- Joined
- Aug 25, 2012
- Location
- Indiana, USA
The Silent Realms are a good example of stealth sections in Zelda done right. Stealth has a bit of a bad rep in Zelda because of its general slowness and tediousness. Getting caught in most of them resulted in simply being ejected to an earlier point and forcing players to catch up again. Sneaking also tended to be a bit gimmicky; I've been in caught in Ocarina of Time by guards who could apparently see through walls (Hyrule's forces have X-ray vision! Don't break the law!). The Silent Realms, on the other hand, give you a genuine want to stay hidden rather than just a need. Your adventure doesn't instantly come screeching to a halt when you're caught, but it does become a heck of a lot harder and isn't something you want. Guardians do kill you in one hit, but you're given an adrenaline-inducing break for redemption before that can happen.
This is how stealth should be handled in Zelda in the future, and Twilight Princess actually showed some if it in its Bulblin camp in the Gerudo Desert. When you're caught, the game simply gets harder, usually because of new enemy presence (similar to Metal Gear Solid, actually). This gives it a more realistic edge, and it still baffles me in Ocarina of Time when Link, the hero who can fall down mile-long pits and survive, slaying monsters left and right, filling every spare space he has with weapons, surrenders instantly to one or two women with spears. Link is a connection to the player, so the shot at redemption adds necessary realism. And to put it simply, it's annoying to let one small detail end your streak instantly.
As for whether I found the Silent Realms hard, I'd say I found them moderate. I never lost to any of them during my first playthrough, although I have bitten the dust from time to time since then. Rather than my death feeling like a cheap gimmick, I know full well it was my fault and I earned that giant club to the face, an effect all games should strive for with their difficulty. While I don't know about seeing the Silent Realms exactly as they are in another Zelda game, I'd love the general concept to return, as it was one of Skyward Sword's most brilliantly-executed ideas.
This is how stealth should be handled in Zelda in the future, and Twilight Princess actually showed some if it in its Bulblin camp in the Gerudo Desert. When you're caught, the game simply gets harder, usually because of new enemy presence (similar to Metal Gear Solid, actually). This gives it a more realistic edge, and it still baffles me in Ocarina of Time when Link, the hero who can fall down mile-long pits and survive, slaying monsters left and right, filling every spare space he has with weapons, surrenders instantly to one or two women with spears. Link is a connection to the player, so the shot at redemption adds necessary realism. And to put it simply, it's annoying to let one small detail end your streak instantly.
As for whether I found the Silent Realms hard, I'd say I found them moderate. I never lost to any of them during my first playthrough, although I have bitten the dust from time to time since then. Rather than my death feeling like a cheap gimmick, I know full well it was my fault and I earned that giant club to the face, an effect all games should strive for with their difficulty. While I don't know about seeing the Silent Realms exactly as they are in another Zelda game, I'd love the general concept to return, as it was one of Skyward Sword's most brilliantly-executed ideas.