- Joined
- Jul 10, 2012
Hello all!
I have not seen anyone posting about this, but I want to complain a bit about the world unlocking system in the recent three Zelda games.
In the Legend of Zelda, you had the whole world before you, you could go anywhere you wanted, same in Zelda II and A Link to the Past. In Ocarina of Time you got most of the world from the beginning, sometimes you would unlock a new village or something. In the Wind Waker you got the whole sea to explore at the beginning. In Twilight Princess you had the whole world after three temples, then you would sometimes unlock an extra village or region parts like in Ocarina of Time. But then...
In Phantom Hourglass you got one quarter of the sea chart, and one quarter of the world. Finish the first temple, get the second quarter. Finish the second temple, get the third quarter, etc. In Spirit Tracks it's the same story. You just literally unlock a quarter of the world by collecting some tablet. It's even worse in Spirit Tracks because the quarters actually have seperate themes! You got the grass world, the snow world, the lava world and the water world. 4 worlds, 4 themes, it's more like Super Mario than the Legend of Zelda. In Skyward Sword it's the same story. Three pieces of land, all unlocked by collecting a tablet, and each area has an entirely unique theme.
What's nice about games like Twilight Princess and Ocarina of Time is that the world blends so well, there's a certain fitting flow in the world. You don't just walk in a forest cave and BAM, on the other side there's the lava world. It slowly blends, you slowly climb a mountain, the amount of fire and lava raises the closer you get to the top.
I don't want those one themed huge land sections again, I want a world like Twilight Princess and Ocarina of time where there is a flow in the world, also I want the world unlocking to be more realistic. In Ocarina of Time you went to Zora's Domain to ask them for their sapphire. You played Zelda's Lullaby and you got in Zora's Domain, it's a nice way to get introduced to a new area, and the MOST important part of all: it's unpredictable which area you unlock next and when that will actually happen! In the recent Zelda games you just KNEW you would unlock the next quarter of the world after the next temple. I don't like that style, it's boring that way, I don't think it fits with Zelda games and I don't want to see that system EVER again in future Zelda games, especially not in console Zelda games!
Thanks for reading, please comment!
Do mind, I never played Majora's Mask (waiting for the remake that will probably arrive someday) and I never played other handheld Zelda games.
I have not seen anyone posting about this, but I want to complain a bit about the world unlocking system in the recent three Zelda games.
In the Legend of Zelda, you had the whole world before you, you could go anywhere you wanted, same in Zelda II and A Link to the Past. In Ocarina of Time you got most of the world from the beginning, sometimes you would unlock a new village or something. In the Wind Waker you got the whole sea to explore at the beginning. In Twilight Princess you had the whole world after three temples, then you would sometimes unlock an extra village or region parts like in Ocarina of Time. But then...
In Phantom Hourglass you got one quarter of the sea chart, and one quarter of the world. Finish the first temple, get the second quarter. Finish the second temple, get the third quarter, etc. In Spirit Tracks it's the same story. You just literally unlock a quarter of the world by collecting some tablet. It's even worse in Spirit Tracks because the quarters actually have seperate themes! You got the grass world, the snow world, the lava world and the water world. 4 worlds, 4 themes, it's more like Super Mario than the Legend of Zelda. In Skyward Sword it's the same story. Three pieces of land, all unlocked by collecting a tablet, and each area has an entirely unique theme.
What's nice about games like Twilight Princess and Ocarina of Time is that the world blends so well, there's a certain fitting flow in the world. You don't just walk in a forest cave and BAM, on the other side there's the lava world. It slowly blends, you slowly climb a mountain, the amount of fire and lava raises the closer you get to the top.
I don't want those one themed huge land sections again, I want a world like Twilight Princess and Ocarina of time where there is a flow in the world, also I want the world unlocking to be more realistic. In Ocarina of Time you went to Zora's Domain to ask them for their sapphire. You played Zelda's Lullaby and you got in Zora's Domain, it's a nice way to get introduced to a new area, and the MOST important part of all: it's unpredictable which area you unlock next and when that will actually happen! In the recent Zelda games you just KNEW you would unlock the next quarter of the world after the next temple. I don't like that style, it's boring that way, I don't think it fits with Zelda games and I don't want to see that system EVER again in future Zelda games, especially not in console Zelda games!
Thanks for reading, please comment!
Do mind, I never played Majora's Mask (waiting for the remake that will probably arrive someday) and I never played other handheld Zelda games.