RolStoppable said:
This isn't about toon Link Zelda games, but rather the last three games (TP, PH and ST). Wind Waker had a certain charm to it and the travelling wasn't seperated from the normal gameplay. Getting on and off the ship was seamless, although overall the overworld felt a little bit too empty and many islands ended up being nothing than a big rock with barely anything to do on it. I want Zelda to go back to a compact overworld that is filled with stuff to do instead of these vast worlds in the latest games that take minutes to get from one end to another with barely anything to see during that time. |
Traveling wasn't really separated in Twilight Princess, either - and I'm not sure I see the complaint in that game, as I play through it again. After the game opens up (when you get the Master Sword) you can warp to within sixty seconds of wherever you want to be, and new warp points are given to you as you do more and more exploring. The scale of Twilight Princess creates a problem, but I think it's solved pretty elegantly in that you don't have to run across it unless you want to. I often do, by the way: I just like seeing everything as I run from place to place.
Big, empty spaces is just a consequence of scale, and scale is something that's become increasingly more important to the Zelda series ever since Ocarina of Time. Majora's Mask probably had the least empty space, but even that had quite a lot. I think Twilight Princess presents an elegant solution to the "taking minutes to get to the other side" problem by introducing multiple warp points that can be used to quickly go to wherever you please, presenting the option of whether or not you would like to make the several minute long trek to your destination.
Spirit Tracks and Phantom Hourglass are different, though. Way different. Do you want to know why I think they're so different (which is to say what I think the reason for the difference is)?