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Little Bean Green
เข้าร่วมเมื่อ 30 ต.ค. 2023
Wildly self-indulgent video game nonsense masquerading as profundity. A cocktail mixed with literature, history, philosophy, art, science, and culture told by an idiot, full of sound and fury.
Zelda Has A BIG Problem
Breath of the Wild, Tears of the Kingdom, and Echoes of Wisdom have taken what has historically been a nuisance in the Zelda franchise and cranked it up to eleven - this has been universally considered a bad move. Older games had issues with pausing and switching weapons because items were aplenty and item slots were few and far between. But now, with so many options in hand, and the freedom to do almost anything, Zelda’s menus have become inexplicably long and tedious and often have to be accessed in the heat of the moment, interrupting gameplay, or turning other mechanics trivial. Today, I’d like to take a look at Zelda’s menus, talk about better solutions in other games, and how a future Zelda game might try to limit how often our hero has to pause.
00:00 intro
00:37 part one
01:59 part two
04:09 part three
04:50 part four
06:53 concept zelda
More art from Sophie, ominous.crabmeat
ominous.crabmeat
Additional Footage courtesy of
@AesirAesthetics
@archive6479
@blazeshotu
@captburgersonsfootagearchive
@hard4games
@MutchGames
@SonicGhost64
@stampycat
@theJOSHfeed
Music by
Link’s House as composed by Koji Kondo
th-cam.com/video/mHEGaSo-Q2Y/w-d-xo.htmlsi=y_wwc3amREr_XIWU
Molgera (Second Time) and The Great Sea as composed by Koji Kondo, Kenta Nagata, Toru Minegishi, Hajime Wakai
th-cam.com/video/_t1QHoNSI78/w-d-xo.htmlsi=POQXhFLJMnBIwKrH
Sapphire Ridge as composed by Deniz Akbulut
th-cam.com/video/AnEgbjVj9EY/w-d-xo.htmlsi=VOXqWEuxDJs5INC2
Relics of Comradery as composed by Lifeformed x Janice Kwan
th-cam.com/video/9sKMnHijFgM/w-d-xo.htmlsi=4ZzQiCCXQR9w3DUL
Shrine Battle as composed by Manaka Kataoka
th-cam.com/video/pVoQZp0sxCY/w-d-xo.htmlsi=OLysUX0QTmL-J0-n
Crossbow model by Ultima Realm
www.turbosquid.com/FullPreview/2133359
All rights belong to their respective owners.
00:00 intro
00:37 part one
01:59 part two
04:09 part three
04:50 part four
06:53 concept zelda
More art from Sophie, ominous.crabmeat
ominous.crabmeat
Additional Footage courtesy of
@AesirAesthetics
@archive6479
@blazeshotu
@captburgersonsfootagearchive
@hard4games
@MutchGames
@SonicGhost64
@stampycat
@theJOSHfeed
Music by
Link’s House as composed by Koji Kondo
th-cam.com/video/mHEGaSo-Q2Y/w-d-xo.htmlsi=y_wwc3amREr_XIWU
Molgera (Second Time) and The Great Sea as composed by Koji Kondo, Kenta Nagata, Toru Minegishi, Hajime Wakai
th-cam.com/video/_t1QHoNSI78/w-d-xo.htmlsi=POQXhFLJMnBIwKrH
Sapphire Ridge as composed by Deniz Akbulut
th-cam.com/video/AnEgbjVj9EY/w-d-xo.htmlsi=VOXqWEuxDJs5INC2
Relics of Comradery as composed by Lifeformed x Janice Kwan
th-cam.com/video/9sKMnHijFgM/w-d-xo.htmlsi=4ZzQiCCXQR9w3DUL
Shrine Battle as composed by Manaka Kataoka
th-cam.com/video/pVoQZp0sxCY/w-d-xo.htmlsi=OLysUX0QTmL-J0-n
Crossbow model by Ultima Realm
www.turbosquid.com/FullPreview/2133359
All rights belong to their respective owners.
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The ONLY Zelda Lore That Matters (Part II)
มุมมอง 492วันที่ผ่านมา
Echoes of Wisdom is out and we're back to complete part 2 of Zelda's only encyclopedic compendium of frog lore. Frog yeah, brother. 00:00 Intro 00:20 Frogs and Toads 01:02 Lore I Forgot 02:03 heh 02:35 More Lore I Forgot 04:06 Echoes of Frogs 06:04 Frog Yeah, Brother Music: Kokiri Forest Theme by Koji Kondo th-cam.com/video/aQ6Fq-LfDZQ/w-d-xo.htmlsi=JoeSf6PVamCxB4us Frog Song by Koji Kondo, Tor...
Is Echoes of Wisdom the Perfect Zelda Game? (SPOILERS)
มุมมอง 2.3K21 วันที่ผ่านมา
HEAVY SPOILERS The Legend of Zelda: Echoes of Wisdom is a surprising game. It makes an honest attempt at blending the old, linear Zelda structure with the new, open freedom of the Era of the Wilds games, something many Zelda fans (well at least me) have been clamoring for since Tears of the Kingdom's release. All the more so as Nintendo made it clear they didn't want to return to the classic st...
Is Echoes of Wisdom Worth Your Time?
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Some people in my comments and elsewhere have been hesitant to play Zelda Echoes of Wisdom. Here is a quick, spoiler-free, relatively objective look at the game that I've played about 10 hours of. 00:00 intro 00:32 aesthetic 01:08 story 01:30 gameplay 02:55 summary Music Field 0 and Field 1 as composed by Hajime Wakai, Kenji Nakajo, Masato Ohashi, Manaka Kataoka, Chisaki Hosaka, Reika Nakai, Yu...
