One small issue in Thieve’s Palace- The boss actually is somewhat telegraphed. It’s super minor, but there is a person in Kakariko who will talk about the leader of a group of thieves, named Blind. He couldn’t remember a whole lot, but he said he hated light. It’s a stupid hint that most people miss, but it is there.
Yeah I remember that guy; he's in the stone building next to Sahasralah's house, I believe. My issue isn't that this hint doesn't exist: it's that the actual process of luring the boss out is random and tedious, and that bringing Blind outside like he asks results in the dungeon resetting. Is this interaction kinda cute, conceptually? Sure, I appreciate that the devs wanted to do something different with the dungeon boss, and having to lure him out is a cool concept. But the process is obtuse and it doesn't make any sense story wise for Blind to A) pretend to be one of the maidens, and B) to do no harm to the player when he actually does as he's told. This isn't even half the reason why that dungeon is so awful, though, so really there just is no winning with Blind's Hideout.
@@octorokreviews oh absolutely. Thieves Palace is the worst of them all, and the way of revealing the boss is stupid and not well thought out, but at the least Blind is one of the more fun bosses to fight. I guess it’s strange for me looking at some of this, I’ve been playing this game for years and most of the flaws are things that I just accept as “just the way the game is”. But it is good to see a critical review of the game, like most of the dungeons I couldn’t find fault with before. Great video, by the way!
@octorokreviews the npc that tells you Blind doesn't like sunlight is on the light worlds equivalent location of the dungeon in the dark world. The NPC tells you this looks towards the window, and then the floor basically tells you that you need to get light from a window through the floor. It was telegraphed you just missed it
There is a good deal of freedom in this game. It helps that I have been playing this game the majority of my life. I got this game for my birthday the year it came out. I was 10 then I am 41 now. Anyway long story short once you have the hammer its actually possible to sequence break the game. Personally my dark world dungeon order is 1,4,3,2,6,5,7.
You missed that you don't need hook shot for reaching dungeons 3 & 4, so you could do D2/D3/D4 in any order, and if you do D4 first, you *can* do D1 -> D4 -> D6 first. Which does help make Cane of Somaria feel better used since it can bypass a puzzle in the ice dungeon.
ASMR, nah....all you'll get here is the sounds of enemies getting stabbed and bombed. So unless your dreaming of war or conflict I think your in the wrong place lol....but good luck though
Wow... I thought I was the only one who considers the first Zelda to be the definitive experience. Granted, I played it back when it first came out, and I have fond memories of discovering new secrets, sharing them with friends, and just immersing myself in the game as a kid. I've played many of the other games, including A Link to the Past, and I can agree that they have their good points. I even believe that A Link to the Past is a good game. But I could never go along with all the others who consider this to be the pinnacle of Zelda games. I always considered the first one to be better because of the freedom you had playing it, and all the secrets that were packed into it. Hell, it's part of why I like the Souls series of games so much, since they give me the same feelings I got playing Zelda as a kid. I've always felt like a bit of an odd ball preferring the first game to A Link to the Past, but hearing you say the same thing makes me think I may not be so crazy after all. Or at the very least, I have company. :P
I’ve never considered link to the past to be linear. You definitely have a lot of freedom in dungeon order. About as much as in ocarina of time. If anything the game becomes non linear after doing the first dark world dungeon, and it’s non linearity is a constant source of praise I thought.
The 15 second maze can actually cut it down to about 7 to 9 seconds by cutting early and next to the sign is a small hill to jump down marked by two dots, bypasses the entire top end of the maze.
Mom was right, i never had any friends to play zelda with because i got 98 percent of my body tattooed with zelda pictures. what was i nuts, why did i put that laser eye on my forehead
This is exactly what I do. And if you want some other good content, check out 'another Zelda podcast' here on UA-cam they're great to listen to at work!
Hmmm I think the plot critique while varranted isnt entirely fair: its still a product of its time and I remember Back in the day, as a kid I cared about this text. It wouldve been jarring to Not have the dialogue, it was important. Games Back then didnt have such storytelling as they do now. But it was important. Nowadays I can hardly imagine doing anything but skip all over the Story in this game. But it wasnt always so. The Times are a changing
Decent video...but I think some of the "flaws" are overdramatized. A play on the phrase "there's no way you would know" pops up over and over and makes the game sound obtuse when a bunch of us figured it out when we were 8...with way less than 87 deaths.
@johncorum2400 Bad faith response. The very nature of putting something out there opens it to praise - but also to critique and criticism. Cope harder.
@@chrisriti626 that’s fair. I tell you what! Post the link for the video that you made on this topic and if it’s better than this one, I’ll take it back.
@@johncorum2400 "If you didn't make a video about this yourself, you're not allowed to criticize it" is peak flawed logic. One doesn't have to be a gourmet chef to identify burnt food. Nor does one have to be a jeweler to identify that dog turds wrapped in aluminum foil and hanging from hooks are not earrings.
A very underrated Video, by an underated Channel. A great Exploration of A link to the Past and a great Critique of why it is and isn´t that good, what it does and doesn´t do well.
So, I think my opinions of the game may be higher than yours, but I wonder if part of that may be due to the fact that I've only played it through, like twice and with a few years in between. I feel like standing up to several playthroughs in relatively rapid succession may be a high bar. Given your opinion that worldbuilding doesn't mean much if you don't care about the characters (and rightly so, I should think) I'm looking forward to the inevitable Link's Awakening review. It's probably my favorite 2D Zelda game, and IMO Marin is the first great Zelda character. I must say, this review was very well done. It didn't feel like it was almost 2 hours long.
Thanks! Yeah, you're totally right about liking the game given the way you played it. To be honest with you, I like the game much more after a normal playthrough as well. It takes research and a critical eye to get passed those feelings and look at it with objectivity, which is why I had to play through it and write scores of notes in order to eliminate that internal bias. It's a very fun game if you 1) love Zelda like I do, and 2) aren't being super critical about it. That's why I think it's still a really fun game, even in spite of my cavalcade of logical issues with it. A 7/10 on my rating scale reflects that: it's good, but too fundamentally flawed to be considered great. And I totally agree with your comment on Link's Awakening; that's a game that took the time to make you care about its characters, so the ending where you effectively kill them by waking up the Wind Fish is absolutely gut-wrenching and tragic. I love its story to death, so I think you'll find our opinions on that game will pretty much be in sync :)
I think that multiple playthroughs moreso pushes immediate emotions about the game to the side, since LTTP was one of the most frustrating games I've ever played, and I've only done one playthrough. My stance on the game would probably be a bit more neutral with multiple playthroughs, but until then it's second to last in my personal tier list.
@@octorokreviews Old review but I throw cents here: One reviewer a mnonment ago made good point about original Dragon Quest 3 which was very light on characterization as well but reminded that most likely audience playing it back then were kids and very often make their own characterization with the stuff they already have. Alttp might be same in that regard that it just gives the framework with lore but any deeper characterizations are left for player to do if they are interested. OoT kinda makes that balancing act that it makes characterization for player but also leaves some room for player to do it themselves. My critique for Alttp story might not be that big since my view of its story came from Nintendo Power comic made by old school managaka Shotaro Ishinomori who had pretty strange mixture of pretty realistic backgrounds but somewhat goofy characteristics. Link was pretty heroic but also at some points pretty doofy guy guy at the moments in it.
I have tried multiple times throughout my life to get into this game, but every time I play it I get to a certain point and get bored out of my mind and eventually set it down and don't pick it up again.. .....so I watch reviews instead. Good video.
If you’re having trouble with the moldorm fight in the tower of hera, my advice is to pause and unpause from the inventory quickly. Makes it easier to read his movements when he starts to move faster
you do bring up several valid points, however, the cane of somaria is actually a versatile item if you know what it can be used for. keep in mind though that the item is still buggy and can cause the game to freeze if you exit skull woods when it is placed on the switch at the entrance. did you know the block can be used to hit switches instead of placing bombs? you can also use it to shield yourself from floor tiles if you do not want to waste using the cape or cane of byra. enemies that do run into it take damage however the block can only receive 5 hits. that being said though it could have been stronger and also survive more hits. the other thing in regards to the linearity. yes temple of darkness must be entered first to get the hammer, however, believe it or not, but the hookshot is never needed for the other remaining dungeons except near the end of ganon's tower. skull woods and thieve's town has a navigational puzzle where you can use the hammer to reach a portal from the lost woods. misery mire you can dash bonk, but it is a bit tight here. skull woods is the smallest dark world dungeon and the optional rooms have bad door logic. one room has a navigational puzzle but only provides resources behind a locked door. two other locked doors are from drop entrances and the player can actually get stuck here if they use a small key on the wrong locked door and the fallmasters make it easier to mess up here. if this happens you have to save/quit. i do think skull woods was a great concept but it is a poorly executed dungeon. i don't think temple of darkness is a bad dungeon. i actually think it is a good dungeon but some of the small keys could have been placed in better spots while the arrow switch should have appeared in the eastern temple. keep in mind if you reach a dead end, the magic mirror really helps, but it also reminds the player that they have to come back later. yes it is a tease and the best solution here would be to add some resources, but dungeons such as the forest and water temple also can put the player at a dead end if they do not navigate the dungeon rooms thoroughly. also the bombable floor does have some clues. for one you see there is a stair well and the pit pattern resembles the drop floors in the tower of the hera. here the player should figure out that they need to drop down here. there is also a bombable trap that can teach the player about bombable floors. they see a crack in the wall and instead it reveals the floor. if i fixed the temple of darkness, then i would move the small key in the dark room closer to the eyegore statue room and also change the second mimic puzzle to be more challenging. i would also remove the peg switch in the room below it and instead have it placed in the eyegore switch room. water dungeon is weak i will give you but it does have some verticality puzzles. the dungeon in thieve's hideout i would not really say is bad design but it is a missed opportunity dungeon. i would not be surprised if blind telling you to escort him outside was a translation error, however i have no idea what the original text was and it could be the same thing. also the fire rod can be substituted for bombos medallion in the ice temple. there is also a design flaw in that dungeon where if you enter it without the hookshot and miss out on a small key you will get stuck in the hookshot where mirror warping is the only way out. i have no idea why the dev team added a shutter door here while also placing a block near the door as it is a one way path. one trapping i have noticed about z3 dungeons is how small keys are next to locked doors frequently. it appears the tower of hera is the only dungeon where this never occurs because it only contains one small key, however, part of the reason this occurs so frequently is because of program limitations where you can only have two events per super tile (which can be divided up into quadrants which gives the illusion of more rooms).
so when it comes to the temple of darkness the magic mirror is a big help here to get around dead end backtracking. also one of the locked doors is optional because of this. the mirror is extremely versatile in several alttp dungeons.
It's pure speculation from me, but to answer your questions at the end of the video, I think the 7 wise seal prevented Ganon to get full access to the power of the Triforce and Aghanim is a puppet he can only control from the other side. there is also something about him being corrupted man, making him less able to access the power of the Triforce. With that said, MAjora's Mask is clearly better than Link to the past.
If memory serves, the hammer from dungeon 1 actually opens up three and four as well as two but you have to go to kakariko in the light world to get to them.
I've been waiting for someone to correct me on this for almost a year now, when I replayed it again and realized that that was technically possible. Congratulations, sir, for being the first one to point that out.
@@octorokreviews lol! serves you right! :P But in all sincerety i really enjoy this video so far. I've been watching it in segments. I've been rethinking my TTRPG dungeon design in light of your critique of ALttP. Thanks!
You do indeed need to go to Kakariko Village in the Light World first for Dark World Dungeons 3 and 4. Most times I replay this game, I'll beat Dungeon 1 and make a beeline to Dungeon 4 in order to get the Titan's Mitt so I can get the sword upgrade early.
Your assessment mirrors my own experiences on my first playthrough 2 months ago, especially concerning the 7 dark world dungeons. I feel, nostalgia overrides so many of the game's flaws, however it is still a major step forward from Zelda 1 ( let alone Zelda 2)! And to be quite honest: Had I had the opportunity to play this as a child with enough time, I might also be so very nostalgic about it. As an adult with a job and a kid of my own, I simply don't have the time nor the patience to deal with the game's many secrets and obtrusive gameplay tho. The only part where my opinion differs from yours is its comparison with Zelda 1. Side note: I'm totally with you on your preview rating of WW and SS!
If you wanna look at a game whose "nostalgia overrides so many of the game's flaws," look no further than everybody's favorite pile of shit known as Ocarina of Time.
ALttP is a step down from Zelda 1, and I feel this is evident in the densities of the two games. ALttP has a more restrictive order of operations, and enormous amounts of space with nothing of note in them, particularly toward the middle of the map. Zelda 1, on the other hand, has secrets on nearly every screen, and gives you the freedom to explore it all at your own pace. Unlike aLttP, Zelda 1 only has areas that feel like locations in their own right, not just pathways to pass through on your way to other places.
