/v/ - Video Games

Vidya Gaems

Index Catalog Archive Bottom Refresh
+
-
Options
Subject
Message

Max message length: 12000

files

Max file size: 32.00 MB

Total max file size: 50.00 MB

Max files: 5

Supported file types: GIF, JPG, PNG, WebM, OGG, and more

E-mail
Password

(used to delete files and posts)

Misc

Remember to follow the Rules

The backup domains are located at 8chan.se and 8chan.cc. TOR access can be found here, or you can access the TOR portal from the clearnet at Redchannit 3.0 (Temporarily Dead).

Christmas Collaboration Event
Volunteers and Ideas Needed!


8chan.moe is a hobby project with no affiliation whatsoever to the administration of any other "8chan" site, past or present.

Reminder that 8chan.se exists, and feel free to check out our friends at: Comics, Anime, Weekly Shonen Jump, /b/ but with /v/ elements, Official 8chan server: mumble.8ch.moe:64738

(295.41 KB 1600x900 link and ghirahim.jpg)

The Legend of Zelda Thread Anonymous 04/30/2025 (Wed) 02:08:41 Id: d42b82 No. 1289101
Skyward Sword got a lot of things right. When compared to Wind Waker and Twilight Princess, you have to admit that it is as good or better than both. At least I admit it. Seriously though, I actually do prefer SS to both WW and TP. I prefer it in dungeons, music for the most part, combat, gameplay, characters, side quests and a lot more I can't think of at the moment. Of the things I'd fix, I wish there were a way to make the "beneath the Sky" area interconnected since the sequence of finding a statue, going up to the sky, flying to the light beam, selecting where to land and then being able to go can get a bit bothersome. Also I wish taking off on your loftwing from Skyloft were as seamless as you do it when you fly from anywhere else in the sky (probably hardware limitations, but I also wish the HD Remaster would have fixed it). Even still, this one is one of my favorite 3D Zelda games and it always has been.
Edited last time by Mark on 04/30/2025 (Wed) 15:07:01.
>>1584430 I can't believe it. The damn thing was hidden in a room that i didn't even know existed. 25 years of playing this game, and this is the first time knowing of this location. Or maybe my memory sucks. >get to the final room after a scuffle with Ganon >triforce literally says, and I'm not joking, "did you like that bow placement" as a final middle finger Very funny. The floating pieces of cheese have a sense of humor. Infact, this whole run was having a giggle at my expense. >have to beat 90% of the game to get the Pegasus boots >which means several dungeons can't even be entered or finished >backtracking everywhere is a nightmare >unlocking the ocarina was also late I promise that's why my time is so bad.
(87.12 KB 1020x768 alttpr[0049 open Ganon].jpg)

>>1584530 Nice, well done! Glad you were able to finally beat it. Mimic Cave is often the place people get their last heart piece, not just because it's hidden behind an outdoor passage in Turtle Rock, but because people completely forget about it by the time they get to Turtle Rock. >And the sprint shoes sleeps again... Forever! Holy shit, did it really hide the boots behind the pedestal? That's awful; the only time the game has hidden mandatory items behind pedestal for me is during crosskey settings (all entrances and exits are randomly reconnected, also keys, maps and compasses are scattered throughout the world), so you have my condolences for that too. I also did that next run I said I would do earlier and HOLY SHIT it was bad. It turns out the game wanted me to walk all the way up to King Zora, after getting the gloves from Eastern Palace and the flute from Hyrule Sewers (it expected me to do the dark sections blind with just the fire rod), just to get the hammer, then use the hammer to go to Thieves' Town and get the flippers, just to go back to the waterfall next to Zora's domain to get the silver arrows. Go Mode was also locked behind boots, because I couldn't get the Desert Palace key without ramming the post in there, and I didn't end up finding it until the last check I was going to do before starting Misery Mire (blue pendant). I'm surprised my time was still so low, but that's probably because I didn't do Misery Mire or Turtle Rock, some of the most grueling dungeons in the whole game. I did do Skull Woods even though I got nothing out of it.
I really, really liked the concept of Phantom Hourglass (and to a lesser extent Spirit Tracks) but man their execution was awful. There's so much more that could have been done with a seafaring pirate concept, the games could have even become a Zelda take on something like Sid Meier's Pirates! or an actual Wild West concept (which TP almost did with the one abandoned village) if it wasn't relegated to such shit hardware and stymied game design. You guys think Nintendo is ever going to revisit the concept? It's insanely unlikely I know but these were from before Hyrule Warriors and the Ace Attorney N64 mod which I'm sure is already C&D'd to a bloody pulp which really helped show TLoZ can work in other genres if the effort's put in.
(76.58 KB 1000x763 takin_jelly_off_the_menu.jpg)

