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[cinemablend.com] Buy An Xbox One, Get $75 From Microsoft cinemablend.com gamingeek
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[eurogamer.net] Dragon Quest 10 announced for 3DS in Japan streamed directly to you from the cloud eurogamer.net news SupremeAC
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[eurogamer.net] Samsung's Gear VR headset revealed in leaked image Occulus co-developed eurogamer.net gamingeek
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[videogamer.com] Watch Dogs sales reach 8 million videogamer.com gamingeek
[yudu.com] Ubisoft very happy with Nintendo's E3: Concepts 2nd to none "If Wii U sales continue to multiply, it will quickly come to a mass market" yudu.com gamingeek
[nintendo.co.jp] Nintendo 3DS Direct 3rd Party Publisher Games Friday - Europe : 1PM nintendo.co.jp gamingeek
[computerandvideogames.com] UPDATE: Microsoft denies nixing Xbox One dev kit plans computerandvideogames.com gamingeek
[videogamer.com] Epic, Ubisoft & Call of Duty devs join Bleszinski studio 12 people now in studio videogamer.com gamingeek
Shin'en interview - how online in Art of Balance works Pushing the Wii U with Fast Racing Neo mii-gamer.com gamingeek
[gonintendo.com] SEGA dev says no plans for Wii U VC support suggests fans speak up if they want it gonintendo.com gamingeek
[nintendoeverything.com] New Hyrule Warriors Screens Show Off Fi, Ghirahim The Imprisoned, Skyloft & More nintendoeverything.com media gamingeek
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[siliconera.com] Horii wanted Dragon Quest X on 3DS Back when the original release was still in development siliconera.com gamingeek
[gamefront.de] 4 x Mighty No. 9 Gameplay Videos gamefront.de gamingeek
[nintendoeverything.com] Pokemon Omega Ruby/Alpha Sapphire scans new Pokedex, Madame Pikachu nintendoeverything.com gamingeek
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[eurogamer.net] Bandai Namco explains Wii U Project CARS delay   "We're committed to delivering an exceptional and unique experience for racing fans on Wii U and for this we kindly ask our devoted and passionate Nintendo fans for a little more time in order to..." eurogamer.net gamingeek
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[gamekyo.com] Ubisofts WW1 Unknown Soldier in the works for Wii U Rumor - only a work overload caused its delay gamekyo.com gamingeek
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[gamekyo.com] Project CARS Wii U delayed to 2015 November for everyone else gamekyo.com gamingeek
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[gamefront.de] Killer Instinct season 2 pics gamefront.de gamingeek
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Mon, 07 Jul 2014 23:39:58
robio said:

By the way Bear, how is the arm/should doing?

Healing slow, at least  I did not need surgery. The pain killers are flowing though.

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Mon, 07 Jul 2014 23:44:22
_Bear said:

Healing slow, at least  I did not need surgery. The pain killers are flowing though.

Woo-hoo!!! Hydrocodone/Percocet party at Bear's!!!!

Well, sucks that it's a bitch to heal, but at least you got a bright side. Surgery would have sucked twice as much.

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Mon, 07 Jul 2014 23:44:53
+1
Archangel3371 said:

Pretty harsh sentence. Who did you club?

Baby seals.

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Tue, 08 Jul 2014 01:28:30
Dvader said:
Foolz said:

I'm not sure someone who needed to think to solve puzzles and get through dungeons in Twilight Princess is in a position to call complaints against Twilight Princess stupid...

Such trolling BS. So if puzzles, actions, dungeons, bosses is not what you judge a Zelda game for, what do you judge it on.

Not sure how that's more trolling than your statement? Uneasy

There's a cut off point where a puzzle, regardless of complexity, ceases to present a challenge (which is kinda necessary when it comes to puzzles). Anything below this point is equally useless. That's the nature of puzzles. Five times five plus two is more complicated than five times five, but as far as I'm concerned both are going to be equally bad in terms of their affect on gameplay, because both are below the threshold of eliciting anything in the player; the same can be applied to the principles of battle design. The only exception to this rule is if they are very, very long and complex: which the puzzles and battles in both TP and TWW are not. Therefore the battle design and puzzles are below this threshold in both TWW and TP, but everything else about TWW wasn't redundant shite as it was in TP. And TWW had a valid gameplay element that was head and shoulders, while still flawed, above anything in TP (exploration). And it was new in its implementation for the series as well, which easily makes up for its marginally worse puzzle and battle design sensibilities (which, incidentally*, are dramatically superior). All TP had was the shallow but briefly fun dark and light worlds which OOT did much better with the adult and young link juxtaposition. It really doesn't help that TP is so like OTT which, while no masterpiece (with a GC controller. :X), is far, far better designed in every facet but mechanical control.