I absolutely hate the Ice Palace for one reason: the puzzle where you have to through a whole bunch of rooms to drop a block into the room below so that you can push it into a button. That part frustrated me so much as a kid that whenever I replay this game, I do Misery Mire first to get the Cane of Somaria so I can just go, “Poof! There’s a block” and move on. May contribute to why I have a much more positive view of the Cane of Somaria.
50:44 I think at this point, players have learned to bomb or ram every cracked flours or walls, so it seems obvious you should drop a bomb there. As for unmasking the Boss, one of the villager in the light world tell you that Blind hate light, so the moment you have your suspicion about the girl, you know light is a way to confirm it. Other hint: no one remains human in the dark world unless they have the Moon Pearl. the prisoner girl still being human is an other clue she is fake, beyond not wanting to go outside. The one issue that remains in this specific plot was why she asked you to bring her outside in the first place. Maybe Blind thought it was night time at first. Aside from time, I mostly agree with your review that this game, while good, is a bit over-praised. I got to play Link's awakening before Link to the past and my enjoyment from te game suffered a it from that comparison.
I enjoyed this video. Thanks for making it! When I was younger, we were poor. I consider myself lucky to have gotten a Super Nintendo at all. But I couldn't really afford games for it. So I ended up with very few games. For this reason, as a youngin', I tended to make due with what I had. That's why I bothered playing and finishing Link to the Past in the first place. When I tried playing it again as an adult, I couldn't stick with it. The "difficulty" seemed cheap and unfair at times. And the challenge wasn't submerged in FUN, so I had little motivation to bother. I always thought something was wrong with me that I didn't really enjoy a game others banged on about like it was the greatest game ever (at the time).
36:08 your criticism here and this diagram is not entirely accurate. In fact once you obtain the hammer from the Palace of Darkness you can access not only the Swamp Palace, but can also immediately access Skull Woods and Thieve’s Town if you have familiarized yourself with the Light World. In Kakariko Villiage, in the section in the west leading to the Lost Woods, there is actually a hidden path that is accessible between some trees to the right, right before the loading screen heading into the Lost Woods that brings you to a warp point leading into the Dark World. Most people believe they can only access that warp point from the south using the Titan’s Mitt obtained in Thieve’s Town but if you approach it from the north by taking the hidden path between the trees all you need is the hammer you obtained in the Palace of Darkness and the Power Glove as the stone covering up the warp point is not shaded in dark green. This requires no glitches to pull off as the path between the trees is in fact a legitimate path, it is just very well hidden and requires a little bit of exploration and a keen eye. That said, if you like you can immediately do Thieve’s Town after completing the Palace of Darkness to obtain the Titan’s Mitt and at that point almost all the dungeons are open to you and almost all the secrets in both the Light and Dark World’s accessible. You can obtain the flute early giving you access to the Ice Palace and Misery Mire (you might think you need the hook shot in Misery Mire but you can actually crash into the wall using the Pegasus Boots to cross the gap which is not unintended as that is the intended and really the only method available to access the hidden fairy room in Ganon’s Tower [I mean you could use the knock back frames from a bomb blast in Ganon’s Tower, but I think the developers intent was to use the Pegasus Boots] and you surprisingly can complete the Ice Palace without the Fire Rod, as one of the medallions actually works for both instances that you would think the Fire Rod would be required). You can rescue the frog (missing smithy) and upgrade to the Tempered Sword, you can get the Magic Cape and all the items that having that grants you, you can get all 3 medallions (required for doing some of the dungeons out of order as stated above), you can get the fourth bottle, you can get most of the remaining heart pieces; in fact, compared to the original, I think the order of dungeons in a Link to the Past is slightly more open to player preference as I think only dungeon 7 requires some others to be completed prior to attempting it (the Cane of Somaria from Misery Mire and maybe the hook shot and Fire Rod). You might think this is going against the intentions of the developers or that the developers didn’t anticipate you doing this, but here is the kicker. If you rescue Zelda from Turtle Rock prior to completing all six dungeons her dialogue changes where she still thinks you for rescuing her but tells you you will still need to rescue the remaining maidens from the other palaces prior to entering Ganon’s Tower. All that is to say that given how many dungeons there are in a Link to the Past compared to the original Legend of Zelda, the variety of puzzles and the fact that a lot of items are programmed to have secondary / hidden uses that allow you to totally break the intended sequence once you obtain the hammer, the diagram at 36:08 just isn’t all that accurate or the criticism intended by that diagram all that fair. It is not like any of the exploits I have described above are anything but legitimate and intended by the developer. There is in fact a glitch that allows you to skip the master sword /first fight with Aghanim entirely and enter the western part of the Dark World before even getting the hammer (some Magic Mirror tomfoolery on a bridge in Death Mountain), but that is not the point the above can be done legitimately as evidenced by the developers giving Zelda the extra lines of dialogue and the fact that the Pegasus Boot exploit is the only legitimate way to enter the hidden fairy fountain in Ganon’s Tower meaning it was not a glitch the player’s discovered. So to recap, in the Datk World, the optimal path would be palaces 1, 4 any other palace except 6 before 7 and you can complete 7 before obtaining the items from / completing at least a couple of the other palaces.
N.B., that path between the trees might actually be accessible after entering the Lost Woods heading down a screen that takes you back to Kakariko Villiage but approaching from above the area you would need the Titan’s Mitt otherwise in order to reach from Kakariko Village from the south, but the point still stands that you can use your hammer to access this warp early and to find it you just need to explore around that area until you find the path between the trees which is either in north western Kakariko or southern Lost Woods.
This is quite a fair assessment. I personally found this game one of the most frustrating out of any video game I've played, for reasons that are half outside the game's control. I'll list them off here: - You can't change directions while spamming your sword, instead you have to wait to move again, this is different from *every other 2D Zelda game* - Enemies are extremely aggressive - The lantern acts like a *flashlight* instead of an *actual lantern*, making a cone of light instead of a circle - You respawn with half of your full health (same story in the GB(C) games but worse here because of the aggressive enemies), it's worse at a set 3 hearts in Zelda 1 (and Minish Cap but it's rare to die in that game) - The magic meter exists (and for some reason the lantern uses magic??? Also I'm fine with Between Worlds' magic meter since it passively refills) - Your position is not saved when you save and quit, meaning you have to trek back to the place you were when you did quit (which isn't as bad in Zelda 1 because its overworld is honestly not too big) More nitpicky things: - Link's pink hair looks bad in my opinion. It's not justified by palette limitations and it conflicts with the game's promotional artwork - Link's running animations are way too fast compared to his movement speed - Some of the items feel really weak to use, sometimes in spite of their actual effectiveness - You can't pick up drops with your sword - 90% of things that turn to look at you turn only their head in 90 degree increments, sometimes a full 180 degrees can happen with some enemies - The object/character sprites in general don't look very appealing at all, and are sometimes inconsistent from different angles (Zelda herself only looks good from the front, and seems to have shorter hair at the other angles) - The dark world dungeon theme is *unbearably* repetitive in both song structure and appearance (it's in at *8* of the 11 dungeons, torturous to listen to with how hard the game is) - The low health beep is incessant And worst of all, the entire internet set my expectations way too high. I had played nearly every other 2D Zelda game beforehand, and as such LTTP was a huge gut punch to all the progress in game design I was used to. I felt (and still do feel) *thoroughly* lied to. One of the only redeeming parts of the game was the Ganon fight, being tense even when fully upgraded, and housing *the* best music track in the game. It currently sits at second to last in my own Zelda game tier list. If you liked it, good for you, but it's not the Zelda game for me. Excited for the next analyses.
Dude, are you my brother's spirit animal or something? He played this game when I came up to visit him and he hated it just as much and for many of the same reasons. An unpopular opinion for sure, but one I can respect after seeing what he went through lol.
@@tkc1129 Look up both the spritework and artwork of LTTP's lantern; It is certainly not a bullseye lantern. Even if it was, I don't think it excuses how frustrating of a gameplay element it is.
I think the criticisms are fair overall, I think for a lot of people who grew up with this game we see it through rose colored glasses to an extent. I recall being very excited about this game but at the time, the only zeldas we really had was the first one which was great, and the second one which even at the time had mixed reviews... generally kids back then saw the first game a lot more positively at least among the guys I knew. I do recall nintendo power was running comics based around a link to the past (and also super metorid) around when this came out which added a little more to the characters in this game, but it was still geared more towards kids. Looking back I wish they included that comic series with the game but hey they had to give a reason for parents to shell out money for nintendo power lol I can't say the comic really saves the plot holes in the plot though. One thing I do recall is that stupid red cane that makes blocks, it was also useful for setting off switches cause when you lay a block, if you hit the botton for using the item again the block will explode into 4 directions so when I was a kid I actually found it more useful then bombs for setting off the switches in puzzles because bombs tend to have more splash radius and can turn a switch from blue to orange back to blue occasionally, especially if there are two of those switches on top of each other. With the cane you can just drop a block next to one and set yourself up where you need to be after triggering the switch then make it explode with the wand. Other then that though it is fairly useless though. But looking back I find most old games I liked a lot had awesome sound tracks and sound effects, they tend to bring these old games to life since back then all they had was sprites. The sound was easily 10 out of 10 in a link to the past so that's prolly a big reason for a lot of people back then they have fond memories of this game. If I could go back and change anything though, I'd polish up the plot a lot, and include the Nintendo power comic with the game to add more character development to the characters in it, maybe polish the dungeons up a bit, but it would of been cool if Nintendo kept making gold cartages with this game and included a little cut out window in the package so you could see it. Just because as a kid that's what drew me to Zelda in the store was this shimmering gold game and the art on the cover. I'd of liked to see them continue with that. All and all I remember this game as being amazing but then I haven't gone back and played it through in years and most people I know who played it but didn't grow up with it find the game to just be ok to good. There's certainly some rose colored glasses involved on my part.
Alright, I do have to point out a big error in your dark world criticism…. You don’t need to do dungeon 2 after dungeon 1. In the several dozen times I’ve played the game, I have never done dungeon 2 after dungeon 1, I always hit dungeon 4 so I can get my sword upgraded. You don’t need the hook shot or fire rod to do dungeon 4 at all.
Yes, I did indeed realize I made that mistake pretty much right after the video released. It's a relatively minor mistake, given that the majority of the Dark World's progression gates are still quite strict, but yes: I did technically get that wrong.
Breath of the Wild was my best Zelda experience overall due to the circumstances in my life at the time, but this one and OOT are my two favourite Zelda games to replay. So I'd definitely this near the top.
A good question, and no, I haven't explicitly said it before now. I think I find myself playing Zelda 1 the most; it's quite easy to get into and doesn't require any real time investment like the others. In that sense, I think I have the most fun with that game. My actual favorite though, in retrospect, would have to be Ocarina of Time. It has the best story, the best world building, top notch dungeon design, and definitely the best world design in the entire series - there's a reason it's the highest rated video game of all time. So those two are my favorites, with Ocarina being my objective choice, and Zelda 1 being my subjective one.
@@octorokreviews I played zelda 1 a few years ago just out of curiosity because i loved botw and was floored at how good it was. Couple years later i played ocarina and majora expecting to like majora more because of the weirdness but found that ocarina to be the real masterpiece of the 2. Botw, ocarina, zelda 1, thats how I'd rank them and im super curious on how youll do botw (whenever that is) because i feel like youll be able to provide so great insight beyond "dont like divine beasts" and "weapons breaking sucks". Love the content, even when its not zelda, keep it up!
I think 34:45 encapsulates my thoughts. Although this is my favorite game of the series, it's specifically due to the era and puzzle solving being the last 2D entry I truly enjoyed. As far as the story, agreed entirely, the inner-games story was not in the manual, but instead, the manual did built: - The world - The lore - The Universe - The Guiding Laws and governance of the creation, to the master sword & sacred realm All of which was retconned in 2011's Skyward Sword, which if they are no longer following ALTTP lore, like they did with the first 3D entries (Ocarina of Time, Wind Waker, Twilight Princess), when where does ALTTP leave us?
While I don’t necessarily disagree with some (or even most) of your analysis, I think the biggest flaw in a review comes from not playing it in order of release - by playing a lot of the other 3D games released after it, you don’t really get how big of a technological advancement it was from Zelda 1 & 2. It’s alot like how everyone rips on OoT for its limitations, yet it is the very first 3D Zelda game - so it had to start somewhere. I do agree the wall of text (aka lore) after beating a level is annoying by todays standards, back then it was great to have a story told (even if it wasn’t probably the best way to go about it in hindsight). Unfortunately in todays world, if you start with the 3D games and go backwards to their 2D roots, you’re going to find lots to criticize because of limitations of the day, and you will compare them to what their newer 3D games do better - this unfortunately can (and usually does) lead to an unfairly critical review. While i grew up with it as my 3rd Zelda game I ever played, I do try to skip past the wall of lore at the end of a dungeon (and heaven forbid how much I will cuss when I accidentally click “I don’t understand” at the end of that wall and it’s repeated all over again!!), I don’t feel this is necessarily bad game design, but rather a first attempt at making a Zelda game with a fleshed out story (Zelda 1 & 2 had very little story)….. Maybe it’s nostalgia, or maybe it’s just me appreciating a game for what it was when it came out and having context for what other games were out at the time (and how much better ALttP was compared to almost everything)….at the end of the day, there are flaws for sure. But overall, it is a great game and does deserve recognition for how it progressed the franchise forward, and improved on everything it’s predecessors did (or didn’t) do.