The OTHER Plot Twist in Link's Awakening
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Link's Awakening has long been a favorite title within the Zelda franchise because of its characters and story. But on a recent playthrough of the remake, something caught my eye and it made me wonder if we didn't know the whole story of Koholint, of Link, of Marin. Today we try to figure that out. 00:00 Intro 00:27 Marin The Wind Fish 01:23 Marin Link The Owl 03:41 The Nightmares 04:44 The Rev...
Zelda's Second Quest Hates You and Wants You Dead
มุมมอง 30Kหลายเดือนก่อน
Abandon all hope, ye who enter here...Have you ever played the original Legend of Zelda? Well baked into its end game is a completely new game, the Second Quest, which purports to be the ultimate challenge for those who have conquered the base game. It actuality, it is a nightmare, literal torture, dark magic conjured by demons whose names have long been forgotten....let's talk about it. 00:00 ...
Why is the Zelda Franchise OBSESSED with Time Travel?
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Zelda was meant to be a time travel game. While it didn't work out for the series' first entry, over time, the franchise has dabbled with the time travel concept in many different ways, often contradicting or confusing their own games not to mention the series at large...but perhaps that last bit doesn't matter. Today let's take a look at how the Zelda series has used time travel in its games. ...
In Defense of the Water Temple
มุมมอง 2.6K2 หลายเดือนก่อน
Ocarina of Time's Water Temple may be the Zelda franchise's most notorious dungeon. Often lampooned for its implementation of the Iron Boots and its dizzying layout, the Water Temple has long been a source of frustration. I recently played through Ocarina of Time again and it turns out, the Water Temple is incredible, even given its anachronistic UI, making it the best dungeon in Ocarina of Tim...
What If Tears of the Kingdom Was Just DLC?
มุมมอง 6K2 หลายเดือนก่อน
Even before its release, Tears of the Kingdom had been lampooned as '$70 DLC' (downloadable content). After its release, a segment of the fanbase took umbrage with how disconnected Tears of the Kingdom was to Breath of the Wild - a game to which TotK was an alleged sequel. With large expansions in other franchises, like Elden Ring's Shadow of the Erdtree, I think it would be interesting to expl...
The ONLY Zelda Lore That Matters
มุมมอง 65K2 หลายเดือนก่อน
With the wistful restrospectives of past games and the speculation generated by Breath of the Wild, Zelda lore has proliferated across TH-cam...but it seems one aspect of the lore has gone seriously understudied - and that is the lore of the frogs. Found in countless games in countless positions: as items, characters, armor, etc., frogs have been essential to the lore of Zelda since almost its ...
Is Breath of the Wild REALLY the true heir to Zelda 1?
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Since it was first announced, The Legend of Zelda: Breath of the Wild has been compared to the original, as a return to roots, as recapturing the spirit, the essence of the franchise. Some think it encapsulated what the Zelda series was supposed to be all along. Today, we look at those comparisons and if we can truly crown Breath of the Wild as the true heir to Zelda 1. 00:00 Intro 01:17 Part 1...
Discovering the Heart of Zelda 1
มุมมอง 4.9K3 หลายเดือนก่อน
In the last video, we discussed The Legend of Zelda's overworld. This time around, we're taking a look at its dungeons, their design, and just how much focus they have in the game...and not only that, we'll talk about the secret sauce that made that original game so great and why it still holds sway almost 40 years later. 00:00 Intro 00:37 Origins 02:16 Dungeons 03:30 Objective 04:37 Interplay ...
Does Tri's Design Hide A Major Plot Point?
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Uncovering Link's Many Father Figures
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The Tragic Legacy of the Hero's Shade
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The Tragic Legacy of the Hero's Shade
The Secret Behind The Wind Waker's Great Storytelling
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Unveiling the Next Zelda! (Game Concept)
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The Hidden Meaning Behind Zelda's Giants
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The Hidden Meaning Behind Zelda's Giants
Why So Many Zelda Games Start Like This
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Zelda's Top Villains Who Aren't Ganon(dorf)
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Zelda's Top Villains Who Aren't Ganon(dorf)
Why the 'Era of the Wild' Games Don't Feel Like Zelda
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Why the 'Era of the Wild' Games Don't Feel Like Zelda
I don’t understand why they don’t have a radial menu kinda like TP/SS except they could nest items into categories. You could quickly select a category in the radial menu & then keep ‘blooming’ it deeper & deeper until you get to what you want. It would be like 3 quick flicks of the wrist (using the gyroscope).
Just found this video and I thought I'd add my memory. I was there 3,000 years ago (well, closer to 40) when I finished the first quest and found the second quest. No Gamefaqs yet, no magazine guide, not even Nintendo Power had any map or detail. Second quest was very hard the first time back then, especially 7th and 8th dungeon with so many one way routes and tough enemies. I eventually finished second quest after 4 months, and was disappointed there was no 3rd quest. Just goes back to first quest. PS if you used Zelda trick, second quest will repeat after completing it, no first quest at all
Here is the thing: the more open the games, the more vapid, useless item baggage we will get to give the illusion of choice and openness. The more trash we can get in the modern empty worlds, the worse this problem will be. Better UI like an item wheel or favorite list will only go so far, but the more stupid trash we can get in game, the worse this problem will be. Thank you for making me hate open air even more now, just goes to show zelda lost its magic, and details like this are why.
