Gnac said:
There's no reason why a more compact world cannot be made in 3D. Especially when working with a hardware system that can load assets efficiently, as the GC's mini-discs were designed to do. Wind Waker was a ballsy examply of artstyle and draw distance, but it also appeared to be an example of an extremely rigid design which added (finding treasure was fun, also WHAT IS IN THIS QUADRANT) and detracted (OH JEEZIS, more sailing, where's Kepora Gebora when you need him) from the formula. Basically, I don't really care how old my link is. I just want a rich, compact experience, where I don't feel disapointed that the promises that made me excited for a thing turned out to be disappointing. I'm gonna pull my pants down right here and say that Skyward Sword is actually pretty fucking good. It's not grimdark, and again, Link's age means about as much as the story, because by now I understand that it's just a legend passed down through time, and as such embellished and edited. It's just that Skyward Sword was a much too ambitious attempt to combine Wind Waker and Twilight Princess together. Aonuma should really do what proper Zelda fans do on a regular basis: play all the games all over again. I'll be doing this myself, soon. |
As I said, there was a reason 3D Zelda couldn't have a large and dense world; limited hardware. And as I said, MM could only do what it did because it was a smaller sequel to an already huge game. If Ocarina of Time, or any original Zelda was stuctured like that, people would have been pissed. Heck, people where already pissed with MM. I never grew tired of the sailing. There were flaws to Wind Waker, but most of them were design choices due to limited hardware, like the slow sailing speed because if it was faster, the areas wouldn't have loaded fase enough. Both Wind Waker and MM absolutely succeeded with their design choice. It literally couldn't be done any more flawlessly, given the hardware constraints. The time based quests where a brilliant way to make the limited area more alive; it did Watch_Dogs before Watch_Dogs did Watch_Dogs.
Like I said, Aonuma isn't being a show off, he's pandering fanservice. It's not for him, it's for "us." Skyward Sword is a perfect examply of why a tightly integrated world wasn't possible. The areas where tightly packed, but because of hardware constraints, there where only three of them, and they where emersion-breakingly devided. The only way it could be done was with the introduction of the sky, which gave the game time to load the other areas. Not why the sky itself was boring is completely Aonuma's fault, but before the Wii U, the world had to be small, devided, and dense, or large, open, and barren. There wasn't an option for a large and dense world unless it went through short cuts like WW where the world was more dense and still open than most 3D Zelda's, but nothing when compared to the density of SS and MM.
Like I said, his resent comments and work with ALBW prove that he's getting all the closer to perfecting things. I loved Skyward Sword. I also loved Twilight Princess, but there flaws run deeper than any other Zelda game. They both game exposition priority over gameplay more than any other Zelda. They both were hand holdy. They both overdid it with the tutorials. Skyward Sword destroyed free exploration in favor of linearity. Twilight Princess was a checklist of how not to offend the "hardcore" retards. It was unoriginal. And worst of all, both tried to outshine OoT instead of trying to be good games on their own merits. They were concieted games, and they didn't deserve to be. OoT, MM, WW, and now ALBW were all modest games, when they didn't need to be. They just wanted to be fun.
I feel like Zelda U will just strive to be fun, too. SS and TP were weaker because of Aonuma's insecureties of fan expectations, not because he thinks he's a gift from god. The games were cocky and the "fans" were cocky, not him.