I actually did play all of these games in order of their release; I know I made several comparisons to future games from the franchise, but those were comparisons I made in retrospect to enhance my argument. I actually think this game is a downgrade compared to Zelda 1 in most respects; sure, it looks a lot better, sounds a lot better, and improved the boss design to a large degree. But the freedom Zelda 1 provides is still unmatched by any other game in the franchise, and in my humble opinion, having no story is better than having a terrible story, especially when it interrupts the flow of gameplay the way that a Link to the Past does. I also don’t believe that it was necessary for a Link to the Past to have a bad story in order for future games to have good stories. Plenty of game franchises have started out with very strong storylines both before and after a Link to the Past. And sure, the game was large in scope for the time, but that doesn’t make it good, and I think that’s the main point of my video: a game can be important while also not being a masterpiece. Is a Link to the Past important? Yes. Is it good? Mostly. But that doesn’t excuse the game’s many flaws, which, as you yourself said, can be quite irksome to deal with. Games can be old and gold, like with Ocarina of Time (which still holds up to the modern day), but a Link to the Past is fool’s gold; beautiful at first sight, but increasingly disappointing the closer you examine it. I can appreciate its historical importance, and even enjoy playing it for most of the game’s runtime, but I refuse to give it any further slack simply because of its legacy. Especially when there are much better games in the Zelda franchise to compare it to, both older (Zelda 1) and younger (OoT, TP). Thanks for watching the video and commenting, by the way; I really appreciate it.
1:36:30 - Which says nothing of the fact that omniscience and omnipotence are mutually exclusive. If you're potent enough to change the future, the future cannot be known. Or for the future to be known, one must be powerless to change it.
The only thing I didn’t like is how much it held your hand in comparison to the first two. It was a little odd when you’ve always had to read into cryptic stuff to figure things out and it’s now got a waypoint. I would’ve been ok with go here and nothing else. I think it does seem to do better towards the end though. I really like how they added the spin attack to compensate for not having diagonal attacks. The pc port is awesome, it takes a little compiling to work but it’s cool to see the thing run at 900fps on a pc 😂
Great video. It's very interesting to see this game reviewed from someone who wasn't there when it launched. My glasses are way too rose tinted to see it's flaws. But you've peeked my interest that maybe it's not the greatest Zelda game. I look forward to checking out your other vids.
I never had the chance to play it until recently. I didn’t start Zelda until OOT. I have similar feelings. It is amazing for introducing some of the concepts that it did, but I didn’t enjoy it nearly as much as I expected to.
I think for a lot of people in their 30s now probably hold this game near and dear due to the nostalgia it brings. We grew up in the infancy of great games. That feeling will never be replicated IMO but again that might just be the nostalgia talking 😅 Today, you can go online and learn anything you want about a game. Nothing will beat the excitement of paging thru a nintendo power or "strategy guide" just to figure out the secrets of the game. It was all about sharing your stories with your friends. I fondly remember my mom and her Navy wife friends on calls (using corded phones...😂) discussing their progress. Must have been like 6 years old stuck on Final Fantasy Mystic Quest myself 🖤
Hi, I had seen over the last few days your Zelda Revius and you but so much work in to them. Tank you for that! I also want to recomend you a game where I think will be your taste. Tunic But I also have to warn you it has a very unique gimmic and you should not spoil you selve or it will lose these special "Ah!" Moments especialy when you understand what the "holy cros" is. And the game loves to trick you with it's perspective. Knolede of the player is here the key. ;)
That pissed me off couldn’t take him serious after that, and age isn’t an excuse I wasn’t born until ocarina of time came out but I still love and understand the second game.
14:45 you do realize that you can complete the race through the maze to nab the heart container in as little as 7 seconds the first time you enter Kakariko Village and without the Pegasus Boots? Right below the sign at the dead end about half way through the maze there are two dots. You can actually jump over that section of fence by pressing down on your control pad and shave off 8 seconds. By the way, this is not the only time those two dots appear in the game indicating a difference in elevation. In fact I am sure a few heart containers require you to interact with a similar set of dots, most of which are placed over a ledge so they are at the very least more intuitive. Whereas I think there’re a few instances where the same set of dots appear above a fence (though I think most are in the Dark World), but those instances are only there to allow for a minor shortcut. The one that comes to mind is in the section of woods east of Kakariko Village (Village of Outcasts) and north west of Link’s House (the Bomb Shop) in the Dark World. There is a shop there that isn’t in the Light Word that if I recall correctly has a similar set of fences that you can hop over indicated by a similar set of dots. I am sure there are quite a few more instances, maybe even in the Light World, but that is one instance that most readily comes to mind.
I definitely have a lot of nostalgia for A Link to the Past, but I think you are being a bit harsh in a couple of areas. Namely, your anger at the text dumps and blaming the narrative for restricting your exploration in the Dark World. You are really exaggerating here and I think, not taking into context when the game was made and what it's focus was. The story was an enhancement to the game, but not the focus. As well, once you clear the first Dark World dungeon the rest of the Dark World largely opens up. You said Dungeon 1 only unlocked Dungeon 2, but that is not true. 3 and 4 are also unlocked. Getting the item from Dungeon 4 also unlocks both dungeons 5 and 6. From there you can beat several dungeons out of order if you want to, such as going directly to Skull Woods or Thieve's Town. Regarding Thieve's Town, you are hinted at the boss early in the game in Kakariko Village. An NPC tells you about Blind the Thief and how he hates light. Finding that unique room with the lighting shining onto the cracked floor is a the final hint. A little cryptic maybe, but not unreasonable. I suppose the puzzle might work better if to reach that room you had to first find the "Maiden" then be lead to that room with nothing blocking you from the floor. So you bomb the floor and jump down with the Maiden and that makes her transform. I think the boss of that dungeon is rather unique and memorable. That's your loss. I did think even as a kid that the that the text dumps at the end of each dungeon got repetitive, but that was on repeat playthroughs when I knew the story by heart. I think you have exaggerated this issue because it just seems to bother you in a way that it doesn't mother other people. Not saying you are wrong to be fundamentally annoyed by text dumps, but they are pretty much a product of their time. As well, your presentation of those is a bit manipulative reading them in a deliberately annoying voice. Again, I don't think there is anything wrong or unreasonable about being annoyed by text dumps, but your tastes are not universal and the text dumps should be taken in context. I should also point out that the reward of beating each dungeon is that juicy Heart Container. The problem with Zelda 3's story isn't the story itself or even the text dump, but the fact that characters have no development or much interaction with the player. They are bare bones. Now that too is a product of its time, but is still a detriment. NPC's in every Zelda game after blow it totally out of the water. I'm sure we both agree the story itself would be a lot better and stronger if the text dumps were replaced with proper conversations or cut-scenes and character interactions. I had hoped since I was a kid that a remake of ALTTP would do exactly that. Sadly, it never really happened. I wish a true ground-up remake was done because ALTTP's concept with the Dark World vs Light World is my favorite in the series. The lore is great and I'd love to see it worked better into the story. I love ALTTP but I do agree with much of what you say, including your criticisms. I think that the sequels to ALTTP have long since surpassed it as a games and as Zelda games in particular. I think ALTTP's legacy is that of a foundational title alongside or on top of the original. A Link to the Past walks so that Link's Awakening and Ocarina of Time can and so on can all run. Edit: Oh, and as a kid I had a neighbor who skipped the Moon Pearl somehow for some reason and was stuck after beating Agahnim. I think you should keep in mind that game developers hand-hold players so much because a lot of people get stuck on really, really simple puzzles and mechanics. It's just the way of the world.
+Raycloud This is correct. Not only can you immediately access the next three dungeons after getting the hammer from the Palace of Darkness by using the hammer in northwest Kakariko Villiage, but once you have the Titan’s Mitt you can immediately both access AND beat both the Ice Palace and Misery Mire (one of the medallions does everything the Fire Rod would otherwise do in the Ice Palace and rebounding off a wall with the Pegasus Boots will allow you to complete Misery Mire sans the hook shot. Heck, Zelda has an extra bit of dialogue telling you to rescue the remaining maidens if Turtle Rock is completed prior to completing the other 6 dungeons proving the developers were aware the dungeons could be completed out of order. Also agree regarding Blind as it otherwise undercuts Octorock’s argument re: Sahasrahla ruining puzzles by giving too many hints. You can’t have it both ways.
I had to beat this game one weekend. In high school before the girl i was dating would cuddle with me. I was a sucker. I ended up marrying her. Now instead of playing zelda every sunday morning im in church. Good or bad im not sure we will all agree on the same conclusion.
Great video, I might not agree on everything (especially Zelda 1 being the better game) but a lot of flaws you pointed out are true and I feel people gloss over them when talking about it
1:35:56-1:37:58 That should do it for you, but TL;DR: none of the characters in this game have any depth, and the logic of how the Triforce is supposed to work is constantly getting twisted. And the way this story is told is through an incredibly frustrating barrage of text at the end of every dungeon, where the women you save blurt out pages of history without any prior context.
I watched the oot video 3 days ago and wanted to watch this one from you but found when i look up the video your nowhere to find. That was the moment i realized you dont have millions of subscribers... wow.
I do disagree with you here, I would rather return to LTTP than LOZ1 or OOT any day, but it's not like what you pointed out in the video isn't based on some truth. The story is just that, a nothing burger, but I think most people don't consider the game to really have much of a story in the first place. I would have to pay a little bit more attention to your individual critiques of the dungeons to comment there, though I would say that for a 2D entry, there has been a lot worse, which might say something about 2D zelda? Not sure!
Come on! Blind's puzzle is one of my favorite in the entire, despite how bad the dungeon is. I remember, as a child, being hyped up to find that Blind guy that was mentioned in the beginning of the game. And everything clicked so rapidly in my head when I saw the empty boss room. First time I played, going out of the dungeon with the lady didn't feel like a waste of time to me, because I could use the new dungeon item to save the frog/dwarf that upgrades your sword. So it felt like, to me, how the developers wanted to do this dungeon, you try to rescue the lady, discover she is a fake because she run away from the sun light, save the frog that you probably saw before getting inside the dungeon, get better sword that makes the dungeon easier and defeat the boss.
54:08 Also, I don't think that dungeon re-used the same to layout to recycle assets, I think the developers legit wanted to bring a sense of safety to the player, only to break it in the next room. I'm using my anecdotal first experience, but first time I got trough that hard first dark world area (I died a lot to those cyclops), getting inside the dungeon and seeing the familiar shape I thought "oh, thank god, it's just going to be same dungeons with harder enemies, that's going to be easy" only for my expectation be immediately broken by the next room.
Also... sorry for leaving three large comments, but this one will be the last. I know you wanted your review of the ice palace to be positive, but that last block puzzle before the boss is my most hated puzzle in the entire game, specially considering how well the dungeon is designed overall, and I'm surprised you didn't mention it. It's so bad, in fact, that the GBA version straight up just removed it and made a more obvious puzzle. I hate it so much that I always skip it with the Cane of Somaria. Fuck that block puzzle.
@@TheCow-j1l There's a lot to unpack here, but I really appreciate the engagement on your part, so... here we go: Blind the Thief's encounter only really works if you know what you're doing before going into the dungeon, or if you get lucky. Yes, Blind the Thief is mentioned passingly in Kakariko village, but it's a completely random and insignificant tid-bit at that point in the game, so I feel like absolutely no one should be expected to remember it by the time you get to his dungeon (which isn't even named in the game - only outside materials call it "Blind's Hideout," so putting the two together is quite difficult). As for the part about being tricked leading you into exploration, I must protest, because one: the Titan Mit is easy to miss, and therefore won't necessarily be in the player's possession upon being dragged outside, and two: most players won't take that as an opportunity to explore, like you did. You'd have to one: know about the Master Sword upgrade before hand, and two: be willing to leave a dungeon half finished in order to pursue that side quest, which you could honestly do with any dungeon if you really wanted to. Is it unique? Sure, but that doesn't make it good. As for your comment on dungeon 4, it honestly just sounds like a personal experience that you had when playing the game. It's great that you felt that sense of relief turn to dread like you did, but I think it would be reading too far into it to say that that was a purposeful design choice by the devs, especially since most people would not assume they were repeating a dungeon like you did, since the Dark World had been shown to house entirely different structures from the light world before this point. A cool experience, but a personal one nonetheless. As for the Ice Palace block puzzle: I actually did write about it in my original script, but I cut that section out for time, since my discussion on the Ice Palace was already dragging on by that point. Perhaps I should have kept it in, because it is incredibly intriguing to me that the devs designed that puzzle in such a way that a sequence break could actually let you skip it. When you say that you do dungeon 6 before 5 in order to get the Cane of Somaria so that you may skip that puzzle entirely, I think "damn, that's incredible level design." Rewarding players for sequence breaking is super great, as it enhances player freedom and allows players to spice up their subsequent playthroughs of the game. I don't think it's terrible as you say, but I do understand where you're coming from, because it does require circling back around a floor or two after hitting a switch, and that can take some time. But the fact that the devs designed the puzzle so that sequence breaking would let you skip it entirely is a sign of smart game design, so I think the fact that you choose to do that in all your subsequent playthroughs is actually a symptom of the puzzle being good, rather than it being bad. Thanks for the engagement; it makes me happy to see people react to my video with such thoughtful and well laid out comments like yours.