>Randomizer Seed #56 >Kept dying over and over again because it always felt like I was one sword upgrade short of where the game wanted me to be >Also annoying because Sahasrahla was guarding a mandatory item (Cane of Somaria for green pendant) >Never found a third sword upgrade, so I did Castle Tower after beating Ganon's Tower just to get the sword upgrade from Lumberjack ledge (tried getting it after getting the hammer, but I apparently suck at fighting Agahnim with the hammer) >In-game time was a little under 2:40 (20-25 minutes above average) >Look up where the last sword upgrade was >Bottle merchant had it >Mfw I completely forgot to buy the bottle at the start of the game
(154.04 KB 360x566 TWW_Green_Chuchu_Model.png)

Anyone know if there are any fan made mods for TP, Skyward Sword, or any of the GBA games? I know there's that one Wind Waker unflooded mod that's still in the works and Skip of Harkinian but I haven't seen a lot of other big mods for Zelda games probably because most people don't want to get sued out the ass but I digress. The WW one and stuff like the Ace Attorney mod give me hope though.
>>1289101 too bad we now have the tech to actually make skyward sword right. and instead we have... blue link.
>>1703788 He's really more of a turquoise Link, or as I like to call him, Twink.
>>1703788 Skyward Sword with modern tech would work just as well. You still won't feel your sword actually hit things, your real arm will just slide through while your in-game arm will not. I loved Skyward Sword and thought the complaints were silly, because this is the fundamental issue here, and we are nowhere close to solving it. I don't think people would want it to actually be solved. Something that could actually make it feel like you were hitting things with a sword could hurt people. Smash a sword into a rock and you'll probably hurt your arm.
I've heard the general sentiment on TOTK has gradually turned into "it's a worse BOTW". TOTK doesn't seem to have anywhere near the cultural longevity BOTW had. I haven't played TOTK, so why is this? I thought it looked like BOTW but with more content.
>>1732973 It's literally the exact same game but you can build cars now, and you have to dedicate *even more* time to scavenging weapons/shields.
>>1732973 >expansion sold as a more expensive sequel near the end of the consoles lifespan Not hard to see, though I have no idea on its quality as I'm not interested in either of them.
>>1732973 It's basically BOTW but with more stuff. In most regards, saying it's somehow worse is bullshit. However, I do think there is one significant issue. In TOTK you can get shot up into the air and then skydive to basically anywhere you want (at least on the overworld). It makes traversal trivially easy, while traversal was basically the entire point of BOTW, at least in my opinion. This makes sense if you've already played BOTW, since you would already be familiar with the world, and once you are, you start warping around the map anyway. Not making you explore the entire place on foot again makes sense in that regard. But I do think that actually exploring on foot, and climbing all those mountains, was the main thing in the game, and now it's largely gone. That said, the underworld area is a lot of fun, even if not as fleshed out as the overworld. The sky area is fun too, but very sparse compared to the other two areas. But I suppose the two new areas combined are almost as fun as base BOTW, and it's not like there is no new stuff to do in the overworld of TOTK. I think the people saying BOTW is better might not be saying that if they hadn't played it first. However, TOTK seems to assume you have played BOTW first, so it might be a somewhat fair criticism. Also, I 100%ed both games, with all koroks and all the other stupid bullshit to do. Even with all that autism, the building mechanic in TOTK was still almost never necessary. I suppose if I wanted to just fuck around for no reason, if I had that kind of autism, I might enjoy it. But my type of autism wants actual goals to use the mechanics for, and the actual goals of the game only ask you to make a few very simple machines here and there. It would have been better if there were harder challenges that really made you explore the system to its limit.
>>1732973 It's interesting to hear that people are now thinking of ToTK more critically, since at release, if you didn't think it was the best game out there, you'd be ignored or berated. What really captured player's interest in BoTW was the mystery that the world had, the openness, the unknown. Not only because it was the first time the Zelda series had done this style of game, but because the wide open and sparsely populated world really made the player feel alone while also fostering a sense of adventure. On top of this, Link himself was without memory of his allies, life, and most importantly his princess. Most of his power and skill were gone, and he had to find armaments and supplies along the road as he traveled, picking up scraps to do battle with as he picked up mental scraps of his memories. ToTK had none of this. It was the same landscape with a few changes to the terrain. This is also where the game fails as a sequel. No one acknowledges the heroic efforts of Link in the previous game, nor do they treat him more than a decently skilled knight who helps Zelda. The Divine Beasts are gone and no one talks about them. That