ihateghirahim
The Fierce Deity
- Joined
- Jan 16, 2013
- Location
- Inside the Moon
Spoilers Ahead:
Gimmicks are strange strange concepts or gamplay mechanics that are used to make a game unique. They are generally well-advertised with the game and, one usually dominates a game from beginning to end. There are many notable gimmicks in Zelda.
You've got the 3-day cycle in MM; which forces the entire game to be played in short bursts. The gimmick also allows for interesting stories that follow days and times, and a million other gameplay mechanics I won't go into. It should also be noted every add for this game used the moon looming over Termina like it was going out of style. I find people either hate this system to death or love it with all their hearts.
Then there's the Four Swords games. These games feature four people playing a game using cords. I've never played these games, but I do know the four-person play dominates the whole game and is generally well-received. I can only imagine that these games could be a pain to play and pretty expensive if not done properly.
Then there's the trains from Spirit Tracks. This gimmick works out better than I thought it would. The whole game features you travelling around Hyrule in a train while blasting foes with your cannon. It's used for some challenging combat and excellent level design. The travel get's tedious at times, but the train feels like a welcome addition to the Zelda formula. I love it.
These are the only games I feel are dominated by a gimmick. The sailing in WW and the Twilight Realm in TP feel like nice touches to what is essentially a traditional Zelda game. Please tell us which gimmick is the best, and by all means suggest future gimmicks Nintendo may include.
Gimmicks are strange strange concepts or gamplay mechanics that are used to make a game unique. They are generally well-advertised with the game and, one usually dominates a game from beginning to end. There are many notable gimmicks in Zelda.
You've got the 3-day cycle in MM; which forces the entire game to be played in short bursts. The gimmick also allows for interesting stories that follow days and times, and a million other gameplay mechanics I won't go into. It should also be noted every add for this game used the moon looming over Termina like it was going out of style. I find people either hate this system to death or love it with all their hearts.
Then there's the Four Swords games. These games feature four people playing a game using cords. I've never played these games, but I do know the four-person play dominates the whole game and is generally well-received. I can only imagine that these games could be a pain to play and pretty expensive if not done properly.
Then there's the trains from Spirit Tracks. This gimmick works out better than I thought it would. The whole game features you travelling around Hyrule in a train while blasting foes with your cannon. It's used for some challenging combat and excellent level design. The travel get's tedious at times, but the train feels like a welcome addition to the Zelda formula. I love it.
These are the only games I feel are dominated by a gimmick. The sailing in WW and the Twilight Realm in TP feel like nice touches to what is essentially a traditional Zelda game. Please tell us which gimmick is the best, and by all means suggest future gimmicks Nintendo may include.