I disagree with your assertion on Wind Waker. I found the game by and large to be bland, especially that auction house. Wind Waker was far too self referential, far too dependent on adding in items just because an item needed to be added in a dungeon at x time. It was a Zelda game trying too hard to be a Zelda game. Twilight Princess reigned this in to some degree. It will remain to be seen if the upcoming title for the Wii works with the potentials of the consol rather than its shortcomings.
I agree with you about Wind Waker, but my point was about the ruppee, they tried to put some use to it other than buying items I would gain for free or that I wouldn't need that much. In Twilight Princess the Magic Armor itsn't essential for the game, but ii was good that I could buy it.
The auction house was quite boring too in terms of gameplay, but it's also true that in Wind Waker there was more to do with the money you own.
I risk to say that the dungeon concept is getting rather old!
good article, man!
The combat sometimes to me feels like almost unnecessary. It's cool but there's almost no challenge, the enemies wait for me to attack, don't fight back, and when they do it's slow.
What's the point on having a lot of cool moves if I can't use them against a good opponent?
There's no way I can argue about the unique elements in Snowpeak, though the setting did seem to feel strange to me. I've always wondered what exactly bothered me about that particular "dungeon," but it's hard for me to put a finger on it. There's just something strange to me about those yetis.
The rest of the game really did a great job at perfecting the "Zelda" formula as far as game design goes. I really hope the next game can bring back the emotions and empathy associated with Ocarina of Time (and even Link's Awakening meant more to me emotionally).
The combat system in Zelda is great. The thing is, it lacks a real challenge! You can use your moves properly, Vigilante! In the Zeldas you probably meant by saying that ( Wind Wakerand Twilight Princess) you could almost abbuse on those moves. The problem is like you said, enemies are dumb! Chris, I hope the next Zelda has at least a 'hard' mode! Taking in consideration what you and Khazar said, I say: Nintendo, you really want to make Zelda look more mature? then don't simply throw a darker game with a more serious Link while Ganondorf is a complete slacker!
'The Legend of Zelda: The Demon's Souls'
I think Zelda adds various things on top of the classic formula for every game. In A Link to the Past, there's the concept of the dark world. Okay, that isn't much, but the series was still defining itself around that time. OoT added the time travel concept. MM's had, well, its masks and another form of time travel. TWW added sailing as a major part of the game. Personally I found it dull to sail and especially change the wind direction, but it did made a different attempt at least. TP, while pretty similar to OoT, did have updates to many of the classic items and had Wolf Link, even if it wasn't done all that well. They also attempted to make it darker. Not to mention most of the characters change between games that are not direct sequels.
I do agree that the difficulty could be higher, especially since I found TWW and TP too easy. Would it really be too much trouble for Nintendo to add a hard mode so that players don’t have to resort to a self-imposed challenge like three hearts only? TP gave you a bunch of moves, but easy enemies to use them against.
Maybe its time for a looser travel form than Epona. Or maybe some tweaks to the way dungeons work. There's bunch of rote, mechanical and excessive backtracking that gets stale quick, save for really cool moments or items pickups.
Crummy sword and Master sword.
Also, most Zeldas have more or less than 9 Dungeons.
But honestly, I feel like with TP, they restarted the entire series with one definitive story. They should build upon that same story and for the first, actually go somewhere with it.
If they try and pull the same shit with the next sequel, I predict disastrous results for the series' reputation. I know it's a damn kids game, but come 'on I wanna see Zelda and Link actually show some sort of interest in each other.
I mean shit, the guy is the best looking dude in Hyrule, she's the best looking girl, he freakin saves the world and her life. I can let it slide for TP since it was their first meeting I guess. But if this persists and she doesn't fall in love with him, she's a bitch, and so is Nintendo for refusing to grow up.
Then all I have is 3D Dot Heroes.
Personally, I'm such a huge fan of Zelda that I rarely notice the monotenous times, but I've recently been feeling the need for a change. The series is great, but it can be argued (to an extent) that every Zelda game post-A Link to the Past has been a remake of that game -- You always get three stones, one blue, red, and green, get the Master Sword, defeat a big enemy, go through more dungeons, and fight Ganon(dorf) to finish the game. We need it mixed up a bit for he next game.
I think they do a fair bit of mixing things up these days. I haven't played Twilight Princess, but the last two I did play were Minish Cap and currently Phantom Hourglass. They might have a degree of formula to them, but there's always a fresh set of new ideas as well, which is all I'm really ever looking for.