horrible Calamity Ganon that Zelda spent 100 years holding back (which nearly killed her) and Link worked with her to defeat after a 100 year coma? No one talks about that either, and guess what, the real Ganon was actually in the cellar of the castle the whole time :^). Not to mention that the plot is pretty much the whole Sage thing from Ocarina of Time all over again. And worst of all, the house you work hard to buy in BoTW is Zelda's house all of a sudden in ToTK. Link is left with chinese quality prefab housing materials. It's as if the writers wanted to make the game familiar to BoTW players and save time by reusing a ton of assets, but didn't want new players to feel left out if they didn't play BoTW. They wanted to make a sequel and a new-ish game at the same time and failed at both. The sky islands are a neat concept, but they are a bit sparse, and the only things to do there are collect items for crafting, open some chests, and maybe fight some mobs. The underground area is pretty cool as a concept too, but again, the main activity involves finding checkpoints to light up your map and finding items to craft with or sell. The reason ToTK didn't have as much cultural longevity is because there wasn't much new "meat" to dig into. Finding out what happened to Zelda is cool and all, but helping an amnesiac Link get powerful again and finish what he started 100 years ago, making good on the sacrifice of all of his closest friends, is a lot more satisfying.
>>1732973 TOTK's problem, and BOTW by extension, is that they wanted to try so many new things, but nothing feels focused. Like they wanted to make a giant sandbox where you can do a ton of stuff, but no challenges to grit your teeth on. so a puzzle becomes instantly invalidated once you figure out that you can fly right over it, or a majority of quests can be trivialized if you unlocked something earlier than you should've (zonai hover stone makes a complete joke of every addison sign quest) Even when they tried to impose limitations, like not letting you make any vehicle inside shrines, those could still be trivialized because there's too many solutions that let you just bypass the entire shrine, and many shrines suffer from this. Some say the freedom to make your fun is good, but if you can hop over an obstacle, it feels like an oversight more than an intentional choice. BOTW would occasionally have a funny little moment where you sequence broke and the game would actually acknowledge it (like reaching the Zora kingdom before meeting Sidon). TOTK doesn't offer that same feeling. Story-wise, it's a mess as well. You can view those memories of how Zelda is trapped in the past and became a dragon, and yet Link never tells anyone about them, so we're supposed to be shocked when "Zelda" in the present turns out to be Ganondorf. You'd think they would take into account the player learning this beforehand. Not to mention the whole time travel plot is just lame. It doesn't add anything, it just puts some furries into the lore and promptly removes them, thus invalidating the whole point of putting them in. Overall ambitious, but sloppy.
>>1740767 >Like they wanted to make a giant sandbox where you can do a ton of stuff, but no challenges to grit your teeth on It begs the question, why is this the case? Was the team limited by time? Money? The fact that they were reusing the same map as the previous game with just a few changes and tweaks? >You can view those memories of how Zelda is trapped in the past and became a dragon I can't decide if it was too easy or not to figure out that the dragon is Zelda. The tears that contain the memories clearly come from a dragon that has "hair" a lot like hers, and the only constant in each memory is Zelda. So the memories are clearly hers, and thus the dragon is her. Did anyone else start to figure it out only after collecting only a few tears? >so we're supposed to be shocked when "Zelda" in the present turns out to be Ganondorf. You'd think they would take into account the player learning this beforehand. There could have been an option to approach things differently if the player already figured things out. The characters really seemed to be tricked by this fake Zelda all to readily, given how dangerous and corrupted the world around them has become. Maybe the writers just really wanted the player to have a climactic fight against the fake Zelda and not deal with her too early by warning your allies. >Not to mention the whole time travel plot is just lame. It doesn't add anything Since Zelda wouldn't be trapped in a castle this time, it seems like the writers wanted to make sure she had an important role that resonated with players, without being a constant companion in Link's quest. Being stuck as a dragon for millennia, slowly and steadily healing the Master Sword with her own power, seems to be an attempt at having her make a risky, epic sacrifice that would hopefully get a strong emotional reaction from the player. Even though Zelda plays a crucial role for the final fight, this way she would be an essential part of the entire story, not just the end. Part of what makes this lame on its own, even though the concept is fine, is that Zelda sees no consequences. I'm not expecting extreme mental damage, crippled limbs, or similar things afflicting Zelda in an official Nintendo game, but once she becomes hylian again she just feels like she had a long nap. No