@@octorokreviews well, you asked for engagement, so I give it on to thee 😉 I will admit that I'm emotionally invested in the Blind's summoning puzzle, because my memory of solving it is really nostalgic for me. But I still think it's defensible from a gameplay standard. The early big key, the empty boss room and how small it is are the three features that makes this dungeon memorable. I think that changing the damsel with a chest with the big key and locking up the boss room wouldn't make the dungeon better, it would just turn an annoying dungeon into an annoying and generic dungeon. I know that it wasn't designed well, but I think there is merit in what they were trying to do, by changing the pace of a dungeon and trying (but failing) to make it revolve around a single puzzle, which is summoning of the boss. Yeah, I can't really prove or disprove that point, without the devs answering it, of course. But I still believe it's a callback, I don't think that copying and pasting a single room and changing the tileset would've saved too much memory. That actually blew my mind. All these years when I did it I thought I was breaking the game. Like, doing something the devs didn't see coming, like it was a glitch or something. But now I think I just fell into the developer's invisible hand and never realized it. That actually makes the GBA version worse in that regard because now, despite the puzzle being easier, you can't skip it. I never saw it in that way, you definitely changed my perspective. You should have included that point in the video. Thanks for replying, that's the reason why I enjoy smaller channels. You can actually make comments the engage video instead of inside jokes. 😊
I enjoy Oracle of seasons. I like more action based game play. Rings make the have more options as well! However, that is my that. I do agree with points on ALTOP.
The algorithm works in mysterious ways, unfortunately. One minute you're getting hundreds of subscribers every week, the next practically nothing. That's why you gotta genuinely enjoy what you do in order to keep up the UA-cam gig.
41:15 - I like your joke here. I think it would be even funnier if she tried giving her speech, but as you yeet the plot you play her speech at like 3 or 5 times speed. 1:12:00 - to me it looks like you found an exploit that makes the boss's 2nd phase look super easy. I don't remember it being that easy whenever I fought it.
Zelda 2 was not a dip in quality. It is my favorite game till BOTW. Just because most can't figure out things without being led there doesn't mean its bad.
“Some of the worst games” and one of them is a 6/10 which is not even that bad of a score. I think that just shows how good the standard is for most Zelda games
Yeah that was the point. Most Zelda games aren’t bad, and that includes The Wind Waker. It isn’t great, but it’s better than your average video game in general.
@@octorokreviews that’s fair. anyways, can’t wait for the future reviews, especially the Majora’s Mask and the Capcom developed games. Keep it up, ive been really enjoying watching these reviews, especially the oot one. It made me see the game in a new perspective
You think the icepalace is good game and dungeon design? This dungeon literally forces you to backtrack multiple times and do the exact the same. Hit the switch, kill the stalfos, Bomb the floor, Fall, go around, find stairs, repeat. This is wasting the players time that you criticised as an issue in the 4th dungeon.
28:10 I don't see how this makes Slime any worse than the vast majority of isekai which all do the same thing, except Slime's unoriginal Dragon Quest-esque fantasy setting is at least way more vast and interconnected than any of those. It's also really just an iyashikei series more than it is a typical isekai, so Rimuru being overpowered is not as consequential or important either.
Ah, being young enough to not know about the limitations of old software. Still it's interesting to see someone review a game without nostalgia glasses.
I could not take you serious after your Zelda 2 comments, either you’ve never played it through or just don’t understand it. There’s a reason it is one of the most popular nes games of all time. Just because it’s not a top down Zelda game doesn’t mean it doesn’t have the same or even more charm than the original. Shame on you ✌️
+rockyriewerts2529 Are you referring to bombing the floor in the Thieves’ Town to allow the light to go through so as to trigger the boss fight, because I thought the exact same thing. He spent so much time earlier in the video complaining re: Sahasrahla giving too many hints that I was shocked he was upset the game didn’t telegraph what to do in the Thieves’ Hideout even though it technically did by shining a huge beam of light onto the floor above the boss room as indicated by the compass and the map with cracks on the floor for good measure. Let alone there is a person in Kakariko Villiage who out and out tells you that blind the thief used to live in Kakariko Villiage and that he hates light which, given that Octorok says he likes games that give you well thought out puzzles that require some brainpower to solve, is a bit of a shock he thinks the solution to this puzzle just came out of left field. And to top it off, the world building he keeps complaining about would further cement the fact that if some one in the light world went missing they very well could be trapped in the dark world so it is no leap the guy in Kakariko Villiage talking about some one who used to live in the Light World version of Kakariko Villiage might have vanished into the Dark World version of the same location. It couldn’t be more choreographed.
+thomaszeh2577 Which is a shame because he makes solid arguments in his other videos and even in this video so the fact that he is contradicting his own arguments so much on these specific points just doesn’t make sense. Trying to give him the benefit of the doubt as I overall found his video to be entertaining and I am watching this only after watching the marathon that was his Ocarina of Time video, but I’m really hoping he is at least more consistent with his arguments when he finally gets to reviewing Majora’s Mask as, being my favorite Zelda game, I’m willing to sit through and listen to a long video talking about things he didn’t like about that game if the reasons are logically consistent as I respect different opinions, but it will be difficult to offer the same level of tolerance if his arguments fall apart to scrutiny like some that he made in this video. That said. The Ocarina of Time video was a vast improvement to this one so he is at least headed in the right trajectory. I will at the very least watch it to see why he rates it so low compared to other games. Here’s to hoping I don’t end up pulling my hair out.
It’s okay to not like a game. You don’t need to make up arbitrary and often contradictory criticisms to justify it. “These early dungeons let you figure out things for yourself! This optional panel that gives you a hint is bad!” “This dungeon is badly designed because they never told me I’d have to bomb a floor! I had to figure it out for myself!”
You’re blatantly mischaracterizing my review. I do like the game - I literally say that at the end of the video. It just isn’t perfect. And it’s absolutely possible for a game to be too vague on one level, but too generous on another; you’re conflating two completely different scenarios with one another as if they’re the same thing. Sahasralla giving you the answer to a puzzle is different than the game never teaching how bombs work; you literally need to read the manual or have played the first Zelda game (or future ones) in order to know that they blow up walls and, therefore, floors as well. It never stumped me personally; but it can stump others, because the devs didn’t take the time to teach the mechanic. I didn’t get stuck and throw a hissy fit; I’m just communicating to you, the viewer, that the game could have been designed better. Do not mistake my criticisms for complaints.
You did consider the bombs in the chest with the cracked floor next to it in the tower of Hera as a good tutorial for such an occurence. Great job on your videos by the way
THIS! He must be used to those simple Zelda games that shout “Hey! Listen! Do this and that!” at every corner. 😄 The video creator clearly has skill issues and wouldn’t have had a chance when we all beat those games long before the internet existed. 😄
my brother i enjoy your videos and i’ll continue to watch them all. however i do have some constructive criticisms. i hope you take them in a way to make your videos better to continue your career on yt 1. too many “fucks”, it gets distracting after a bit. try to open your vocabulary to better words to explain your feelings. using too many words”fucks” shows weak vocabulary. 2. you use onscreen words to punctuate your feelings. but you do it so often and with such random parts of a sentence it doesn’t make any sense and pulls attention way from your thoughts. and most of the time it’s for something that doesn’t make any sense to punctuate. it it distracting and made no sense. 3. please don’t say Volvagia like that anymore. it sounds like vulva and vagina. it’s vol-vag-ee-uh like bag, not vagina. (this is from the OOT video of course. honestly tho your OOT video was a new take i haven’t seen before i really enjoyed it. just feedback. bless ✌🏻
HEY, LISTEN? let's give you some of your own medicine. If u woke up for real as link and u had to choose a companion to assist you. who would it be. SAHASRALA, FI, TATL, NAVI OR THE DARUNIAN GUY......no other options....and don't thinkbyour getting if as easy as just picking one.....tell us why? Oh boy is this gonna be great. Cannot wait to see if you actually respond. My guess is you wont. Whats a matter McFly..... CHICKEN 🐔
“Precursor to greatness” are you kidding? It’s barely been surpassed. No it’s not as long as later games, but it does Zelda ever than any other game in the series other than Zelda 4
Yep, one can’t take that delusional guy seriously. 😁 He’s better off with simple Zelda games that shout “Hey! Listen! Do this and that!” at every corner. 😄 That guy clearly has skill issues and wouldn’t have had a chance when we all beat those games long before the internet existed. 😄
But you really.lost me when you were refering to the Player as "He" exclusively. Not all players are "he", for which I am an example. Also: Exposition bitch? ... Damn, boy, whats the matter?
I’m pretty sure I just do that when writing because the player character (Link) is male, and because I’m male. That’s probably why I stick on male pronouns when describing these things. I’ve tried other ways of doing it but it all felt unnatural to me, and using ‘they’ is grammatically incorrect so I avoid it when writing scripts (though I do tend to use that word in normal speech). I’m just experimenting. Also, I called the maidens the “history bitches” because I hate them and I thought it was funny lol. Maybe that joke didn’t land for everyone but if so, I’m sorry about that. Also, I’m sorry I didn’t reply to your comment immediately - it must have slipped through my notifications haha.
It’s not a “precursor”, it is the greatest Zelda of all times and hence copied by all Zeldas coming after it. It’s only people who never played challenging (read as 2D Zelda) games who complain about not getting held their hands enough. ALttP got completed by kids long before the existence of the internet! Complaining young guys just are not used to going adventuring and finding stuff out. Maybe play something that’s more suited to you. 😄
One small issue in Thieve’s Palace- The boss actually is somewhat telegraphed. It’s super minor, but there is a person in Kakariko who will talk about the leader of a group of thieves, named Blind. He couldn’t remember a whole lot, but he said he hated light. It’s a stupid hint that most people miss, but it is there.
Yeah I remember that guy; he's in the stone building next to Sahasralah's house, I believe. My issue isn't that this hint doesn't exist: it's that the actual process of luring the boss out is random and tedious, and that bringing Blind outside like he asks results in the dungeon resetting. Is this interaction kinda cute, conceptually? Sure, I appreciate that the devs wanted to do something different with the dungeon boss, and having to lure him out is a cool concept. But the process is obtuse and it doesn't make any sense story wise for Blind to A) pretend to be one of the maidens, and B) to do no harm to the player when he actually does as he's told. This isn't even half the reason why that dungeon is so awful, though, so really there just is no winning with Blind's Hideout.
@@octorokreviews oh absolutely. Thieves Palace is the worst of them all, and the way of revealing the boss is stupid and not well thought out, but at the least Blind is one of the more fun bosses to fight.
I guess it’s strange for me looking at some of this, I’ve been playing this game for years and most of the flaws are things that I just accept as “just the way the game is”. But it is good to see a critical review of the game, like most of the dungeons I couldn’t find fault with before. Great video, by the way!
Thanks, glad you liked it!
@@octorokreviewsocto....u need more Zelda vids come on don't make me have to do stuff with my wife
@octorokreviews the npc that tells you Blind doesn't like sunlight is on the light worlds equivalent location of the dungeon in the dark world. The NPC tells you this looks towards the window, and then the floor basically tells you that you need to get light from a window through the floor. It was telegraphed you just missed it
There is a good deal of freedom in this game. It helps that I have been playing this game the majority of my life. I got this game for my birthday the year it came out. I was 10 then I am 41 now. Anyway long story short once you have the hammer its actually possible to sequence break the game. Personally my dark world dungeon order is 1,4,3,2,6,5,7.
You missed that you don't need hook shot for reaching dungeons 3 & 4, so you could do D2/D3/D4 in any order, and if you do D4 first, you *can* do D1 -> D4 -> D6 first. Which does help make Cane of Somaria feel better used since it can bypass a puzzle in the ice dungeon.
Was looking for asmr videos, got distracted by this instead. Great video btw, appreciate the hard work it must have taken to make
ASMR, nah....all you'll get here is the sounds of enemies getting stabbed and bombed. So unless your dreaming of war or conflict I think your in the wrong place lol....but good luck though
@@Retroman8077 Boss' defeat sound is instant dopamine shot.
i disagree with A LOT of what you said but this long vid is definitely well made (a link to the past is the best zelda 🗿🗿)
Agreed
Wow...