As for emotion, I don't really worry about Zelda games banking much on that, but the moments they throw end tend to be rather effective and touching. The end of Majora's Mask, the departure from home in Wind Waker and also that strange, soul-searching monologue from 'Dorf at the end are all good examples of this. I was actually pretty blown away by Ganondorf's monologue, actually. All that talk about this being the "kiddie" Zelda and I get smacked upside the head with a moment of actual maturity.
It made me feel kinda bad that I had to stab him in the head afterward.
@The Silent Protagonist
Yea all the games never really made me think about the maturity, and TP had it going amazingly up until the end when Link and Zelda finally have a moment in peace and all that happens is a thanks, see ya around some time. Completely stunned me as I was feeling all the epic emotions only to quickly realize that Link is a gay. He runs around wearing white spandex under his green dress, and that's the only way I could logically reason why there was no romance between him and Zelda. The whole game was so realistic, I couldn't help but be forced to wonder.
It didn't kill the entire game, because I loved every other moment of it, but why not go in that direction? It's not like kids can't handle at least a small instance of kid-rated romance.
Drawn together already has a whole character based around everything you just said. If you haven't alreadly I suggest you watch that show.
@The Silent Protaganist
You'll feel even worse reading these.
I swear peachi has an incredible way of pointing out how terrible the chracters actually are in video games.
I think one way to fix this in 3D Zelda titles is to A) limit the amount of heart pieces one can find from side missions and b) if an enemy hits you, either take way half the heart of your hp or the full heart and c) make enemies and bosses deal more damage. That way, it gives us a reason to need to use rupees and store fairies in bottles as well a keep extra potions with us on the journey in and outside of dungeons.
That only holds true if you discount Majora's Mask and every single handheld entry. I see your point though.
Starting with the items thing, the first thing that comes to mind is the spinning gear disc thing from the old prison in Twilight Princess. When I first heard about it, I thought it'd be pretty much the coolest thing ever to just travel around on, if only because it wasn't Epona. What I got was a big metal McGuffin that lost momentum in all of about two seconds and could only be used effectively (see: going really fast) in all of about three spots outside of the dungeon you got it in. The ball and chain, too, echoes this. While it's incredibly satisfying to take down an easy overworld enemy by slamming them in the face with a wrecking ball, the item is practically useless otherwise. If the items started being used outside of where you first got them (using the Cane of Somaria to summon up a huge block to hide behind when a boss breathes a wall of flame would be amazing, don't lie), it'd certainly make receiving them that much more exciting than the (or rather, my) response of, "cool, I can go to that one room near the entrance now."
As for the hand-holding, my mind turns immediately to Link's Awakening. Most non-completionist players probably jumped inside the Windfish's egg expecting a standard endgame dungeon, but instead received a whole bunch of rooms that seemingly went nowhere. Those that completed the lengthy trading chain, though, probably would've remembered that book in the library with the tiny text the minute they got a magnifying glass. While trading chains aren't the best way to deal with providing obstacles to progressing (Oracle of Ages avoided this well with you having to essentially be a time-traveling detective to find out what you need to do), having them is much preferable to just running around following map markers doing what NPCs tell you to do (which, admittedly, is better than the original Legend of Zelda's aimless (albeit fun) wandering, and which Link's Awakening is partially guilty of). This point might be a bit skewed by me recalling the relative difficulty of the games I played at different points in my life, though.
But yeah! Really nice first post, I'm definitely looking forward to seeing more of your stuff.
[/length]
Great write up.
-chests
-open chests with keys/rupees/ammo/map/compass
-find mini boss
-get new item after the mini boss
-find big chest with the big key
-the largest ( usually round ) room it's the boss room
In the Goron Mines the there wasn't a big chest with the big key, I wasn't expecting for that
In the Snowpeak Ruins not only I wasn't looking for keys to open doors, but instead I was looking for ingredients for a soup, that would finally lead me to the "big key".
Again about the Snowpeck Ruins ( I love that dungeon ), the dungeon item wasn't acquired in a chest after I defeated the mini boss, I actually got the weapon the mini boss was wielding against me.
Simple tweaks that don't changed the formula "find that to open that so you can face that" and still bring creativity.
exactly. the same story retold is the perfect way to look at the zelda series, with whichever exceptions the zelda fanatics want to acknowledge acknowledged.
oh I just got a sweet idea, bye everyone
Are we all seeing the problem here?

surf dtoid with 






Rising (10+)
People you follow




























follow