11 March 2016 - Forum Rules
Started by puzzledude, February 05, 2015, 01:45:57 PM
QuoteI'm willing to bet that your overall opinion on this remake is going to be crap piled on crap, sprinkled with crap, lit with crap 0/10 why does this piece of crap exist? What I have witnessed in your l.p. thus far is a complete and utter DEATH of what the original was, and I really don't know what else to say.
QuoteI can only assume that Parallel Remodel was made just to mock people who complained of the originals difficulty, I find it very hard to believe he was serious with this.
QuoteWhoever made this quest should be kicked in the face multiple times and never be allowed to make a quest ever again.
QuoteAyuh...this remake should not exist indeed. The one or two good levels just could not salvage this mess...methinks the author was not trying very hard when he created this...it's obvious now he was stuck on a linear path lined with Beamos, leading to bright rooms of failure?
QuoteYou actually found a bug. You were supposed to be able to get the L4 sword as soon as you enter the winter world! Seriously, fuck this remake.
QuoteIt would seem that the author really loves linear paths, and vapid game play.
QuoteSo after what I said about assuming this was just made as a joke to mock people and sadly from what I can tell it appears this was quite serious.
QuoteThe Parallel Tower of the Parallel Remodel is a sad reimagining of what was an incredible climb. This is the moment the entire game builds up to? The Maiden's secrets in this version are worthless. The entire 7F was Empty Rooms, not even enemies. At least make some clear all enemies or Something. The sad part, the abysmally sad part is that Ganon's Tower is A Lot more difficult than this. This is a veritable joke!
Quote from: puzzledude on February 05, 2015, 01:45:57 PMRecently hyper negative criticism has been made on one of the You tube chanels regarding the hack Zelda3 Parallel Remodel.
QuoteSomeone doesn't like your stuff, boohoo. The opinion of random people on the internet doesn't make a hack non-compliant for RHDN.
QuoteI have to admit I have neither played your hack nor the original Parallel Worlds hack, but I know these two comics.
QuoteThere are bound to be people like that with 25k downloads. If you don't agree with any of the criticism, or if any is too trivial for a revisit, you shouldn't concern yourself with these people.
Quote from: puzzledude on February 05, 2015, 03:13:57 PMSpeaking objectively (since I did not make the overworld or gfx editing or ASM for this game) the overworld is best thing, that ever happened to Alttp editing. I doubt, that if Nintendo would make a sequel of Alttp back in the 90s, that the overworld could be done better than this, specially due to multiple new gfx and palettes used. And the extensive ASM written for the new snow overlays in the dark world could be a challange for every programer.Sure there are some weak links in the game, but I'm just trying to understand how someone can come to such a grotesque unobjective oppinion. Furthermore, when the original PW was introduced to the public, it was similarly targeted due to its hyper difficulty.-----
Quote from: weissvulf on February 05, 2015, 10:59:18 PMpuzzledude, there are always lots of people with opinions about everything. Strangely, the people who have few skills or accomplishments of their own seem to feel most qualified to tell everyone else "you're doing it wrong". It's natural to feel crestfallen when someone criticizes something you put a lot of effort into, but you shouldn't worry what loudmouths say. Instead, be true to your own artistic tastes. If you feel your work is worthy, then there are others who agree with you. They are your audience.
Quote from: weissvulf on February 06, 2015, 02:36:52 PMI was not commenting on any specific person, but since you quoted me, I will offer my OPINION on the specific person's remarks. I don't need to watch his let's-play to know his comments are indefensible. There is nothing constructive about his criticism; it is designed to demean and ridicule. Such immature antics may earn views among YouTube's sub-culture of angry young morons, but they are repugnant in any sort of reasonable context.
QuoteOverall: 5 - 5.5/10(If I treat this strictly as a comparison to Parallel Worlds, without the gameplay and story buffers, 3.5 / 10)Graphics/Sound: 9/10* Same as Parallel Worlds* No darkness in this versionStory: Same as Parallel WorldsGameplay: 4/10+ One game-breaking bug removed from the Impa's Ways Moldorm fight+ The puzzles from Ruto's Fortress flow better+ Several redundant minibosses removed* Sheik's Hideout and Rauru's Ruins arguably the same or better than their older counterparts (and maybe only in light of the other dungeons)* Light World difficulty is "Baby's first Zelda game" level- The difficulty changes seem to be inconsistently used - the Light World dungeons are easy, but bosses like Mothula in Level 1 (hits for 2 hearts of damage) are left alone, giving the player a confused perspective of what the difficulty actually should be. This is in comparison to the original Parallel Worlds that made sure the player knew from start to finish that they were not going to get a free victory, and that if they wanted aid, they had to ante up some tricks to get it (e.g. the Halls of Pain).* Non-linearity of Icy World dungeon order removed* Some dungeon items moved around to account for the new order of dungeons, with some dungeon items seemingly randomly thrown in certain dungeons or not really aiding the dungeon gimmick (if it had one) (Note that the original was also guilty of this a couple times, but that it added to the non-linearity of the Icy World as someone could do Darunia's Cavern, for example, get the Cane of Somaria, and take it to Ruto's Fortress to make the statue puzzles easier. This convenience is mandatory in this version, so why bother having the statue puzzle in Saria's Garden? If the player forgets they have the Cane?)* Star switches are sometimes randomly added to indicate the presence of a secret, treasure chest, maze path, key, etc- A lot of dungeons have "run through rooms" gameplay where nothing is really happening- The changed Impa's Ways has literally nothing to do except walk on curved paths; there are no enemies whatsoever except the boss- Being able to beat Nabooru's Hole is entirely dependent on the player's number of Heart Containers and Bottles, and whether they obtained the Cane of Byrna; if they have too low of a number or equipment, the game is unwinnable (being able to get the Blue Mail doesn't matter, as the spike damage is fixed to 1 heart) (Punishing a player for not exploring simply tells them to explore more, but in this case the player would not even be able to go back and explore, as they don't have the equipment to get into the Parallel Tower to return to the Light World.)- Entire level gimmicks are gone (e.g. Nabooru's Hole, Darunia's Cavern, Parallel Tower)- Almost every dungeon is reduced to a long, winding path with next to no exploration or deviation, including the Parallel Tower. Since this happens, some of the dungeons are almost played exactly the same, just with a different palette / background. (Nabooru's Hole, Darunia's Cavern, Parallel Tower trio again.)- The Parallel Tower itself, since the whole game builds to it and it is ultimately just another linear rush; the main gimmick of the original game no longer has a daunting presence and the hints ultimately seem useless when compared to how the originals were used* Removing the Optional Hard Puzzle serves no purpose, as it was optional to begin with. The player is also expected to use dashing over pits earlier in the game, which was the gimmick of the puzzle anyway. Confusing change.* The bomb jumping was removed, though, and several trips trhough the tower are not required* All the keys are contained in the tower now, as opposed to 3 in the Overworld (since the player does the tower once in this game, there is not "three in each world" either)- Key placement seems extremely lazy at points (not just in the Parallel Tower), sometimes the Big Chest Key literally being a single room away from a small key just picked up; there is also sometimes no challenge or deviation to finding these keys; you just happen to pick them up as you wander by. What would be the point of the keys then if they're just on your way?* Ganon cannot break the floor anymore. This may seem nit-picky, but if the trouble with the Ganon fight was the darkness, why not just remove the darkness like in the rest of the quest?
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