U. It’s definitely my Second Favorite Zelda
I have to force myself to not fall into the trap of trying to play a “perfect” game and instead to just let happen, what happens. Blundering through content and accepting temporary setbacks is more fun than following guides or save scumming.
But it also depends on game design:
With bg3 I missed a one of a kind item in act 1, a staple dnd item (ring of protection) that I was locked out off because I did quests in the “wrong” order. that gave me some anxiety, after which I started checking the wiki page before starting a new zone, which eventually sucked the fun out of the game, after which I abandoned my first playthrough.
And then I found a mod that randomizes all loot, so I can just let happen again what happens, without that anxiety of losing access to unique loot because of game design.
You got upset because you missed a +1AC item? There’s so many much better items in that game I’m surprised this one matters so much.
I totally recognise playing the perfect game angle though, depending on the game I look up collectibles ahead of time, so that when I find the area I know there’s one nearby.
Nah, the knowledge that I could be locked out of unique items is what caused anxiety, not what I was actually locked out off (though I do think it’s a really good item for a ring). I played act 1 as a blundering fool, at the end of act 1 I checked an item list to see what I missed, so I could backtrack for what I could use. And then I destroyed my fun in act 2 by checking guides before starting an area.
I also fall into this trap semi regularly, a happy medium I have found is a missable items guide that doesn’t tell you how to play or where to go but it does tell you “make sure you get item X before going to place Y as that’s your last chance”
It means I can be happy to play sub optimally knowing that if I really want I can go back and collect anything I missed later.
There is a time and place for walkthroughs. I doubt I would’ve finished Portal 1 & 2 on my own without them because I absolutely suck at puzzles, particularly visual ones. But if I hadn’t, I would have missed out on the great story and enjoying the craft of the game.
We were so bored back in the day we spent hours, days, months finding out how to get by stupid things in point&click games, it was better than not playing them but it was also not like the best time ever either.
Being bored was the healthy part, developmentally speaking.
Not that there weren’t overstimulating games back then, or healthy problem solving games today. But with enshittification, the shit is drowning out the gold.
As a horny teen, Leisure Suit Larry was the closest thing to smut in a game that I could get. There was no internet walkthroughs. You wanted pixelated boobs and innuendo? You had to try every item in your arsenal and every dialogue choice to get it. But damn was it fun!
Later, going back to the games and using walkthroughs, some of the solutions seemed rather silly.
I got this on my wishlist but I gotta wait to pick it up. Money doesn’t go as far as it used to so I gotta be more selective with when and how much I use. Even if the game is less than most AAA games nowadays.
This is exactly it. I definitely used a lot of walkthroughs as a kid. I also feel like games in the 90s and early 00s were just plain harder, or sometimes poorly designed.
These days I only look something up when I have got to a point of near rage over how much of my limited gaming time has been wasted, and I need to know if I am just a moron, or if it’s a bug, or bad game design. Of course, then I get mad that I can’t find it written out, and have to skim around in some fucking YouTube video to figure it out.
For me it’s the opposite. I remember getting stuck in a game for days or weeks in the 90s. I would get to a point where I would just try to click everything on the screen, use every item with everything else, try all possible item combinations, etc. These days, if I’m stuck for more than an hour or two I’ll just Google it. I’d rather move on faster and get to play more games in the limited time I have for such things.
An excellent opportunity to reference a bit of true Internet culture: Old Man Murray’s dressdown of one of the puzzles in Gabriel Knight 3. The most relevant part is their final summary:
That was the one where you had to use cat hair to add a mustache to a fake ID to impersonate a character that had no mustache? Yeah, I don’t really miss moon logic.
One time I used a GameShark mid game for a Zelda game, I saved my file and came back later to find that by maxing out, I had ruined my save file and lost all my progress. I cried my eyes out and it took days to get back, boringly replaying the game.
I always wondered if that was an intentional lesson by the GameShark devs… ChatGPT seems designed to make you act against your best self interest.
I’ve had a similar train of thought. I work with a lot of people that have been doing their jobs for many years and know what they’re doing. They might benefit from an LLM since they already have the expertise to tell what to take or leave. A novice would benefit more long term from learning the hard way.
Continuing with that train of thought though, if someone has been learning and growing for years, is there really a point where it’s okay to stop, say “I don’t need to learn more,” and start relying on the easy method while their skills stagnate?
Counterpoint, like, I can draw things, but I can't draw people, but I have used AI to generate pictures of people that I can then trace to learn how to draw people, and because it's a new person, and it's something I'm in control of, I feel more encouraged to fire up Krita and work on my drawing.
I still suck, don't get me wrong, but I have done more artwork since having access to AI art tools than I did for several years prior to that.
There's just something about having an idea of knowing what the finished output is supposed to look like that helps me figure out how to draw what I'm supposed to draw.
And eventually I will be fully drawing my own stuff from scratch, thanks to using AI as a self-learning tool.
Weird, I love problem solving. Its why im so upset with people complaining about computers when all they have to do is tinker with them or google about it. Walkthroughs are for when you need it, if you have an urge to use the walkthrough only instead of actually playing the game, then thats a you problem.
I mean, I guess, it was their realization that the walkthrough skips the fun problem-solving part. That it shouldn’t be a tool you use during the problem-solving.
bin.pol.social
Aktywne