*Before you complain about judging Zelda on drama, please note the asterisked word.

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Tue, 08 Jul 2014 01:47:01

So is everyone here, except Archie, a Wii u owner now?

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Tue, 08 Jul 2014 01:49:25

*Trades in Wii U system for a Vita*

travo said:

So is everyone here, except Archie, a Wii u owner now?

Nope. Nyaa

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Tue, 08 Jul 2014 01:50:31

Did you really?  You traded...poorly.

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Tue, 08 Jul 2014 01:51:44

Of course not! I'm crazy, but I'm not that crazy. Nyaa

I don't think Aspro or Yoda has a U yet.

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Tue, 08 Jul 2014 02:43:38
Foolz said:

Not sure how that's more trolling than your statement? Uneasy

There's a cut off point where a puzzle, regardless of complexity, ceases to present a challenge (which is kinda necessary when it comes to puzzles). Anything below this point is equally useless. That's the nature of puzzles. Five times five plus two is more complicated than five times five, but as far as I'm concerned both are going to be equally bad in terms of their affect on gameplay, because both are below the threshold of eliciting anything in the player; the same can be applied to the principles of battle design. The only exception to this rule is if they are very, very long and complex: which the puzzles and battles in both TP and TWW are not. Therefore the battle design and puzzles are below this threshold in both TWW and TP, but everything else about TWW wasn't redundant shite as it was in TP. And TWW had a valid gameplay element that was head and shoulders, while still flawed, above anything in TP (exploration). And it was new in its implementation for the series as well, which easily makes up for its marginally worse puzzle and battle design sensibilities (which, incidentally*, are dramatically superior). All TP had was the shallow but briefly fun dark and light worlds which OOT did much better with the adult and young link juxtaposition. It really doesn't help that TP is so like OTT which, while no masterpiece (with a GC controller. :X), is far, far better designed in every facet but mechanical control.

*Before you complain about judging Zelda on drama, please note the asterisked word.

Well at least now you are giving me something rather than crap like "it is redundant". Yes exploration is the one area WW that it can hold its head high. But the rest you argue is dumb, no there is no magic threshold and if there was TP more than passed it many times. You play to be engaged, to have fun, to take part in great gameplay moments. TP has far better moments everyone, in dungeons, outside dungeons. It has better mini games, better combat mechanics, far more interesting BRAND NEW items, better bosses, better pacing.

As for puzzles, I would say this is one of the hardest puzzles in the game

Bonus_Video_Sacred_Grove_Guardians_(Twilight_Princess)

Got many people stuck and was a basic traditional puzzle. You can't not think you way through this one. On the flip side the closest puzzle WW has that even remotely reaches this level of complexity is this thing.

maxresdefault.jpg

Where the floor is basically marked where you can push blocks. The most complex room in any WW dungeon was this from the earth temple

gfs_50820_2_14.jpg

Which had MARKED holes on the floor on where to put the statues. Not only that it had set paths so you couldnt even move the statues away from the path if you wanted to, pathetic.

Compare that to lets just take the third dungeon

lakebed-temple-main-room-tp.jpg

Here is a dungeon where you manipulated the dungeon itself to create paths and find your way around that. WW didint have any think like that.

Or take the temple of time where you have to take control of the statues and move them all the way down to the bottom floor solving all sorts of puzzles along the way. WW has this similar mechanic with the statues in the temple and controlling the secondary character but never makes great use of them. The stuff in this one dungeon in TP has better puzzles than what is in WW.

I am not saying TP has portal level puzzles, or it takes a genius to solve them but they are not insulting like WW. There is a difference, TP was a joy to solve the puzzles, and WW had some of those to every once in a while but it was far more rare. Not only that every dungeon in TP had an amazing theme and a certain level of level design that WW doesnt even come close to matching. The Snowpeak dungeon doubling as a mansion. The way the temple of light has you scale up the tower playing one style of play, then come down having to rethink every room you just passed. Not to mention the new items themselves were an absolute blast to use, grinding on rails, awesome. Double hookshots, hell yes.