emotional impact from being in the sky for so long in a different form, not even a scar or anything. Yes, with her help the world was saved, but there is no lasting personal impact from the huge risk she took by swallowing that stone. Which makes for lame, unsatisfying writing. >it just puts some furries into the lore and promptly removes them, thus invalidating the whole point of putting them in. Guess Zelda had to talk to someone when she went back in time, to gain the powers she needed to heal the Master Sword. And it was the perfect chance to shove in some random lore about the beginnings of Hyrule. They are only there to get some emotional reactions, power up Zelda, and maybe the player thinks it's cool to see who built all of these Zonai devices long ago. If you could have somehow played as Zelda, controlled her as she explored the far past, it would have developed a much better parallel between the thriving Zonai world she is in and the ruined Zonai world Link is exploring in the present day. Maybe the player could have helped her train her powers by completing puzzles.
>>1741340 I really like the dragon Zelda twist, and the way it leaves you to piece it together. Even if it's a really easy mystery, it's the kind of mystery that works really well with the way you can find the clues in any order. With the exception of the secret stone exposition cutscene and the last cutscene after you get all the memories, it never shouts the answer at you. I think everyone remembers the moment in their playthrough when they put it together clearly and fondly. That said, they really did stumble in two places. First, what you already said. The player can figure it out long before link can act on it, and it really takes a lot out of the main story. This is worse because even if you don't figure out the dragon part, the Zelda being in the past part is obvious. To fix it, they should've put in red herrings that could explain Zelda being in the present. Just a couple of cutscenes about her experimenting to find a way to time travel back to the future with limited success would have worked. Changing the cutscenes once you figure out Zelda is the dragon so that the four region quests focus on stopping phantom ganon rather than finding Zelda would be good too, but it's really hard for the game to ask you to show them you know it without giving away the mystery by the prompt. Maybe adding a way you can present an item of Zelda's to the dragon, which prompts the story change? Or maybe just when you find the last memory. If the climatic fight against fake zelda is that important, have her show up and fight you at the location of the last memory instead, and if you don't get it make the fight against her in the castle harder. Second one is that turning her back really makes no sense. "These ghosts show up for no reason, and they light blast her which turns her back even though the dragon transformation isn't dark magic." It's lame and so easily fixed. When I was playing through the game, I had expected that the way you would turn her back in the ending was with recall. Zelda before eating the stone stored away her time power so you could claim it on the great plateau 2.0 revive, and once you steal Ganon's secret stone in the ending, you'd be able to do it, rewinding her thousands of years to before she ate the stone. Would've been a much better ending. It would highlight Zelda as an active character who didn't just eat the stone on impulse, but planned out to give Link the best chances in the future. It would also have poetry to it, since Ganon's stone was Sonia's, making her death more heroic. The version of the story we got instead is frankly shit.
Also, the Gerudo town defense mission got my hopes up so high and smashed them so hard. It's bullshit that they encourage you to build defenses to defend, then force you to go out to the towers to finish the mission which causes your defenses to despawn. How hard would it have been to increase the despawning range for that mission? Or just change it so you have to hold out instead of abandoning the guard to take out the towers? That could've been so cool but instead it's lame.
>>1344419 >>1349679 Remember me >>1344368? I Just finished Ocarina of Time 3D! I already mentioned I played OOT back when I was a teen and I truly didn't get it, it was an awkward experience through the whole run... Still, I wanted to give the game a second chance and see if I could learn to like it the same way everyone does, so I booted up the 3DS version. How did it go? I started the game feeling a little refreshed by the graphics and the QoLs, but knowing it was the same experience as the N64 overall, I treated it as such. The music was also very sweet too, I never had a complaint about the music. It wasn't until the end of Dodongo's Cavern that I was beginning to become numb about the game, I did the child section exploring as much as I could and everything went relatively fine, but I wasn't exactly hooked... Then I made it to Forest Temple; that point was when I realize how much of a slog OOT is in general, which was one of the reasons I didn't like it the first time. However, Forest Temple and onwards was when the game started to grow on me like a slow burn, the words "first of it's kind" started to resonate and I noticed all the little things it did for being part of the industry's foundation, suddenly I was being more lenient on it's flaws