[Hilo Oficial] Saga ZELDA
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El Miiverse ese que es, como una red social o algo así con los avatares y tal, o algo tipo Home?
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Es una red social integrada en la consola y en los juegos. No deja de ser un sistema de foros que permite postear capturas, dibujos y mensajes de todo tipo.

Salu2!
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Coño, pues tiene que molar lo suyo
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(04-02-2013 22:22)alcabcucu link escribió:Es una red social integrada en la consola y en los juegos. No deja de ser un sistema de foros que permite postear capturas, dibujos y mensajes de todo tipo.

Salu2!

Se que es un tema muy subjetivo, pero de verdad es algo interesante?

A mi es que las típicas "chorradas" de Nintendo (estilo la plaza de los Miis en 3DS o cosas así) me terminan cansando rápidamente.

No resulta luego todo esto del Miiverse en algo que damos de lado para centrarnos simplemente en hablar con nuestros amigos como hemos hecho hasta ahora en otras consolas?


Por cierto, hay partys en WiiU?
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(04-02-2013 22:25)chente link escribió:Se que es un tema muy subjetivo, pero de verdad es algo interesante?

A mi es que las típicas "chorradas" de Nintendo (estilo la plaza de los Miis en 3DS o cosas así) me terminan cansando rápidamente.

No resulta luego todo esto del Miiverse en algo que damos de lado para centrarnos simplemente en hablar con nuestros amigos como hemos hecho hasta ahora en otras consolas?


Por cierto, hay partys en WiiU?

Todavía no hay parties, pero afirman que las integrarán en futuras actualizaciones, aunque ya veremos.

Respecto a si es algo que dejaremos de lado, lo cierto es que es imposible hacerlo. Cuando enciendes la consola aparecen los Miis de muchísimos jugadores paseando alrededor de los iconos de los juegos que vas jugando, y van saltando bocadillos con sus comentarios. Si ves algo que te llama, es fácil picar y meterse en el mensaje del jugador para responderle, valorar su mensaje o disfrutar de su dibujo. Lo cierto es que está muy bien pensado. Lo bueno llegará -y parece que así será- cuando podamos abrir nuestros propios foros e invitar a nuestros amigos a participar en ellos.

Al funcionar como un foro, la comunicación no se produce en tiempo real, aunque a veces pueda parecerlo. Eso da mucho juego. Muchos participantes plantean dudas sobre un título determinado, o preguntan cómo superar una situación en la que se han quedado bloqueados...

Bueno, corto el rollo, que nos desviamos del tema. Si os parece abro un tema para seguir hablando sobre ello.

Salu2!
(Ultima edición: 04-02-2013 22:49 por alcabcucu.)
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(04-02-2013 22:32)alcabcucu link escribió:Todavía no hay parties, pero afirman que las integrarán en futuras actualizaciones, aunque ya veremos.

Respecto a sí es algo que dejemos de lado, lo cierto es que es imposible hacerlo. Cuando enciendes la consola aparecen los Miis de muchísimos jugadores paseando alrededor de los iconos de los juegos que vas jugando, y van saltando bocadillos con sus comentarios. Si ves algo que te llama, es fácil picar y meterse en el mensaje del jugador para responderle, valorar su mensaje o disfrutar de su dibujo. Lo cierto es que está muy bien pensado. Lo bueno llegará -y parece que así será- cuando podamos abrir nuestros propios foros e invitar a nuestros amigos a participar en ellos.

Al funcionar como un foro, la comunicación no se produce en tiempo real, aunque a veces pueda parecerlo. Eso da mucho juego. Muchos participantes plantean dudas sobre un título determinado, o preguntan cómo superar una situación en la que se han quedado bloqueados...

Bueno, corto el rollo, que nos desviamos del tema. Si os parece abro un tema para seguir hablando sobre ello.

Salu2!

Me parece, porque tengo más dudas sobre ello xd
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Qué despiste, me faltaba (por lo menos) una mención importante en los juegos relacionados:

(12-09-2012 00:03)Franchuzas link escribió:ZELDA GAME & WATCH

Plataforma: Game & Watch
Estudio: Nintendo R&D 1

Lanzamiento:
[Imagen: AJZtD.png] Agosto de 1989

Antes de los tiempos de Game Boy, la primera incursión de Nintendo en terreno portatil fue mediante las Game & Watch, unas consolas de doble pantalla que venían con sencillos juegos preinstalados. Por ellas pasaron las sagas más populares de la compañía, como Super Mario, Donkey Kong y por supuesto Zelda. En la pantalla inferior Link luchaba contra los enemigos, mientras que la superior mostraba el inventario y hacía las veces de arena de combate contra los jefes.

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lol

Aprovechando el mensaje:

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(05-02-2013 02:10)EarthBound link escribió:Señores, ahora que tengo 3DS tengo unas dudillas...

