Roar_Of_War said:
I have to agree with you about Twilight Princess (that was actually my mine gripe with it), but all the things you said against Wind Waker indeed sound preferenced. I hardly ever got annoyed having to play the wind waker (and I'm not the most patient person, either), and the idea of it was interesting enough, anyway. It wasn't useless, which is another great thing about Wind Waker - Almost none of the items ever became useless (like in Twilight Princess). As for the stealth, not everyone hates that, you know. You shouldn't call it a flaw, especially since its far from "horrible". As for the islands....okay? You sound like you're forcing it. The only part I really didn't like so much was the Tri-force chart bit towards the end, and even then at least you got in some good exploration. Its not nearly as bad as some people say.
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The islands is forcing it? The islands were the worst part about the game. Like I said, look at Skies of Arcadia, a game released 3 years prior. Skies of Arcadia has vastly different landscapes with all sorts of things to discover, vast differences in local architecture and customs, and you don't have to change wind direction every second. Wind Waker does a poor job of making the Koroks and Rito feel distinct and unique (customs? music? artwork? social interaction?), architectural design is bland everywhere outside of Windfall, the world is just a vacuous and therefore uninteresting world.
You want to know why I loved TWW the first ten or so hours? It was because of the exploration. Want to know why I hate it now? Because of how repetitive exploring is. Discovering new islands was an anticlimactic experience time and time again. There were lookout towers in over half the grid locations, islands were nothing but a puzzle with nothing to really explore (sometimes with nothing to do at all, other than pull up a treasure), submarines were all the same. It wouldn't have been so bad if all the islands didn't look nearly identical to one another, and if more islands were larger. There wasn't a single small continent throughout the entire game.
The most indicative example of how mundane TWW's overworld is, is when you enter the ghost ship, and it's just another fucking submarine on the inside.
Perhaps my biggest problem with Zelda these days, however, isn't so much the gameplay as it is the world design. The series feels more and more like a game, and less and less like an epic adventure with the unknown around every corner.
Currently playing: Uncharted: Drake's Fortune, NBA2k11, Metal Gear Solid, Picross 3d