I thought I was the only one who considers the first Zelda to be the definitive experience. Granted, I played it back when it first came out, and I have fond memories of discovering new secrets, sharing them with friends, and just immersing myself in the game as a kid. I've played many of the other games, including A Link to the Past, and I can agree that they have their good points. I even believe that A Link to the Past is a good game. But I could never go along with all the others who consider this to be the pinnacle of Zelda games. I always considered the first one to be better because of the freedom you had playing it, and all the secrets that were packed into it. Hell, it's part of why I like the Souls series of games so much, since they give me the same feelings I got playing Zelda as a kid. I've always felt like a bit of an odd ball preferring the first game to A Link to the Past, but hearing you say the same thing makes me think I may not be so crazy after all. Or at the very least, I have company. :P
I’ve never considered link to the past to be linear. You definitely have a lot of freedom in dungeon order. About as much as in ocarina of time. If anything the game becomes non linear after doing the first dark world dungeon, and it’s non linearity is a constant source of praise I thought.
I WAITED SO LONG FOR THIS
Bro I could have got you a broad
Me too 1 hour 43 minutes....that's a new movement
Maybe not “definitive” but minish cap does a fantastic job at 2D Zelda
The 15 second maze can actually cut it down to about 7 to 9 seconds by cutting early and next to the sign is a small hill to jump down marked by two dots, bypasses the entire top end of the maze.
Mom was right, i never had any friends to play zelda with because i got 98 percent of my body tattooed with zelda pictures. what was i nuts, why did i put that laser eye on my forehead
My flavorite game! I'm gonna have to wait to watch this when I'm at work, to numb the monotony of everyday life.
This is exactly what I do. And if you want some other good content, check out 'another Zelda podcast' here on UA-cam they're great to listen to at work!
My flave too
Hmmm I think the plot critique while varranted isnt entirely fair: its still a product of its time and I remember Back in the day, as a kid I cared about this text. It wouldve been jarring to Not have the dialogue, it was important.
Games Back then didnt have such storytelling as they do now.
But it was important.
Nowadays I can hardly imagine doing anything but skip all over the Story in this game.
But it wasnt always so.
The Times are a changing
Decent video...but I think some of the "flaws" are overdramatized. A play on the phrase "there's no way you would know" pops up over and over and makes the game sound obtuse when a bunch of us figured it out when we were 8...with way less than 87 deaths.
@chrisriti626
Cool, so go make your own video then
@johncorum2400 Bad faith response.
The very nature of putting something out there opens it to praise - but also to critique and criticism.
Cope harder.
@@chrisriti626 that’s fair. I tell you what! Post the link for the video that you made on this topic and if it’s better than this one, I’ll take it back.
@@chrisriti626bad faith response.
@@johncorum2400 "If you didn't make a video about this yourself, you're not allowed to criticize it" is peak flawed logic.
One doesn't have to be a gourmet chef to identify burnt food. Nor does one have to be a jeweler to identify that dog turds wrapped in aluminum foil and hanging from hooks are not earrings.
So what your saying is that off one particle of antimatter is shifted then Mario never would have existed
A very underrated Video, by an underated Channel. A great Exploration of A link to the Past and a great Critique of why it is and isn´t that good, what it does and doesn´t do well.
Thank you! I'm working on my Link's Awakening review right now, so feel free to stick around for that, if you're interested.
So, I think my opinions of the game may be higher than yours, but I wonder if part of that may be due to the fact that I've only played it through, like twice and with a few years in between. I feel like standing up to several playthroughs in relatively rapid succession may be a high bar.
Given your opinion that worldbuilding doesn't mean much if you don't care about the characters (and rightly so, I should think) I'm looking forward to the inevitable Link's Awakening review. It's probably my favorite 2D Zelda game, and IMO Marin is the first great Zelda character.
I must say, this review was very well done. It didn't feel like it was almost 2 hours long.
Thanks! Yeah, you're totally right about liking the game given the way you played it. To be honest with you, I like the game much more after a normal playthrough as well. It takes research and a critical eye to get passed those feelings and look at it with objectivity, which is why I had to play through it and write scores of notes in order to eliminate that internal bias. It's a very fun game if you 1) love Zelda like I do, and 2) aren't being super critical about it. That's why I think it's still a really fun game, even in spite of my cavalcade of logical issues with it. A 7/10 on my rating scale reflects that: it's good, but too fundamentally flawed to be considered great. And I totally agree with your comment on Link's Awakening; that's a game that took the time to make you care about its characters, so the ending where you effectively kill them by waking up the Wind Fish is absolutely gut-wrenching and tragic. I love its story to death, so I think you'll find our opinions on that game will pretty much be in sync :)
I think that multiple playthroughs moreso pushes immediate emotions about the game to the side, since LTTP was one of the most frustrating games I've ever played, and I've only done one playthrough. My stance on the game would probably be a bit more neutral with multiple playthroughs, but until then it's second to last in my personal tier list.
@@octorokreviews Old review but I throw cents here: One reviewer a mnonment ago made good point about original Dragon Quest 3 which was very light on characterization as well but reminded that most likely audience playing it back then were kids and very often make their own characterization with the stuff they already have. Alttp might be same in that regard that it just gives the framework with lore but any deeper characterizations are left for player to do if they are interested. OoT kinda makes that balancing act that it makes characterization for player but also leaves some room for player to do it themselves.
My critique for Alttp story might not be that big since my view of its story came from Nintendo Power comic made by old school managaka Shotaro Ishinomori who had pretty strange mixture of pretty realistic backgrounds but somewhat goofy characteristics. Link was pretty heroic but also at some points pretty doofy guy guy at the moments in it.
I have tried multiple times throughout my life to get into this game, but every time I play it I get to a certain point and get bored out of my mind and eventually set it down and don't pick it up again..
.....so I watch reviews instead.
Good video.
If you’re having trouble with the moldorm fight in the tower of hera, my advice is to pause and unpause from the inventory quickly. Makes it easier to read his movements when he starts to move faster
you do bring up several valid points, however, the cane of somaria is actually a versatile item if you know what it can be used for. keep in mind though that the item is still buggy and can cause the game to freeze if you exit skull woods when it is placed on the switch at the entrance. did you know the block can be used to hit switches instead of placing bombs? you can also use it to shield yourself from floor tiles if you do not want to waste using the cape or cane of byra. enemies that do run into it take damage however the block can only receive 5 hits. that being said though it could have been stronger and also survive more hits.
the other thing in regards to the linearity. yes temple of darkness must be entered first to get the hammer, however, believe it or not, but the hookshot is never needed for the other remaining dungeons except near the end of ganon's tower. skull woods and thieve's town has a navigational puzzle where you can use the hammer to reach a portal from the lost woods. misery mire you can dash bonk, but it is a bit tight here.
skull woods is the smallest dark world dungeon and the optional rooms have bad door logic. one room has a navigational puzzle but only provides resources behind a locked door. two other locked doors are from drop entrances and the player can actually get stuck here if they use a small key on the wrong locked door and the fallmasters make it easier to mess up here. if this happens you have to save/quit. i do think skull woods was a great concept but it is a poorly executed dungeon.
i don't think temple of darkness is a bad dungeon. i actually think it is a good dungeon but some of the small keys could have been placed in better spots while the arrow switch should have appeared in the eastern temple. keep in mind if you reach a dead end, the magic mirror really helps, but it also reminds the player that they have to come back later. yes it is a tease and the best solution here would be to add some resources, but dungeons such as the forest and water temple also can put the player at a dead end if they do not navigate the dungeon rooms thoroughly. also the bombable floor does have some clues. for one you see there is a stair well and the pit pattern resembles the drop floors in the tower of the hera. here the player should figure out that they need to drop down here. there is also a bombable trap that can teach the player about bombable floors. they see a crack in the wall and instead it reveals the floor. if i fixed the temple of darkness, then i would move the small key in the dark room closer to the eyegore statue room and also change the second mimic puzzle to be more challenging. i would also remove the peg switch in the room below it and instead have it placed in the eyegore switch room.
water dungeon is weak i will give you but it does have some verticality puzzles.
the dungeon in thieve's hideout i would not really say is bad design but it is a missed opportunity dungeon. i would not be surprised if blind telling you to escort him outside was a translation error, however i have no idea what the original text was and it could be the same thing.
also the fire rod can be substituted for bombos medallion in the ice temple. there is also a design flaw in that dungeon where if you enter it without the hookshot and miss out on a small key you will get stuck in the hookshot where mirror warping is the only way out. i have no idea why the dev team added a shutter door here while also placing a block near the door as it is a one way path.
one trapping i have noticed about z3 dungeons is how small keys are next to locked doors frequently. it appears the tower of hera is the only dungeon where this never occurs because it only contains one small key, however, part of the reason this occurs so frequently is because of program limitations where you can only have two events per super tile (which can be divided up into quadrants which gives the illusion of more rooms).
so when it comes to the temple of darkness the magic mirror is a big help here to get around dead end backtracking. also one of the locked doors is optional because of this. the mirror is extremely versatile in several alttp dungeons.
It's pure speculation from me, but to answer your questions at the end of the video, I think the 7 wise seal prevented Ganon to get full access to the power of the Triforce and Aghanim is a puppet he can only control from the other side. there is also something about him being corrupted man, making him less able to access the power of the Triforce.
With that said, MAjora's Mask is clearly better than Link to the past.
I found your channel from a comment you left on Nerrels channel. I’m always happy to find more Zelda reviews. Nice job on these.
If memory serves, the hammer from dungeon 1 actually opens up three and four as well as two but you have to go to kakariko in the light world to get to them.
I've been waiting for someone to correct me on this for almost a year now, when I replayed it again and realized that that was technically possible. Congratulations, sir, for being the first one to point that out.
@@octorokreviews lol! serves you right! :P But in all sincerety i really enjoy this video so far. I've been watching it in segments. I've been rethinking my TTRPG dungeon design in light of your critique of ALttP. Thanks!
You do indeed need to go to Kakariko Village in the Light World first for Dark World Dungeons 3 and 4. Most times I replay this game, I'll beat Dungeon 1 and make a beeline to Dungeon 4 in order to get the Titan's Mitt so I can get the sword upgrade early.
Continuing through the awesome video backlog. Thankful for videos like these! Quality-comfort-food kind of entertainment 🎉❤
The hyrule castle song is in botw also... it's the king's theme.
Your assessment mirrors my own experiences on my first playthrough 2 months ago, especially concerning the 7 dark world dungeons.
I feel, nostalgia overrides so many of the game's flaws, however it is still a major step forward from Zelda 1 ( let alone Zelda 2)!
And to be quite honest: Had I had the opportunity to play this as a child with enough time, I might also be so very nostalgic about it. As an adult with a job and a kid of my own, I simply don't have the time nor the patience to deal with the game's many secrets and obtrusive gameplay tho.
The only part where my opinion differs from yours is its comparison with Zelda 1.
Side note: I'm totally with you on your preview rating of WW and SS!
If you wanna look at a game whose "nostalgia overrides so many of the game's flaws," look no further than everybody's favorite pile of shit known as Ocarina of Time.
ALttP is a step down from Zelda 1, and I feel this is evident in the densities of the two games. ALttP has a more restrictive order of operations, and enormous amounts of space with nothing of note in them, particularly toward the middle of the map. Zelda 1, on the other hand, has secrets on nearly every screen, and gives you the freedom to explore it all at your own pace. Unlike aLttP, Zelda 1 only has areas that feel like locations in their own right, not just pathways to pass through on your way to other places.
Loves these videos!
I absolutely hate the Ice Palace for one reason: the puzzle where you have to through a whole bunch of rooms to drop a block into the room below so that you can push it into a button.
That part frustrated me so much as a kid that whenever I replay this game, I do Misery Mire first to get the Cane of Somaria so I can just go, “Poof! There’s a block” and move on.
May contribute to why I have a much more positive view of the Cane of Somaria.
50:44 I think at this point, players have learned to bomb or ram every cracked flours or walls, so it seems obvious you should drop a bomb there. As for unmasking the Boss, one of the villager in the light world tell you that Blind hate light, so the moment you have your suspicion about the girl, you know light is a way to confirm it. Other hint: no one remains human in the dark world unless they have the Moon Pearl. the prisoner girl still being human is an other clue she is fake, beyond not wanting to go outside.
The one issue that remains in this specific plot was why she asked you to bring her outside in the first place. Maybe Blind thought it was night time at first.
Aside from time, I mostly agree with your review that this game, while good, is a bit over-praised. I got to play Link's awakening before Link to the past and my enjoyment from te game suffered a it from that comparison.
Wow you've come a long way from 700 subscribers. Congrats. The offer to our Discord server for The Ash Tyrant's Mythos still stands.