¿Qué fue del juego de Four Swords gratuito?
Estuvo un tiempo gratuito,y se perdio directamente,porque en la eshop ni esta para comprarlo
¿Dónde puedo encontrar baratito OoT 3D?
Foro,porque en tienda ya sabes como son nintendo.En game de segunda mano 30€
¿De verdad no hay ni una sola demo de juegos de Nintento más allá de Nintendogs +cats?
Desgraciadamente no.Podian currarse un poco mas este tema,pero de momento es lo que hay.
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Qué raro lo de Four Swords. Tenía en mente que en su momento dijeron que sería gratuito hasta acabar el año del aniversario, y luego cobrarían por él como un juego normal. No entiendo por qué lo quitarían.
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(05-02-2013 14:24)Franchuzas link escribió:Qué raro lo de Four Swords. Tenía en mente que en su momento dijeron que sería gratuito hasta acabar el año del aniversario, y luego cobrarían por él como un juego normal. No entiendo por qué lo quitarían.
Recuerdo que habian dicho que seria gratuito desde noviembre creo,hasta febrero,vamos un margen bastante grande.Lo raro del tema es que no lo hayan puesto ni a la venta en la eshop,pero bueno,ellos sabran.
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The Psychology of Majora's Mask: Character Profiles

http://www.thewhybutton.com/2013/02/the-...-mask.html

Segunda parte del enlace que puse hace unos días, un estudio concienzudo sobre algunos personajes de Majora's Mask. Las partes más interesantes están escritas en rojo, por si no queréis leer todo Big Grin
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Time Extend: Zelda ÔÇô MajoraÔÇÖs Mask

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Long before MEGATON!!! there was TRIFORCE!!! Nintendo rumours have always been fuelled by hope as much as by hype, and 1999 was no different. As Zelda devotees faced the horrible prospect of actually finishing Ocarina of Time ÔÇô seven long years of waiting capped by a brief fortnight of ecstatic gaming ÔÇô whispers of a hidden quest began to spread. By learning the Song of Sages (or unlocking Dark Link, or finding the invisible chest in the Great Deku Tree, or catching two big fish in a row, or just buying it for 500 rupees, depending on who you asked) you could actually find the Triforce. Suddenly that trio of triangles on the item screen made sense, suddenly there was something to take the sting out of GanonÔÇÖs final curses. The dubious screenshots that accompanied the rumours were duly debunked, of course, and nintendo.com apologised for exacerbating the situation with an ill-judged April Fool. The Triforce was officially unobtainable.

There was a reason for the insatiable thirst for that rumour to be true, however, and itÔÇÖs one that isnÔÇÖt often talked about. For something thatÔÇÖs popularly recognised as The Greatest Game Ever Made, Ocarina ends on a bleak and hollow note. ItÔÇÖs not something you notice in the jubilation of besting Ganon and watching the celebrations spread across the land. But as you sit, staring at ÔÇÿPlease reset your Nintendo 64ÔÇÖ, the excitement begins to drain out of you and in its place rises something darker. Imagine it. Link, again a boy, returns to a world ignorant of the fate from which heÔÇÖs saved it. HeÔÇÖs a hero no oneÔÇÖs heard of, a saviour of a non-existent armageddon. And heÔÇÖs not a boy any more, although he looks like one. HeÔÇÖs fought and lived as a man, felt his boy-like adoration for Zelda mature as he meets her again in adult form. Where can he go? He has learned on his travels that he doesnÔÇÖt belong with the Kokiri. He isnÔÇÖt a forest fairy, heÔÇÖs discovered, and never was; heÔÇÖs an orphan abandoned first by his dying mother and now by Navi, who leaves him as he returns the Master Sword to its proper place. The future that unfolds in your mind once the credits roll is one of the subtlest, densest and saddest stories videogames have ever told.

An odd place to end a game, then, but as a starting point itÔÇÖs as rich in possibility and atmosphere as Episode IV: A New HopeÔÇÖs bleak beginning. Link and Epona (for heÔÇÖs not totally alone) pace through a gloomy forest. The strange path of his adventure has exiled him from his home, and now heÔÇÖs lost in the strange world of Termina. Everything looks so familiar (although Link could hardly be expected to understand that itÔÇÖs because TerminaÔÇÖs world is running on OcarinaÔÇÖs engine) and yet everything looks so wrong. Then thereÔÇÖs an attack, a theft, a bruising chase and a prank so viciously cruel as to steal the identity from a boy who had nothing else left to hold on to. Of all the moments that have been sanctified as representing ÔÇÿthat Nintendo magicÔÇÖ, none has been so tearingly sad as when Deku Link first catches sight of his mutated, dejected reflection.
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ItÔÇÖs one of the finest motivations a videogame has ever given a player, and your desperation to recover LinkÔÇÖs true form drives you through the first hours of the game. ItÔÇÖs a necessary blessing ÔÇô few games have begun with such a daringly off-putting few hours. Getting to grips with MajoraÔÇÖs three-day cycle is one of gamingÔÇÖs rites of passage. Once youÔÇÖve got it clear in your head, itÔÇÖs hard to imagine how anyone ever struggled with it. But think back and remember how stressed you were as the hours ticked by like minutes (exactly like minutes, come to think of it) and that fifth Bomber kid still eluded you. Thousands of players never went back after those first bewildering 72 minutes, and little wonder. When theyÔÇÖd left off with Ocarina theyÔÇÖd been a superhero ÔÇô armed to the teeth, dressed up to the nines, health barstretching to the middle of the screen. Now they pick up the same brand name, the same controller, and instead theyÔÇÖre a helpless plant playing a game that theyÔÇÖre guaranteed to lose. But they missed out, the people who let themselves be discouraged. They missed out on something wonderful.