Zelda is about the mix of action and puzzles, the chase of the aha moment followed by something FUN in a gameplay sense. All the items you earn, the way they are used, the way you approach enemies and puzzles is done in a manner that is fun. WW like all Zelda still excells at this but it doesn't reach the levels of fun that TP. When I got into a dungeon in WW it rarely made me think outside the box, everything was room to room to room. TP has some dungeons like that but it had a mix with a few that were far more open and created that sense of "ok when I get this new item I am going to have to start to rethink how I approach these areas." Not to mention the moment to moment action of TP has a lot more happening in a gameplay sense from changing into multiple forms like a wolf, and having all the abilities of a fish. To having horseback combat/chases, real archery competitions, I believe you fly some bird thing, there is fishing, fun ball mini games. It has so much more to do. That is what makes a game, all the moments, the design all coming together to create an experience.

If exploration is the element you treasure the most then I see no issue with WW being better than TP. MM is my favorite cause it does NPCs and side quests in such a unique way and there is nothing like it. But WW is really traditional outside the ocean sailing. Once you hop on land it is the same game as TP, a worse game.

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Tue, 08 Jul 2014 03:09:45

"But the rest you argue is dumb, no there is no magic threshold and if there was TP more than passed it many times."

Why not? I'll give you the statue puzzle, but other than that not a single puzzle in TP registered for the reason I stated: you might be happy to enjoy shitty puzzles if they're in a complex package; I wasn't with TP. I don't see how that's an unjustified opinion.

As for your complaints regarding my posts:

You're generally just listing things you thought was cool in TP (except for later in the post where you discuss Zelda broadly, none of which is relevant to my posts) without much editorialising or justification; so excuse me for doing practically the same thing with TP (albeit in reverse) but having the decency to reduce it to a word or two.

"Redundant" and "Here is a dungeon where you manipulated the dungeon itself to create paths and find your way around that." are equally meaningless statements, if in different ways: my statement is editorial without justification; yours is the justification without the editorial: both statements are therefore incomplete, but anyone who can read can easily infer what both statements mean if that person has any knowledge of either Zelda or the two of us. It's absurd to complain about one, and then make the other.

Edited: Tue, 08 Jul 2014 03:10:58

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Tue, 08 Jul 2014 03:16:33
+1

Not to troll or anything, but boy the Temple of the Ocean King is really great. I just love it.

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Tue, 08 Jul 2014 03:18:28
Foolz said:

"But the rest you argue is dumb, no there is no magic threshold and if there was TP more than passed it many times."

Why not? I'll give you the statue puzzle, but other than that not a single puzzle in TP registered for the reason I stated: you might be happy to enjoy shitty puzzles if they're in a complex package; I wasn't with TP. I don't see how that's an unjustified opinion.

As for your complaints regarding my posts:

You're generally just listing things you thought was cool in TP (except for later in the post where you discuss Zelda broadly, none of which is relevant to my posts) without much editorialising or justification; so excuse me for doing practically the same thing with TP (albeit in reverse) but having the decency to reduce it to a word or two.

"Redundant" and "Here is a dungeon where you manipulated the dungeon itself to create paths and find your way around that." are equally meaningless statements, if in different ways: my statement is editorial without justification; yorus is the justification without the editorial: both statements are therefore incomplete, but anyone who can read can easily infer what both statements mean if that person has any knowledge of either Zelda or the two of us. It's absurd to complain about one, and then make the other.

WTF how is giving an actual example, a tangable gameplay experience you can see and critique, meaningless like the word "redundant". You give nothing, I gave you actual examples.

Do you really want me to get into why the horse back riding battle is better than fighting a big octo in the ocean with a canon? Or go into boss to boss comparisons, show casing exactly what the player has to do in each showing clearly why TP is superior in boss battles from a gameplay perspective. Do you want that?

If you think TP has shitty puzzles and is terrible because of that then you dont like any Zelda game. What Zelda games have puzzles that are actually at a different mental level? The only reason the puzzles in TP are simple is cause the Zelda logic has been used for so long it has become easy for any casual zelda player to figure this stuff out. But get someone who never played a Zelda game and drop them into TP, they would not agree with you at all. I have seen it, I have lived it, I have seen people who play other genres get to TP and its like an alien to them and they get stuck in the room where you need to boomerang the floor so the wind moves the leaves, cause that is not normal outside of zelda. But for zelda players it makes sense.

