RolStoppable said:
No, it's not. The dungeons use the same flawed formula, they are mostly linear and heavily focused on puzzles instead of fighting bad guys. Towards the end the game even tries its best to serve you anything but a dungeon. The RPG elements are bad, because you aren't really fighting much. The sword cannot be upgraded by the player, it's all done through story progression. The upgrades you can buy for the slingshot and bow are basically worthless, because you hardly, if ever, need them. Shield upgrades? Not much of a reason to bother either, because the enemies aren't particularly aggressive. When the Zelda series started, getting a better sword was a glorious moment. Purchasing equipment and finding heart containers was also a great experience, because you instantly recognized the value of these things. In modern Zelda games it doesn't really make a difference and worse, in the last three console games (TWW, TP, SS) you can't even find a better sword. |
Doesn't change the fact that the dungeons are dungeons and the RPG elements are RPG elements. You can talk to people, you level up after each boss. Now if you say they should do it better then yes you are correct. That last bolded point, thinking back on it, Skyward Sword does that the most. Upgrading each weapon you have and other items havn't been done to the degree that Skyward Sword does it. I think you can even upgrade your sword (Can't remember for the life of me, it's been a few months). I personally disagree with you though, Skyward sword takes the core of what Zelda does and pushes it to the extreme, you can't go back to older ideas because Skyward Sword is nothing but old ideas. Combat has never been the fore front of Zelda games until Twilight Princess, and even then they took it to the next level with Skyward Sword (Enemies parrying you, having to strategize on how to strike your blows, etc). All Zelda dungeons are linear, the only time I found them non-linear was when you'd fall down a few floors down and have to climb back up. Hell the dungeons in Zelda have always been about locking you in an area until you found a key or you got the dungeon's weapon to get to the next area. I don't think there has ever been an instance when your hand hasn't been guided through a dungeon (Getting to a dungeon on the other hand). You say RPG elements and leveling up, but except for sword upgrades (Which are never needed), there aren't any in Zelda, atleast not any different than what Skyward Sword does, and not nearly as much (Different tunics, shields, hook shot, and more MP is all I can think of. Zelda 2 actually had a level system though). So I guess I question you this Rol, what's Skyward Sword missing from previous Zelda games but different swords? (Which by the way your sword gets upgraded from the Goddess Sword to the Master Sword, much in the same way as a Link to the Past).








