ihateghirahim
The Fierce Deity
- Joined
- Jan 16, 2013
- Location
- Inside the Moon
TP overworld> SS or WW overworld.
That's not a bad thing, it just spread it's secrets out a little more. Gave you more space to be epic and stuff![]()
I read this as "space" overworld. I ain't even mad.
TP seems to have done this well. The overworld was vast and filled with many features to distinguish and add variety between the various provinces. When you travel over the land, you get a sense of Hyrule's vastness. You get lost in an epic quest as you battle enemies atop your horse. The horse makes traversing this world quick and easy. We are thus able to move around see the many features of this world. The warp portals are convenient, but the horse allows you to get lost in the experience of Hyrule. Smaller overworlds tend to be more about getting the next bomb-bag or getting from A to B. The large overworld creates an amazing experience that makes the quest itself more meaningful.
Come now, the fields are far from that dull. Recall the broken stone walls, chasms, river, forests, that rock with the giant dead tree, and all the other little features they throw in there.
It's a massive world and the scope is done well.
TP may be to some extent linear, but the character is free to explore the world as he wishes. The events of the story reverberate in the mini-games and puzzles of the overworld, and don't anyone blame Nintendo if you're too lazy to take advantage of the world they built for you. It's huge, the quest goes all over it, and its your job to explore it.
The game is linear from the beginning in order to build up the plot and the characters, even though rather long it worked. The Twilight Realm sections could be seen as a bit tedious but I think it was a great way to show advancing in a game, for example letting you explore the entire world from the get go is something very little games actually do. I don't see how letting one explore the world from the start would actually benefit a Zelda game, Zelda games are to an extent open overworlds but in order to get that sense of advancing through the plot and building up the game these beginning sections where key.JuicieJ said:Not really. You can only go to areas when the game says you can. Being "free to explore the world as [one] wishes" is being able to explore a large extent of the world from the get-go. There's never even a moment of deviation in Twilight Princess. Modern Zelda in general has been pretty bad about this, including Skyward Sword, but there's just not enough breathing room at*all*in*TP*due to both the game design and the structure of the overworld.
The game is linear from the beginning in order to build up the plot and the characters, even though rather long it worked. The Twilight Realm sections could be seen as a bit tedious but I think it was a great way to show advancing in a game, for example letting you explore the entire world from the get go is something very little games actually do. I don't see how letting one explore the world from the start would actually benefit a Zelda game, Zelda games are to an extent open overworlds but in order to get that sense of advancing through the plot and building up the game these beginning sections where key.
Plus after lifting the Light from Lanayru you are pretty much free to explore the depths of Hyrule as you please, and truth be told I didn't mind this. If I got to explore the world from the get go then it wouldn't give me the same sense of accomplishment, the thing that the Twilight Realm did was greatly the player a reason to save Hyrule. You got that sense of evil actually in Hyrule that little games achieve, once you clear up the Twilight it feels great to explore an area without that limitation and especially after the final one. I do believe to an extent a world should be open and instead of plot points blocking the path a more subtle solution could very used to make the world feel more realistic.
It's linear the entire way through. You're never "free to explore the depths of Hyrule as you please". You can freely visit areas you've already visited/completed as many times as you want, sure, but even after completing the third Twilight area, you can't just explore to your heart's content. Twilight Princess isn't the only Zelda guilty of this by any stretch of the imagination, but it's guilty of it nonetheless, and very heavily so.
It's linear the entire way through. You're never "free to explore the depths of Hyrule as you please". You can freely visit areas you've already visited/completed as many times as you want, sure, but even after completing the third Twilight area, you can't just explore to your heart's content. Twilight Princess isn't the only Zelda guilty of this by any stretch of the imagination (Phantom Hourglass, Spirit Tracks, Skyward Sword), but it's guilty of it nonetheless, and very heavily so.
The point is the overworld may have been big, but it had a ton of stuff, it was just more spread out. Again, LOOK at the map and tell me there weren't secrets and stuff in the TP overworld. I do however, have to agree with you Ventus on the difficulty curve, but that's off topic.
No, a space overworld in Zelda would be completely-
Oh. Sparse.