and commending it more for it's virtues. I enjoyed the pacing of the dungeons, the cutscenes, the side quests, the general aesthetics, the music... It was funny to think I ditched Silksong, a game I was highly anticipating, for a game I didn't even like as much such as OOT. When I got to Spirit Temple the first time as a teen, I realized I didn't like the game... but in this playthrough, Spirit Temple was when I realized how much Ocarina of Time had grown on me, I actually liked it. I finished Shadow Temple and then Ganon, I just wanted to wrap up the adventure, rather than get the game over with. As a teen I finished the game with apathy, but just now I ended up finishing it with a smile and a little emotional, same as I was during A Link Between Worlds. Is it my favorite Zelda now? Absolutely not, but I like it more now and respect it a lot more too. It was a solid adventure and for its time I see how impressive it actually was, so I will give it that. Now I'm looking forward to play this game on a randomizer, cause I can see the potential given how much you can do with it's mechanics. ...Also, it's funny I cycled through all the main girls, liking each one over the other while completely skipping Malon out of the equation. I dunno, man, canon choice and most realistic of the whole and all, there is something about Malon that simply doesn't convince me; which is hilarious when I prefer CREMIA better AND THEY ARE PRACTICALLT THE SAME CHARACTER LMFAOOO.
>>1318746 >It's definitely lacking in the combat department I honestly think TP is peak Zelda combat. Fighting Iron Knuckles or Darknites or whatever their name was was fun
>>1834778 I think TP is peak Zelda period. Even setting aside the absolute sex that is Midna I dig the plot, dungeons, combat, whole package. Moving away from that to more "open" Zelda, even with stuff like LBW, felt wrong to me.
>>1834778 Fighting Darknuts, Aeralfos and the bosses was the only fun part of Twilight Princess's combat for me. Everything else feels like it can only hurt you if you're not paying attention or if it's an archer. >>1885932 I agree, it's definitely in my top 5 games of all time. I just wish the combat had a bit more to offer, something that OoT and Wind Waker were able to balance fairly well.
>Link awakening for Switch doesn't let you make a boss rush dungeon. KUSOGEEEEEEEE
>>1909218 Have any of the Zelda games had a boss rush feature? WW is the only one I remember having something close to that. Seems like a missed opportunity if you've already beaten the game but I could totally see Aonuma or someone try to say "it would ruin the narrative" or some shit.
>>1885932 TP has always been my favorite in terms of enjoyability. Especially the story, world, and art design. I've only played it once or twice though since it's most lacking in replayability compared to others like WW and MM, and even OoT.
>>1909225 >Have any of the Zelda games had a boss rush feature? SS kind of had one.
>>1909225 IIRC the last boss in LA was a bush rush And BoTW and TOTK also have boss rushes if you skip the temples
>>1909225 ALttP has a light world boss rush similar to Wind Waker, except it's spread throughout Ganon's Tower instead of being in just the first section.
Just finished Link's Awakening and I must say it's as great as most people make it out to be. You can tell from start to finish that the developers bent over backwards to pack almost every corner of the game with action, adventure, and charm. The guest appearances from various Mario characters and even "Kirby" were also a nice touch. This was such an endearing and enjoyable game that I might even play it a second time soon. Before I do that, I plan on playing Oracle of Ages, Oracle of Seasons and Ocarina of Time 3D. What do you guys think about the Oracle games? Is there a certain one I should start with? Despite the constant praise LA gets, I never, ever hear anyone talking about these titles. >>1369928 Is the game you're talking about A Link Between Worlds? When it first came out I told myself I would never play it because of the rental system alone. Even worse is that you don't actually use ammo for the bow, instead it depletes your energy meter. These design choices have ensured I will never touch ALBW for as long as I live. >>1909218 >using the Blue tunic Why? Unless they ramped up the difficulty on the Switch or it's your favorite color dying in LA is almost impossible.
>>1912907 In hero mode (enemy symbol on corner) you take 2x damage, blue tunic changes it to 1x
>>1912907 The Oracle games are solid, but I always forget about them for some reason, even though they have a lot of memorable parts (Ages more so than Seasons). They were made by Capcom, so they feel a little off. There's a "feature" where you're supposed to beat one game, get a password, and enter it when starting the other to fight the true final bosses, to get the true ending, and a bunch of other stuff. I recommend just looking up passwords online and starting both games that way. Otherwise you'll have to play through at least one of the games twice to get the full experience. >A Link Between Worlds It's actually not that bad. You only have to rent the items for the first three dungeons IIRC. After that you can buy them. The dungeons get tedious after awhile, but the world is fun to explore. It's the best post-Twilight Princess Zelda game in my opinion.
(489.75 KB 360x252 RDT_20251105_104302.mp4)