I enjoyed this video. Thanks for making it!
When I was younger, we were poor. I consider myself lucky to have gotten a Super Nintendo at all. But I couldn't really afford games for it. So I ended up with very few games. For this reason, as a youngin', I tended to make due with what I had. That's why I bothered playing and finishing Link to the Past in the first place.
When I tried playing it again as an adult, I couldn't stick with it. The "difficulty" seemed cheap and unfair at times. And the challenge wasn't submerged in FUN, so I had little motivation to bother. I always thought something was wrong with me that I didn't really enjoy a game others banged on about like it was the greatest game ever (at the time).
This game is the gold standard of zelda, probably the most powerful link of them all at this point 👉 👈
36:08 your criticism here and this diagram is not entirely accurate. In fact once you obtain the hammer from the Palace of Darkness you can access not only the Swamp Palace, but can also immediately access Skull Woods and Thieve’s Town if you have familiarized yourself with the Light World. In Kakariko Villiage, in the section in the west leading to the Lost Woods, there is actually a hidden path that is accessible between some trees to the right, right before the loading screen heading into the Lost Woods that brings you to a warp point leading into the Dark World. Most people believe they can only access that warp point from the south using the Titan’s Mitt obtained in Thieve’s Town but if you approach it from the north by taking the hidden path between the trees all you need is the hammer you obtained in the Palace of Darkness and the Power Glove as the stone covering up the warp point is not shaded in dark green. This requires no glitches to pull off as the path between the trees is in fact a legitimate path, it is just very well hidden and requires a little bit of exploration and a keen eye.
That said, if you like you can immediately do Thieve’s Town after completing the Palace of Darkness to obtain the Titan’s Mitt and at that point almost all the dungeons are open to you and almost all the secrets in both the Light and Dark World’s accessible. You can obtain the flute early giving you access to the Ice Palace and Misery Mire (you might think you need the hook shot in Misery Mire but you can actually crash into the wall using the Pegasus Boots to cross the gap which is not unintended as that is the intended and really the only method available to access the hidden fairy room in Ganon’s Tower [I mean you could use the knock back frames from a bomb blast in Ganon’s Tower, but I think the developers intent was to use the Pegasus Boots] and you surprisingly can complete the Ice Palace without the Fire Rod, as one of the medallions actually works for both instances that you would think the Fire Rod would be required). You can rescue the frog (missing smithy) and upgrade to the Tempered Sword, you can get the Magic Cape and all the items that having that grants you, you can get all 3 medallions (required for doing some of the dungeons out of order as stated above), you can get the fourth bottle, you can get most of the remaining heart pieces; in fact, compared to the original, I think the order of dungeons in a Link to the Past is slightly more open to player preference as I think only dungeon 7 requires some others to be completed prior to attempting it (the Cane of Somaria from Misery Mire and maybe the hook shot and Fire Rod).
You might think this is going against the intentions of the developers or that the developers didn’t anticipate you doing this, but here is the kicker. If you rescue Zelda from Turtle Rock prior to completing all six dungeons her dialogue changes where she still thinks you for rescuing her but tells you you will still need to rescue the remaining maidens from the other palaces prior to entering Ganon’s Tower.
All that is to say that given how many dungeons there are in a Link to the Past compared to the original Legend of Zelda, the variety of puzzles and the fact that a lot of items are programmed to have secondary / hidden uses that allow you to totally break the intended sequence once you obtain the hammer, the diagram at 36:08 just isn’t all that accurate or the criticism intended by that diagram all that fair. It is not like any of the exploits I have described above are anything but legitimate and intended by the developer. There is in fact a glitch that allows you to skip the master sword /first fight with Aghanim entirely and enter the western part of the Dark World before even getting the hammer (some Magic Mirror tomfoolery on a bridge in Death Mountain), but that is not the point the above can be done legitimately as evidenced by the developers giving Zelda the extra lines of dialogue and the fact that the Pegasus Boot exploit is the only legitimate way to enter the hidden fairy fountain in Ganon’s Tower meaning it was not a glitch the player’s discovered.
So to recap, in the Datk World, the optimal path would be palaces 1, 4 any other palace except 6 before 7 and you can complete 7 before obtaining the items from / completing at least a couple of the other palaces.
N.B., that path between the trees might actually be accessible after entering the Lost Woods heading down a screen that takes you back to Kakariko Villiage but approaching from above the area you would need the Titan’s Mitt otherwise in order to reach from Kakariko Village from the south, but the point still stands that you can use your hammer to access this warp early and to find it you just need to explore around that area until you find the path between the trees which is either in north western Kakariko or southern Lost Woods.
This is quite a fair assessment. I personally found this game one of the most frustrating out of any video game I've played, for reasons that are half outside the game's control. I'll list them off here:
- You can't change directions while spamming your sword, instead you have to wait to move again, this is different from *every other 2D Zelda game*
- Enemies are extremely aggressive
- The lantern acts like a *flashlight* instead of an *actual lantern*, making a cone of light instead of a circle
- You respawn with half of your full health (same story in the GB(C) games but worse here because of the aggressive enemies), it's worse at a set 3 hearts in Zelda 1 (and Minish Cap but it's rare to die in that game)
- The magic meter exists (and for some reason the lantern uses magic??? Also I'm fine with Between Worlds' magic meter since it passively refills)
- Your position is not saved when you save and quit, meaning you have to trek back to the place you were when you did quit (which isn't as bad in Zelda 1 because its overworld is honestly not too big)
More nitpicky things:
- Link's pink hair looks bad in my opinion. It's not justified by palette limitations and it conflicts with the game's promotional artwork
- Link's running animations are way too fast compared to his movement speed
- Some of the items feel really weak to use, sometimes in spite of their actual effectiveness
- You can't pick up drops with your sword
- 90% of things that turn to look at you turn only their head in 90 degree increments, sometimes a full 180 degrees can happen with some enemies
- The object/character sprites in general don't look very appealing at all, and are sometimes inconsistent from different angles (Zelda herself only looks good from the front, and seems to have shorter hair at the other angles)
- The dark world dungeon theme is *unbearably* repetitive in both song structure and appearance (it's in at *8* of the 11 dungeons, torturous to listen to with how hard the game is)
- The low health beep is incessant
And worst of all, the entire internet set my expectations way too high. I had played nearly every other 2D Zelda game beforehand, and as such LTTP was a huge gut punch to all the progress in game design I was used to. I felt (and still do feel) *thoroughly* lied to. One of the only redeeming parts of the game was the Ganon fight, being tense even when fully upgraded, and housing *the* best music track in the game. It currently sits at second to last in my own Zelda game tier list.
If you liked it, good for you, but it's not the Zelda game for me. Excited for the next analyses.
Dude, are you my brother's spirit animal or something? He played this game when I came up to visit him and he hated it just as much and for many of the same reasons. An unpopular opinion for sure, but one I can respect after seeing what he went through lol.
#NotAllLanterns. Look up "bullseye lantern."
@@tkc1129 Look up both the spritework and artwork of LTTP's lantern; It is certainly not a bullseye lantern. Even if it was, I don't think it excuses how frustrating of a gameplay element it is.
I think the criticisms are fair overall, I think for a lot of people who grew up with this game we see it through rose colored glasses to an extent. I recall being very excited about this game but at the time, the only zeldas we really had was the first one which was great, and the second one which even at the time had mixed reviews... generally kids back then saw the first game a lot more positively at least among the guys I knew. I do recall nintendo power was running comics based around a link to the past (and also super metorid) around when this came out which added a little more to the characters in this game, but it was still geared more towards kids. Looking back I wish they included that comic series with the game but hey they had to give a reason for parents to shell out money for nintendo power lol I can't say the comic really saves the plot holes in the plot though. One thing I do recall is that stupid red cane that makes blocks, it was also useful for setting off switches cause when you lay a block, if you hit the botton for using the item again the block will explode into 4 directions so when I was a kid I actually found it more useful then bombs for setting off the switches in puzzles because bombs tend to have more splash radius and can turn a switch from blue to orange back to blue occasionally, especially if there are two of those switches on top of each other. With the cane you can just drop a block next to one and set yourself up where you need to be after triggering the switch then make it explode with the wand. Other then that though it is fairly useless though. But looking back I find most old games I liked a lot had awesome sound tracks and sound effects, they tend to bring these old games to life since back then all they had was sprites. The sound was easily 10 out of 10 in a link to the past so that's prolly a big reason for a lot of people back then they have fond memories of this game. If I could go back and change anything though, I'd polish up the plot a lot, and include the Nintendo power comic with the game to add more character development to the characters in it, maybe polish the dungeons up a bit, but it would of been cool if Nintendo kept making gold cartages with this game and included a little cut out window in the package so you could see it. Just because as a kid that's what drew me to Zelda in the store was this shimmering gold game and the art on the cover. I'd of liked to see them continue with that. All and all I remember this game as being amazing but then I haven't gone back and played it through in years and most people I know who played it but didn't grow up with it find the game to just be ok to good. There's certainly some rose colored glasses involved on my part.
Alright, I do have to point out a big error in your dark world criticism…. You don’t need to do dungeon 2 after dungeon 1.
In the several dozen times I’ve played the game, I have never done dungeon 2 after dungeon 1, I always hit dungeon 4 so I can get my sword upgraded. You don’t need the hook shot or fire rod to do dungeon 4 at all.
Yes, I did indeed realize I made that mistake pretty much right after the video released. It's a relatively minor mistake, given that the majority of the Dark World's progression gates are still quite strict, but yes: I did technically get that wrong.
Breath of the Wild was my best Zelda experience overall due to the circumstances in my life at the time, but this one and OOT are my two favourite Zelda games to replay. So I'd definitely this near the top.
I bet your an expert in music composition
May i ask what is your favourite zelda game? You might have said already so sorry
A good question, and no, I haven't explicitly said it before now. I think I find myself playing Zelda 1 the most; it's quite easy to get into and doesn't require any real time investment like the others. In that sense, I think I have the most fun with that game. My actual favorite though, in retrospect, would have to be Ocarina of Time. It has the best story, the best world building, top notch dungeon design, and definitely the best world design in the entire series - there's a reason it's the highest rated video game of all time. So those two are my favorites, with Ocarina being my objective choice, and Zelda 1 being my subjective one.
@@octorokreviews I played zelda 1 a few years ago just out of curiosity because i loved botw and was floored at how good it was. Couple years later i played ocarina and majora expecting to like majora more because of the weirdness but found that ocarina to be the real masterpiece of the 2. Botw, ocarina, zelda 1, thats how I'd rank them and im super curious on how youll do botw (whenever that is) because i feel like youll be able to provide so great insight beyond "dont like divine beasts" and "weapons breaking sucks". Love the content, even when its not zelda, keep it up!
“Oh, no…. It’s the plot!” bout took me all the way out 🤣🤣
10/10, will be using in the future for several things 🤣🤣
I think 34:45 encapsulates my thoughts. Although this is my favorite game of the series, it's specifically due to the era and puzzle solving being the last 2D entry I truly enjoyed.
As far as the story, agreed entirely, the inner-games story was not in the manual, but instead, the manual did built:
- The world
- The lore
- The Universe
- The Guiding Laws and governance of the creation, to the master sword & sacred realm
All of which was retconned in 2011's Skyward Sword, which if they are no longer following ALTTP lore, like they did with the first 3D entries (Ocarina of Time, Wind Waker, Twilight Princess), when where does ALTTP leave us?
While I don’t necessarily disagree with some (or even most) of your analysis, I think the biggest flaw in a review comes from not playing it in order of release - by playing a lot of the other 3D games released after it, you don’t really get how big of a technological advancement it was from Zelda 1 & 2. It’s alot like how everyone rips on OoT for its limitations, yet it is the very first 3D Zelda game - so it had to start somewhere.
I do agree the wall of text (aka lore) after beating a level is annoying by todays standards, back then it was great to have a story told (even if it wasn’t probably the best way to go about it in hindsight).
Unfortunately in todays world, if you start with the 3D games and go backwards to their 2D roots, you’re going to find lots to criticize because of limitations of the day, and you will compare them to what their newer 3D games do better - this unfortunately can (and usually does) lead to an unfairly critical review.
While i grew up with it as my 3rd Zelda game I ever played, I do try to skip past the wall of lore at the end of a dungeon (and heaven forbid how much I will cuss when I accidentally click “I don’t understand” at the end of that wall and it’s repeated all over again!!), I don’t feel this is necessarily bad game design, but rather a first attempt at making a Zelda game with a fleshed out story (Zelda 1 & 2 had very little story)…..
Maybe it’s nostalgia, or maybe it’s just me appreciating a game for what it was when it came out and having context for what other games were out at the time (and how much better ALttP was compared to almost everything)….at the end of the day, there are flaws for sure. But overall, it is a great game and does deserve recognition for how it progressed the franchise forward, and improved on everything it’s predecessors did (or didn’t) do.
