PrinceMonkey's forum posts

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PrinceMonkey

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#1 PrinceMonkey
Member since 2004 • 29 Posts

I found it! Here's the link: http://www.cracked.com/article_15662_12-awesomest-games-2010.html

Go there and scroll down to the game called "Killchain". As I said, it's not a real game, but it's still an interesting idea.

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PrinceMonkey

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#2 PrinceMonkey
Member since 2004 • 29 Posts

I know exactly what you are talking about. I remember reading about it, but I'm not sure if it was on ign, or if it was even a wii game for that matter...

Anyway, I think it was just an idea someone had, and isn't an actual game in development. I could be wrong though.

Don't worry, you're not crazy.

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PrinceMonkey

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#3 PrinceMonkey
Member since 2004 • 29 Posts

5370-0171-5372

I need friends too...

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PrinceMonkey

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#4 PrinceMonkey
Member since 2004 • 29 Posts

It's already been more than a year since TP was finished. I'm willing to bet Nintendo will have a trailer for the new one by E3. No need to worry.

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#5 PrinceMonkey
Member since 2004 • 29 Posts

I think it's possible. I know Clover Studios is gone now, but I don't see what's stopping SEEDs from collaborating with Capcom for another. Though I would rather have them make Okami 2...

And if they do make another VJ, they could make it fresh and new again on the Wii. For example, they could give Joe a new item called the "V-Remote" which would enable gesture controlled powers. Maybe Telekinesis?

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PrinceMonkey

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#6 PrinceMonkey
Member since 2004 • 29 Posts

Nintendo should add a jump button next time. Some might think its a bad idea, but I think it would really help expand everything (Combat strategies, level designs, puzzle, boss battles).

Also, alot of the items in TP sort of controlled the same. With the new wii controls, I think nintendo should try to give each item a different feel. I have some ideas, but first I'll go through a possible control scheme:

Button Layout:

Z- Lock-on

C- Look around

B- Special Action (Changes depending on active items) *Explained below*

A- Jump, Dodge, Roll

Direction Left, Right, Down- Take out Items (Press the item's direction again to put away)

Direction Up- Unsheath, Sheath Master Sword (No Sidekick this time...)

Motion Controls:

Wiimote- Control Weapon

Nunchuck- Control Shield

Pointer- Aim

*Okay, so the action button works a bit different. Basically, when you don't have an item out, it would do the traditional actions (Talk, open, check...). When you take an item out, it will change into a special action that depends on the item. Get it?

Items: * I'm only listing SOME items*

Master Sword- This one is obvious. Press UP to take it out. Swing the wiimote, and Link will slash his sword. No 1:1, but you can slash up, down, sideways, or stab (The latter two can distinguish height as well). Theres also more complex moves, like the spin attack (done by twirling the wiimote) or a heavy overhead slash (done by holding the wiimote backward and then slashing downward in an arc). Hold B to charge the sword (Uses up magic) then use different motions for special attacks (Sideways for Great Spin, Up and Down for Jump Strike...). Press UP again to put away.

Shield- Always active, unless unequipped. Tilt the nunchuck to change the angle of your shield, and swing it to bash enemies.

Bow- Press the corresponding direction to take it out, aim with the pointer, and press B to fire. This time the analog stick will be used to move, and the pointer will move the viewpoint. *Some people have suggested pulling the wiimote back for shooting, but doing this while aiming makes the cursor go nuts...*

Boomerang- When its out, make a throwing motion with the wiimote to throw it. It will automatically go after the nearest target. After throwing it, you can hold B, and the camera will zoom in on the boomerang and you can guide it with the wiimote. *This works alot like Heavenly Sword, escept that guiding a magical boomerang makes more sense than guiding a cannonball...*

Hammer- Simple as well. Shake or twirl the wiimote to do a continous spin attack (spinning too much will make Link dizzy). Raise it up, then swing downward to smash down and crush anything in front of you. As for the B button, well, I haven't really thought of anything (maybe activate an elemental power?).

