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Is Link to the Past Overrated? - Printable Version +- Tendo City (https://www.tendocity.net) +-- Forum: Tendo City: Metropolitan District (https://www.tendocity.net/forumdisplay.php?fid=4) +--- Forum: Tendo City (https://www.tendocity.net/forumdisplay.php?fid=42) +--- Thread: Is Link to the Past Overrated? (/showthread.php?tid=6974) |
Is Link to the Past Overrated? - A Black Falcon - 18th June 2016 For another example of how much I dislike open-world design, I would say that StarTropics is a better game than the original Legend of Zelda, because it's also fatnastic, but is a more focused, fun experience that doesn't rely on stupid crutches like "go find the random hidden stuff" or "wander around pointlessly for no good reason". I've beaten StarTropics 1, did so in the late '00s, and loved it. But Zelda 1? I've still never gotten past the sixth dungeon. Sure, it's a classic and a game I remember playing back during the NES'es lifespan various places, while StarTropics isn't (I'd heard of it in Nintendo Power, but not played it until the '00s), but while Zelda is fun, it's also flawed and frustrating. StarTropics is better for sure, and it's the best action-RPG I have played for the NES. Dark Jaguar Wrote:I... just can't possibly understand your opinion on Link to the Past. I think just about everything you said is simply... entirely backwards! I mean, the sense of adventure as you get new abilities and unlock new areas is completely lost?I'm not sure what you mean here by "the sense of adventure as you get new abilities and unlock new areas is completely lost"? Please explain. But to try to guess at what you mean, you can explore most of the world in LttP without items, and that map is so dull! No other Zelda game has such a poorly-designed grid (grid, 9 squares, etc, I've said it before), at least in OoT and MM even if there is a hub-and-spokes design like LttP each spoke is more interesting in shape and design than anything you see in LttP. In LttP, sure, there are some areas to unlock, as well as the not-very-different Dark World, but not many compared to the worlds of better games like Link's Awakening. Exploring the world in LA is so much more fun than it is in LttP, because it feels like you're actually progressing, and not just wandering around in a large empty space. LttP's world may be larger in terms of physical tiles than LA's, but it feels small due to its design, which is why I remember years back saying something about LA having the larger world... which is wrong, but I can see why I'd think that. And of course the LttP town is kind of boring too. And as for items, the ones in dungeons are fine, but the dumb random hidden stuff isn't, I don't like that at all (medallion, ice rod, that lake, etc, as discussed in the past). But as for those dungeons, LttP's dungeon designs are some of the weaker ones in the series, with how many of them are annoying long corridors, not the more interesting designs of the other games... and then in one of the otherwise more interesting dungeons they pulled that unforgivable "ice rod required at the bottom and we never mentioned that item before' stunt. So yeah. And remember, I care less than most people seem to about loot in games. I almost never play games just to get better stuff, that's not something that often actually interests me. I like exploration, finding new places, and putting them on a permanent map... so yeah, not a fan of randomly-regenerated-every-time stuff either. :p (Stupid Diablo games, even though I know the map isn't permanent I can't help but want to explore out every zone every time I play one... I find that much more fun than whatever loot the game drops.) This applies here because you make it sound like just getting items is a reward on its own in LttP, in lieu of having more areas to explore, but I don't agree with that. Of course it's fun to use new items in a Zelda game, but that's as much in the context of the new places it'll let you get to than it is with the item itself... apart from things which add to the combat too, such as a bow, fire rod, etc. But I probably wouldn't keep playing a game just to get some item. Now, of course, Ocarina of Time copies a lot of things about LttP's world design... but it's not hurt by it as much because of the amazing dungeons, because of the vastly larger amounts of added content in the towns and such, and because of the much larger side areas you can't explore until you have progressed in the game and gotten key items, etc. And while I find it disappointing for other reasons, I do appreciate MM's overworld, which is better than OoT's because of the more complex, segmented design. After MM they've tried, in varying ways, to have both scale and complexity in 3d Zelda worlds. And I think it worked; the MM overworld was fun to explore, I liked the sailing, and the islands each had a puzzle on them at minimum. TP's world is like a bigger OoT, and it's a lot of fun to explore. It is annoying that it's only after the second dungeon that they finally let you explore the whole thing, but once it opens up it's great. And SS's "it's all a dungeon" design was less successful, but I do like flying around in the sky even if it's probably not quite as good as MM's ocean, the town is one of the best in the series, and the ground areas have lots of interesting