- Joined
- Sep 4, 2014
This game is really bad...in more ways than one.
For one, the renting system. rather than slowly gaining items through dungeons and overworld that help you out throughout the game, you get them immediately in the game by the renting system. The items, you don't appreciate as anymore. And the upgrades are also not that valuable either. You gain them if you get 10 maimais. So the upgrades hold little value too.
But this so-called "feature" also makes dungeons less dynamic. But this not only affects the value of the items you gain, but it affects the quality in dungeons. IN the average Zelda game you usually look for a "map", a "compass", a "big key" and the key item. But, in this particular Zelda, all of that is practically given to you from the start. The map is already given to you, so there's no sense of "lost" when you enter, you already know more or less where you're going. And because you need those items, all the rooms are easy access. So these dungeons blaze through rather quickly. Not only that, but their less dynamic too. concentrated too much on the wall-merging gimmick, that they didn't worry about making these dungeons big and elaborate.
What this particular Zelda game tried to do was give rupees more value. But they were very lazy at it. all they did was just up the price and a bigger wallet. But it does the same flaw that Ocarina of Time did with its rupee system. able to gain so much rupees and so little time, making this game a cake wall. And i believe the the developers thought they had to do this because of the renting system was so heavily integrated into the game.
Worst of all, its too easy. enemies are easy to kill. No critical thinking, it was all a big puff of air (i would normally call it a "breeze" but that makes it sound like a good thing so its even lower).
Another problem with this game, not-so-original story. And i know a lot of people are going to underestimate Zelda's overall story to defend A LInk Between Worlds, but every Zelda has attempted to have subtle charm to it that made it "not as typical as you make it out to be". A Link to the Past didn't straightout had a counter-part world. it was a world created by Ganon. In Ocarina of Time, it wasn't just about defeating Ganon. But in this particular story, things get more typical. We officially have a "bizzaro-hyrule" called "Lorule",and rather than mixing it up, its basically dark world. Yuga was the least interesting villain. He has a weird idea of "perfection" and honestly, we don't even know what other motivations he has other than that. One would argue Hilda was the true villain, but it just doesn't seem that way when she did very little, even if it was her idea. Merging with Ganon was also not that great.
Design-wise they didn't look all that appealing either. Top-down perspective Zeldas aren't that great for 3D, especially with the heavy "liquid-smooth" and high-detailed polygons they had. But there was a way to do 3D and still look appealing, and i would argue, less details and polygons would've complimented the design well. Worst of all, this game had plenty of room to look different.
Overall, not that many note worthy extras, a few optional dungeons would've been nice if they actually had something important. This game doesn't make you want to collect 100%.
For one, the renting system. rather than slowly gaining items through dungeons and overworld that help you out throughout the game, you get them immediately in the game by the renting system. The items, you don't appreciate as anymore. And the upgrades are also not that valuable either. You gain them if you get 10 maimais. So the upgrades hold little value too.
But this so-called "feature" also makes dungeons less dynamic. But this not only affects the value of the items you gain, but it affects the quality in dungeons. IN the average Zelda game you usually look for a "map", a "compass", a "big key" and the key item. But, in this particular Zelda, all of that is practically given to you from the start. The map is already given to you, so there's no sense of "lost" when you enter, you already know more or less where you're going. And because you need those items, all the rooms are easy access. So these dungeons blaze through rather quickly. Not only that, but their less dynamic too. concentrated too much on the wall-merging gimmick, that they didn't worry about making these dungeons big and elaborate.
What this particular Zelda game tried to do was give rupees more value. But they were very lazy at it. all they did was just up the price and a bigger wallet. But it does the same flaw that Ocarina of Time did with its rupee system. able to gain so much rupees and so little time, making this game a cake wall. And i believe the the developers thought they had to do this because of the renting system was so heavily integrated into the game.
Worst of all, its too easy. enemies are easy to kill. No critical thinking, it was all a big puff of air (i would normally call it a "breeze" but that makes it sound like a good thing so its even lower).
Another problem with this game, not-so-original story. And i know a lot of people are going to underestimate Zelda's overall story to defend A LInk Between Worlds, but every Zelda has attempted to have subtle charm to it that made it "not as typical as you make it out to be". A Link to the Past didn't straightout had a counter-part world. it was a world created by Ganon. In Ocarina of Time, it wasn't just about defeating Ganon. But in this particular story, things get more typical. We officially have a "bizzaro-hyrule" called "Lorule",and rather than mixing it up, its basically dark world. Yuga was the least interesting villain. He has a weird idea of "perfection" and honestly, we don't even know what other motivations he has other than that. One would argue Hilda was the true villain, but it just doesn't seem that way when she did very little, even if it was her idea. Merging with Ganon was also not that great.
Design-wise they didn't look all that appealing either. Top-down perspective Zeldas aren't that great for 3D, especially with the heavy "liquid-smooth" and high-detailed polygons they had. But there was a way to do 3D and still look appealing, and i would argue, less details and polygons would've complimented the design well. Worst of all, this game had plenty of room to look different.
Overall, not that many note worthy extras, a few optional dungeons would've been nice if they actually had something important. This game doesn't make you want to collect 100%.