JuicieJ
SHOW ME YA MOVES!
You're wrong. That's not what I said nor implied it.
Correction. You didn't mean to imply it.
You're wrong. That's not what I said nor implied it.
You're wrong. That's not what I said nor implied it. I was talking about gameplay. The word "sequel" does not mean I'm only talking about story.
I think you're looking at this from the wrong perspective.Correct me if I'm wrong, but it seems to me that you're assuming people criticize Twilight Princess for telling the same story as Ocarina of Time. That's not the case. As I said in an earlier post, people criticize TP for literally taking events and puzzles used from Ocarina of Time and copying them directly. One of the prime examples is the four Poes in the Arbiter's Grounds. Zelda always plays off of the same gameplay ideas, but no other Zelda title has so blatantly copied something from a previous dungeon like that. I do think TP is overly-criticized for being an OoT clone, but that doesn't meant that it isn't one. Because it most certainly is.
I was not talking about story in my response, I was talking about game play. When I say things like "sequel" and "prequel" I understand how people's minds can immediately go to story, but that isn't where my comment was leading. Like the comments before it, I was correlating the the game play of TP to the gameplay of its predecessor OoT. As a continuing sequel, TP's gameplay is similar to that of OoT's, much like other games. I did indeed use the fact that TP's story takes place after OoT's to better my arguement and show that it is a sequel in all aspects. A game can further game play all it wants, but it can't be called a direct sequel unless the story continues which is why I brought story into that comment. I do indeed believe TP was a good demonstration of sequel story, but my main point that I was referring to was that it does it in all aspects, mainly referring to game play.
It's one thing to take the same basic gameplay from one game and improve on it in another. Majora's Mask is a prime example of this. It's another to take that basic gameplay and make it basically exactly the same with no significant refinements or attempts to move it forward. Twilight Princess is a prime example of this.
Again, I don't think there's anything inherently wrong with copying a successful game, but the amount that Twilight Princess copied was a little overboard. If it hadn't been a Zelda game, it would have been called a Zelda rip-off by many gamers and critics alike.
Again, I don't think there's anything inherently wrong with copying a successful game, but the amount that Twilight Princess copied was a little overboard. If it hadn't been a Zelda game, it would have been called a Zelda rip-off by many gamers and critics alike.
I really don't understand how you can think Twilight Princess copied an excessive amount of things from Ocarina of Time. Let's look at three areas.
Twilight Princess added a few minor things in, like you pointed out, but it's still Ocarina of Time at its core. It didn't truly deviate from its (at the time) 8 year-old predecessor, unlike Majora's Mask, the OoX, and even The Wind Waker in some ways. I think it was only fitting, since it's what many fans were wanting -- ironically, since many fans wound up complaining about it -- and it was the series' 20th anniversary, but that doesn't mean that it wasn't a clone, nor does it mean that it couldn't have tried a little bit harder to refine OoT's elements rather than repeating them. The only things it truly tried to refine were the items and story, and since many of the items were dropped after being found, it somewhat failed in that goal. It's 3D games like Majora's Mask and Skyward Sword that truly tried to mix things up in the Zelda universe, and considering that MM used the same engine as OoT did, it's really saying something that it did a better job with that than TP did.
Again, I don't have an issue with a game copying OoT, but it shouldn't rely almost completely on it for success. It should try to refine much more things than TP did.
Your comment says that TP is guilty of taking the same basic concept and going through without improvement or advancement. As I said, Zelda's uniqueness makes it seem like TP isn't changing that much in regards to game play. But if you look at a game like Halo 2 and then look at Halo 3, would you call that a bad idea for sticking to the same basic concept? I mean sure it changed a few weapons, but isn't the gameplay basically going from point A to point B using your team of shooters? (No offense to anyone who likes Halo, I love the series) What about Uncharted 3 when compared to Uncharted 2? Sure there are some slight changes, but the game still consists of shooting bad guys (or monsters), solving puzzles, and plenty of climbing. Many 007 games stuck to the same quality of using a gun, grenades and gadgets and those series are not regarded as clones of each other. Those games even have the same basic plot of "bad guy does this to tries to rule world/kill people but is stopped." And CoD... okay, bad example, but you get my point. Any off these sequels would've been called rip-offs of their predecessors if they weren't continuing their series. TP's change seems like it did very little because many of the Zelda series sequels changed so much. Comparing it to other Zelda sequels, yeah, it does seem like it stayed relatively the same. But comparing it to just sequels in general, it follows the natural course a game like it would take. Its taking what OoT has, and improving it (or changing it in a certain direction, but I like to think it improved)
It's still not addressed that it's doing the exact same thing that other games which are sequels do. Do you believe the examples I gave are clones as well?