stuff in them. Quote:I've said this before but, did you even play the same game the rest of the world did?I think some people are too blinded with nostalgia about that game... and yes, I have nostalgia for LA, but still. Quote:Well, it's a matter of personal taste, and I could accept that if you just weren't so absolutely certain about LTTP's supposed failings with all your "obviously"s thrown in there.Well, given that we'd discussed LttP quite a few times before on this site, isn't my opinion on it fairly well known by this point? :p I've always been critical of the game to some extent. Is Link to the Past Overrated? - A Black Falcon - 19th June 2016 There are two replies here, first a section-by-section response to your original post, and second a reply to your last post. I first wrote up the reply to your last post, but after doing that I thought that a longer reply to the first post might be really helpful, since you are saying that you're confused about how I possibly could think what I do. Well, I think that this should help, particularly in showing our different approaches to these games -- and ours are quite different, that's for sure! Most of the first reply is new, and not anything I've yet mentioned in this thread. Dark Jaguar Wrote:I thought I'd make a proper thread dedicated to the hype train this particular game has started.To be fair, TP opened up after two dungeons and then let you explore the whole world, it's not very gated after that point. SS is more gated though, yes. I'm quite fine with that, though, for sure, it's other things that are issues with SS, though overall SS is a fantastic game, one of the best games on the Wii (second on my list after only Mario Galaxy) and in the upper tier of Zelda games. TP and OoT are even better, but SS is an A+ game in my book (if 9.8 or better is an A+, as it is for school grades; I don't give it a perfect 10). Quote:This also goes for their recent 2D games. The Capcom-made ones suffered from "gating" the player through and not really allowing a full sense of exploration, though to a lesser extent than TP and SS (huh, those are some problematic acronyms).Gating is awesome and makes the Capcom games better! It gives a better sense of exploration, not lesser -- there's more of a sense of reward when you get to a new area! The GB and GBC Zelda games are some of the most fun to explore in the series, for the overworlds in particular; dungeons I like best in the 3d games. Quote:For my part, my favorite Zelda games are universally the oldest ones. Link to the Past, in recent years, has finally surpassed Link's Awakening in my standing. Link's Awakening is good, but Link to the Past allows more freedom.This is much more bad than good. That freedom is the freedom to pointlessly wander around, not any actual positive, and the "freedom" to miss vital items because the designers though that bad design (required hidden stuff you need) was a good idea. Quote:The very first Zelda game, while it has the least to do and least variety in puzzle design, had a truly open world more open than any later game.I know, it's one of the reasons why most of its sequels, the DS games excepted, are better than the original. Quote:Link to the Past is a close second though. Link to the Past, once you get past the opening, lets you go wherever you like. You can break sequence right from the start, although clearing Death Mountain before the other two palaces does require some creativity that the designers may not have intended. Once you reach the dark world, once again you're free to take on the dungeons in an almost completely free way.I don't really care about sequence-breaking, and almost never try to do such things myself. It's designed to be done in order and I believe I following the rules of a game! That's how it's supposed to be and it's going to be best as designed. Quote:Ocarina of Time will always have a place in my list of favorite games, but it's luster has faded a bit. It is still a very well done game, but it was the start of a bad trend. Everything I can complain about with newer Zelda games got it's start with OOT. I never "hated" Navi like a lot of gamers, but her basic design of "hint giver" was not well done. She forced herself on you far too often and annoyed you into listening to her hints when you might have wanted to solve the puzzle yourself.Navi'a fine. Sure, she's a little annoying at times and occasionally the hints are unnecessary, like if you've played the game before or if she's repeating some hint yet again that the game has g iven you too many times already, but the helper character is MUCH more good than bad! You need some kind of quest log or something to help you stay on track in any big epic game, or people will just get hopelessly lost and confused. For example, at some point in Golden Sun: The Lost Age, I foolishly thought that it might be fun to explore, so I wandered around, stopped playing because I was in some hard dungeon, and then had no clue whatsoever where I was supposed to actually be or what I needed to do next... and the game has no help system, questlog, or what have you, so I eventually just gave up. Or in the Metroid Prime games, I never turn off any of the helper indicators, they're useful. I want to know where I should be going next, not randomly wandering around quickly getting frustrated at not knowing where I'm supposed