I actually did play all of these games in order of their release; I know I made several comparisons to future games from the franchise, but those were comparisons I made in retrospect to enhance my argument. I actually think this game is a downgrade compared to Zelda 1 in most respects; sure, it looks a lot better, sounds a lot better, and improved the boss design to a large degree. But the freedom Zelda 1 provides is still unmatched by any other game in the franchise, and in my humble opinion, having no story is better than having a terrible story, especially when it interrupts the flow of gameplay the way that a Link to the Past does.
I also don’t believe that it was necessary for a Link to the Past to have a bad story in order for future games to have good stories. Plenty of game franchises have started out with very strong storylines both before and after a Link to the Past. And sure, the game was large in scope for the time, but that doesn’t make it good, and I think that’s the main point of my video: a game can be important while also not being a masterpiece. Is a Link to the Past important? Yes. Is it good? Mostly. But that doesn’t excuse the game’s many flaws, which, as you yourself said, can be quite irksome to deal with.
Games can be old and gold, like with Ocarina of Time (which still holds up to the modern day), but a Link to the Past is fool’s gold; beautiful at first sight, but increasingly disappointing the closer you examine it. I can appreciate its historical importance, and even enjoy playing it for most of the game’s runtime, but I refuse to give it any further slack simply because of its legacy. Especially when there are much better games in the Zelda franchise to compare it to, both older (Zelda 1) and younger (OoT, TP).
Thanks for watching the video and commenting, by the way; I really appreciate it.
I disagree with everything you've said. You weren't there at the time. Oh well, moving on.
1:36:30 - Which says nothing of the fact that omniscience and omnipotence are mutually exclusive. If you're potent enough to change the future, the future cannot be known. Or for the future to be known, one must be powerless to change it.
The only thing I didn’t like is how much it held your hand in comparison to the first two. It was a little odd when you’ve always had to read into cryptic stuff to figure things out and it’s now got a waypoint. I would’ve been ok with go here and nothing else. I think it does seem to do better towards the end though. I really like how they added the spin attack to compensate for not having diagonal attacks. The pc port is awesome, it takes a little compiling to work but it’s cool to see the thing run at 900fps on a pc 😂
My favorite game franchise of all time.
Wait a second… Paul Rudd?! Am I the only one who said that?! lol. Guy won’t age.
Great video. It's very interesting to see this game reviewed from someone who wasn't there when it launched. My glasses are way too rose tinted to see it's flaws. But you've peeked my interest that maybe it's not the greatest Zelda game. I look forward to checking out your other vids.
Many of his complaints are bollocks and completely inconsistent. 😁
I never had the chance to play it until recently. I didn’t start Zelda until OOT. I have similar feelings. It is amazing for introducing some of the concepts that it did, but I didn’t enjoy it nearly as much as I expected to.
I think for a lot of people in their 30s now probably hold this game near and dear due to the nostalgia it brings. We grew up in the infancy of great games. That feeling will never be replicated IMO but again that might just be the nostalgia talking 😅 Today, you can go online and learn anything you want about a game. Nothing will beat the excitement of paging thru a nintendo power or "strategy guide" just to figure out the secrets of the game. It was all about sharing your stories with your friends. I fondly remember my mom and her Navy wife friends on calls (using corded phones...😂) discussing their progress. Must have been like 6 years old stuck on Final Fantasy Mystic Quest myself 🖤
One you get past the cheap-ass Moldorm boss of level 3, this game is great!
Hi, I had seen over the last few days your Zelda Revius and you but so much work in to them.
Tank you for that!
I also want to recomend you a game where I think will be your taste.
Tunic
But I also have to warn you it has a very unique gimmic and you should not spoil you selve or it will lose these special "Ah!" Moments especialy when you understand what the "holy cros" is.
And the game loves to trick you with it's perspective. Knolede of the player is here the key. ;)
Sahasrala should've been named Basil Exposition.
AHHHHHHHHHHH FINALLY
Hah thanks, I appreciate the enthusiasm. Sorry it took so long to make, but I hope it was worth the wait.
You can actually do Dungeon 4 before Dungeon 2
Zelda 2 is great. Link to the past is a masterpiece. Guess you're too young to get it 🤷♂️
That pissed me off couldn’t take him serious after that, and age isn’t an excuse I wasn’t born until ocarina of time came out but I still love and understand the second game.
Following just for the voice you use for anyone talking to Link
14:45 you do realize that you can complete the race through the maze to nab the heart container in as little as 7 seconds the first time you enter Kakariko Village and without the Pegasus Boots? Right below the sign at the dead end about half way through the maze there are two dots. You can actually jump over that section of fence by pressing down on your control pad and shave off 8 seconds. By the way, this is not the only time those two dots appear in the game indicating a difference in elevation. In fact I am sure a few heart containers require you to interact with a similar set of dots, most of which are placed over a ledge so they are at the very least more intuitive. Whereas I think there’re a few instances where the same set of dots appear above a fence (though I think most are in the Dark World), but those instances are only there to allow for a minor shortcut. The one that comes to mind is in the section of woods east of Kakariko Village (Village of Outcasts) and north west of Link’s House (the Bomb Shop) in the Dark World. There is a shop there that isn’t in the Light Word that if I recall correctly has a similar set of fences that you can hop over indicated by a similar set of dots. I am sure there are quite a few more instances, maybe even in the Light World, but that is one instance that most readily comes to mind.
I definitely have a lot of nostalgia for A Link to the Past, but I think you are being a bit harsh in a couple of areas. Namely, your anger at the text dumps and blaming the narrative for restricting your exploration in the Dark World. You are really exaggerating here and I think, not taking into context when the game was made and what it's focus was. The story was an enhancement to the game, but not the focus. As well, once you clear the first Dark World dungeon the rest of the Dark World largely opens up. You said Dungeon 1 only unlocked Dungeon 2, but that is not true. 3 and 4 are also unlocked. Getting the item from Dungeon 4 also unlocks both dungeons 5 and 6. From there you can beat several dungeons out of order if you want to, such as going directly to Skull Woods or Thieve's Town.
Regarding Thieve's Town, you are hinted at the boss early in the game in Kakariko Village. An NPC tells you about Blind the Thief and how he hates light. Finding that unique room with the lighting shining onto the cracked floor is a the final hint. A little cryptic maybe, but not unreasonable. I suppose the puzzle might work better if to reach that room you had to first find the "Maiden" then be lead to that room with nothing blocking you from the floor. So you bomb the floor and jump down with the Maiden and that makes her transform. I think the boss of that dungeon is rather unique and memorable. That's your loss.
I did think even as a kid that the that the text dumps at the end of each dungeon got repetitive, but that was on repeat playthroughs when I knew the story by heart. I think you have exaggerated this issue because it just seems to bother you in a way that it doesn't mother other people. Not saying you are wrong to be fundamentally annoyed by text dumps, but they are pretty much a product of their time. As well, your presentation of those is a bit manipulative reading them in a deliberately annoying voice. Again, I don't think there is anything wrong or unreasonable about being annoyed by text dumps, but your tastes are not universal and the text dumps should be taken in context. I should also point out that the reward of beating each dungeon is that juicy Heart Container.
The problem with Zelda 3's story isn't the story itself or even the text dump, but the fact that characters have no development or much interaction with the player. They are bare bones. Now that too is a product of its time, but is still a detriment. NPC's in every Zelda game after blow it totally out of the water. I'm sure we both agree the story itself would be a lot better and stronger if the text dumps were replaced with proper conversations or cut-scenes and character interactions. I had hoped since I was a kid that a remake of ALTTP would do exactly that. Sadly, it never really happened. I wish a true ground-up remake was done because ALTTP's concept with the Dark World vs Light World is my favorite in the series. The lore is great and I'd love to see it worked better into the story.
I love ALTTP but I do agree with much of what you say, including your criticisms. I think that the sequels to ALTTP have long since surpassed it as a games and as Zelda games in particular. I think ALTTP's legacy is that of a foundational title alongside or on top of the original. A Link to the Past walks so that Link's Awakening and Ocarina of Time can and so on can all run.
Edit: Oh, and as a kid I had a neighbor who skipped the Moon Pearl somehow for some reason and was stuck after beating Agahnim. I think you should keep in mind that game developers hand-hold players so much because a lot of people get stuck on really, really simple puzzles and mechanics. It's just the way of the world.
+Raycloud
This is correct. Not only can you immediately access the next three dungeons after getting the hammer from the Palace of Darkness by using the hammer in northwest Kakariko Villiage, but once you have the Titan’s Mitt you can immediately both access AND beat both the Ice Palace and Misery Mire (one of the medallions does everything the Fire Rod would otherwise do in the Ice Palace and rebounding off a wall with the Pegasus Boots will allow you to complete Misery Mire sans the hook shot. Heck, Zelda has an extra bit of dialogue telling you to rescue the remaining maidens if Turtle Rock is completed prior to completing the other 6 dungeons proving the developers were aware the dungeons could be completed out of order.
Also agree regarding Blind as it otherwise undercuts Octorock’s argument re: Sahasrahla ruining puzzles by giving too many hints. You can’t have it both ways.
Sconches lol they're barbecues
To be honest. I liked Zelda 2 better than Zelda 1. It’s like playing botw over skyward sword. For me. Tutorial shmooturial.
I had to beat this game one weekend. In high school before the girl i was dating would cuddle with me. I was a sucker. I ended up marrying her. Now instead of playing zelda every sunday morning im in church. Good or bad im not sure we will all agree on the same conclusion.
Great video, I might not agree on everything (especially Zelda 1 being the better game) but a lot of flaws you pointed out are true and I feel people gloss over them when talking about it
I don't quite get your issue with the storytelling aspects of this game?!?
1:35:56-1:37:58
That should do it for you, but TL;DR: none of the characters in this game have any depth, and the logic of how the Triforce is supposed to work is constantly getting twisted. And the way this story is told is through an incredibly frustrating barrage of text at the end of every dungeon, where the women you save blurt out pages of history without any prior context.
Level 7 got a Chris hoolihan room
Man used guts theme in this video n that’s my alarm sound so I thought I had an alarm going off when it was just the vid💀
I watched the oot video 3 days ago and wanted to watch this one from you but found when i look up the video your nowhere to find. That was the moment i realized you dont have millions of subscribers... wow.
I do disagree with you here, I would rather return to LTTP than LOZ1 or OOT any day, but it's not like what you pointed out in the video isn't based on some truth. The story is just that, a nothing burger, but I think most people don't consider the game to really have much of a story in the first place. I would have to pay a little bit more attention to your individual critiques of the dungeons to comment there, though I would say that for a 2D entry, there has been a lot worse, which might say something about 2D zelda? Not sure!
*sees title*
PRECURSOR?!
Yep, he is clearly not knowing much about Zelda (and very inconsistent throughout the video). 😁
What is the song at 1:36:00 I can’t remember the name for the life of me 😭
Malo Mart Theme from Twilight Princess
@@octorokreviews THANK YOU also loving the Zelda vids man, nothing more relaxing than listening to hour long essays like these 👍
Come on! Blind's puzzle is one of my favorite in the entire, despite how bad the dungeon is.
I remember, as a child, being hyped up to find that Blind guy that was mentioned in the beginning of the game. And everything clicked so rapidly in my head when I saw the empty boss room.
First time I played, going out of the dungeon with the lady didn't feel like a waste of time to me, because I could use the new dungeon item to save the frog/dwarf that upgrades your sword.
So it felt like, to me, how the developers wanted to do this dungeon, you try to rescue the lady, discover she is a fake because she run away from the sun light, save the frog that you probably saw before getting inside the dungeon, get better sword that makes the dungeon easier and defeat the boss.
54:08 Also, I don't think that dungeon re-used the same to layout to recycle assets, I think the developers legit wanted to bring a sense of safety to the player, only to break it in the next room.
I'm using my anecdotal first experience, but first time I got trough that hard first dark world area (I died a lot to those cyclops), getting inside the dungeon and seeing the familiar shape I thought "oh, thank god, it's just going to be same dungeons with harder enemies, that's going to be easy" only for my expectation be immediately broken by the next room.
Also... sorry for leaving three large comments, but this one will be the last.
I know you wanted your review of the ice palace to be positive, but that last block puzzle before the boss is my most hated puzzle in the entire game, specially considering how well the dungeon is designed overall, and I'm surprised you didn't mention it.
It's so bad, in fact, that the GBA version straight up just removed it and made a more obvious puzzle. I hate it so much that I always skip it with the Cane of Somaria.
Fuck that block puzzle.
