Ladies and gentlemen, redundancy at its finest.
Perhaps you should learn some manners.
In all seriousness, even if that statement wasn't redundant, it wouldn't change what I said about stimulation being the most important factor with difficulty in video games.
Redundant would be saying "Tonight, i want to rock you tonight". What i said wasn't redundant. i want a game to be designed with game in mind, which includes difficulty. And the reason i want more difficulty is because what little was stimulationg, didn't last long.
Yes, and every Zelda does this. Some games aren't as good about it as others, but the series is still consistently good with it. I'd say the best games about it are ALttP, MM, TMC, SS, and ALBW.
Thats one factor i'm mentioning "AGAINST" ALBW. I already mentioned why, but i suppose it wont hurt to reiterate that you get the big prize pretty fast but the reward is pretty slow.
Except those are the same thing.
Not dying a single time where death is possible yet improbable is not the same as a game lacking the ability to die. Its like comparing Wario Land 2 to Super Mario bros. Thats the problem with ALBW, there's death that can be possible, but it doesn't try to make you die.
I again refer to how we get better at games as time goes on, especially when a series that we've grown up playing is involved. I'm not going to say they're mind-bending like the Portal games', and I'm not going to say that I had a particularly difficult time beating the game due to my lengthy track record as both a gamer and Zelda fan, but they're certainly at a much higher caliber than TWW & TP. Quite a few dungeons are about on par with what you'll find in MM & SS.
I reiterate, i'm currently playing the older Zeldas and those are still much harder than ALBW. It doesn't matter how well i became with it, because i'm still having a more difficult time. The problem is its still designed to be easy. And MM had dungeons with a time limit, so i doubt they had room to say
Did you ever consider that it might just be a pretty short game? (Hint: it is)
Rude comments aside, Zelda has never been as short as it was except for Four Swords, and that was more of a minigame. The problem is that its short, not that it has short-gameplay. And that will never be justified.
Different people believe different things, so to each his own, but I would argue that TWW is one of, if not the weakest entry in the series. It's still very good overall, and it has a lot to offer, but again, it's pathetically easy, and the sailing is nothing short of a snorefest during lengthy sessions.
TWW mostly offered "water" but the problem with ALBW is it had potential to actually be a fullfledge game, the length of the other handheld games but they end up being shorter.
I don't even know what you're trying to say here. You also took what I said too literally.
IF you're saying i took it too literally, then you know what i'm trying to say.
EDIT: Another problem i find with ALBW is that it moves too much of what previously happened just for the story to exist. it was most definitely not "non-intrusive". The story was basically retconned and the phrase of the master sword being sealed "FOREVER". ANd this made sense as in Zelda 1, Zelda 2, and LInk's Awakening you don't obtain the master sword. In Oracle games you do but more as an optional item by using the password system. so it can easily be considered "extra" just like the bombchus and the biggoron sword.
But there's also the fact that it mentions the seven sages other than Zelda in the portrait. And etc. etc. But hat i did like in the game as the idea of splitting up the triforce, and that makes sense since Zelda 1 and Zelda 2 you're not looking for the whole triforce, you're looking for single piece of it. But unfortunately, it makes the timeline of the fallen hero that much more redundant.