Yeah. A Link to the Past had a similar trick where you could defeat Agahnim by bouncing his projectiles back with the butterfly net instead of the sword.
It's just funny hitbox shenanigans that still register despite the intent.
なんか「往年のプレイヤーしか知らない裏技特攻攻撃」みたいな雰囲気でTLに瓶キャッチボールの話が何度も流れてきてたので、ドヤ顔でトライしたんだけど撃破後に調べてみたら単に瓶でやれるのが面白い?だけで別に特攻でもなんでも無かったらしい
情報に翻弄されてるッッッ #時のオカリナ
Atlantean retweeted
Some people may be too young to understand this. But the n64 was a very stingy piece of hardware. You can clearly see the polygons in the "wrong" path converging onto a single point, whereas the "correct" path does not. This is because there was nothing beyond the "wrong" path. There is no connective zone past that point. The black texture they used on the warpable collision looks distorted due to the fog effects that you can clearly see suffusing the entire zone.
One can very intuitively understand that this was not an intended way to solve the lost woods puzzle by how they rectified the mistake in both their next entry (majora's mask) and in the 3ds remake. Anyone telling you otherwise is trying to justify their purchase of an underwhelming product to themselves and to the world.
Replying to @ChaseIsSavage @Fivior
In the original you can see which tunnel is correct the moment you enter the room. This is not remotely subtle. The new visual indicator only appears when you're already deep enough into the tunnel to be committed to going through it.
Why would I shell out excess cash just for a console that only exists to play the games from previous console generations??
Because I'm not tearing apart this one little thing for sport.
I'm talking about this with the context of modern industry habits that include a desire to signpost every solution in some way.
It's a pointless flourish that doesn't add anything.
Replying to @AngryAtlantean @lucifem_
The visual cue starts once you've entered the tunnel, the audio cue before it. Why is this BS the complaint being spammed by people now?
The irony with claiming a remake is necessary to modernize older games that are claimed to be outdated and archaic is that said remake, someday, will also be considered outdated and archaic.
"Modern sensibilities" only work in the present day, and they'll change again. The people saying Crowbcat is an idiot for defending OG RE4 refuse to understand this.
Atlantean retweeted
Replying to @AngryAtlantean
You lose a bit of freedom, but you still get a very open-ended game with a lot of ways to progress.
Trial of the Sword is another zone that's locked until meeting certain requirements in these games.
Obvious in the original despite the developers intending to mask the real path by making it look like the real exit warps do.
As opposed to the intentional design in the remake that gives an obvious visual cue.
Your attempt to prove me wrong only ratifies my initial on Intentional design vs unintentional design. That's the premise.
Get with the program.
We're not talking about the same thing.
unavailable
Yeah, so you don't actually know what I actively discuss, how I actively engage, and the consistency behind it all.
You just want to throw an uninspired insult and strut around like retarded pidgeon shitting on the chessboard.
Replying to @AngryAtlantean
Larping that you know what you are talking about. Larping that this is a new issue. Larping that you played the original. Larping that you care at all about the remake.
Do you have a basis for that claim that I hate Zelda, or are you just projecting an insult for the sake of it??
If I hadn't played the original, I wouldn't be able to discuss the in depth functions of the game.
Which I do.
A lot.
In fact, that's how most of my gaming tweets go, with a stricter focus on design intent and unintentional player discoveries that fly in the face of the devs intended design.
No. You aren't.
You remember because you figured it out in spite of the game using an intentional clue to guide you.
You were intelligent enough to figure out the accidental environmental clues that stemmed from devs trying to mask the real path.
You figured it out, thus making the intentional clues redundant once you understood the game design.
Which also translates to other areas of the game.
I didn't bring that up because I wasn't talking about the unintentional parts we picked up on.
I was talking about the intended hints being excessive because modern game development can't trust players to find and see these subtle nuances that may not have been intended, but still can be understood.
Unintentional on part of the developers that stemmed from their attempt to hide the real path.
Sit down. Shut up.
Replying to @AngryAtlantean
The original game literally shows you the right tunnel immediately with a visual cue you fucking LARPer



