If this were a review, there would have to be talk of MajoraÔÇÖs occasionally wayward camera. It would have to tut over the shortage of ÔÇÿproperÔÇÖ dungeons and lament that LinkÔÇÖs later transformations ÔÇô to Goron and Zora respectively ÔÇô arenÔÇÖt used as fully as his Deku persona. It would express reservations about the seriesÔÇÖ reliance on fetch-and-carry quests, on mazes and follow-my-leader. But this isnÔÇÖt a review, so those concerns can be gleefully sidestepped. Instead, what matters is what Majora got right, and itÔÇÖs only fair to say that a fair proportion of what it gets right was pinched from its older brother. Once the initial stages of the game are complete, there is certainly plenty of Zelda-ing to be done. Although the four main dungeons arenÔÇÖt as meatily pleasing as the best in Ocarina, they are home to puzzle rooms and boss fights of a standard few games have since bettered. Mini-games, horseback archery, Skulltulla quests and heart piece collecting ÔÇô if all you were looking for was an Ocarina add-on patch, there is much more familiarity here than first meets the eye.

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In fact, the familiarity allows a better appreciation of the gameÔÇÖs core achievements. No longer reeling from OcarinaÔÇÖs three-dimensional revolution, Majora gives you time to enjoy the tiny details. To revel in the animated perfection of Deku LinkÔÇÖs pirouette, or the way the imprisoned monkey claps his feet together. To savour the way familiar tunes become warped with a carnival hysteria as the end of the world approaches. And the grandeur of OcarinaÔÇÖs epic tale is the perfect foil for MajoraÔÇÖs love of the absurd. ThereÔÇÖs nothing like an encroaching armageddon to make you appreciate the daftness of scottie-dog races and alien cow abductions.

However, for most, what they remember of Majora is its people. The repeating cycle of three days and three nights allows the game to introduce you to the citizens of Termina in an organic and believable way. Rather than being met by lumps of text or awkward speeches, you find out about people by seeing how they live, meeting them as they circle again and again through the last few days of their lives. Even the most incidental characters ÔÇô the town guards and the officious Deku traders ÔÇô let slip little human details which add enormous emotional weight to the game. And, as Link does his rounds, his place in the gameworld changes. At the start, you are the very definition of an outsider, wandering lost and wordless around a strange and uncaring town. By the end, you are privy to everyoneÔÇÖs most personal secrets. You know what theyÔÇÖre going to do next even before theyÔÇÖve decided for themselves. Saving the world is the easy bit. YouÔÇÖve done that in nearly every videogame youÔÇÖve ever played. In MajoraÔÇÖs Mask you save the world by saving the worldÔÇÖs people, one flawed, fragile and fascinating person at a time.

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As your familiarity with Clock Town grows, the real reason for its name becomes clear ÔÇô the whole town and everyone in it resolves into a giant clockwork machine ÔÇô and you know every cog. From taking in a sinuous acrobatic performance in the cool night air to sharing AnjuÔÇÖs heartbroken midnight vigil, your actions have the power to mend, change and shape these peopleÔÇÖs lives. Just because the game achieves this sophistication simply, with a few well-chosen lines of dialogue and a scrap of elegant animation, it doesnÔÇÖt lessen its impact. Solving all the subquests and collecting all the masks is the absolute opposite of an empty, 100 per cent complete-a-thon. Instead, itÔÇÖs a real emotional imperative, and finishing each personÔÇÖs story makes the gameÔÇÖs final sequence a genuine delight. For a game with such a bleak beginning, it has perhaps the warmest ending ever crafted.

ItÔÇÖs hard to over-emphasise MajoraÔÇÖs emotional achievements. Four years on, few developers have dared take on the lessons that it teaches about how to handle story and character in games. However, itÔÇÖs only the beginning of what the game has to teach. There are other essays to be written, on how it should have revolutionised game-saving systems, but didnÔÇÖt. On how delicately the subquests influence the way the main quests are played (try infiltrating the Pirate Fortress with and without the Stone Mask). On Anju and Kafei and what may be gamingÔÇÖs greatest love story. On how the game has influenced later Zeldas and how much blame it must bear for unleashing Tingle on an undeserving world. Then there are tales to tell, of frog-collecting and curse-lifting, of spider-catching and fairy-herding, but the best way to discover them isnÔÇÖt to read information in magazines. Instead, let the game tell you its story, whether for the first time or for a second, third or tenth. Ocarina may have been close to perfect, but MajoraÔÇÖs Mask is twice as revealing ÔÇô a link to the future as well as to the past.

http://www.edge-online.com/features/time...oras-mask/


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