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The Legend of Zelda: Twilight Princess Gamecube PAL 60Hz. CRT TV Sony Trinitron, with RGB scart cable, 480i. Twilight Princess has surpisingly polished gameplay mecanics and controls on the action side of the Hyrule field when traveled on Epona. The charged spin attack on horse is an exclusive move from Twilight Princess. It can’t be charged on Wii due to motion control. It’s my favorite Zelda move, so classy, so satisfying to use, I do it a lot in this video. The reactive controls of the horse allow to deliver precisely the hit while riding. With the need to shift yourself to see the ennemi in front of us, it provides a pleasant way to ride in a curved way, wish reminds me of After Burner. With the charging speen attack, it encourages to group enemies before releasing the attack. Quick adjustments to attack or defend, with the rich calibration of the speed, provide a deep control for arcade experience. Aiming with the arc while riding demands some precise inputs : when the arc button is pushed, Epona will continue in the same direction on the same speed. So those parameters have to be adjusted before, wish can be a little touchy. But I appreciate the creative and demanding gameplay that results. Overall the GC analog stick is used at its max. Epona animations have been criticized but imo they have been designed for gameplay first. Precise controls was the priority with a result as good as an arcade game. Control delay to fit more rounded animations, like in more modern games, are not allowed to reach that. As a result for example, horse controls are less responsive in Breath of the Wild. Twilight Princess has the more punchy controls and feels regarding combat in the series. It demands concentration to be smooth when needed, adding more depth to the gameplay. The Hyrule field is firstly designed for great ride gameplay on Epona in Twilight Princess. No score or Game Over obviously, it just links areas with high quality action, in gorgeous sceneries wish build a very coherent world on a space perspective. Given that it’s the first element of gameplay revealed in the famous first trailer, I have the intuition that the field action gameplay can be the result of those kinds of long gameplay adjustments that Shigeru Miyamoto seems to like, improving an arcade gameplay again and again for years. With excellent enemy placements and space design for good rhythm. The amount of strategies we can develop while riding is also a testament of the deep design. Music on Hyrule field is dynamic, to fit actions or exploration… Horse’s controls have been altered in the WiiU HD port : less responsive (too demanding for the new large audience, I guess), and Epona will stop if we brush against a wall. For me it ruined the sens of racing that I enjoy on GC. I also largely prefer the original set textures, designed to be displayed on CRT TV. The HD textures lack the marvelous artwork of the original with their depth, vibrant colors, brilliance and uniqueness. I also prefer the original 4:3 format, more immersive and efficient for the screen reading while playing. More sens of verticality too. Overall Twilight Princess has becommed over time my favorite Zelda with Ocarina of Time.