Nintendo is usually full of surprises - hopefully, when it comes to Zelda's open worlds, they have one more.
I love Zelda 64, I think they need to go back to basics with a similar direction as that game but just expand on what was so loved about OOT. The mechanics and ideas of OOT, with the size of botw.
some would view that as 'going back' and Nintendo won't go for that I don't think. Although I think you're right in that they should experiment with bringing those mechanics/ideas into the open world and see how they jive.
@LittleBeanGreen Nintendo doesn't have a strict view on that though, they literally went back to Zelda on the NES when designing BOTW, if you search for the official making of the game videos, Nintendo literally made an entire NES style BOTW game as a way to "story board" the game. Also, adding dungeons is "going back" which BOTW didn't focus on, yet they Went Back to dungeons in TOTK. User Interface and Menus stream lining is timeless design style. So OOT inspired menu and UI. But with expanse real estate of Open World. Add like tons of amazing dungeons and secrets galore and bring back the fishing mini game lol
@@majicweather4890 But they try to capture the 'original essence' of the first game in EVERY installment they make. Nintendo used the OG Zelda because it was easy to make - it was to demonstrate that the logic behind the physics and chemistry engines made sense. There's a conversation to be had about whether the 'dungeons' in TotK are really dungeons or just Divine Beasts 2.0 in dungeon skins. It'd be great to streamline the menus by making a game that made you have to mandatorily use them as least as possible... Yes, let's get fishing.
@@majicweather4890 "they literally went back to Zelda on the NES when designing BOTW" From what I understand this is somewhat misinterpreted, in a later interview the developers discussed how the guiding vision for BotW was actually the piece of TLoZ artwork where link stands on a cliff and looks out at the horizon (the one the BotW's opening scene replicates). Personally I think the goal of replicating the feeling of TLoZ rather than TLoZ itself is sensible, but my problem is while BotW nails the feeling of starting TLoZ, it completely fails at capturing the feeling of finishing TLoZ. People love to fixate on that TLoZ-styled prototype, but really all that has is the moment-to-moment of wandering around the overworld. TLoZ was actually designed dungeons first with the overworld added later to stitch them together, which is why IMO saying BotW goes back to TLoZ is a snappy marketing line to reel in lapsed fans and little more.
What if they made a system using the down button on the d-pad for healing like other games, however in the actual pause screen you can map which food item you want to eat since each item gives different amounts of hearts
I like the idea of still having food to eat that you can't do conveniently and healing that is quick.
I've always seen the Wild Era games as NOT Zelda, in spite of the tidal wave of people insisting that it's more Zelda than Zelda has ever been. It's more like a Minecraft/Skyrim, but with a vaguely Zelda skin over it. Similarly to how Hyrule Warriors is Dynasty Warriors, or how Cadence of Hyrule is Crypt of the Necrodancer. I've been the single person in the room who disagreed with all the hype from the beginning, and its refreshing to know that other people are (starting to?) analyze it from different angles than like a Sacred Cow. Edit: Wild Era games are barely Skyrim lol. They lack compelling characters or story or progression. I just mention it because Minecraft and Skyrim are sandbox games that have had insane amounts of financial success, and the industry in general doesn't believe single player games can be anything other than some variant of them to be successful.
Thanks for the comment - I think this video got a lot of flack because it was actually a response to an earlier video that listed somethings about what I thought Zelda was. I still largely believe those things but I think botw/totk still feel different. I'm in the process of designing a world/narrative for a conceptual Zelda game that hopes to blend the open world with the more traditional elements of Zelda's dungeon crawling. I'm hoping to see if the two philosophies could work together.
The newer monster hunter games have fully customizable radial menus for drinking potions all the way to crafting items on the go, alongside a quick select item bar. If totk and botw had customizable radial menus they would be so much more enjoyable
interesting - I've never played any of the monster hunter games but will have to check it out. I don't like the mixture of Zelda + crafting but I think it would be cool if Link could mix potions anywhere or anytime.
THIS NEEDS MORE VIEWS! AMAZING EDITING
Appreciate that - thanks for watching!
The only thing I can think to solve this is the game has an learning system to assist the player. Exemple: when you arrive in a cold ambience and open the menu, it opens instantly in the rito set to be switched. But if instead you’re fighting a Lynel in cold, it opens instantly in a cold resistance recipe so you can keep the defense of the atual gear.
Or you combine those sets into 1 thing and the player chooses when to wear it. Or you give Link a spell that resists cold and you don't have to buy armor.
The legend of menus: breath of the bloat.
botw in retrospect seems like the least worst offender after the last two installments
I love the comparisong to traffic it was so good 😂
well some times it is!
One solution for healing could be to embrace the "eating food for health" angle differently by converting the hearts gained to a seperate resource. These will be a kind of vitality that is called upon with a single button press during battle, limited in healing amount and frequency according to what you ate (and possibly an upgradeable stamina-like mechanic). Actually eating the meal swould take long enough to not be viable in combat at all - solving that "eat 100 apples in 0.5 seconds" bit of weirdness. Special effects of food could also be reserved for when they are needed instead of set on a timer. What's nice about this is you can use food this way but also have (a limited nber of) potions for immediate emergency healing - returning value and importance to that more classic feature.
I think separating the two is a good idea. Someone else in the comments suggested making food heal you over a longer period of time, regenerates hearts over 24 minutes or something. I definitely think potions are the way to go for immediate healing...plus we love bottles.
Skyward Sword was definitely on the right track for item selection, but it meant every item had to put you into a specific mode, making them a little less snappy to use. That kinda system would be cool to see in a 2D Zelda game where there's more item buttons, but it would prove annoying as you'd have to move your thumb back and forth between the right stick and face buttons.