Edited: Tue, 08 Jul 2014 03:19:33
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Tue, 08 Jul 2014 03:23:38

"Here is a dungeon where you manipulated the dungeon itself to create paths and find your way around that"

Because that could be describing the shittest dungeon ever. A concept is not good because it is a concept.

Without explaining why anything of that is good, you have nothing more useful than the word "redundant" has.

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Tue, 08 Jul 2014 03:27:19
+1

Yep. Temple of the Ocean King. The time limit forces you to think quickly, and it keeps evolving and changing as you get new items. That makes it feel fresh everytime you visit it. Yessiree bob, Temple of the Ocean King. Good times right there.

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Tue, 08 Jul 2014 03:41:02
Foolz said:

"Here is a dungeon where you manipulated the dungeon itself to create paths and find your way around that"

Because that could be describing the shittest dungeon ever. A concept is not good because it is a concept.

Without explaining why anything of that is good, you have nothing more useful than the word "redundant" has.

Cause I expect you to understand Zelda and know why that is a good thing. Well I guess there are two types of people, people that think the water dungeon in OoT is genius and those that think it is a pain in the ass. I think it was genius. I believe levels where you manipulate the structure of the level and have to move pieces of that level to gain access to other pieces and in turn moves pieces back to reach previous areas with new items is an excellent gameplay/puzzle device. It breaks free from the "enter the room, look around and look for a solution to that room puzzle, then move on" structure that Zelda games have gotten a habit of doing. The dungeon should be maze like, that is lost now. I understand the majority of TP levels are not maze like and follow the room to room structure but at least it has one or two dungeons like the water temple, where WW had zero.

Edited: Tue, 08 Jul 2014 03:45:43
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Tue, 08 Jul 2014 03:41:49
robio said:

Yep. Temple of the Ocean King. The time limit forces you to think quickly, and it keeps evolving and changing as you get new items. That makes it feel fresh everytime you visit it. Yessiree bob, Temple of the Ocean King. Good times right there.

What temple is this?

EDIT: Oh nooo, nooo nooooooooo!

LOL. Look if it didnt force you to redo everything over and over and was just one straight experience from start to finish then yes it would be a great dungeon.

Edited: Tue, 08 Jul 2014 03:43:02
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Tue, 08 Jul 2014 03:47:13
Dvader said:

Cause I expect you to understand Zelda and know why that is a good thing. Well I guess there are two types of people, people that think the water dungeon in OoT is genius and those that think it is a pain in the ass. I think it was genius. I believe levels where you manipulate the structure of the level and have to move pieces of that level to gain access to other pieces and in turn moves pieces back to reach previous areas with new items is an excellent gameplay/puzzle device. It breaks free from the "enter the room, look around and look for a solution to that room puzzle, then move on" structure that Zelda games have gotten a habit of doing. The dungeon should be maze like, that is lost now. I understand the majority of TP levels are not maze like and go the room to room thing but at least it has one or two dungeons like the water temple, where WW had zero.

As I expect you to understand criticism and Zelda to infer the meaning of redundant: by your own statement you demonstrate their identical meaninglessness lol.

Edited: Tue, 08 Jul 2014 03:47:46

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Tue, 08 Jul 2014 03:56:56
Foolz said:

As I expect you to understand criticism and Zelda to infer the meaning of redundant: by your own statement you demonstrate their identical meaninglessness lol.

Redundant to me is as boring a critique as" it has bad graphics". Mario Galaxy 2 was redundant, still a masterpiece. Its a stupid argument to me, while valid, it holds little weight. If TP was the 4th OoT like Zelda game in 5 years then ok, I get it, but TP is not that.

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Tue, 08 Jul 2014 04:04:01
Dvader said:

Redundant to me is as boring a critique as" it has bad graphics". Mario Galaxy 2 was redundant, still a masterpiece. Its a stupid argument to me, while valid, it holds little weight. If TP was the 4th OoT like Zelda game in 5 years then ok, I get it, but TP is not that.

That's fine with me, just don't call it meaningless and trolling, then respond with something equally meaningless containing trolly asides.

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Tue, 08 Jul 2014 04:50:50
Foolz said:

That's fine with me, just don't call it meaningless and trolling, then respond with something equally meaningless containing trolly asides.

Again giving clear examples is not meaningless, maybe to you but to someone trying to present an argument it is not.

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