25th May 2003, 7:44 PM
New items are fine! Great! Just not at the expense of classics... and changing current items? Go ahead, as long as its a change for the better... and isn't too drastic.
I agree about heart containers... they should keep them the way it is. Its nice getting a REAL reward for doing sidequests... since a monetary one would be irrelevant -- its so easy to get money in Zeld games... and there isn't much else I can think of that would be good... so they should stay that way. And anyway once newbies figure out how to get heartpieces they could always wander around to find more if they want more health... its not that hard...
As for hints, I agree that too much or too obvious a hint system is bad. It should either be unobtrusive and minor, or an option. Metroid had a very, very small hint system... all it did was tell you where to go next... but it still was an option. Link's Awakening had a nice one too... you had to do something to get the hints, and they weren't huge. Just for one puzzle per dungeon. Of course that did mean that you'd get stuck at lots of puzzles with no hints, but oh well... that's a big part of the fun of the game! That's why the hint system in LADX dissapointed me... so many hints! It dumbs down the difficulty level unnecessarially...
Oh, and since when does being able to die make a game scary? You can die in every Sierra adventure game I've played... but all it did to me was annoyed me that they'd use such an irritating solution to a problem... I like Lucasarts' no-die system better!
I agree about heart containers... they should keep them the way it is. Its nice getting a REAL reward for doing sidequests... since a monetary one would be irrelevant -- its so easy to get money in Zeld games... and there isn't much else I can think of that would be good... so they should stay that way. And anyway once newbies figure out how to get heartpieces they could always wander around to find more if they want more health... its not that hard...
As for hints, I agree that too much or too obvious a hint system is bad. It should either be unobtrusive and minor, or an option. Metroid had a very, very small hint system... all it did was tell you where to go next... but it still was an option. Link's Awakening had a nice one too... you had to do something to get the hints, and they weren't huge. Just for one puzzle per dungeon. Of course that did mean that you'd get stuck at lots of puzzles with no hints, but oh well... that's a big part of the fun of the game! That's why the hint system in LADX dissapointed me... so many hints! It dumbs down the difficulty level unnecessarially...
Oh, and since when does being able to die make a game scary? You can die in every Sierra adventure game I've played... but all it did to me was annoyed me that they'd use such an irritating solution to a problem... I like Lucasarts' no-die system better!