Grappling hook- Hold down B and make a throwing motion (direction is IMPORTANT) to throw the grappling hook. It will go in that direction and hit the nearest grappleable(?) target. When you have attached to a small object, you can pull the wiimote to pull that object toward you. If it's too heavy, you can press A to pull yourself towards it. Let go of B to detach it.

Spinner- Press the corresponding direction to board the spinner, and press it again to put it away. Press A to "Spin." This item is a bit different from others, since you toggle it on and off (like the iron boots) and can use other weapons while using it (Sword. Spinner. Think about it....)

...Oh Wow that was longer than I thought it would be! Gosh I'm such a nerd...Anyway what do you guys think?

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PrinceMonkey

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#7 PrinceMonkey
Member since 2004 • 29 Posts

[QUOTE="PrinceMonkey"]

3. I'm tired of the "Dungeon Map/Compass/Miniboss/Item/Boss battle that uses item" formula that every dungeon uses. Change things up a bit! How about a dungeon that doesn't use keys? How about a dungeon that has TWO Boss battles? How about a dungeon that IS a boss battle? (Okay, maybe that last one is a little ridiculous...)

Chaos_Angel_14



I'm tired of hearing that, honestly, that is what zelda is.....if you dotn like it...then dont play zelda
honestly, that would be like saying in the next halo you'd want it to be in third person adn focus on melee combat
that ****is what zelda is, and its what most people like about the gaem...if you dont liek it...dotn play it

Um, I never said that Zelda should change genre and turn into a first-person shooter or something. I just said that the DUNGEON formula is getting stale and they should evolve it. Is their anything wrong with that?

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PrinceMonkey

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#8 PrinceMonkey
Member since 2004 • 29 Posts

Here's what I want to see in the next zelda:

1. Better wiimote use: This one is pretty obvious. Have Links moves change depending on how you slash the wiimote, and use the nunchuck to change the angle of your shield, like raising it up to block and overhead attack. However, keep it simple. I have heard lots of people suggest pulling the wiimote back and releasing the button to launch an arrow, but I can't really see how that would improve anything. It would just screw up your aim. Basically, they should avoid using gesture controls just for the heck of it and only use it when it adds to the experience.

2. Voice acting: I used to be against this until I played TP. Alot of the dramatic moments in that game fell flat because of the lack of voice. However, if they decide to go for the cartoony WW style, then voices arent as important.

3. I'm tired of the "Dungeon Map/Compass/Miniboss/Item/Boss battle that uses item" formula that every dungeon uses. Change things up a bit! How about a dungeon that doesn't use keys? How about a dungeon that has TWO Boss battles? How about a dungeon that IS a boss battle? (Okay, maybe that last one is a little ridiculous...)

4. Cinematic camera angles, dynamic weather, townspeople that react to you, diegetic music, lots of ambient sounds (People talking and laughing, dogs barking...). Lots of little things that make the world come alive.

5. After finishing a dungeon, don't tell the player exactly what to do next. Instead, give us a vague hint, and let us work it out on our own. It would be much more satisfying, and would heighten the sense of adventure.

6. Remove the whole quarter heart damage system, and make the enemies tougher with better AI. It would also be nice if you could influence the enemies. For example, if you start launching arrows at a group of archers, they would take cover and try to figure out where the arrows are coming from. If you keep picking them off and they STILL can't see you, they will freak out and run away.

7. Orchestrated music on par with Shadow of the Colosssus. I'm sure Koji Kondo is more than up to the task.

8. Reduce the number of dungeons, but make each of them long and epic. Quality > Quantity is what they should go for.

9. Maybe a different setting or time period. How about a steampunk Hyrule?

...And a bunch of other stuff that I don't feel like typing up.

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PrinceMonkey

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#9 PrinceMonkey
Member since 2004 • 29 Posts

My nunchuck broke because of that strap. After a TP session, I put the remote on a table, but I forgot to take the strap off and accidentally pulled it off the table. Then the nunchuck swung around and hit a wall. I guess it was partly my fault though...

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PrinceMonkey

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#10 PrinceMonkey
Member since 2004 • 29 Posts
True. In Twilight Princess you aim with the pointer and rotate the view with the analog stick. I don't remember anyone complaining about it. What's the big deal?
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