sundin13 said:
That was pretty much all speculation and supposition...Okay, cool? I mean, you seem to be criticizing Zelda as a franchise right now, and we have already heard that this new game plans to do a lot of new things to the series. Also, games like LttP didn't really have a feeling of immenent danger. I could run back and forth across the map 20 times and not lose a single heart. Overall, you are complaining about the last few Zelda games, not this new one. Wait until we see more before you start throwing a fit... |
The problem is Anouma. Twilight Princess has a large world to explore, but empty and without the danger lurking. Anouma received a lot of criticism about Wind Waker, but he kept the same structure in TP and SS, I know what to expect from Aonuma. Another thing, Link had no sword in the trailer, this is an attempt to take away the myth of heroism from the game . Adventure games - especially Zelda - need the heroic factor to motivating adventure, exploration and fighting monsters. When Wind Waker came out in 2003, people have criticized the structure of the game, and Aonuma promised changes, but no changes for the better but for the worse. Skyward Sword has a bad structure, seems the game was made by amateurs, SS has seven temples. Six temples in 3 different areas and you have to visit the same areas, 3 times during your progress on the game (the last visit, you have to collect musical notes - after speaking with the Dragon- in the forest area, an absurdity in terms of design and game structure). Aonuma has transformed the structure of an adventure game, into a puzzle game full of puzzle (and the bonus, Skyward Sword, has a mission of espionage, like MGS , what a crappy design).
Structure of a puzzle game - repeat until you learn to master the game. Structure of an adventure game - evolution, you feel that you transform yourself from a weak character to a stronger character, Through exploration, combat against monsters. Aonuma to strive for focusing too much on a puzzle structure, the game loses the characteristics of combat arcade game and structure common in the early Zelda games.







