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ShalashaskaUK666

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ShalashaskaUK666

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@ezekiel said:

It's crap. Didn't finish it. The universal praise from the popular reviewers blows my freaking mind.

Being a reviewer myself, over time I think you build up this 'critical eye' that hand-waves away anything close to generic and champions fresh ideas, just because they're fresh.

I'm not saying Hellblade is a horrific pile of anything, but I think it's coasting by a LOT on its themes and interpretable messaging, rather than what's actually objectively there.

If you strip away the thematics, theatrics, world-building and graphics, the puzzles are some of the worst I've ever seen, and combat - whilst solid - can feel broken against multiple enemies.

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ShalashaskaUK666

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As the credits roll I'm left reflecting on just how many times I was close to turning this off across its runtime.

The rune 'puzzles' - MAN, they weren't all that 'puzzling', just tedious, and for every time we got a cool cutscene providing some much needed narrative weight, woah there - have another rune puzzle! Dying to obscure visual effects isn't fun, nor is fighting a huge boss in the dark, OR being chased by a proximity-killing 'force'.

Literally every time I thought things were starting to come together, there was another element that was completely and utterly off-putting. Even the final fight didn't 'work' thematically because I was good enough at the combat to literally carry on fighting for a good 25 minutes, before finally just assuming "Well, it clearly wants me to die".

None of the live action actors' lip-sync was in time either, so even Dillion's final speech didn't land.

I truly champion Ninja Theory for such an ambitious game, but why on Earth did they have to obscure the story at every turn with some of the most arduous gameplay segments in recent memory? It's Final Fantasy XV Chapter 13-bad in spots, and that REALLY is saying something.

How did you guys get on? I really just wanted to take in the story, enjoy the radial audio warning me of incoming attacks and travel into the Norse underworld, but I can't say I enjoyed more than a few moments of it at any given time.

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ShalashaskaUK666

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#3  Edited By ShalashaskaUK666

As mentioned, I'm working through Ocarina of Time, it's always been a gap in my gaming knowledge, so I'm playing through all the main Zeldas after BotW, and have moved onto Ocarina after clocking Link to the Past.

My question is this: How much do you think older games/Zelda games fall back on obtuse, "What are we thinking?"-type puzzles to progress? I can totally get on board with the notion that modern games have made us yearn for arrows, 'vision mode' highlights and markers telling us where to go, but there are many times in these older Zeldas where I can't fathom EVER figuring out what I was supposed to do.

Like right now, I'm post-Water Temple, and after the cutscene of Kakariko Village burning, I get a camera shot of the windmill and... nothing. The solution is to - and just imagine this for a relatively new Zelda player - play your Ocarina in front of a man in the windmill, learn a song, then travel back in time and play it back to him, thus opening an underground cavern. The nearest I can get to the game hinting at this is the camera shot towards the windmill, and then the guy talking about wanting to learn a song, but even then... what's the connection to the underground passage?

I remember reading an old interview with Miyamoto where he stated they made the first LoZ intentionally obscure and nigh-on impossible to complete alone, thereby forcing people to work together and build communities (embodying the "it's dangerous to go alone" mentality, which is genius). Though, how much do you think that mentality prevails in the sequels, and in Ocarina?

I've had many lengthy chats with one of my game designer chums about how the game DOES contain hints as to things like where the Hookshot is if you talk to the townsfolk, read a diary and look for flowers on a particular grave, but personally, I'd never in a MILLION years have even thought that way. In fact, every time the game just drops me back in Hyrule without specifics, it can be quite off-putting.

How did you guys find Ocarina first time through, and did you resort to walkthroughs/asking friends at key points?

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ShalashaskaUK666

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First up, Pyre is a SPECTACULAR piece of art. Sumptuous soundtrack, art direction, scriptwork and world-building are second almost to none. It really is jaw-dropping in every respect... except (some of) the gameplay.

So first up, I can't fathom why they don't let you pause and pick moves or whatever, as being in 'real time' means I'm forever being screwed over by the auto-select going to the wrong player when I'm trying to pick them on defence. It's very hard to memorise all three of your character's various abilities and Talisman buffs for use in-match, and being that until you've done like 20 Rites and opened up the game world, you'll only have 5-10 minute matches to get a feel for everything anyway. Pausing and let us cycle through all our available options would've been most welcome, if only for a 'beginner stage' before speeding things up.

