I don't think there's any world where I'd prefer motion controls over standard button stuff in a third person game, especially with the Switch's primitive gyro motion controls.
Well, that's what they've been doing for decades now. Zelda has always been a series of incredibly disconnected games. Even the direct sequels try their hardest not to be.
I tend to say none of them, since I don't Link has ever expressed the slightest interest in anyone romantically. :eyes:
I just feel like that sort of thing needs chemistry to work and Link is about as volatile as a jug of hotdog water
Man, I'd love for one game to actually have them to commit to it. Better that than one VA coming out later and saying, "Yes, I totally think they're dating even though they never do anything as a couple to indicate there's any sort of interest there."
Saying he died in the Lost Woods feels like a tremendous leap of logic. The Link we play as in MM is a child, but the one we meet in Twilight Princess is very much the skeleton of an adult. Was he just playing patty-cake for ten years?
I know, I just mean that TotK falls into the usual Zelda norm of having almost no stakes. Something like TP puts on the air of being dark right in the beginning, but then barely has anything bad happen to anyone.
I don't know if TotK's plot was ever really setup to be anything especially dark. Maybe dark in the literal sense that Link and Zelda walk through a well lit cave for all of two minutes, but not much beyond that. Feels about as dark as Twilight Princess was.
Honestly, I'm surprised how unpopular TotK's story has been. I feel like I'm usually the only one pointing at a Zelda story and calling it bad as everyone around tells me to shush.
I've always seen Fi as a good idea used poorly. The idea of a primitive intelligence gradually growing and coming to value her friends throughout the course of the game would be interesting, but the game just kind of drops it right away.
True, but look at how big those regions are. Considering how long you can spend running around just one part of the world, how much time would you spend listening to one theme constantly?
True, but it is a much smaller area with a singular overriding goal: kill Ganon. Having a theme in such an area fits better than having one in the open world.
I feel like the issue is that some people wanted a crazy fully orchestrated soundtrack to be playing at all times. And look, that can be fine in a game with smaller levels where you aren't wandering around the same bit of land for hours, but in Breath of the Wild it would be awful. Imagine being...
Were the graphics really that different? I swear I remember the biggest graphical difference being that Link's model was improved, but that most other character models remained about the same.
Early morning shower thought:
Zelda games almost always end with what would be considered one of the "bad" endings in a Dark Souls game: the status quo ending. Souls games always offer the option of an ending where the protagonist just sort of puts things back to the way they were immediately...
Cia is unironically the best villain in Zelda.
She's the only villain in the series with any sort of arc or motivation that evolves throughout the game. While her initial goal is definitely to bang Link, she evolves much more as the game goes on.
The Divine Beasts are the best designed dungeons in the series. They're fun to navigate and don't feel as segmented as earlier dungeons. Moving around one of the Divine Beasts feels less like walking through disconnected hallways and more like exploring one big machine god.
And then she showed up at Hyrule Castle to save them soldiers from monsters that had returned. She hears about trouble and goes to take care of it. The other Link in that game had to be ferried along by a multitude of characters.