The specificity of the SS items are their downfall. I think there's definitely an opportunity to make the world more interactive to give less items more chances to do things out in the wild.
@@Trianull Less snappy switching at least works for slow-paced puzzle solving tbf.
@@quillion3rdoption True, and considering Skyward Sword's focus on, well, the sword, it meant most of the items were more like utilities than weapons. Even the bow had more of a focus on picking off enemies from quite a distance to save yourself the trouble.
In BOTW style games meals shouldn't heal you but regenerate hearts over time for the 24 minute day and grant long lasting weak buffs. Potions should be instant healing in battle or short lasting strong buffs but limited to the number of bottles you've collected
That's interesting - the regenerative bit. I think the games don't lean into the buffs enough so that's something else I'm considering. Thanks for the comment!
Arkham City gadgets
Never played - I'll have to check that out.
that is why I HATE crosscode. too many options and they all do the same thing. it all becomes pointless. not a good example. totk and botw are aberrations and not even zelda, so thats also not a food example. but i agree 20 slots for smoothies is too much. 8 would be enough.
Wait - 5 options are too many? And they certainly don't all do the same thing especially when they can be used strategically to beat certain enemies and the special powers are all different?
@@LittleBeanGreen you have much more as I recall it. first you can shoot. then there are two types of shooting, fast and aimed. the the shots can bounce. then you can melee attack. you can defend and deflect. then you can parry. then dash and attack, then use a special, then dash and use a second dash-special?? I swear there was more stuff. but all in all the simple melee attack is good enough usually, so its pointless to do all these. its like those adventure games with a billion combinations of attacking between ground and air and weak and strong and time and 2x and 3x and whatever... but its easier to just focus on the basic attack and its good enough because its a game. and most games are easy and the AI is predictable. I admire people like you who are able to not play the game optimally effort-wise. I cant bring myself to learn all this bs if punch punch punch is already a good enough solution. the only reason for complex movesets are for PVP on fighting games. you actually need them to beat a human opponent. either that or if the game required me to use all the moves somehow. but do not get me wrong, people LOVE these overlapping mechanics, i personally prefer inutilia truncat. and thats why I love zelda. you build your unventory slowly, not all weapons are good against all enemies, their use is limited. and thats why I hate botw and totk... 300 thousand weapons that do the same bs and are not special in any way cross code is so beautiful. I tried playing the game 3x times already but always feel overwhed. this is how it feels to me: here is a knife now here is a gun now here is a bazooka now here is a tank now here is an atomic bomb (all in the first hour of gameplay) your task: slice bread people: WOOWW IM SLICING BREAD WITH A BAZOOKA MOUNTED ON MY TANK WHILE I SHOOT KNIVES WITH MY GUN THAT HAS A MUSTACHE ON IT, THIS GAME IS AWESOME!!!11!! me: well the knife will do, why should I be troubled? oh this is so boring, I have way too many tools already. how can I feel even slightly challenged?
Given the length of TOTK development and the loud complaints leading into EOW, there is no flipping way they devs didn't playtest or experiment with alternatives. Remember the "cheating" philosophy of the game is to give the player more power than normal so they feel empowered. There is no way they didn't try a favorite / customization version. But my guess is that as soon as they opened that window, playtesters wanted more and more organization and customization options and powers... and spent more and more time optimizing their Echoes... and less and less time playing. I guarantee the menu that we all complain about is an intentional beauty mark following playtesting with what we all claim we want but, in testing, hurt the game for the same reasons you raise with limits.
Hey man. Their catchphrase is 'play your way' or some nonsense. So let me.
Twilight Princess had it right with the weapon wheel. Skyward Sword perfected it with no pausing and a smaller wheel for consumables/shields. I don't know why Nintendo makes us pick through huge menus for everything with no favorites tab or anything for the 100s of items in Botw/Totk and Echoes.
Me either - for all the flack SS gets, it seems to have done a lot of things right.
Hogwarts legacy
never played
My All Time Zelda Ranking 🛡️🙏 #1 Majora’s Mask #2 Twilight Princess #3 A Link Between Worlds #4 Ocarina of Time #5 Breath of the Wild #6 A Link To The Past #7 Minish Cap #8 Zelda 2: Adventure of Link #9 Link’s Awakening #10 Original Legend of Zelda #11 Skyward Sword #12 Tears of the Kingdom #13 Oracle of Seasons #14 Oracle of Ages #15 Phantom Hourglass #16 Wind Waker #17 Echoes of Wisdom #18 Four Swords Adventure #19 Spirit Tracks #20 Four Swords #21 Triforce Heroes
the oracles so lowwwww
Thoughts: * Thank you for pointing out that pausing's always been a problem, even in the pre-Wild games. * Cross Code looks like it learned from the Style Switch from Devil May Cry in 4-onward (later backported to 3's re-releases). * THE BIG ONE: That's really a bold statement asking that Zelda outright LIMITS options. But honestly, I actually agree to some extent. It feels like the Wild Era games swapped out those "filler" Rupee chests with "weak" materials, which is better for worldbuilding but sucks for inventory clutter. I think they should focus on making a few extremely versatile items (even "small/expendable" items) instead of overspecialized items, problems that TP and SS suffer in their "tools" and BotW, TotK, and EoW suffer in their "small items."
I think if they make the world even more interactive, they can have a few select items that interact with the world (or combine to interact with it) in multiple ways.
