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The Legend of Zelda: Tri Force Heroes Discussion (Nintendo 3DS) [game]
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10/23/15, 20:31 Edited: 10/23/15, 20:33
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Tried playing some levels in single-player. At first, it seemed like it was totally clunky and unplayable. But now I only think it's KIND OF clunky and unplayable. One thing that I didn't realize was that you could use items and slash with the top totem dude while controlling the bottom dude. Which is nice. Also, it looks like your unused characters don't take damage? Or at least certain kinds of damage, like falling meteors?
Like in Monster Hunter, playing single-player actually alters the dynamics in an interesting way, even though the mechanics and levels are identical. The pace becomes slower and more thoughtful, and the whole level becomes a sort of meta-puzzle. Almost like Pikmin, or something? Rather than a cog in the clock, you become the clockmaker. At the same time, action sequences and timing-dependent puzzles become more frantic and stressful. Also, the randomness factor which playing with two other people creates is gone and the framerate is perfect.
I still think it could be streamlined more, though. In particular, I'd love a Pikmin-esque 'grouping' button to immediately totem two or three players. That would help a lot. It's also strange how you can't just put players down. You always have to throw them. But that applies to both single and multiplayer modes.
So the single-player mode is pretty interesting, although I'm not sure how levels like the good ol' Abyss of Agony would translate. And multi is still more fun and dynamic.
Speaking of the game in general, it's interesting how certain suits (like the Goron Suit) basically allow you to circumvent entire levels by crossing hazards without needing to solve puzzles. And I love that you can buy materials and enter a daily lottery for materials. It alleviates the endless, fruitless grinding that sometimes occurs in games like Monster Hunter. (That said, MH4 also somewhat alleviated that grind.) |
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