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Cake day: June 12th, 2023

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  • It’s interesting how this scene was constructed. The blacksmiths and their table never appear outside except when guiding the one lost blacksmith back home. The old man is usually sleeping in the bar mumbling about his lost son (flute boy) until the pre-credits end sequence where they are reunited in the forest. The text boxes normally have a transparent background, but here it’s a darkened floor tile from Sahasrahla’s hut.


  • BleakBluets@lemmy.worldtoMemes@lemmy.mlyou. little. shi.
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    5 months ago

    I know you’re mostly joking, but that might have actually been my bad. I edited to add the spoiler tag minutes after I posted the link (mostly as a joke) even though this is probably one of the most well known plot points ever. It might have still done that if the link was inside a spoiler tag though.

    I didn’t consider the bot when I commented, but next time I’ll remember not to have the clickable link text be the spoiler. That way the bot doesn’t repeat it.





  • BleakBluets@lemmy.worldtoPatient Gamers@sh.itjust.worksOn Fast-Travel in video games
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    10 months ago

    I would rarely choose to fast travel if I had engaging and interesting means of travel like bunny hopping and strafe jumping in Quake, or wall-riding like Lucio in Overwatch. This assumes the world was built to facilitate this kind of movement and there were challenging obsticles, enemies, treasures, secrets, and other points of interest scattered among a variety of paths for the player to choose. Obviously much easier said than done; Super Mario Oddessy and Sonic Frontiers tried to do something like this on a smaller scale (relative to the large open worlds of other games) with varying levels of success.

    Exploration was fun in the BotW and TotK Zelda games, but I found myself relying on fast travel by the midpoint of each of those entries because the enemy camps and treasures just weren’t worth the time nor effort. Dashing on horses wasn’t mechanically deep enough and Ultra Handing vehicles was either too inconvient or resulted in “path of least resistance” designs that led me to hoverbike to new locations very cheaply and easily.