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I'll try my hand at this though.

1: Don't reward the player for cutting grass. If they want rupees, hearts, or ammo, they are going to have to earn them. Let the grass be cut if the player chooses to do so, but don't incentivize it.

2: Link should respawn with full health. Find a better way to punish players for dying than starting them with 3 hearts (or 6 in Skyward Sword's case). The only thing that accomplishes is wasting the player's time while they farm for hearts or quick-travel to a fairy fountain or potion shop. It does not make the game more fun or more difficult, only more tedious.

3: Make the map encourage exploration. Previously this has been achieved by hiding parts of the map the player has not yet explored, but if the Game Awards demo is any indication, we will have access to the full map from the start of the game. This means EAD 3 will have to find a new way to use the map to convey a sense of the unknown.

4: Good swordplay. Sword-and-shield combat barely passed for "combat" at all in Ocarina of Time and Majora's Mask. Despite the attempts of Wind Waker and Twilight Princess to develop the swordplay further, it wasn't actually good in a 3D Zelda game until Skyward Sword. Just because they seem to have dropped the motion controls doesn't mean they should go back to pre-Skyward Sword swordplay. They should try to adapt a similar system -- not 8-directional slashes plus stabs, but new mechanics that make sense for button controls. Honestly, the old mechanics are even okay, but they were never fully utilized. You could perform vertical or horizontal slashes at will, but enemies never required you to use a specific attack, making it an empty distinction.

5: Lots more puzzles because I want spemanig to be mad. :P