| RolStoppable said (..) My definition of wishy-washy is that something is lacking a clear focus and my review of ALBW doesn't contradict that, rather it points out that the dungeon design is indeed filled with more puzzles and fewer enemies than the classic games; the increased focus on puzzles was born out of necessity in the first 3D game because combat was difficult to program while puzzles weren't; when Aonuma took over Zelda, he stuck with that direction of more puzzles because that's what he likes; but that's not what Zelda initially was, if you remember the original game. (..) |
Random thought on this, I don't mean to enter this discussion, but still;
One might say that with the old games it was the other way around. Puzzles were more difficult to program than combat. There would have been no way for the NES to have a dungeon with changing water levels for example. Besides, the NES original still had light puzzles; block puzzles, The Lost Woods, puzzles hiding entrances to dungeons, and whatever else. A Link to the Past already had more elaborate puzzle solving, Link's Awakening even already had more elaborate puzzle solving, so it wasn't like this wasn't a thing in the series already. Maybe the N64 just finally gave them enough power to give the balance they wanted.







