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@ richardhutnik: I'm just being sarcastic because some of the things in zelda games these days. The positive feedback is getting whatever was in the chest, not some stupid unskippable animation and repeated dialogue box every time. Wind Waker is a perfect example of it. And it's definitely a problem with modern video games. Every time you even get a red rupee (directly given to you or in a box NOT off the ground) they feel the need to go through the whole rigamarole. So, Devs should cut the crap (and the hour or so of repeated unskippable animation in the course of a game) assume that you don't need an explanation for the same thing 40 times in a game and give more content that you can actually advance toward.