3.12.2007

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Living in the Shadow of Miyamoto

posted by Falthorn

There's a great article on Gamasutra about a naught mentioned designer behind the Zelda games following Ocarina of Time, Eiji Aonuma.

It goes a long way to explain to the ennui I've felt playing Twilight Princess and the force Nintendo calls "gamer drift" which is a disenfranchisement felt by gamers who feel that there's nothing new to see. While Aonuma knew about this trend after his experience with Wind Waker, the same feeling of "Been there, done that" is rampant in Twilight Princess and was only exacerbated by a convoluted control scheme plagued by over-used context sensitivity.

Still, at least they know about it.

Gamasutra: Aonuma's Reflections On Zelda

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3.05.2007

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How I'd Fix Video Games (Bonus Stage)

posted by Falthorn
This is a game specific gripe about Zelda: Twilight Princess:
(Minor Spoiler: He turns into a wolf. OMG)

Why the fuck can't I teleport in front of an NPC? Why is the action of turning into a wolf so horribly shocking that Link goes limp at the idea? I can roll into walls like a jackass all god-damned day, but if someone sees me wolfing out, that makes me wierd?

If I were Link, I'd be flipping out in front of people all day long. I don't think I'd be getting charged an arm and a leg for bombs if I started sprouting razor sharp teeth and manacles.
Didn't Miyamoto see Teen Wolf? The wolf goes to Prom with the hot chick. Time to catch up with the 80's, BigN.

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