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Saturday, December 3, 2011

Navi vs Midna - Who is the more annoying?

This was bound to happen. Ever since Ocarina of time, Zelda games have had a "helper" character (or at least the 3d ones do) that tells you what you should need to do. for instance, Midna in Twilight Princess and the infamous navi from Ocarina of time. These two chractersBoth play significant roles in their respective games, but one must ask...
Who is the more annoying?

Navi is infamous for her well known catch phrase "Hey! Listen!" Fans of ocarina have suffered many sleepless nights because they cannot get navi's continuous shouts at link out of their heads. Most of the time, navi is used to lock onto enemies. Other than that, she is usless.
OR IS SHE???
when playing ocarina the other day, navi's usual "hey!" came up. However, in
stead of telling me usless info that i already know, She told me where i needed to go. if i hadn't already known where i was to go, this information would have been incredibly valuable.

midna is by far the more interesting character. Her personality throughout the game goes from being rather controlling to being more kind. Midna does not help you nlock on, but does help you to cross large gaps in wolf form, and to quicktravel around hyrule. This makes traveling much easier.
HOWEVER, Midna tells you where you need to g
o only once. WHEN YOUR NOT PAYING ATTENTION. For a helper character, she isnt that helpful. the manual that comes with twilight princess says to ask midna for help. I did. all i got was "Link, Hurry! we have to save Zelda!"
tell me something i dont know.

So to sum up
Navi-far more talkative but with useful information
Midna- Cooler than navi... but when it comes to guidance she falls short. (not a joke about her being an imp)

Top 5 Zelda Boss themes- Number 1

At number 1- Malladus beast- Spirit tracks
Maybe im biased towards spirit tracks than any other zelda game. Sure, they are all great, but, especially between the 2 ds zelda games, spirit tracks was that little bit better.



Top 5 Zelda Boss themes- Number 2

At number 2- Dark beast Ganon. The final boss from ocarina of time. How, you may ask, is this only number 2? well, you will see...

Top 5 Zelda Boss themes- Number 3

At number three, i have Blizzeta's battle theme from TP.
dont argue. its awesome.

Top 5 Zelda Boss themes- Number 4

I put this theme at number 4, because of the fact that While Windwaker's Ganondorf was powerful, his boss battle theme was as well, but three other boss themes beat this one


The Doctor's top 5 Legend of Zelda Boss themes

Well, it was bound to happen sooner than later...
(TP Ganondorf fight is not on this list as it is in my top 10, not top 5)

At number 5 we have The Molgera battle theme from windwaker.


Thursday, December 1, 2011

Difficulty

Remember when those days of beating a really tough game made you like this?:


















Well, those days may be long gone. The default difficulty in games is getting a lot easier in general, which can be a good or a bad thing, depending on where you stand. Remember Ocarina of Time? There was less hand holding, less guidance and less hints dropped along the way. You were basically given a sword and then told to go have an adventure. In something like, Twilight Princess, you were given a sword and then told to go to the next temple. After beating that, you were told where the next temple was and had to go to that. Now, while they're both great games, there is a noticeable difference in the structure of the game, Ocarina's puzzles were harder than Twilight Princess' (in my opinion) and the enemies were more powerful than they were in Twilight Princess. While there are some who distaste the newfound formula, it's actually more engaging to most audiences. In Ocarina of Time, you wandered around the immense Hyrule Field (sometimes on foot, which was very slow) trying desperately to find out where the next Temple was. If you give this to an audience of today, if they aren't receiving stimulus or prompting from the game, then they will get bored because of the lack of stimulus. In Twilight Princess, you always had a vague idea of where to go, therefore, even if you weren't really doing much at the time, you could be comforted by the fact that you wouldn't have to wander around the place for ages and that you would get to the fun soon. This design lead to Twilight Princess being very popular. But, because they added in a more linear design, they took away something grand that Ocarina of Time had. The great feeling of discovery. When you find that temple, you know that it was you who found it, and that just emerges you a little bit more in the world. I do miss that feeling that most games nowadays are missing. Most gamers, or people who would call themselves gamers, wouldn't have that pleasure today, or even like the feeling. Most of the gamers of today are so used to being lead by the nose to the next objective with no breathing room. They expect fast pace action like COD to entertain them with no time for wandering off the track or exploring. When a game comes along that breaks this trend (like Skyward Sword) people will often dismiss it, which is a huge shame. Anyway, the difficulty is a had thing to balance in a game or a game series, but in my opinion, games need to be hard. Some of the levels in DK Country Returns are amazingly hard and the World S levels of Galaxy 2 were at times on par with rage quitting, but beating them was the most amazing feeling. Conquering an easy game is usually unsatisfying, but there is still some fun to be had with it. On the other end of the spectrum from Galaxy 2, there's something like COD which is so easy (in the campaign) that beating it is like...drinking water. Effortless. Make a game too easy and the player loses interest. Make a game to hard, the gamer will most likely rage quit. Personally, harder games are for me.