Uncharted 3 takes place in a completely different area than Uncharted 2 and has a different feel to it as a result, even in the gameplay.
There were also some new abilities that were taken advantage of like crazy, unlike in Twilight Princess.
As far as Halo 2 and 3 go, they improved on what Halo started, whereas Twilight Princess only downgraded what OoT did.
So does Twilight Princess. Story-wise it's the same place but geographically it is completely different and definitely has a different feel to it. Even gameplay is affected since Epona became more of a necessity than a novelty and combat was included that utilised her because of this.
Wolf Link. Turning into a wolf was a new feature that was taken advantage of to a huge degree. Then there are the items, and yeah, things like the Dominion Rod and Slingshot are mostly abandoned soon after getting them, but every other item was used well. Heck, the Double Clawshots even came back in Skyward Sword because they were so good. On top of that you have the Hidden Skills which advanced the combat a great deal compared to the simplicity of Ocarina's "Target-And-Mash-B" approach.
You think Ocarina of Time was better than Twilight Princess, I think the exact opposite. You felt a great connection to Ocarina when playing Twilight Princess, I didn't. I'm not gonna dispute that because I can't and there's no need to.
Twilight Princess revisits every single old area from Ocarina of Time and tries to replicate the feelings of each almost every time.
Wolf Link's gameplay was hardly different from normal Link's and was very poorly-executed. The only items that aren't abandoned are the Bombs, the Bow, and the Clawshot. That's it. The Hidden Skills overpower Link and require no skill to pull off.
Twilight Princess is one of the most flawed Zeldas in existence and had downgraded gameplay in every way imaginable.
Not true. We don't see Lon Lon Ranch, we don't see the Lost Woods, we don't see the Goron City. Castle Town, Zora's Domain, Death Mountain, Kakariko Village, Lake Hylia and the desert are all significantly different from their Ocarina counterparts and none of them attempt to emulate the same feelings. At all. Their layout, story significance and tone of their music and even colouring all go against your claim.
Ocarina's desert was a foggy, haunted square with nothing in it. Twilight Princesses was a huge open space with stuff dotted about all over and saw some of the franchise's best sunsets.
That was the Haunted Wasteland. Later on the desert has a very similar design to Twilight Princess's.
Ocarina's Zora's Domain was a cave with about 4 Zoras. Twilight Princess's was a large, lavish, gorgeous exterior with an interior throne room and easily over 40 Zoras, giving the impression they aren't on the verge of extinction.
Was still frozen over and felt serene and soothing.
Ocarina's Kakariko Village was a happy, lively place that seemed mostly agrarian in nature (chicken farming, windmill). Twilight Princess's was a run-down 'Dustbowl' kind of town that felt very isolated and was more industrial in nature (bomb shop, corrugated iron).
Kakariko is the only exception.
Ocarina's Death Mountain was a long path. Twilight Princess was a a long path leading to an open space with hot springs and lots of little tunnels for crawling around that was littered with Gorons (who were initially hostile, adding to the difference).
An open space? Not really. It was very condensed and consisted of a path of its own.
Ocarina's Castle Town was a small square with shops. Twilight Princess's was a bustling town with separate districts and amenities like an inn and a doctor as well as a public garden space just outside the South entrance. It also had a street preacher, teenagers and a Goron population that was essentially Zelda's version of immigrants.
N64 limitations. Both Castle Towns are still lively and bustling with people.
Ocarina had the Lost Woods which were bright, vibrant and had cheerful music. Twilight Princess had the Sacred Grove which was foggy and had a blue hue to make you uneasy and a bit sad. The music was the same song but played so differently that it evokes more or less the opposite emotion to what it did in Ocarina. Ocarina also did it as a pure maze while Twilight Princess was more focused on a chase.
Both had cheerful music, mysterious, and relatively confusing to navigate.
Twilight Princess also brought in Snowpeak which was used for one of the most unique mini-games in the franchise as well as one of the more unique dungeons too.
One new area. Your point is?
Wolf Link changed how you fought enemies and how you moved about the world. It also added the scent following aspect which helped drive the story on. The designers made great and frequent use of Link's Wolf Form so while I won't argue that you obviously didn't like being a wolf that much, "very poorly-executed" doesn't feel like a fair assessment to me. 'Disappointing' would perhaps be more appropriate.