to be going. (And yes, this is also why I hate grinding.) Quote:While the overworld is far more open than later games like TP, it was also the start of forcing you along a gated path. There wasn't much of a way to do dungeons out of order, with only a few notable exceptions. It still did at least allow you to wander off to other locations and explore a bit though. I think we all loved finding that fishing pond for the first time.Why would you even want to do dungeons out of order, though? Just because you can? Whatever... I've never done that, and won't be trying. That's not how it was designed! (Yes, I've always been one who makes sure to follow the rules of a board game as written and not make stuff up.) Quote:Majora's Mask continued that trend, but it did offer an amazingly well designed experience in it's own right, and I gotta appreciate it for what it is. It is still one of my favorites just for being such an odd one.The games' world and story are great, and I like the large, interesting town, but the time system drags the down so much that ultimately it's a disappointment. The games' highs are fantastic, but the lows are such a pain... weird game. Quote:Link Between Worlds was Nintendo's first attempt at a return to form. It is great, and really challenges Link to the Past as my all-time favorite game.It's a fine, A or A--grade game, but that's going way too far. I'm glad that they finally made a good handheld Zelda game again, it'd been a long time considering the serious issues with both DS games and the GBA game (Minish Cap), but it's no match for the best Zelda games either. Quote: It does have a more "open" design than LTTP, which is saying something, but that does come at a cost. In their effort to give the player choice, it skews a little too close to Megaman-like stage design. All the dungeons are "equal" difficulty, save the "final" one unlocked after beating them. For that matter, every dungeon only requires one specific item to solve it's puzzles. There's no sense of steadily using more and more tools to solve ever more elaborate puzzle design. The items themselves can all be obtained without needing to dive into the major dungeons, but that's because you just buy them all from the sales bunny camping in your house. There's no real sense of accomplishment in getting those items. You just grind up money and buy them.Here you identify my biggest problem with this kind of gamgame design when put in an RPG -- making the whole game equal in difficulty makes for boring gameplay! Yes, it can be done well, as Mega Man games show, but just as often it leads to a whole game of no-difficulty-progression tedium, as you see in Elder Scrolls games since they introduced level scaling for example. Or for a really bad example, Knuckles Chaotix... man, was making level select random and all five worlds even in difficulty a terrible idea! If I ever do actually play an Elder Scrolls game, I'd install one of those "we remove the whole-world level scaling" mods. So yeah, I very much agree with this criticism, it's a huge problem with open-world games that use it. I should have thought to mention it on my list of issues, in fact... it should be there, if Breath of the Wild's got it! Quote:That's a shame, because the "side dungeons", those little caves dotting Zelda games with smaller scale challenges, would have been the perfect place to stick those items in as reward. You could still do things in any order, but you'd still need to find each item and solve puzzles to reach them. For all that I said, it is still a very well made game and I go back to it more often than I have a lot of recent Zelda games. I still highly recommend it.It's good, sure. Quote:So that leads us here. Not only do they seem to be learning from the design issues of recent Zelda games, they're adding in all sorts of fun things to do. I'm not a big fan of item durability in my Zelda games, but if they do it right, maybe those items will just feel like those "temp" weapons you could pick up off enemies in Wind Waker (Double Dragon style weapons, basically). The open world design should have that sense of a vastness that Wind Waker had, but on actual land. Even the art design really calls back to Zelda 1. (I've always loved how Zelda, as a series, isn't afraid to completely reinvent it's art style every few games, so if you aren't a fan of one art style, don't worry, they'll be trying something else in a few years.) The sense of loneliness in this vast world means they will be skewing away from cinematic narrative in favor of letting you put together the story by just exploring the world. Think something like Myst or the Souls series. I don't need everything spelled out for me, so this is great.I don't need cinematic narrative, but I do need some kind of system to keep you on track -- a quest log, indicators to show where you need to go, a good mapping system which rewards exploration by revealing the map as you go instead of just giving you all of it from the start since revealing the map as you explore is MUCH more rewarding, etc. Without that games are aimless and I'll lose interest quickly, as always happens with me in open-world action, RPG, or action-adventure games. Endless choices doesn't make me want to explore all those choices, it makes me often freeze up and probably just move on to some other game before seeing most of