Iridescence
Emancipated Wind Fish
- Joined
- May 11, 2014
- Location
- United States
The Early Era
- Legend of Zelda - practically invented the adventure genre
- Adventure of Link - was a slip-up but in relative terms, one of the best games of the year
- A Link to the Past - defining game ; expanded on the original in every way with great magnitude.
- Link's Awakening - totally new story/environment and significantly impact on handheld gaming
- Ocarina of Time - was that perfect 10/10 that revolutionized 3D gaming, plain and simple
- Majora's Mask - changed up the formula significantly and had a deep story
- Oracle of Ages - kinda derivative, but still stood as one of the very best GBC games
- Oracle of Seasons - see above
The Later Era
Opinions on these games are certainly polarizing but I'm sure the majority of Zelda fans (in whichever camp they're a part of) can agree that the number of "ehh... kinda disappointing" titles here outweighs the number of generation-defining titles.
- The Wind Waker - This one was vindicated for its art style and is now widely praised.
- Four Sword Adventures - Fun games shackled by the GBA sales gimmick. moving on...
- The Minish Cap - Praised for its visuals and criticized for being too formulaic
- Twilight Princess - A mixture of hype, disappointment, failure, success, acclaim and forgettability.
- Phantom Hourglass - It was super-derivative and you had to repeat the same dungeon 6 times
- Spirit Tracks - Criticized by many for excessive backtracking and linear overworld
- Skyward Sword - Criticized by many for excessive handholding, filler content and linearity
- A Link Between Worlds - Was a strong return to form but also the least original title in the series.
What went wrong?
Nintendo started listening to their fans and started to make the games with their fans in mind.
In the 80's, 90's and early 2000's, the Zelda games were art. Nintendo created the games that they wanted to make, strived for quality control, but ultimately, it was their creation and they had the last word. Fans just took the games as they were and enjoyed them.
Then, the series became old enough as to where the fans had a working opinion of what they wanted. There was a civil war between "cartoony" and "realistic" for a while, so Aunoma felt the need to give an olive branch to both sides. Fans complained that they got lost in dungeons, so Aunoma dumbed down the level design and added handholding to cater to them. Fans wanted more formulaic games in the vein of OOT/ALTTP and less experimental games like LA/MM.
And meanwhile, Miyamoto wanted the Zelda series to embrace touch/motion controls to vindicate his idea that any game could benefit from motion controls as much as Zelda could. So basically, Zelda games became copy/paste formula here, with a new art style, plus insert-gimmick-here.