@@LittleBeanGreen To its credit, BotW and TotK do just that with its "tools" (slate and arm runes in this case); I guess they shunted the "overspecialization" to the small items.
@@quillion3rdoption that's fair enough but there are also weapons and shields and bows. TotK doubles down with all the fusions too.
I love ocarina of time and I haven’t played twilight princess yet but people be GLAZING them bro compared to other 3d Zelda’s like wind waker and skyward sword
depends. some people REALLY like Wind Waker.
game developer and zelda fan here: modern zelda needs to give too many options because AAA titles diferentiate themselves by the ability of the studio of making lots and lots of assets. breath of the wild initate a new trend in zelda, huge world and lots of equipament and itens. in old zeldas every item matter, it was almost like one diferent mechanic each. in modern zelda is not that much. in the echoes of wisdom they made basicly almost all game assets into itens. this is WAY diferent from the old zelda. zelda needs now huge menus, cant be avoided, because they arent making anymore each item unique. But I truly liked your gamedesign concept of having more options easily accessible than usual
I think they could think about it from the opposite direction. You can still have lots of assets, but a select few items that can interact with them in a lot of ways. Make the world even MORE interactable.
"and stampy" hellooooo this is stampyy and welcome to a minecraft letsplay video, and another video, inside of stampyyys lovelyyy worrrrldddd 🗣🗣🗣🗣🔥🔥🔥🔥🔥🔥
the fact that I know what you're talking about is very helpful.
On the DS, you push right to call up the menu and click the item you want in real-time, no pausing needed. The dual-screen form factor is highly underrated these days. Imo it was the most innovative redesign for the basic game interface that we'd seen in 20 years.
I'm growing mildly annoyed with pulling up menus - I feel like in combat, if it's in real time, and it's heated, the same thing applies with a quick menu: you'll be searching for an item and not paying attention to the game. Although I do respect the fact that it probably takes almost no time to do this in the 3DS games.
The DS games actually did pause, but it was so fast it didn't ever feel like it. You just press left or right D-Pad and tap one of the six items to use, only takes half a second at most.
@@Trianull Oh really? Yeah, it was so fluid I didn't remember that. Still a really good alternative to traditional menu pausing.
@@Trianullit pauses in spirit tracks, but not phantom hourglass. Hour glass also split up items and menus.
@@777idkineedausername Oh huh, yeah seems I conflated the two. Goes to show how much more I like Spirit Tracks lol.
I think another issue with EoW specifically is imbalance. The game encourages you to be creative and use various echoes to solve various problems. That's great. The issue is that some echoes just kinda suck lol. Obviously not all of them can be great but there are some that are just so bad that I pretty much never use them and mainly stick to, like, the same 10 echoes, at most. So the game wants you to use a variety of solutions, but some solutions are simply not practical compared to others.
and there are 4 I can think of that only have 1 purpose - those statues from the Gerudo Sanctum.
@ exactly my point haha
I'd say there are a solid 50 useful echoes, the problem is that for most of those tie effort it'd take to find them on the menu I can probably just solve the problem with what I have equipped before I find the "optimal" one on the menu. Combat echoes for example, lots have their uses, but Wolfos or Darknut will have already killed them by the time I would have finished scrolling. If the game had voice commands where I could say Freezard and have that ready to go I would have used it a LOT more than I actually did. tl;dr the problem is the UI not the echoes.
Item wheels are the way to go! (as long as the joysticks work correctly 😅) A game that uses a mixture of this and the paused inventory menu is Phoenotopia: Awakening (a 2D Zelda-like. It's good, play it). You have a limited inventory for food (healing) and loot, and a separate one for tools/weapons. You can equip items from the menu, or you can set them on a wheel of eight items to fast-equip them without pausing. So you have a selection of eight items/weapons to keep the action fluid but you still need preparation for the right healing items since your inventory is limited and eating takes time. Technically this last point is a difficulty option. You can set it so that you are allowed to eat in the menu, but the points about quick weapon changing and limited inventory still stands. To get back to the topic of the video, honestly I don't have a problem with pausing when item scrolling, as long as it's well implemented. I would prefer a limited number of different items, but when the inventories are as big as they are in the last Zelda games, not being able to pause to select an item would ruin the experience and discourage me even more from engaging in combat.
I think it's mostly a problem when it interrupts the flow of combat or (in my conceptual example) exploration. In those moments of fluidity, when Zelda may echo something like the overall gameplay style of Mario or Sonic, that's when I don't like pausing - when it destroys that flow. And it also, to me, breaks immersion. I'm not opposed to pausing in general, just when either a. you're doing it all the time to sort through so many items or b. when it interrupts the flow of the game while normally playing it.
careful, you give nintendo ideas and we're in for a land of copy-right
then I'll be turning the tables on em!
@@LittleBeanGreen you better
My biggest criticism of Echoes of Wisdom was not being able to make custom presets for echoes. Having to search for a single echoes for 30 second was a massive pace breaker
absolutely agree.
Both TotK and EoW seriously needed a "favorites menu" for Fuse items and Echoes respectively. I'd gladly sacrifice "last used" and "most used" options if adding another sort option would suck as well.
@@marche800 That's part of the reason I just barely beat Breath of the Wild and haven't done much but get Tulin and do shrines in Totk. It just gets kind of obnoxious to play tbh, and Totk just didn't hold my interest, I'll pick it back up and do some more shrines one day but I'm not into any combat because I just don't like it lol
as much as i dislike the Wilds games UI, i have to say that using abilities felt good. once you knew where an ability was, it was quick to switch between them without slowing combat. i would have loved to see that implemented elsewhere, especially with weapons. take your idea of favoriting weapons or ammo types. having a quick menu like the abilities would make combat much more seamless
well said.
