ADXC (post: 1303061) wrote:I dunno, I liked WW. I mean, I really did like the sailing that many thought was boring.
Nate (post: 1301620) wrote:I thought that got revoked when I said the Gamecube version of Twilight Princess was better than the Wii version. :O
Nate (post: 1301620) wrote: Well, a couple of things. I won't diss the controls, because I haven't played it and I hear from people who have that the controls are very intuitive and work well, although I don't like the idea of having to use the stylus to move (Sonic Chronicles did this and it was terrible). So I won't say I don't like those. I don't have an opinion on that.
I have two major problems, and one minor one. I'll get the minor one out of the way. What did everyone hate about Wind Waker? That's right, the sailing. So of course, Nintendo listened to our complains and got rid of it, or at least made it less boring, right? Nope, they threw all the letters into a giant fire and laughed as they gave us more sailing.
Nate (post: 1301620) wrote:Here's the two major ones. The first one is that Zelda games now go through the motions of being a Zelda game. I realized this in a Dr. McNinja comic, when he uses a torch to light two other torches, opening a door. The alt text on it read, "Zelda, I challenge you to make a game without this puzzle." That's when it hit me. Sure the dungeon layouts are different, but they're the same puzzles. Light this torch. Push this onto a switch. Hit a thing with your boomerang. Twilight Princess and Wind Waker changed things up a bit, like using the Iron Boots to walk on walls and being carried by a magnet, or the Grappling Hook which was surprisingly NOT a ripoff of the Hookshot.
Phantom Hourglass just from the looks of it seems to be a Zelda game that "goes through the motions" without adding anything new or interesting.
Nate (post: 1301620) wrote:The second major problem I have with Zelda is the uninspired boss fights. See, boss fights used to be interesting. I've said this in another thread, but I'll say it again.
Boss fights in the new Zelda games are hideous. They follow the same pattern. Use dungeon item, attack, wait, use dungeon item, attack, wait, so on. I'm tired of getting a dungeon treasure and going "Well guess I need this to beat the boss!" Some might say "ALL ZELDA GAMES DO THAT." No, they don't. Let's take, for example, my favorite Zelda game. Link to the Past.
1. Armos Knights (dungeon treasure: Bow) - Yes, but only for the red one, the blue ones can be beaten without it.
2. Lanmolas (dungeon treasure: Power Glove) - Nope
3. Moldorm (dungeon treasure: Moon Pearl) - Nope
4. Helmasaur King (dungeon treasure: Magic Hammer) - You can use bombs to destroy his helmet too, so no
5. Arrghus (dungeon treasure: Hookshot) Yes
6. Mothula (dungeon treasure: Fire Rod) - It helps, but not necessary, so no
7. Blind (dungeon treasure: Titan Mitt) - No
8. Kholdstare (dungeon treasure: Blue Mail) - No
9. Vitreous (dungeon treasure: Cane of Somaria) - No
10. Trinexx (dungeon treasure: Mirror Shield) - No
Not including Agahnim at Hyrule Castle (there is no dungeon treasure in that level) or the rematch against him at Ganon's Tower (which the dungeon treasure is the Red Mail).
So tell me. How many bosses in that list used the dungeon item to fight the boss? TWO. Out of ten that REQUIRE the item, and a couple where it's helpful but unnecessary.
Using the dungeon item to fight the boss is lazy, lazy, LAZY game design. There is zero excuse for it, the only reason we allow Nintendo to get away with it is because it's Nintendo.
So until they can get back to unique ideas and not lazy dungeon and boss design, I have no interest in purchasing another Zelda game.
Also, I heard that temple was a load of crap in a hat.
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