It didn't change how you fought enemies at all. Midna even blatantly suggests this with one of her statements. The only thing that was different was the Twilight Beast moments, which were rather annoying to be honest. It was also disappointing because it was very poorly-executed.
The Spinner comes back for finding heart pieces in the overworld several times and I used it in fights from time to time. It could certainly have been implemented more but it wasn't abandoned. Neither was the Ball & Chain. Many people use it as a weapon, myself included. It's a lot like the Megaton Hammer in the way that it only has practical uses in one dungeon but can be used as a weapon if you so choose. I would also disagree that the Hawkeye, Iron Boots, Boomerang, Horse Call or Lantern were abandoned as I used these items throughout the adventure. I can only agree on the Dominion Rod and Slingshot (since that is replaced by the Bow).
The Spinner is used to find, like, 3 Heart pieces. Using the Ball and Chain as a weapon also doesn't count as it being used a lot. I used the Whip as a weapon against Keese and whatnot in Skyward Sword. It was used poorly in terms of environment, though. Same with the Ball and Chain. The Hawkeye is an optional item, the Iron Boots are dropped after the Lakebed Temple -- this is a fact -- the Gale Boomerang becomes insignificant after the Forest Temple, and the Horse Call is never relevant in the main quest.
The Hidden Skills give Link an advantage based on your ability to see the opportunity to use them. Even the Mortal Draw has its balance in that you have to be totally defenceless and get the perfect timing. Maybe you found them easier to pull off but I was very satisfied when I mastered them all and incorporated them into general combat at every chance. It was a great break from just repeatedly pressing a single button until everything was dead.
It provided some variety to be sure, but they weren't executed as well as they could have been. Very few enemies actually required use of them, which is a huge missed opportunity to mix up the gameplay. They were cool to watch, but they only made an already easy combat system significantly easier. They should have only made things more convenient instead.
I personally disagree. Twilight Princess did a lot of things to give us a fresh, new experience and I felt that it delivered on every level. It took almost every basic gameplay mechanic in Ocarina and added new depth and twists on them, it presented a unique take on Hyrule that added a lot of depth to the characters as well as specific races in the overall lore and its influence (along with that of virtually all 3D Zeldas) is felt clearly in Skyward Sword.
A fresh experience? No, that'd be Majora's Mask and Skyward Sword (and The Wind Waker in some cases). Twilight Princess was a celebratory game that attempted to remind us why Zelda is such a great series and why past games were considered ground-breaking. It wasn't even an evolutionary game. It didn't move the series forward at all.
1.) We totally saw the Lost Woods and the Goron City.
2.) Just because some places -- especially insignificant ones like Lon Lon Ranch -- doesn't mean many others weren't. They also didn't look exactly the same, but they definitely tried to evoke the same emotions.
Was still frozen over and felt serene and soothing.
N64 limitations. Both Castle Towns are still lively and bustling with people.
Both had cheerful music, mysterious, and relatively confusing to navigate.
One new area. Your point is?
It didn't change how you fought enemies at all. Midna even blatantly suggests this with one of her statements. The only thing that was different was the Twilight Beast moments, which were rather annoying to be honest. It was also disappointing because it was very poorly-executed.
Using the Ball and Chain as a weapon also doesn't count as it being used a lot... The Hawkeye is an optional item... and the Horse Call is never relevant in the main quest.
It provided some variety to be sure, but they weren't executed as well as they could have been. Very few enemies actually required use of them, which is a huge missed opportunity to mix up the gameplay. They were cool to watch, but they only made an already easy combat system significantly easier. They should have only made things more convenient instead.
A fresh experience? No, that'd be Majora's Mask and Skyward Sword (and The Wind Waker in some cases). Twilight Princess was a celebratory game that attempted to remind us why Zelda is such a great series and why past games were considered ground-breaking. It wasn't even an evolutionary game. It didn't move the series forward at all.
It provided some variety to be sure, but they weren't executed as well as they could have been. Very few enemies actually required use of them, which is a huge missed opportunity to mix up the gameplay. They were cool to watch, but they only made an already easy combat system significantly easier. They should have only made things more convenient instead.
A fresh experience? No, that'd be Majora's Mask and Skyward Sword (and The Wind Waker in some cases). Twilight Princess was a celebratory game that attempted to remind us why Zelda is such a great series and why past games were considered ground-breaking. It wasn't even an evolutionary game. It didn't move the series forward at all.