them. It's not really an open-world game, but for an early example of this, as much as I loved Baldur's Gate 1 when we got it back in '99, I never even got into the city of Baldur's Gate, as I kept wandering around in the forests of the first half of the game until I lost interest in playing any more. I have always said that there are things I quite like about a more linear experience. Like, I have beaten Baldur's Gate II, which is more focused than its predecessor, much less full of large, mostly empty forest zones. Dark Jaguar Wrote:Well, of course your opinion is well known. You're the one who gives it every single time LTTP is brought up, ya know.Oh, I couldn't figure out what you meant by that; using quotes or quote tags would have been helpful. But yes, the mediocre world design hurts the game a lot. Quote:Look, you've made your point many many times. I disagree. Most of us disagree. I don't think it's nostalgia at all. Read all the articles from people with a lot of experience dissecting classic games explaining why they all think LTTP is a very well made game. I'll never be able to convince you that LTTP's map isn't boring (I don't think it is, as time goes on I become more and more impressed by just how well they designed it and how well they used the space, and I have a number of memories of discovering new places and being wow'd by them).I think you are misunderstanding some things here. First, when I say that the map is incredibly boring and one of the worst in the series, I'm talking first about the WHOLE map, not just a single screen of it -- the zoomed-out map, as you see on the map screen. Look at that, and what do you see? You see a large central rectangle, surrounded with a ring of other rectangles, each a small themed area. No other Zelda game has such a boring map concept, all of the others at least TRY to make it look interesting. And once you do zoom in and look at individual screens, all areas in LttP are very open and allow for quick traversal, so you won't have the trickier, more varied experience of a LA, Oracles, or MM world. That's not interesting to me, make exploring the world challenging! As I say elsewhere in this post, this is why MM has a better overworld than OoT. The other major issue with LttP's world design is that all subsequent Zelda games took its idea of having a world full of interesting and quirky characters, towns, houses, fields, and what have you, and expanded on it. So, LttP may have a lot more to offer than either NES game in terms of world and characters, but it also has far less than any Zelda game made after it. LA has much better-written and more interesting characters, and while the game does stand out in the series as the best story ever in the series, later Zelda games all outdo LttP as well. This is one of those places where nostalgia is really the only explanation for liking LttP over the other games; look at it compared to the other games and it's lacking. That goes for the story as well, of course. That Nintendo Power Zelda comic from '92 has a far better plot than the actual game does. Some later Zelda games are just as bad as LttP, story-wise, (the Oracles games and Phantom Hourglass have bad stories too, and the NES games of course), but it's nothing great. Trying to think of Zelda games with a worse map than LttP, about all that comes to mind is maybe the original for NES, if we're unfair and compare it to the later ones instead of focusing on how innovative the game was for its time, and the DS games because of their limitations on movement (only being able to draw a line that your ship then auto-sails along in the first one, and just following set train tracks in the second). Minish Cap might be down there too due to how tiny its map is, but I'm not sure since i never did get around to getting too far into that one which I've never loved like I do the Oracles games. But the rest... LA and the Oracles games absolutely crush LttP, in zoomed-out-map design (how interesting does the world look when you look at the whole world map? This is important!), in all the little details that make the world fun to explore, in mixing things up by having a variety of areas to travel through, etc, and all of the 3d games are better as well. Quote:I too am not obsessed with "loot", as you put it, but those things you say aren't there, me and most others say ARE there. I don't understand how you came to that view, no matter how many times you explain it, I end up thinking the exact opposite of practically everything you type about the game, so it's hard to really connect. That's fine. Sometimes, it's impossible for people to understand each other, and that's okay. I just really am sick of debating the merits of LTTP EVERY SINGLE TIME it gets brought up.I brought up LttP because you did, I probably wouldn't have mentioned it otherwise; this game is trying to be a modern open-world game with some inspirations from the original NES Legend of Zelda, not something so directly connected to LttP. But you went on at length about how great LttP is, so of course it's fair to respond to that! When you're saying all these things I strongly disagree with about LttP, that makes me want to respond to it, naturally. I enjoy reasoned discussion. Anyway, right now LttP has an A- in my game-collection spreadsheet. It's probably a fair score, though it could go down from there while