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Re:Saving Zelda (2012) by red_admiral on Monday August 03, 2015 @05:50AM (#9994718)
Back in the original, not only was there no way to tell at glance which walls were bombable but if you ran out of bombs in one of the later dungeons where you simply had to bomb a wall to get any further, TOUGH LUCK. Up against dodongo and out of bombs because you mis-timed your last one? DIE. And if you were low on rupees to buy more bombs, tough again.

In phantom hourglass, if bombing a crack is necessary to advance, not only will there be a massive crack visible, but the DS will actually switch to a cutscene the first time you enter that room specifically highlighting the crack. If that's not enough there will be a huge SIGN nearby telling you why not try a bomb, and in case you had not thought to bring any, there's also a bomb-plant providing an infinite supply in the corner of the room. If I remember right, for the boss that you need arrows to defeat, there's some kind of infinite resupply in the room as well.

P.S. I wonder how many times you need to mention "bomb" on HN to trigger an XKEYSCORE alert?

Re:Saving Zelda (2012) by VinzO on Monday August 03, 2015 @06:02AM (#9994759)
You are right, the first zelda was much more difficult. And that is what made it so rewarding when you found something new or finally beat a boss. I remember also trying to burn every single bush with the blue candle and having to go out of the scene and enter again to do one more try. Took hours, days sometime.

In opposite, the latest versions of the game are so easy. For example In Twilight Princess, I did not even die once versus the final boss... What a disapointment.

Re:Saving Zelda (2012) by JoshTriplett on Monday August 03, 2015 @10:31AM (#9996080)
There's a balance there. Personally, I like how Link to the Past handled that: some walls have cracks in them, some (but not all) cracks can be bombed open into doors, but you can always tell the difference by tapping the wall with your sword and listening to the sound.