Me and my sister are developing a 2D zelda-esque and have attepted to address these problems... We consolidated 22 key items into 8 items that have multiple actions (i.e. the bow can also fire sleep darts or a grappling hook) through upgrades. Holding Y will bring up an item wheel with 8 slots. One can select by pointing the Dpad and then releasing X. Then the different actions are performed with Y, A, and B. Other inventory like healing items, maps, etc. has been grouped into 8 categories that are handled similiarly with the Dpad in a menu accessed with -
And how do you think that solution works? Do you find yourself doing a lot of pausing?
@LittleBeanGreen I don't understand your query? Can you rephrase?
@@mybumstudios1989 Does having 8 items and a button that pulls up a scroll wheel to switch between them reduce pausing? Or do you still find that you're doing a lot of pausing?
@LittleBeanGreen Yes. The X button then completely removes the necessity of a menu where one would assign many items to a few item slots. It's also not a scroll wheel. Think of it as an octagon, and you 'point' at the item you want equipped upon X's release.
Crosscode has amazing dungeons and story, unlike tears of the kingdom
I thought the dungeons were perfect.
Yes and they really capture the combat-puzzle alternance of traditional Zelda games.
I think the balance of puzzle to combat was so good. Plus how they let you test a power before giving it to you so they could ramp up the puzzles - genius.
I played RPGs so many times, I kind don't have the problem with going to through menus. I pretty much know what I'm going to do before I need to do it, and it's rare I can't find what I'm looking for (and I usually don't need half the crap the game gives me even though I'm a big item user).
How would you feel about having fewer things but being able to do more with them?
@@LittleBeanGreen That does sound like a good idea,
Thank you so much for working with me LBG!!!
THANK YOU.
anytime!
I agree with the problem, but am strongly against the solutions. It's a whole bunch of complexity that reduced the flow of the games just as much as the problems they're trying to avoid.
Maybe I did a poor job explaining it but it's not really that complicated...it's pushing two buttons at any time without stopping anything. It would be like pushing two buttons to jump and glide but instead it's selecting a power and using it.
I think inventory wise the best zelda games were ALBW and OOT/MM (for me at least)
I think I'd tend to agree with you - especially the 3D remakes
Sooooooo…..when are we getting another video about your Zelda game?
Once I figure out all the moving pieces and the artist I'm working with draws it 😅 ...I'm hoping come the new year there'll be a lot to show.
@ heck yeah, I love the idea of videos like that. I started my own channel a while back for that purpose and am still in much the same stage haha 😓
@@tyedupinsmokestacey2935 It's tough! Especially when you have a certain vision and want to work out every little detail and don't quite have the skills to do it haha
@ I totally agree, finding the motivation is tough because I don’t want to force myself through it otherwise it’ll make a product I’m not happy with
@@tyedupinsmokestacey2935 Yeah I feel that - it needs to meet my standard ha
I would prefer to have many options like the cooking gives you, but you need to place them into quick access that is limited to like 4 slots and you heal without pausing. This also would allow to balance the difficulty much better. In TOTK the enemies often hit harder than in Dark Souls, so you kind of need this giant supply of food. But because they usually don't one shot you, it turns into: you get hit, you eat, repeat until win.
In most cases, my gripe is exactly this. I don't care that you have bottomless pockets, I care that you can pause whenever you want to access them, and I care that that pausing interrupts the game.
@@LittleBeanGreen The more items there are, the more item management there will be, even games that handle it "well" still have a lot of downtime. In BotW it wasn't so bad as item management was mostly done in downtime, but TotK's new mechanics meant that item management was now a core part of the combat and puzzles. Same continues into EoW and it really hampers game flow. I remember seeing a clip of TotK combat with all the menu time edited out and feeling like it was an entirely different game to the one I was playing. In TotK for a while I decided to never let the UI prevent me from doing something, and counted how much time I was spending in menus vs outside them. Then I compared it to games like FF7 Rebirth and found TotK has more menu time than many modern action JRPGs, presumably because those have UIs focused on trying to keep you in the action and casting spells/etc as fluidly as possible. Given Nintendo's supposed gameplay focus, I really don't understand how this has passed the bar for them. Like what is their playtesting process and do the not see players shoving 20 apples into their face to avoid cooking as a problem?
I'm a be real, having to hold down a button to access a menu is the problem. Every time I hold down the Dpad to bring up the "quick menu" I am reminded of how horrible the idea is in practice. Having multiple mappable buttons is the solution. There are at least 10 different buttons that could be mapped to a single power/item: Dpad, L/LZ/R/RZ, and if we are being totally honest, X/Y Leaving +/- to access the deep menu is just fine. And 10 quick access points is beyond reasonable. It would also help if they trimmed down the unnecessary gimmicks. Like why are Clockworks even a thing in EoW?
This is really the problem - it completely interrupts the flow of the game. I maintain that with a bit more refinement with the echoes and the swordfighter form and automatons are unnecessary.
I disagree with the no pause healing. The wild games were already heartbreaking to play for some people I know who grew up playing and loving lower difficulty games like wind waker, twilight princess and skyward sword and could already barely get through the wild games as is. This would have just made it a game entirely not for what used to be zelda fans.
