>dude just bomb every tile lmao
Dude just bomb every tile lmao
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Yeah, it's garbage, but it was one of the first exploration games of this kind, so I'll forgive it.
yes
Super Metroid
The game has hints for every wall you need to bomb to progress, the only random ones are two hearts.
>the only random ones are two hearts.
That's already unforgivable
All the caves face North. The real pain is burning bushes and trees before getting the upgraded candle.
More like
>Burn tree
>Exit and enter screen
>Burn tree
>Exit and enter screen
Just hope you don’t forget the ones you already tried
>he needs those two hearts to finish the game
Defend this.
Mistranslation. Supposed to be the rumbling of an empty stomach, not ornery mumbling
>Missable content is ok as long as you don't need it
It's not missable though :^)
>I want everything handed to me on a platter
It's a couple fucking hearts. There are a dozen others you can get far more easily. You hardly need them and you're hardly missing any content by not finding them. They're just nice secrets to discover if you happen to find them but are by no means necessary.
Do you consider every single Korok seed necessary to get, instead of just getting whichever ones you happen to find on your own and that being enough?
Nah, it’s hard for zoomers to understand today, but secrets were spread via word of mouth and magazines quite easily. You’d often know game secrets via osmosis.
>Do you consider collectibles mandatory in a game that revolves around exploration?
Unironically yes. Bomb every wall and set every bush on fire. Zelda 1 wasn't that hard or cryptic, the sequel was worse.
including some bullshit nonexisting ones. I managed to convince my buddy that there was half life 0 2d for dos like duke nuke 1/2 before duke nukem 3D
The idea was that you'd communicate with your friends in order to progress. Obviously you weren't going to bomb every wall but someone was going to discover this shit by accident and it'd spread from there. I know such a concept is incomprehensible to a zoomer who never knew the world before the internet but it wasn't an uncommon practice in exploration based adventure games.
If it's so important to you, then fucking explore so you can find them if that's the name of the game.
I did, I'm at 895 after 555 hours
Jesus dude.
>"It's okay because muh strategy guides", boomer edition
cringe
>strategy guides
>not boomer
they did shit like that otherwise you'd beat the game in one day. For the record u never played this game and never will
I've heard some Japanese people say it actually was translated right and it's just annoying even in the original game.
For a fair amount of time in code development history, the point of secrets was not to be found.
Based
X-ray powerup
>a pickup is content
Back in the day games were not designed for the mindset of an completionist, they were just meant to be played. Secrets are there for you to randomly stumble across and feel like you made a neat discovery. They are not there to be a checkbox you can tick off.
you mean old games didn't have achievements? how fucking lame. How do you faggots can defend this retro pixel bullshit. Glad corona is removing boomers like you, you're holding the gaming back.
That's why I said in the very first post of this thread that I forgive it for the time it's in. But fortunately, games have evolved from that shit tier mentality.
Yes. People who whine that they missed things in games like JRPGs are whiny autists.
What's bad about the mentality that games are meant to be played, not necessarily beaten? I think it is quite nice to have a game feel like a game, not like a task.
It's still a task. You still want to beat Ganon. You still want to get all the Triforce pieces. Gaming has always been a task. It just wasn't properly documented back in the old days.
I managed to beat most of Zelda 1 without a guide, the only time it feels unfair are when you need to bomb "spectacle rock" and the dungeons where 1 random wall is a necessary bomb spot
People like to rail on games for holding your hand too much, but it really was a huge improvement to be able to tell what the fuck you're supposed to do. Games like this one and Castlevania 2 didn't respect your time on this world at all.
The original Legend of Zelda has plenty of issues but I think structurally it has yet to be topped by any of its sequels. Even BotW, which many insist is a spiritual successor, dropped the ball hard. It wouldn't take that many changes to get right either.
1) They wanted you to buy strategy guides
2) They wanted you to waste hundreds of hours of your life on it so it'd feel like it was worth the price, unfortunately, that mentality is still very much prevalent in today's industry, just to a lesser extent in some cases (and to a much bigger extent in others)
Your dumb, also X-ray vision.
It's a task, yes, but not all of it has to be. Having secrets sprinkled everywhere that are just there for the sake of making one in a thousand players feel a spontaneous moment of discovery is a nice thing to have. These secrets don't need to be discovered, but they can be while you're playing the game - aka exploring the world. I really don't see how this is a "shit tier mentality".
>comparing Zelda to Castlevania 2
Something tells me you played neither for longer than a few minutes. You very much knew what to do in Zelda 1, the cryptic wall-bombing and bush-burning is almost completely optional secret-hunting.
Super Metroid has way more QoL than LoZ. Outside of the game not teaching you how to sprint (because it's in the manual), it's perfectly playable without a guide. You might not be able to find all the optional upgrades but you can certainly beat the game.
In terms of Zelda I think LttP almost got it right but went too far into handholdy territory by labeling every single dungeon location on the map. The two-act structure is also less interesting than LoZ's looser (but not too loose) dungeon order, though it's a lot better than what the franchise would turn into.
>Just hope you don’t forget the ones you already tried
What are you, senile?
Nigger, I paid for the game. I'm not paying for a 1 in a million chance of finding all the heart pieces. If I wanted that, I'd play the rogueshit genre.
You know your only reward for finding all of them is a literal pile of shit right
Why do you need all the heart pieces? Why is it a requirement for you to be able to 100% a game?
Tell me how you're supposed to know to play the flute at the lake
Do you honestly think a guy who sank so many hours into this really cares about the reward?
The way korok seeds work in BotW is way worse than how heart containers work in LoZ. The latter are actually feasible to fully collect for non-autistic people, and are a meaningful reward.
>Why do you need all the heart pieces?
I don't need them. I want them. When I pay for a game, I want to experience all its content. Simple as.
I see. So you see games as a checklist. I suppose we are arguing from different standpoints here. I guess there's nothing that can be done about this.
Good night.
You're not supposed to collect them all.
You should be able to read your map to tell when there's space for a room behind a bombed wall.
Then prepare for a meaty experience figuring shit out in order to get to that point. God, I hate gamers like you. You're why there are no meaningful secrets in games anymore. Looking for the reason every Zelda game now has clearly cracked walls that only have a treasure chest in them? Look no further.
You're already going to wonder where you're supposed to use the meat there is for sale at one of the shops. This is obvious.
Yeah because they're filler content, they designed the gigantic world first and then came up with stuff to fill it with at the last minute. Maybe you disagree but I don't think it's autistic to want side content that is actually fun to complete. But of course BotW is far from the only open world game to suffer from that issue, even Death Stranding (which can barely be called open world) suffers from grindy hyper-repetitive side content.
Again, you're not supposed to collect them all. You dislike them because it doesn't fullfill the purpose you demand from it.
>Then prepare for a meaty experience figuring shit out in order to get to that point
Spamming bombs on every possible wall isn't figuring anything out, retard.
Yeah god forbid we have any actual SECRETS in a game for a blind playthrough. Everything has to be an obvious """secret""" now to appease casuals like who need their "time respected" whatever the fuck that means. Get another hobby stupid nigger.
The world of Breath of the Wild is empty as shit, so the only logical content is that the seeds were their failed attempt at making it feel livelier with padding.
Like the guy you're replying to said, though, this occurs in basically every modern open world game. Developers have very much taken the size > density side of the equation.
>dude brute forcing is boring so I can't figure it out
You're the retard here.
power bombing is a good thing though