- Joined
- Sep 4, 2014
I came to a conclusion of what made a true Zelda game just from seeing the first three Zeldas.
The first Zelda was a top-down perspective but with but no in-game story to follow. You had to look at the story though manual. You traveled through out the game finding secrets in hope that it would help you get to a dungeon. You could buy Keys, shield, food etc. the most common item was your bomb and arrows.
Zelda II: The Adventure of Link, had a top-down perspective overworld in a more of an RPG style. But specific areas such as towns, caves, and dungeons were side-scrolling. they weren't unwelcomed. However, the game was much more linear. You had to beat the dungeons in order (unless you were incredibly lucky and was able to clear through a cave without a candle).
A Link to the Past had brought back most of the overworld design of the original LoZ, however it expanded more on what the original had. More heavy usage of items. There wasn't any side-scrolling anymore.
From the original 3 games, i noticed one thing that kept consistent, and that is having secrets to discover. The original Zelda made you discover everything, including the main quest. Having to bomb walls, or burning bushes to find secret passage ways. the game was filled with secrets. You could get a heart container, you could get more rupees or a shield. Zelda II was more linear and less secrets, but there was enough of them to look around for. The overworld had certain areas where you can get point bags, and heart containers and even fairies. ALttP followed closer to LoZ, and the secrets were more than just bombing walls.
Since then, we had received Link's Awakening (DX), Ocarina of Time, Majora's Mask, Oracle of Ages/Seasons. Most of these were very linear, but you still found away to discover areas and find secrets one way or another. Ocarina of Time had fewer secrets, but other distractions to take up. There were a few areas to enjoy.
But things changed with Wind Waker, there was barely any secrets or distractions. The main goal was to travel island to island with big heeps of water. Traveling from island ot island was also a chore. The fun were all in the islands. but to me that wasn't enough.
But this game spoke more than just afew changes. With Wind Waker, Nintendo tried to say that they wanted to try something new with Zelda or try to rewrite the formula. People didn't take too kindly to this (at first) in which is why Twilight Princess came out And granted, the game had a lot of potential. its still a few people's personal favorites. but it was clear the game could've been "more". Nintendo did it to please the fans, but they didn't give it their all. We also received the Four swords adventure, which were interesting but designed too much like minigames. Then came Minish Cap, another fan favorite but there was still something wrong. The secrets in this game were scarce, and most of the discovery had to be through merging kinstones. It was way too tedious. But this didn't stop Nintendo to keep trying to re-invent the Zelda wheel. We also received Spirit Tracks that changes the style of traveling all through tracks. It was a nice idea, but it just wasn't "Zelda". As time progressed, these games have received less and less secrets and distractions. These games started becoming more and more streamlined to the main quest.
Skyward Sword took the cake when most of the quests was just talking, and doing menial things. The sky overworld had nothing to enjoy. it was just a hub to get to other specific areas. and those areas aswell didn't have much of a distraction. It was streamlined for the main quest. The problem wasn't that it was too linear, it just didn't have enough distractions or secrets to hide the linearity.
But now....lets look at ALBW: it does almost what it claims to do, go back to the original formula, but it doesn't....It tries to streamline further. Yes, some elements from ALttP had returned, but the level of distractions are barely intriguing. The game gives you prizes for little menial tasks. For every 10 Maimais you collected, you would gain an item upgrade. Whenin the history of Zelda have you gotten an upgrade so easily? the renting system makes dungeons less dynamic, rather than gaining an item in the dungeon that helps you beat it, you get them before you even get in. Sure there were some distractions. but part of the problem is you can get passed them and never really know they were "fun".
Ever since Wind Waker, Nintendo has been making the same claims over and over. that they want to reinvent Zelda. it gets to the point that they dont look much like Zelda games anymore.
The first Zelda was a top-down perspective but with but no in-game story to follow. You had to look at the story though manual. You traveled through out the game finding secrets in hope that it would help you get to a dungeon. You could buy Keys, shield, food etc. the most common item was your bomb and arrows.
Zelda II: The Adventure of Link, had a top-down perspective overworld in a more of an RPG style. But specific areas such as towns, caves, and dungeons were side-scrolling. they weren't unwelcomed. However, the game was much more linear. You had to beat the dungeons in order (unless you were incredibly lucky and was able to clear through a cave without a candle).
A Link to the Past had brought back most of the overworld design of the original LoZ, however it expanded more on what the original had. More heavy usage of items. There wasn't any side-scrolling anymore.
From the original 3 games, i noticed one thing that kept consistent, and that is having secrets to discover. The original Zelda made you discover everything, including the main quest. Having to bomb walls, or burning bushes to find secret passage ways. the game was filled with secrets. You could get a heart container, you could get more rupees or a shield. Zelda II was more linear and less secrets, but there was enough of them to look around for. The overworld had certain areas where you can get point bags, and heart containers and even fairies. ALttP followed closer to LoZ, and the secrets were more than just bombing walls.
Since then, we had received Link's Awakening (DX), Ocarina of Time, Majora's Mask, Oracle of Ages/Seasons. Most of these were very linear, but you still found away to discover areas and find secrets one way or another. Ocarina of Time had fewer secrets, but other distractions to take up. There were a few areas to enjoy.
But things changed with Wind Waker, there was barely any secrets or distractions. The main goal was to travel island to island with big heeps of water. Traveling from island ot island was also a chore. The fun were all in the islands. but to me that wasn't enough.
But this game spoke more than just afew changes. With Wind Waker, Nintendo tried to say that they wanted to try something new with Zelda or try to rewrite the formula. People didn't take too kindly to this (at first) in which is why Twilight Princess came out And granted, the game had a lot of potential. its still a few people's personal favorites. but it was clear the game could've been "more". Nintendo did it to please the fans, but they didn't give it their all. We also received the Four swords adventure, which were interesting but designed too much like minigames. Then came Minish Cap, another fan favorite but there was still something wrong. The secrets in this game were scarce, and most of the discovery had to be through merging kinstones. It was way too tedious. But this didn't stop Nintendo to keep trying to re-invent the Zelda wheel. We also received Spirit Tracks that changes the style of traveling all through tracks. It was a nice idea, but it just wasn't "Zelda". As time progressed, these games have received less and less secrets and distractions. These games started becoming more and more streamlined to the main quest.
Skyward Sword took the cake when most of the quests was just talking, and doing menial things. The sky overworld had nothing to enjoy. it was just a hub to get to other specific areas. and those areas aswell didn't have much of a distraction. It was streamlined for the main quest. The problem wasn't that it was too linear, it just didn't have enough distractions or secrets to hide the linearity.
But now....lets look at ALBW: it does almost what it claims to do, go back to the original formula, but it doesn't....It tries to streamline further. Yes, some elements from ALttP had returned, but the level of distractions are barely intriguing. The game gives you prizes for little menial tasks. For every 10 Maimais you collected, you would gain an item upgrade. Whenin the history of Zelda have you gotten an upgrade so easily? the renting system makes dungeons less dynamic, rather than gaining an item in the dungeon that helps you beat it, you get them before you even get in. Sure there were some distractions. but part of the problem is you can get passed them and never really know they were "fun".
Ever since Wind Waker, Nintendo has been making the same claims over and over. that they want to reinvent Zelda. it gets to the point that they dont look much like Zelda games anymore.