In those old games, you had to find ways to heal, you didn't have an endless menu of options available to you. Echoes of Wisdom definitely feels like those older, lower difficulty games and it still has the same pausing to heal issue. I would consider meeting you half way with rebalancing just how much damage some enemies do, but I'd also say not every enemy you encounter is meant to be bested the first time you encounter it. Understanding that and combining it with armor upgrades makes pausing to heal becomes less critical. I think any over-pausing in general is a detriment to the immersion.
@@LittleBeanGreen I consider design that deliberately uses fail states as a "teaching tool" to be a failure of game design (unless the game very specifically revolves around the mechanic, like souls games do, but zelda is far from that), so I can't agree with that point of yours. I actually think echoes was a step in the right direction as you only have the single excessive men to navigate instead of the three-four-odd the wild games do. I do agree that the healing there is unnecessary, especially combined with the beds, though i've been told the smoothies actually make a difference on hero mode. I can see a case made for real time healing there, especially since you have the time to pop a nap in between even boss attacks. But I don't see it working well for the wild games without significant changs to other mechanics.
I was thinking of something similar. While I would love to see an end to excessive menuing, the idea of removing healing while paused would be a fundamental change that could have repercussions beyond simple game mechanics and difficulty. When playing Legend of Zelda or Adventure of Link, you do need to select a healing item or spell and have it preped to use it in a moment, or to be able to pause and select and hopefully get the effect off as soon as you return to action, giving a slight sense of urgency, but also giving the player essentially a 'time out'. This continued with potions in Link to the Past, and some of the 3D Zelda games. The divergence was felt with Breath of the Wild and Tears of the Kingdom where you did all of your healing in menu. Personally I would like to see a return to the original two games where you select an item or ability and then have to use it. Or you can select them prior to the engagement and have them at the ready when you need them. I personally think this fits the theme of the franchise better (having been in the majority of the games) and serves as a decent compromise to what you see in BotW/TotK and what is being suggested by the video author. Just because Dark Souls does something, doesn't mean it will work well or play well in a Zelda game. I'm not saying I'm 100% against it. But it will fundamentally change how combat works in Zelda and to be honest... when we play Zelda, we expect combat to be Zelda combat, and not something else. I do agree with some limits though. In Legend of Zelda you got one heal from a Blue Potion, and 2 uses from a Red. You had your heart containers x2 or x3 depending one what your potion you had if any. In Adventure of Link it was more complex as you had Life which cost MP and MP was determined by how many Magic Containers you had (16mp per), and Life cost so much magic based on your Magic Level. Life would restore 3 hearts on each cast. Giving you a set limit on how many times you could cast it before finding blue or red magic decanters to refill it. BotW and TotK however allowed pretty much unlimited healing. You were limited by how many meals you could cook, but the limit was incredible and you could in theory with enough prep (and you didn't have to face major dangers to do this) fill in each slot with full + max heart food. Making some challenges trivial. The result was that some challenges expected the average player (you know.. the players that don't make those crazy Lynel killing videos) to simply 'tank' hits and constantly heal themselves. This made the game difficult as you mentioned in some areas with some players barely skating by. Which challenges tend to be more fun in general? Early ones where your mistakes can be learned from on the fly and you use healing to cover that a bit but are limited in how much you can heal. Or the later ones where mistakes are devastating and you simply have to have an inventory full of healing to just attack, get hit, heal, and repeat? I personally did have fun with BotW and TotK's combat. But I do consider myself an advanced player. But even then I did find some parts in those two games a tad frustrating at times when trying to learn new encounters. And having to go around farming specific materials to craft meals in order to have a chance at learning new patterns and movesets from foes. Where in earlier installments I just went to see a vendor or nab a faerie with a net to ensure I get enough slack to learn a new boss or environment. BotW and TotK really only start getting really fun when you reach a point where you no longer feel the need to farm healing items. Unfortunately not every player gets there. And many of us players don't understand what that is like.
Use a radial menu like in Monster Hunter. It works wonders and is fully customizable
Twilight Princess used to have this and there is something like this in TotK, but because there are so many options, you spend so much time in the menu.
@@LittleBeanGreen There are far more items in monster hunter and you can craft items using the radial menu as well. A radial menu would have sped of the menuing in BotK and TotK drastically if implemented correctly. The radial menu in Twilight Princess is very limited compared to the ones in Monster Hunter World for instance
Real-time swapping is what multiplayer Zelda-likes need. Pausing in the middle of a game usually frustrates the other players around you. The Mana series is doubly guilty of its stop-and-go gameplay because you have to dig items and spells out of a menu in most cases. That being said, in my own personal experience, using the shoulder buttons one-push-at-a-time to sift through item menus in real-time is a bad idea when you've got a boss chasing you. I've made a game that does that, and it made me want to push the Pause button to get what I need. Then again, my goal with that game was making a multiplayer Zelda-like that, if necessary, can control both characters with one XBox controller when playing solo.
Oh god I never even thought of multiplayer.... My thinking is that it won't really be 'sifting' - by a certain point you should know what button has each power. So you could be sprinting, then just hit R + X and have switched a power. In my head at least that doesn't seem too taxing but. Sounds like your scenario may be a bit different.
Another reason why I believe Majora's Mask deserves some more props is that I think the transformation masks help mitigate this issue. Example: The Zora is both the boomerang and iron boots tied in one item slot. Although admittedly, the game isn't perfect (cough cough switching between Fire and Ice Arrows) I sure do hope this is an issue the Zelda dev team pays attention to in the future.
I can't remember how the 3DS remake handled things but it would be nice to have purely a quick bar for masks, but you're right. This is what I meant by not giving us too many options. We technically have 4: Link, Deku, Goron, Zora, but they can do a bunch of different things.
