Re: Legend of Zelda: Link's Awakening Remake (Switch) - 20/09/2019
Posted: Tue Oct 01, 2019 5:33 pm
I'm playing solely in handheld and haven't noticed a frame rate issue once.
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OrangeRKN wrote:Growing up on N64 and cartoons so hardly ever noticing low frame rates
Tomous wrote:One thing I would say as a complaint though is they could have done more with the controls. They made improvements but they could have mapped Roc’s feather to a button like they did for the Pegasus Boots and if they’re not using the D Pad for movement why not use it for item select in some way.
deathofcows wrote:A lovely, charming, absorbing experience. Better than the original I think in nearly every way bar performance.
deathofcows wrote:Tal Tal Heights (a videogame GOAT in general) ... Though perhaps not as bright, pristine and punchy as the chiptune originals...
deathofcows wrote:The gameplay! Infinitely better game-feel and weight. Even basic sword-and-shield play is pleasingly chunky compared to the lighter, flightier original.
deathofcows wrote:Similarly, I don't think many mechanics are really taken to their brain-bending A-HA! fullest (Why am I not throwing a Boomerang and needing to catch it quickly from a different spot to change its arc?! Why am I not using the Hookshot's drag feature more than on a couple of bridges?! Etc). But this is partly because I've recently been spoiled by Celeste's top-tier masterclass in teasing out every alchemic possibility from its systems. But still, there were few paradigmatic item moments.
deathofcows wrote:Sometimes the translation (is it identical to the original?) was a little clumsy I thought (I.e. not up to the pitch-perfect standard of more recent entries). But then again some bits were lovely and hilarious (Marin get!) so it's a balance.
OrangeRKN wrote:deathofcows wrote:Similarly, I don't think many mechanics are really taken to their brain-bending A-HA! fullest (Why am I not throwing a Boomerang and needing to catch it quickly from a different spot to change its arc?! Why am I not using the Hookshot's drag feature more than on a couple of bridges?! Etc). But this is partly because I've recently been spoiled by Celeste's top-tier masterclass in teasing out every alchemic possibility from its systems. But still, there were few paradigmatic item moments.
I don't disagree with the sentiment, but those wouldn't be my choice of examples! For one the boomerang is an optional item so the game is right not to depend on it, and the hookshot is used in a substantial number of secrets and shortcuts about the overworld. Much more underused would be the bow - it's necessary only for a single puzzle in the final dungeon, if I remember correctly - and I rarely touch it. The Magic Rod too is of very limited use, and while the mirror shield fares a little better the flamethrower barrier is the most blatant and ill-fitting progress gate in the game.