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RolStoppable said:
kitler53 said:
well i agree zelda needs a change, not sure i follow your logic exactly. the formula is getting stale to me, i just know what to expect too much. so here are my rules for a fresh zelda experience.

no boomerang
no hookshot
no bow and arrow
no bombs

a zelda game that can't rely on those old hats is a zelda game that will require new, fresh, great ideas.

Might as well take the sword out too while you are at it. But in all seriousness, that was a nice joke post of yours. It has to be, because otherwise the following sentence is the most blatant selfcontradiction I have seen since I logged in the last time.

"hold onto the core elements while delivering a brand new experience."

Granted, this is the first thread I have read since then, but... bah, let's just move on to serious business for real.

Taking out series staples like bombs, boomerang and bow and arrow won't do Zelda any good. These are essential items for a game like Zelda. For example, you need to be able to blow up rocks and walls to discover secrets. The problem nowadays isn't what items you get, but rather how they are used. In the past they were valuable weapons, nowadays they are not much more than tools to make an enemy's weak point vulnerable or something along those lines. Enemies in general are pushovers and bosses follow set patterns that make it easy to defeat with them without ever getting hit.

What needs to happen is a shift back to combat and away from puzzles. Tougher enemies, more weapons and more upgrades. How about at least five different swords or rather ten? With enemies that actually take skill to defeat, items like the boomerang to stun them become useful again. Arrows could take out enemies with one or two hits again while with the sword it takes six to eight. That's the kind of stuff that gives items an actually valuable purpose, not this overabundance of puzzles that was put into the newer games.

Zelda needs to become an actual video game again. The definition of a game is something that can be won or lost. If it's almost impossible to die, in other words lose, then a game is less of a game and more like an experience. This is the main problem of Zelda: It can't be the epic adventure it's supposed to be, if it's a walk in the park for the player.

well it wasn't meant to be a joke post but i agree with everything you said, especially the underlined.  i actually like the puzzle elements to a point, i just need new ones when they are present.