One problem of equiping an entire item set rather than individual items is that there is less customizability of which items to have available at once, it is not necesarily always a problem, though, and can be more convenient than equipping items individually.
@@elio7610 What I was trying to get at was something more akin to the 64 games - where you had 3 item slots for weapons. In the original releases, masks took up one of those item slots, but I'm suggesting having a mask only selection. So you would have 3 items available and 3 masks available at any time.
@@LittleBeanGreen The Restoration Project. Its a mod for the 3DS Majoras Mask that solves that exact problem. Among bringing some n64 qualities they removed, they add all of the main masks to the D-Pad. Playing it rn and it works perfectly
Sorry but the implementation of your idea sounds worse than the "problem" trying to solve. Not everyone live alone. You can't just say "no" to someone saying "Come here and do that for me." or "Take a look at this." in your home. If this happens, with your implementation, your run is over. You will have to let your character die.
I don't follow what you're arguing.
Having the option to pause so that you can deal with real life stuff is good but the issue here is that the games require you to pause and go through menus to do ingame actions.
@@elio7610 thanks for clarifying 😅
You can have a pause menu that is different from your inventory menu. (For example mapped to the + and - buttons respectively.) Or even maybe you can pause to access your inventory but only to equip items that you then have to use in real time.
This can easily be fixed in both TOTK and Echoes. Change the first level inventory slider to only be items you’ve selected to be there with a secondary press brining up the full menu. That would give players freedom to speed up menu flow as a payoff for better understanding what they need in battle. Worse players would still have the full menu at the cost of more inefficient menu scrolling, so there would be a real world incentive to get good.
This end up making playing less experimental. It’s easier to access the favourites than browsing the full menu. I suggest also have a recommended option that have not only favourited item suitable for that situation, but others as well. Besides, add a secondary menu for items of the same type would be nice instead of putting them in the same menu
It stills feels like, based on the design of these games, that pausing is built in to the gameplay, which to my mind, is not good. I think less menu-ing is one way to fix that but the other is not designing games with soooooooooooo many tools.
Skyward Sword's item wheels are a great feature that translates very well into analog stick gameplay. They are real time, easy to navigate, give you a limited number of options, and can easily have upgradable capacity. I personally think that it makes sense to have a "quick- inverntory" in the form of item wheels for selecting weapons, healing items, abilities etc, and a "storage inventory" where you can store more items, but cannot use them without first equipping them to your quick- inventory. I think both inventories should be in real time, so that if you open the storage inventory in the middle of a fight, you have to be really quick to be able to move items to your quick- inventory without getting killed, then you have to select the item from the item wheel to be able to use it. This would prevent you from being effectively invincible so long as you just keep pausing the game to heal, and would also encourage you to plan ahead what items you want to bring along before you get into battle.
Sounds like a pretty good system. I like the idea of the two inventories, where one is more purposeful and one is bulk. It makes you have to be strategic instead of just pausing and pausing...and pausing.
Bring back real time healing or at the very least limit the amount of food you can eat at one time. Maybe we need a stomach meter.
Oh no then it becomes too much like ARK: Survival and I don't know if I could handle that 🤣
3 games with bad menus in a row. Maybe Nintendo is trying to set a record?
Certainly seems like they're trying!
This is why the 3DS needs a true successor.
That was the Wii U 🤣 In all seriousness, the Switch 2 seems ripe to make the 3DS/Wii U/dual screen thing the best it can be.
*hears siren noises in the distance*
The Wii U was sweet, my buddy had one and I watched him play BOTW on it when it debuted for hours on end. Watching someone play a great game can be just as fun as playing it and having the second screen was an awesome feature. It’s sad that you cant do that with the switch while playing on a TV
The Nintendo HDS
@@terdfergeson23 botw doesn't have a second screen mode for botw though, it only switches the tv output to the gamepad and vice versa
I think pausing to swap weapons and instant healing are fine for these games. They are meant to be games you lay back and relax with, not meant to stress you out in fast paced combat and thinking.
Then what is the point of combat at all? They didn't add enemies for the sake of relaxation. I think you would have a point if you were talking about Animal Crossing but Zelda games have always had plenty of action combat where reaction time matters even if they are not meant to be super hard. Regardless of whether the game is supposed to be easy or hard, pause menu healing during live action is just bad design. Doing lots of stuff in menus can work for a turn based game where the flow of combat is supposed to be constantly pausing anyway but Zelda games are not turn based. It is not fun to need to go into a pause menu during live combat, pausing should only be necessary when you need to leave the game for a moment or want some time to think.
I agree that the combat doesn't have to be fast paced but I would also argue that the constant pausing doesn't work as well in the newer Zelda games. The classic games had all of your items on one screen, making it super easy to see them all right there and quickly map it to a button. These new games have such a bloated menu that you are guaranteed to scroll through a list to find what you need almost every time. It just wastes more of my time every time I pause the game, which still ends up being a lot
I disagree that these are games you are meant to 'lay back and relax with.' Zelda is about adventure. That could mean finding a cave with a frog in it or fighting a camp of enemies. But if I want to feel like I'm immersed in the game, regardless of whether it's hectic or easy-going, I don't want to be shuffling through menus. It's less about difficulty and more about immersion.
@@LittleBeanGreen To me, Zelda is about exploring with moments of action
@@elio7610 I see more moments of walking, running, swimming and climbing than fighting. I guess it depends how a person plays it. Combat is there, but a player isn't forced into it. What I mean laid back is that you choose when to do most things. No time limit or urgency in defeating enemies.