Too Human Drops Cloak Of Mystery
That 'other' RPG hybrid, Too Human has been in silent running mode since their disastrous 2006 E3 showing. Thankfully, the game has progressed to the point where the team felt comfortable revealing the game. For the moving picture show, GameTrailers has you covered. For a more textual experience, 1up, Team Xbox, and Gamespot all chip in with their two cents. From Gamespot's post: "If you're familiar with the loot/drop systems in MMO games and action role-playing games, such as Diablo II, you'll have a reasonable idea of what you can expect from Too Human. Many of the enemies that you kill--most of which are robotic variations on classic fantasy goblins, dark elves, and the like--will drop weapons, armor pieces, or item blueprints for you to collect. Items are color-coded according to their rarity, and unsurprisingly, the most powerful items in the game are those that drop the least frequently. The rarest and most powerful items in Too Human can only be obtained by collecting a blueprint for their design from an enemy then spending a significant amount of money on having the item crafted."
Blizzard added Need or Greed to WoW in a later patch. In the old days you would send a text of "n" or "g" prior to rolling for loot. The "n"s would get first shot at the item and roll amongst themselves if there was more than one person typing "n". Otherwise everyone rolls for greed. If anything Blizzard just incorporated customer feedback and didn't come up with this looting system.
The money for Tingle wasn't a big deal unless you waited to do that stuff until you absolutely had to. Money is plentiful in every non-NES Zelda game, so as long as you go see Tingle when you wallet starts getting full, you shouldn't have to worry about it much.
The complaint with Wind Waker is all the sailing needed to track down the stuff the maps point to... which was even worse in the Japanese version, as while the US had maps to triforce pieces, Japan had maps to maps to maps to Triforce pieces.
Silicon Knights made Eternal Darkness, quite possibly one of the most unique and interesting games to grace last generation's consoles. The idea of Norse mythology playing out in a futuristic setting is an interesting one and leaves a lot of room for creative and unique story telling. I can't fathom why everyone has this inbound hatred for a game that seems like an excellent concept and will most likely go down in history as one of those oddball gems, much akin to Eternal Darkness.
Only the lazy went broke in the original Zelda games. Everyone else burned every tree and pushed every rock and found all the hidden rupees whenever they needed cash. There were secret treasure rooms in just about every screen on the overworld.
And if you were *really* strapped, just go to the cemetary, touch some tombstones and kill the ghosts. Those suckers droped lots of cash.
(damn, now I've got it going through my head: duuuuuun, dun-dun da dah-duh-duh.....Duuuuuuuun, dun-dun dah duh-duh-duh.......dun duh-da-duh duh-da-duh..."