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Why are zoomers suddenly pretending to like it?
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>>737576549
Dude, we had the same exact thread today
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idk but I've been playing link's awakening dx and it's pretty fun but jesus christ that game is needlessly obtuse and the constant item switching gets old fast
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Incidentally, Oracle Zelda is great for fixing DX's biggest problem. Let's call it the 'pop-up issue'. A pop-up appears disrupting gameplay if you get near a rock. It's also true for items like acorns.

In LA this problem is lessened as you can indeed press B not A to end the pop-up earlier. However, you still get interrupted by a textbox and wait for it to finish.

The flow is already interrupted and at that point the difference of pressing A again until it's done or B instead is minimal.

Oracle Zelda is great for finally fixing DX's biggest problem.

I've to say I wasn't sure if such a textbox even existed in Ages/Seasons. I checked to see if it wasn't mere perception. It's also possible that rock placement plays a role.

A textbox will not appear at all if I simply get near a rock. It shows up only if I keep pushing. Adding to this, there's only one text from the start and pressing A ends it. Why did it even need more than that? Damn, it puts the others to shame in an almost brutal fashion. And the text is blazing fast cuz of course, I set text speed to 5 in the initial screen. It takes no time at all to go through the text so that I might press B or A.

Capcom really did a superb job there going as far as removing the 'pop-up issue' and while it's still difficult to make a comparison as the games are different in aspects other than the 'pop-up issue', it's up there as a contender for best game of all time.
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>b-but you must've gone out of your way to push against that rock on purpose

... Not quite!

It's an extremely narrow alleyway in the first scene. There's every reason to run into a rock, it'd be the same as bumping into a wall. And even near-proximity is detected as pushing the rock. Not to mention, mobs inhabit such a space including but not limited to parasitic mobs drawing the player's attention.

This doesn't do justice to the Oracle approach. First, level design. In 3, I definitely don't have a reason to go there and the rock is way out of the way. I don't think personally that changing the LA/DX level design merely to fix the pop-up box would be a good approach. The cramped spaces and mobs give a certain identity to the forest area.

Now, to the second point. This is minutiae, however, needs to be pointed out to show what the Oracle game does. See 4 and 5? I merely grazed the rock in both cases. It's the same amount of pressure applied.

Yet, 4 shows a pop-up dialog. 5 didn't. It waits to recognize that you are truly pushing and not merely grazing the rock. Truly marvelous work.
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>>737576694
97.56% of this board is bots
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>>737576549
old good new bad posturing



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