Ultimately, I'm finding myself getting far too annoyed at what feels like a lack of control. Movement is that LITTLE bit too slippy and unresponsive when it matters most to be satisfying, yet matches can still be cakewalked for the vast majority of time, even on higher difficulty.

As such, I'm finding myself breezing through 99% of bouts (just lost my first after a good 30 games), yet the 'challenge' comes from awkward swapping when I can't defend effectively, or do any quick Aura attacks without charging up.

My improvements would be:

- For the love of God, let us pause the action, assess our options and continue.

- Reduce the respawn/Banishment timers. Yes, there are items for these, but they don't affect every character, and even equipped I think it takes too long.

- Let us hop into the Versus menu in a spoiler-free capacity, or unlock the practice orb stuff from the beginning.

How have you guys been finding it? I'm still very much positive, but the parts where I lose thanks to the controls are infuriating.

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ShalashaskaUK666

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#5  Edited By ShalashaskaUK666

It does! There's a drop in fidelity as the Switch version is blurrier than the other platforms, but it runs very smoothly. Also the blur stuff isn't noticeable once you get going :)

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ShalashaskaUK666

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Well... counter to all the positivity here, I just rage-quitted out and deleted it after trying to get Noodle along some extended bit of bamboo to get a coin about 20 times. The controls just do.not.work. There's this 'grip' mechanic that's supposed to tighten Noodle around something, but it just... doesn't. He sags off stuff regardless, and all the grip thing does is slow your movement, like it almost stops his head moving to a point? I think you're supposed to use it to take stock of where you are and kind of 'reset' any momentum, but nope, he'll just slink off things no matter what.

The camera doesn't help either, as being your head movement is relative to its placement ('up' is away from the viewpoint), it'll swoop in or decide to zoom around a piece of world geometry, meaning the direction you were pushing Noodle is no longer correct. Try to course-correct and you'll most likely fall off, as his auto-detection takes him 'around' a part of his own body, irrevocably missing the piece of the world you were attempting to latch onto.

Checkpointing is horrendous too, where even if you've collected a number of the blue bits of goo and/or some jewels, falling off anything kicks you back to the last time you activated one of the handful of markers on the floor. If you missed them and were indulging in the otherwise joyful feel of the game, nope, time to do EVERYTHING again.

There's something about when a game with so much potential, such a cutesy art style and such a cool control scheme f*cks up, that it infuriates me, so I tried, I got to the fourth world, but it's too unrefined and frustrating to recommend or carry on with.

*deep breath*

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ShalashaskaUK666

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So, yeah... where was Zelda for like 100 years? I get Link was in the stasis pod/bed/tank-thing, I can buy that it took 100 years for that thing to resurrect him. Y'know, video games. But where did Zelda go? She hasn't aged a day by the time we see her after the Dark Beast Ganon fight, and talks to you across the game from... somewhere.

Did you take that to mean she's essentially some sort of energy form in this time? Did I miss something? It's really not a 'thing', but by introducing all these massive time gaps, it leaves a lot of things up in the air.

My understanding is that Ganon was forever bound to Hyrule Castle for that 100 year period, whilst everyone and everything else carried on. Zelda is assumedly the one keeping him there, but how her sanity didn't take its toll across 100 YEARS OF SILENCE, I'll never know.

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ShalashaskaUK666

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After (I think) 40 tries in a row, I finally got another Cap haha. Just to confirm though, duplicate clothing items are a thing! :D Cheers everyone!

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ShalashaskaUK666

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I have two "Cap of Times" from the Ocarina of Time amiibo, so I believe that duplicate items are possible.

Hope this helps!

OH THANK GOD :D Cheers! Did it take forever to get the second one? I'm getting the feeling the drop-rate has PLUMMETED since getting the first haha, I've reloaded my save a good 20 times in a row and got nothing but arrows, shields n' swords.

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ShalashaskaUK666

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So after hours upon hours of searching for the Smash Bros. Amiibo, I tracked one down, and have been reloading saves over and over across multiple days to get the full Twilight set.

Thing is, I mustn't have saved after getting the Cap, and now when I try to spawn another, I'm getting broadswords and shields ALLLLL day long. I shudder to ask this, but are the clothing unlocks in BotW one-time things no matter what? Is there really no workaround?