I Just Want Players to Save Money, They Insist on Giving Me! -
Chapter 734 - 228: Doesn’t Princess Zelda Need a Link?_2
Chapter 734: Chapter 228: Doesn’t Princess Zelda Need a Link?_2
Link’s close-up as he climbed the mountain served as a UI element on the game interface.
After selecting "Start Game."
The game joined a short CG
which was nearly identical to the end of the trailer.
Princess Zelda’s voice slowly rose in the dim, narrow cave.
She awakened Link, who lay quietly in a sarcophagus filled with healing spring water.
Unlike in the trailer, the awakened Link walked straight out of the cave.
Inside the game itself.
After Link was awakened, player control took over.
The mouse could shake the viewpoint around, while WSAD controlled character movement.
French Fries first looked around the small cave.
He discovered two small chests behind the sarcophagus and, upon opening them, obtained a ragged top and bottoms.
Before doing anything, he decided to increase his defensive power.
In a corner, he also found a rusty iron sword.
Soon, French Fries discovered a strange pillar at the front of the cave.
After interacting with it, he acquired a long, rectangular slate with ancient orange and blue patterns intertwining on it.
Zelda’s voice continuously guided Link, calling it the "Sheikah Slate," an ancient civilization technology that facilitated adventuring.
Afterward, Zelda briefed him some more.
Essentially, the castle at the center of the Hyrule Continent had been seized by the calamity Ganon, and she was now trapped inside, making her last stand against Ganon.
But her strength wouldn’t last much longer.
So, she hoped Link could recover his memories, embark on an adventure, and reach the castle as soon as possible to save the kingdom.
At this point, the game experience was fully returned to the player.
However, it still triggered some complaints among the viewers.
"Damn! This Sheikah Slate looks so much like a Switch."
"Alright, alright! Baby Ke is advertising like this, huh!"
"I don’t quite approve of Zelda not providing a link /pout/ pout"
"This game’s plot has the right feel, it’s just, well, very classic /laughcry/ laughcry"
"Even if the memories are shattered, you’re supposed to become the king of Hyrule, right!"
"You can tell it’s a game for top players who haven’t played much, you complain about the plot and so do I, but set aside gameplay, just tell me if you’re playing or not!"
"Damn it! A poor student left tears of wanting to play, I must save up fiercely during the New Year!"
"Quick, quick, quick! Streamer, move it! I want to see more, more of the game graphics!"
As complaints rapidly scrolled across the screen, French Fries had already maneuvered Link towards exiting the cave.
The guiding mechanism in "Zelda" was very special.
Not abrupt, but in a manner that subtly led players.
It wouldn’t tell players all the operations at the start, not even the basic ones.
Then, it would pop up guides in the appropriate scene.
For instance, before French Fries exited the cave, he encountered a small platform about two people tall.
Then a prompt popped up, allowing interaction with the wall to climb up the small platform.
This mechanism wasn’t particularly unique, as many games have it.
But more importantly.
Zelda provided space for players to review, helping to strengthen memory.
After exiting the cave, next to a slightly higher rock body, one could see another higher platform with a concave feel, as if hiding something.
Players with a bit more curiosity would use the climbing skill they just learned to go and explore.
Thus, reinforcing this memory.
The advantage of strengthening memory was quite clear.
It allowed players to enjoy more of the game.
"This is really rare nowadays, too many games seem to want to teach you all the skills right from the start."
"Even if they teach in phases, they just quickly cover it once, only telling you this is jump, this is climb, this is skill 1, skill 2, etc.... But after playing for about fifteen minutes, you generally only remember the simple attack methods..."
This statement by French Fries also sparked a lot of recognition from the viewers.
The soft guidance and review setting in "Zelda" gave people a sense of reassurance that they ’truly mastered the operation.’
It prevented them from being utterly unable to recall how to execute an ability when they really needed it.
And this feeling would continue throughout the game.
Exiting the cave and following the mountain path downward, one could see a stream of drifting smoke.
Following the smoke, one would find an old man in a black robe sitting next to a small pot.
The fire under the pot burned vigorously.
Upon approaching, it triggered dialogue.
This short storyline then taught players how to use the essential cooking skills needed for survival in the wild.
In "Zelda," any and all ingredients could be consumed directly.
Whether it was harvested apples, bananas, durians, wild berries, meat, or fish, all could be eaten raw and would restore a certain amount of health/stamina.
But the restoration increased significantly after cooking with the pot.
French Fries had picked some mushrooms and apples along the way.
Link started with only 3 red hearts of health.
Both mushrooms and apples, when eaten raw, could only restore 1/4 of the health bar.
This meant that to fully restore health from a low state, one would need at least 11 apples/mushrooms.
But it was obviously difficult for early players to quickly gather so many ingredients.
French Fries currently only had 4 apples and 3 mushrooms on hand.
Once he engaged in combat with monsters and depleted his health bar, even eating all these ingredients wouldn’t restore his health to full.
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