![]() ![]() (pc snobbery: the likes of betrayal at krondor dulled oot's impact for me on the 3D-world front, tho i was totally enraptured by the cinematic stuff.) hyrule field in the daytime is almost void of enemies (though i love that they unexpectedly decided the peahats were the size of houses) in the older ones moving across each screen is a little like playing a shmup. Stepping into hyrule field for the first time is often and rightly remembered as a major moment in gaming, but the field's aged a lot worse than most such totems, because yes it is barren. I found a lot of ocarina of time very enjoyable but a lot of it also felt empty. Like there is a 'real' architecture to links awakening which is different to the one the player experiences, i find this endlessly fascinating The links awakening let's play is using a glitch to move around on these two base maps and break the order of the game, because when you leave other than by a doorway it just looks for the next room across so a lot of the doors on the big map silently warp you to another bit. In links awakening all of the dungeon/cave room are stored on two big grid 'maps' that the game pulls stuff from to make the dungeons. ![]() ― Karl Malone, Thursday, Decem4:17 PM (Yesterday) Bookmark Flag Post there are many video-related mysteries on this thread this morning! For my part, i am wondering what the let's play of Links Awakening which shows where to get all the items has to do with the layout of the dungeons in comparison to the overworld.
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