I took this from Reddit but it's so true
>>1909431 >BotW and TotK You mean the four Ganon fights before Ganon, again? I'd hardly even call those bosses. The fact you could just skip the actual puzzle part of the game (the temples) was such a terrible idea. Never got around to TotK.
I didn't think randomizing dungeons would be that bad. I randomized enemies and pots without THAT much difficulty, surely randomizing dungeons wouldn't make it that much more difficult. That shit added an extra hour to my normal time, and holy shit did I have a massive headache after doing that! I had to check the cheat sheet twice, once to find the sphere 1 key items (the bow and the mirror were in nearly difficult to reach spots) and again to find the last dungeon (it was Titan's-Mitts-locked, and the prog gloves were in a dungeon I thought I already got everything from hours ago). There were so many checks that were locked behind cape just because I needed to travel across narrow/small areas with a giant spike trap in the way, and I don't think the logic was aware of that. Also had a lot of late-game bosses to fight, which usually isn't a problem when the dungeon's aren't randomized, but one of the dungeons with the most checks made me fight Kholdstare with only 6 hearts, Bombos and a master sword. While randomizing bomb bag wasn't that obstructive in retrospect, it was still annoying not having any items to damage to enemies with for at least an hour. At least I got a good laugh out of Palace of Darkness only being three easy rooms.
>>1919403 >I didn't think randomizing dungeons would be that bad. Call me when you do Entrance Rando lol. How familiar are you with ALTTP's mechanics and checks, though? Cause to me, ALTTP is surprisingly easy in a rando setup, it's also easy to keep track of when you know where to look and when since there are a TON checks just lying around, specially Kakariko and Death Mountain. Also, Judging by the crystal count, I'm assuming you're playing Ganon, right? I normally played Triforce Hunt cause it's more fun; you should give it a try if you haven't. >While randomizing bomb bag wasn't that obstructive in retrospect What do you mean randomizing Bomb bag? Bomb bag isn't even an item in ALTTP, as you get bombs very freely throughout. >At least I got a good laugh out of Palace of Darkness only being three easy rooms. How? Would you elaborate?
>>1909225 Echoes of Wisdom had a couple.
(21.81 KB 647x493 door_rando.PNG)

>>1919645 >Call me when you do Entrance Rando lol. That was also applied, I'm usually pretty good at crosskeys. >I normally played Triforce Hunt cause it's more fun; you should give it a try if you haven't. I've always found triforce hunt to be pretty boring, especially since the game itself is so short. I might do that if I ever end up doing nightmare settings, though. I already struggled a bit to beat Ganon swordless (used 2 potions), so there's no way I'll be able to do that with 8 hearts, no armor and just a hammer. >What do you mean randomizing Bomb bag? Bomb bag isn't even an item in ALTTP, as you get bombs very freely throughout. >How? Would you elaborate? Oh yeah, I probably should've specified. I'm using a special randomizer external to the main website. It lets me randomize pots, shops, enemy key drops, and even the dungeon layouts themselves. It basically takes every supertile and re-stitches the external doorways to other supertiles. I also set it so that my default bomb capacity is at 0 and I have to find more bomb storage to use bombs. Kinda wish it also had a proper enemizer that lets me randomize ALL enemy drops, but I couldn't find one online.


Forms
Delete
Report
Quick Reply