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Kenryoku_Maxis said:

You must have skipped all those Twilight Princess threads for the last 2 years then.  My views are not alone.

And it doesn't come down to me thinking the game sucks compared to another Zelda game or me obsessing over one Zelda game and thinking Majoras Mask should be 'like' it.  I have liked nearly all Zelda games that have come before and to a certain extent, I liked Twilight Princess.  But not for the same reason as the past Zelda games.  Twilight Princess focused heavily on production values, story and characters (like Midna).  And while some of those characters were great (Midna probably the best character in a Zeldga game yet) and the graphics were amazing, the gameplay wasn't as good as past Zelda titles.  It was as I described, long and arjuious with even bouts of tediousness; such as having to do the stupid puzzle with the statues to get the Master Sword or collecting soup items for an Abominable Snowmans wife....nearly everything about the game screamed stalling and busy work and fetch quest instead of the usual strong Zelda level design.  I mean, are we playing Zelda or Resident Evil?

It also doesn't help that the farther you go into the game, the longer the levels get and the less interesting the game gets.  Probably the most interesting thing to do in the whole game was climbing on ceilings with the Iron Boots.  And you do that early on.

Never meant to imply that your views are in a vacuum, simply that no one had ever said such a thing to me.

Our experiences of the game could not be any more different, it would appear. I found the puzzles both fun, challenging, and organic, sensible in that they made sense in the conext in which they were presented. Faron Woods is the easiest example since I jusp layed through it again, but the use of the Gale Boomerang alone was petty stunning, especially for an introductory dungeon. The Yeti House was actually my favorite dungeon in the game, partially because I didn't realize it was a dungeon until I had gotten the map. The puzzle-solving in it, though, the way one interacted with the environment, was fantastic. Easily one of the strongest dungeons the franchise has ever produced.

I understand being frustrated with the Master Sword puzzle, but the Resident Evil comparison escapes me. Block-moving puzzles or logic puzzles are new to you in this series? I do not think I understand.

Again: it would appear that our experiences could not be more divergent.

And since I apparently will not be picking up Spirit Tracks for two more days, this may only be exacerbated in the intervening period.