@@TheCow-j1l There's a lot to unpack here, but I really appreciate the engagement on your part, so... here we go:
Blind the Thief's encounter only really works if you know what you're doing before going into the dungeon, or if you get lucky. Yes, Blind the Thief is mentioned passingly in Kakariko village, but it's a completely random and insignificant tid-bit at that point in the game, so I feel like absolutely no one should be expected to remember it by the time you get to his dungeon (which isn't even named in the game - only outside materials call it "Blind's Hideout," so putting the two together is quite difficult). As for the part about being tricked leading you into exploration, I must protest, because one: the Titan Mit is easy to miss, and therefore won't necessarily be in the player's possession upon being dragged outside, and two: most players won't take that as an opportunity to explore, like you did. You'd have to one: know about the Master Sword upgrade before hand, and two: be willing to leave a dungeon half finished in order to pursue that side quest, which you could honestly do with any dungeon if you really wanted to. Is it unique? Sure, but that doesn't make it good.
As for your comment on dungeon 4, it honestly just sounds like a personal experience that you had when playing the game. It's great that you felt that sense of relief turn to dread like you did, but I think it would be reading too far into it to say that that was a purposeful design choice by the devs, especially since most people would not assume they were repeating a dungeon like you did, since the Dark World had been shown to house entirely different structures from the light world before this point. A cool experience, but a personal one nonetheless.
As for the Ice Palace block puzzle: I actually did write about it in my original script, but I cut that section out for time, since my discussion on the Ice Palace was already dragging on by that point. Perhaps I should have kept it in, because it is incredibly intriguing to me that the devs designed that puzzle in such a way that a sequence break could actually let you skip it. When you say that you do dungeon 6 before 5 in order to get the Cane of Somaria so that you may skip that puzzle entirely, I think "damn, that's incredible level design." Rewarding players for sequence breaking is super great, as it enhances player freedom and allows players to spice up their subsequent playthroughs of the game. I don't think it's terrible as you say, but I do understand where you're coming from, because it does require circling back around a floor or two after hitting a switch, and that can take some time. But the fact that the devs designed the puzzle so that sequence breaking would let you skip it entirely is a sign of smart game design, so I think the fact that you choose to do that in all your subsequent playthroughs is actually a symptom of the puzzle being good, rather than it being bad.
Thanks for the engagement; it makes me happy to see people react to my video with such thoughtful and well laid out comments like yours.
@@octorokreviews well, you asked for engagement, so I give it on to thee 😉
I will admit that I'm emotionally invested in the Blind's summoning puzzle, because my memory of solving it is really nostalgic for me.
But I still think it's defensible from a gameplay standard. The early big key, the empty boss room and how small it is are the three features that makes this dungeon memorable.
I think that changing the damsel with a chest with the big key and locking up the boss room wouldn't make the dungeon better, it would just turn an annoying dungeon into an annoying and generic dungeon.
I know that it wasn't designed well, but I think there is merit in what they were trying to do, by changing the pace of a dungeon and trying (but failing) to make it revolve around a single puzzle, which is summoning of the boss.
Yeah, I can't really prove or disprove that point, without the devs answering it, of course. But I still believe it's a callback, I don't think that copying and pasting a single room and changing the tileset would've saved too much memory.
That actually blew my mind. All these years when I did it I thought I was breaking the game. Like, doing something the devs didn't see coming, like it was a glitch or something.
But now I think I just fell into the developer's invisible hand and never realized it.
That actually makes the GBA version worse in that regard because now, despite the puzzle being easier, you can't skip it.
I never saw it in that way, you definitely changed my perspective. You should have included that point in the video.
Thanks for replying, that's the reason why I enjoy smaller channels. You can actually make comments the engage video instead of inside jokes. 😊
if i remember correctly sword upgrades are irrelevant against blind because his damage is fixed regardless of sword power.
14:40 you can beat the time first time by jumping over the fence
I enjoy Oracle of seasons. I like more action based game play. Rings make the have more options as well! However, that is my that. I do agree with points on ALTOP.
Also play the game without training rings . I like the Seasons as a stand alone experience.
This sucks that he made a 1:45 hr long vid for such little attention 😔
How do you not have more subscribers?
The algorithm works in mysterious ways, unfortunately. One minute you're getting hundreds of subscribers every week, the next practically nothing. That's why you gotta genuinely enjoy what you do in order to keep up the UA-cam gig.
Look at all his dumb views that did not go unnoticed. Read the comments for clarification. 😉
Your underrated
Thanks! I certainly try my best to make good videos, so I’m glad to hear you liked one of them that much.
@@octorokreviews yw my dude and I agree with a lot of the statements you said.
I just love your Saharsrahla impression.
Dude, your son is so cute! Bless your family, man.
41:15 - I like your joke here. I think it would be even funnier if she tried giving her speech, but as you yeet the plot you play her speech at like 3 or 5 times speed.
1:12:00 - to me it looks like you found an exploit that makes the boss's 2nd phase look super easy. I don't remember it being that easy whenever I fought it.
Zelda 2 was not a dip in quality. It is my favorite game till BOTW. Just because most can't figure out things without being led there doesn't mean its bad.
Sahasralalalalahaha I think allowed game players to apply exploration to other game secrets like Mortal Kombats mysterious clues to fight Reptile!
“Some of the worst games” and one of them is a 6/10 which is not even that bad of a score. I think that just shows how good the standard is for most Zelda games
Yeah that was the point. Most Zelda games aren’t bad, and that includes The Wind Waker. It isn’t great, but it’s better than your average video game in general.
@@octorokreviews that’s fair. anyways, can’t wait for the future reviews, especially the Majora’s Mask and the Capcom developed games. Keep it up, ive been really enjoying watching these reviews, especially the oot one. It made me see the game in a new perspective
You think the icepalace is good game and dungeon design? This dungeon literally forces you to backtrack multiple times and do the exact the same. Hit the switch, kill the stalfos, Bomb the floor, Fall, go around, find stairs, repeat. This is wasting the players time that you criticised as an issue in the 4th dungeon.
28:10 I don't see how this makes Slime any worse than the vast majority of isekai which all do the same thing, except Slime's unoriginal Dragon Quest-esque fantasy setting is at least way more vast and interconnected than any of those. It's also really just an iyashikei series more than it is a typical isekai, so Rimuru being overpowered is not as consequential or important either.
Anyone who likes this game should play the randomizer! Or better yet the many rom hacks of it!
U said link met a new enemy hukuboku after you beat one ten minutes early when u say u loved the dungeon
Ah, being young enough to not know about the limitations of old software.
Still it's interesting to see someone review a game without nostalgia glasses.
I could not take you serious after your Zelda 2 comments, either you’ve never played it through or just don’t understand it. There’s a reason it is one of the most popular nes games of all time. Just because it’s not a top down Zelda game doesn’t mean it doesn’t have the same or even more charm than the original. Shame on you ✌️
Zelda 2 rocked. Gets way too much hate
But I thought you didn't want the game to tell you how to solve a puzzle 🤔
+rockyriewerts2529
Are you referring to bombing the floor in the Thieves’ Town to allow the light to go through so as to trigger the boss fight, because I thought the exact same thing. He spent so much time earlier in the video complaining re: Sahasrahla giving too many hints that I was shocked he was upset the game didn’t telegraph what to do in the Thieves’ Hideout even though it technically did by shining a huge beam of light onto the floor above the boss room as indicated by the compass and the map with cracks on the floor for good measure. Let alone there is a person in Kakariko Villiage who out and out tells you that blind the thief used to live in Kakariko Villiage and that he hates light which, given that Octorok says he likes games that give you well thought out puzzles that require some brainpower to solve, is a bit of a shock he thinks the solution to this puzzle just came out of left field. And to top it off, the world building he keeps complaining about would further cement the fact that if some one in the light world went missing they very well could be trapped in the dark world so it is no leap the guy in Kakariko Villiage talking about some one who used to live in the Light World version of Kakariko Villiage might have vanished into the Dark World version of the same location. It couldn’t be more choreographed.
@@tinyguy9398He surely is making an idiot out of himself with his inconsistency. 😁
+thomaszeh2577
Which is a shame because he makes solid arguments in his other videos and even in this video so the fact that he is contradicting his own arguments so much on these specific points just doesn’t make sense. Trying to give him the benefit of the doubt as I overall found his video to be entertaining and I am watching this only after watching the marathon that was his Ocarina of Time video, but I’m really hoping he is at least more consistent with his arguments when he finally gets to reviewing Majora’s Mask as, being my favorite Zelda game, I’m willing to sit through and listen to a long video talking about things he didn’t like about that game if the reasons are logically consistent as I respect different opinions, but it will be difficult to offer the same level of tolerance if his arguments fall apart to scrutiny like some that he made in this video.
That said. The Ocarina of Time video was a vast improvement to this one so he is at least headed in the right trajectory. I will at the very least watch it to see why he rates it so low compared to other games. Here’s to hoping I don’t end up pulling my hair out.
I've stated for years that A Link to the Past is the most Overrated Zelda game, along with Wind Waker
You’re so brave!
Zelda 1 had money making game
25:05 its called Dead Man's Volley
It’s okay to not like a game. You don’t need to make up arbitrary and often contradictory criticisms to justify it.
“These early dungeons let you figure out things for yourself! This optional panel that gives you a hint is bad!”
“This dungeon is badly designed because they never told me I’d have to bomb a floor! I had to figure it out for myself!”
You’re blatantly mischaracterizing my review. I do like the game - I literally say that at the end of the video. It just isn’t perfect. And it’s absolutely possible for a game to be too vague on one level, but too generous on another; you’re conflating two completely different scenarios with one another as if they’re the same thing. Sahasralla giving you the answer to a puzzle is different than the game never teaching how bombs work; you literally need to read the manual or have played the first Zelda game (or future ones) in order to know that they blow up walls and, therefore, floors as well. It never stumped me personally; but it can stump others, because the devs didn’t take the time to teach the mechanic. I didn’t get stuck and throw a hissy fit; I’m just communicating to you, the viewer, that the game could have been designed better. Do not mistake my criticisms for complaints.
You did consider the bombs in the chest with the cracked floor next to it in the tower of Hera as a good tutorial for such an occurence. Great job on your videos by the way
Sounds like I you got frustrated and are salty about it. 😂
THIS! He must be used to those simple Zelda games that shout “Hey! Listen! Do this and that!” at every corner. 😄 The video creator clearly has skill issues and wouldn’t have had a chance when we all beat those games long before the internet existed. 😄
my brother i enjoy your videos and i’ll continue to watch them all. however i do have some constructive criticisms. i hope you take them in a way to make your videos better to continue your career on yt
1. too many “fucks”, it gets distracting after a bit. try to open your vocabulary to better words to explain your feelings. using too many words”fucks” shows weak vocabulary.
2. you use onscreen words to punctuate your feelings. but you do it so often and with such random parts of a sentence it doesn’t make any sense and pulls attention way from your thoughts. and most of the time it’s for something that doesn’t make any sense to punctuate. it it distracting and made no sense.
3. please don’t say Volvagia like that anymore. it sounds like vulva and vagina. it’s vol-vag-ee-uh like bag, not vagina. (this is from the OOT video of course.
honestly tho your OOT video was a new take i haven’t seen before i really enjoyed it. just feedback. bless ✌🏻
HEY, LISTEN? let's give you some of your own medicine. If u woke up for real as link and u had to choose a companion to assist you. who would it be. SAHASRALA, FI, TATL, NAVI OR THE DARUNIAN GUY......no other options....and don't thinkbyour getting if as easy as just picking one.....tell us why? Oh boy is this gonna be great. Cannot wait to see if you actually respond. My guess is you wont. Whats a matter McFly..... CHICKEN 🐔
“Precursor to greatness” are you kidding? It’s barely been surpassed. No it’s not as long as later games, but it does Zelda ever than any other game in the series other than Zelda 4
Yep, one can’t take that delusional guy seriously. 😁 He’s better off with simple Zelda games that shout “Hey! Listen! Do this and that!” at every corner. 😄 That guy clearly has skill issues and wouldn’t have had a chance when we all beat those games long before the internet existed. 😄
But you really.lost me when you were refering to the Player as "He" exclusively.
Not all players are "he", for which I am an example.
Also: Exposition bitch?
...
Damn, boy, whats the matter?
I’m pretty sure I just do that when writing because the player character (Link) is male, and because I’m male. That’s probably why I stick on male pronouns when describing these things. I’ve tried other ways of doing it but it all felt unnatural to me, and using ‘they’ is grammatically incorrect so I avoid it when writing scripts (though I do tend to use that word in normal speech). I’m just experimenting.
Also, I called the maidens the “history bitches” because I hate them and I thought it was funny lol. Maybe that joke didn’t land for everyone but if so, I’m sorry about that. Also, I’m sorry I didn’t reply to your comment immediately - it must have slipped through my notifications haha.
It’s not a “precursor”, it is the greatest Zelda of all times and hence copied by all Zeldas coming after it.
It’s only people who never played challenging (read as 2D Zelda) games who complain about not getting held their hands enough. ALttP got completed by kids long before the existence of the internet! Complaining young guys just are not used to going adventuring and finding stuff out. Maybe play something that’s more suited to you. 😄
Juxtaposition eh.....yeah you lost 80 percent non millennials on that word