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Finished the main quest and disagree with a lot of it. I just didn't find all that many Topazes and am just confused about the complaints on the final boss. I think final bosses should ideally be using variations on things you've seen throughout the game, because the whole point is to test the skills you should have mastered throughout the game. But, taking the boss fight as a whole, it does what the OP wanted. It gave a one on one battle, and also introduced some new last minute mechanics to add a dash of excitement. Just didn't do that all in one phase, but I don't see why that should be a problem.

Overall, there are a lot of mentions of other 3D Zelda titles and how certain elements of TOTK didn't match up there. Which is because this is a different kind of game. To take the opposite, we can use Skyward Sword as an example. That one featured a fairly small world and the most linear progression. As a result, they were able to really make sure each moment was well crafted. Obviously not everything worked, but overall, I think traversing the overworld, the dungeons, and especially the boss fights were the best in the series. But, the feeling of discovery and exploration that BOTW and TOTK do so well was sorely lacking.

You can look at it as kind of a spectrum with Skyward Sword on one End, Breath of the Wild on the other, Ocarina of Time being somewhat closer to the Skyward Sword end, Wind Waker being more towards the BOTW side, and maybe Twilight Princess being pretty close to the middle. Everyone's gonna have their preference on what the ideal spot on that spectrum would be, and it seems like the OP would rather it be further towards the Skyward Sword side of the spectrum. Which is a valid opinion (I actually really do like the older Zelda formula and hope we haven't seen the last of it), but not necessarily a valid criticism.

Last edited by JWeinCom - on 22 July 2023