RyanPaul

RyanPaul

76p

484 comments posted · 2 followers · following 0

14 years ago @ Video Game News & Revi... - LucasArts Insists Indi... · 0 replies · +1 points

Wow, it would be incredibly stupid not to put this game, or a version of it, on the Wii. If you really want to revive Sonic put him on the best selling platform and the one that has the most casual, fun-seeking, clasic loving gamers.

THE GAME WILL SELL AT LEAST--AT LEAST!--2X IF IT IS RELEASED ON THE WII. MAYBE 3X.

14 years ago @ Zelda Dungeon - The Oddities of Hyrule... · 2 replies · +1 points

This is a nice investigation into the incomplete world that is Hyrule, thank you Petman.

I think Nintendo, to their and our detriment, has decided to concoct a goofy explanation for the plot of Zelda games and the structure of Hyrule to try and preserve a perceived perfect formula they got tied to in the early (i.e. 2D) games. This atavistic approach is a mistake. For an immersive game--and Zelda is best when it is immersive!--we need a more complete and plausible plot and world. They should craft a realistic government and economy for Hyrule: king, queen, princess, lords, barons, imports, exports, industries, and trade with other kingdoms and tribes. We want a full and complete world that we can imagine is a real place.

14 years ago @ Zelda Dungeon - Future Zelda Discussio... · 0 replies · +1 points

Argorok! Definitely one of the best boss battles, imo. I love how you get to see him long before you fight him...and how he circles above the city throughout, very cool

14 years ago @ Zelda Dungeon - Future Zelda Discussio... · 1 reply · +1 points

I love the idea of an optional dungeon. It seems unlikely that Nintendo would want to put so have so much content be optional (so much being even a single full fledged dungeon), so I would settle for having even a half dungeon or two bing optional. But I totally agree that a couple of full scale optional dungeons being optional would be great...and if you earned an item or ability that would make other parts of the game easier that would really add to the open-world experience of the game I think.

14 years ago @ Zelda Dungeon - Future Zelda Discussio... · 1 reply · +1 points

One idea would be to craft temples around specific NPCs or bosses...imagine at dungeon called something like Gohma's Hide, it could even be vaguely forest themed, but mostly based around Gohma and her/his insectoid friends...maybe the final boss Ghoma could stalk you throughout the level too! Or Nintendo could introduce a more human character and base it around his/her personality...maybe a engineer who helps Ganon by building weapons of war...a dungeon could be based in this character's home or a facility he runs and it could be filled with machines and mechanical traps...Or there could be an evil Baron who collects exotic creatures from around the Hyrulian world and his palace could be filled with strange and dangerous enemies...

14 years ago @ Zelda Dungeon - Future Zelda Discussio... · 0 replies · +1 points

Yes, if there were dungeons with strong theme elements (enemies, obstacles, architecture, ornamentation), that were longer, and non-linear I would want at least 7-8 of them. In fact I would want 12 or even 15.

14 years ago @ Zelda Dungeon - Future Zelda Discussio... · 0 replies · +1 points


I think it's almost worse how rigidly the overworld has been planned out for us in recent games. In TP it was way, way to proscribed where you could go and when, what you were supposed to do and when. Again, this is like taking a tourist bus on a safari as opposed to striking off on your own with some weapons and supplies. It's so bad that in Spirit Tracks you are literally on TRACKS. Ug! This is anti-Zelda, in my mind.

ZELDA IS ABOUT A BALANCE OF 2 ELEMENTS: 1.) AN OPEN OVERWORLD IN WHICH WE EXPLORE AND DISCOVER PUNCTUATED BY 2.) ATMOSPHERIC DUNGEONS IN WHICH WE ARE CHALLENGED AND EVENTAULLY TRIUMPH.

14 years ago @ Zelda Dungeon - Future Zelda Discussio... · 1 reply · +1 points

I would really like a game in which at least some of the dungeons could be completed out of order. Imagine if you could go into dungeon 5 before dungeon 4 and get an item that would help you with dungeon 4's boss or something. Or if you went into dungeon 8 before dungeon 7 you could take a shorter path to get to the big key or something. I think more openness, more possible game paths, is what Zelda is all about.

IF THE GAMEPATH IS PLANNED OUT FOR YOU IT IS NOT AN ADVENTURE, IT'S VIDEOGAME TOURISM

14 years ago @ Zelda Dungeon - Future Zelda Discussio... · 2 replies · +1 points

NON-LINEAR--bingo! That's the #1 thing I want Nintendo to focus on, both for the dungeons AND the overworld. In fact, to me, a non-leaner gamepath IS Zelda. Think of the first game you could go almost anywhere from the get-go. You might discover and beat the 3rd before ever entering the second. In fact, I remember the first time I played it I completely missed the bow in the 1st dungeon and had to go back to find it later--this was good, it felt natural. Further, my path through the overworld was not scripted or proscribed...but I naturally stayed out of the mountains early in the game because it was dangerous--that's how the new games should be designed.

14 years ago @ The Wiire - WiiWare Developer Says... · 1 reply · +3 points

A-f'ing-men! This guy is right on. Second, I totally intend to check out this game, looks like fun.