it almost certainly won't go up, as it's a good game with some definite issues. Quote:I'm just trying to get across my thoughts on the new game, and how I feel it's a good return to form.That's true, at least the game isn't randomly generated, it does have that in its favor. Nintendo seems to be trying to make it interesting and full of stuff to experience, in a designed manner and not random. Definitely a good sign there, at least. Is Link to the Past Overrated? - Dark Jaguar - 22nd June 2016 Okay, I've made this thread and more of ABF's reviews of Zelda should be copied here over time. For now, I'll quote myself from another thread where I ranked Zelda games. Quote:My favorite Zelda games? Mmm... I'm not sure I can put Oracle of Ages (or Seasons) on my list. The puzzles are well designed enough, but lately I've been thinking a lot about overall "flow" and how a game leads you from one place to the next. There is a VERY interesting article about Super Metroid you should read, about how the game puts in very subtle hints to "guide" you from one place to another without actually holding your hand or forcing you to go a specific way. That last paragraph gives me an idea for the Breath thread that I'll add in a bit. Is Link to the Past Overrated? - Sacred Jellybean - 22nd June 2016 Yeah. Is Link to the Past Overrated? - Weltall - 23rd June 2016 A Black Falcon Wrote:Why would you even want to do dungeons out of order, though? Just because you can? Whatever... I've never done that, and won't be trying. That's not how it was designed! (Yes, I've always been one who makes sure to follow the rules of a board game as written and not make stuff up.) Well, let's say I play a game more than once. Having some freedom to do things differently can only be a plus. Why would I want to have precisely the same experience every time? I'll just play the game less if I can't alter my own experience. I would further suggest that a game, like Zelda, which places such a high emphasis on exploration and experimentation, is indeed designed to facilitate sequence breaking (though nowhere near to the level of Metroid). Is Link to the Past Overrated? - A Black Falcon - 23rd June 2016 I can see why some would want to mix things up in a replay, sure. Me, though? I have sometimes tried to make things a bit different when replaying a game, such as trying to replay Rush 2049 in deaths mode without restarting when you crash (so you get one shot at each race, which makes the game a lot harder!), but sequence breaking? I probably wouldn't. Like, as much as I watch youtube (it's quit a bit), I almost never watch speedruns (which use sequence-breaking a lot, of course). Sequence-breaking stuff just doesn't interest me that much... it's kind of neat when people figure out how to avoid big chunks of a game, but I've never wanted to try much of that myself. Is Link to the Past Overrated? - Dark Jaguar - 26th June 2016 I do enjoy games with more linear design just fine. I don't hold it against earlier Castlevania games for being stage by stage straightforward affairs. Their strength is in the stage design itself. I love me some Mario games, and most of those are fairly linear. However, I certainly appreciate having choices when given the opportunity and when the game design allows for it. Zelda games in particular are ones I play with a desire for adventure, and having a free open world to explore is, to me, a big part of that. Is Link to the Past Overrated? - lazyfatbum - 2nd July 2016 Examining past architecture that influenced the rest of the world is hard, everything about it seems simpler. The charms of it are preserved, it can be appreciated for its styling but its more of an admiration for what was accomplished at that time. Before LttP's attempt at narrative and scripting, it's mechanics (all perfected variations of its core mechanics from the NES) games were stuck in a category of either action and real time or menu based RPG, it pushed the creativity of other development studios like Square with the Secret series. Saying it's overrated carries a feeling with it that says it's meaningless, not as great as originally perceived. It becomes true because the industry picked at it like vultures, even after the 16bit era. It was a teaching tool to all companies formed after its release of 'how to make a lot of money with a video game' being the main goal. It has to be appreciated for what it is, when you ask if any long standing series has an overrated entry you're essentially doing this: [ATTACHMENT NOT FOUND] Is Link to the Past Overrated? - A Black Falcon - 2nd July 2016 You are right that the game is a transitional step, a game which advanced some things over its predecessors but has other features later games would improve on, but I think it's fair to call it over-rated (but good) because of how many people hype up LttP as 'the best game ever' and such, something I have disagreed with for a long time. And on that note, it may be worth mentioning that I've been criticizing LttP in various ways for as long as I've been mentioning it on this forum, which goes back at least to the start of the current archive in 2003, so yeah. It would surely be much harder to find posts where I praise the game than where I criticize it... :p For a couple of the earliest examples, here are some 2003 threads where I criticize the LttP sword swing: http://tcforums.com/forums/showthread.php?358-Gamespot-Miyamoto-interview , here the save system http://tcforums.com/forums/showthread.php?801-Zelda-Majora-s-Mask , etc etc. Quote: Saying it's overrated carries a feeling with it that says it's meaningless, not as great as originally perceived.Meaningless? No! Something is not meaningless just because it was later surpassed... Is Link to the Past Overrated? - lazyfatbum - 6th July 2016 It's only been surpassed because it was gutted and every ounce of it was used to build most everything else. You're looking at it incorrectly imo. Show me another entry in the Zelda series that has been as influential as LttP to the rest of its lineage Every (console) Zelda after LttP has been a complete overhaul, even when reusing the engine and even assets we get completely different mechanics, reward theory, game type, story architecture, tone, etc. Toon link and the entire universe of Zelda that started with Wind Waker and its subsequent toon-Link ventures were heavily influenced by LttP, so much so that the retconned re-release LttP uses a sprite similar to toon-Link and revamped art design that mimics the toon universe. So in that way, LttP's art direction was used as a basis for a separate reality outside the realistically toned universe that started with OoT (which is practically the exact same setup as LttP btw just with the time shifting instead of the dark world mechanic) and later with TP. Also arguably and this is my two cents, the two realities of toon and realistic has been merged in to Skyward Sword and Breath of the Wild, it makes sense aesthetically anyway. But LttP is an incredibly deep cut of industry shaping data that also influenced countless developers outside of Nintendo including art design, even to this day considering that 2-D is a respected modern format. There's games on Google play made from small development teams that straight up lifted LttP mechanics and that's not even getting in to the guts of why it's so much fun. There's only a few games in all of history that can claim that. You're telling me there's another Zelda game that has surpassed that level of influence? You seem very focused on disliking LttP, do you have a tattoo of Agahnim you regret? Is Link to the Past Overrated? - A Black Falcon - 8th July 2016 Quote: It's only been surpassed because it was gutted and every ounce of it was used to build most everything else. You're looking at it incorrectly imo. Show me another entry in the Zelda series that has been as influential as LttP to the rest of its lineageAs I say later, the original LoZ and Ocarina are the others with lots of influence both in the series and on gaming in general. You think LttP is more influential than either of those? I'm not so sure. Quote:But LttP is an incredibly deep cut of industry shaping data that also influenced countless developers outside of Nintendo including art design, even to this day considering that 2-D is a respected modern format. There's games on Google play made from small development teams that straight up lifted LttP mechanics and that's not even getting in to the guts of why it's so much fun. There's only a few games in all of history that can claim that.Of course it's popular, that's why I have an issue with it. I would say though, most games inspired by LttP don't copy most of the things I more dislike about it... (And yes, the original NES game is also quite dated in some ways; you expect that from the NES, but still, as classic and good as it is it isn't one of my favorites either, in the series.) Quote: You're telling me there's another Zelda game that has surpassed that level of influence?While you are right that LttP is influential, The original LoZ and OoT are also right up there. Because it was first, the orignal game might be the most important... and OoT, for 3d games. Quote:You seem very focused on disliking LttP, do you have a tattoo of Agahnim you regret? ![]() Is Link to the Past Overrated? - lazyfatbum - 12th July 2016 LA is amazing but LttP had a much better presentation for a broader audience, like comparing a low budget artistic black and white film to one with a big budget OoT wasn't as influential no, not because it's not amazing. But its influences are really just being felt today as games become more shallow experiences and the depth of OoT is more appreciated now. 95/96 was the year polygons took over mostly because of Mario64 (which btw is the most influential game of all time imo) and by 1998 OoT couldn't rely on being first really, it relied on huge presentation, costing 24 million to make it was almost literally a blockbuster movie with every Spielberg and Kennedy at Nintendo making sure it would do well. Imagine the risk back then... It was a sandbox, you could go waste time on mini games, fishing, horseback riding, exploring for holes and places to go or the main quest. This was directly lifted from another influential game maker: Bethesda and specifically Daggerfall but the updates to arena by then were hefty, the 3-D action adventure RPG with its main quest and sandbox proportions was happening all over but spearheaded by Besthesda and guess what they were influenced by? LttP's overworld, town structures, dungeons etc in a working 3D environment years before Ocarina of Time saw the light of day. Its influence to Nintendo was so deep OoT was almost a first person game. |