| Khuutra said: 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. |
The Resident Evil comparison is based on how Twilight Princess seemed to focus on a lot of 'fetch quests' and block puzzles. And as for another of your points, no, past Zelda games didn't focus on block moving puzzles. You may have had to move some blocks or even push a block into a hole to get onto a ledge. But nothing like the block 'puzzles' in Twilight Princess, which essentially were just giant versions of 'sliding' or 'block' puzzles. Hence my reference to Resident Evil, which have used them multiple times in the past.
The difference is, Resident Evil used those puzzles due to a limited movement interface with the game and it made doing puzzles on the Playstation much easier. In other words, they wouldn't have been able to control the character well enough to move blocks with the set camera and enemies attacking. Whereas Zelda games can and it just feels like busy work that breaks the flow of the 'action' game to make you push blocks around and do a sliding block puzzle. Even the Ice Cavern in Ocarina of Time, when you pushed the blocks to certain points, you could jump from those points to a ledge and weren't forced to completing the puzzle. No such luck with all the puzzles in Twilight Princess.











