Khuutra said:
Demotruk said:
He was talking about puzzles in the quote in the OP! You even said it yourself.
All I am hoping is that Miyamoto keeps that element of the game toned down. Although even more important are the other elements of fluff in 3D Zelda, and so far we haven't see much of them, thankfully.
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Puzzles are an integral part of Zelda, and have been since Link to the Past. "Toned down" could mean anything. Spirit Tracks and Phantom Hourglass belong to an entirely different school of design than 3D Zeldas.
What fluff are you referring to?
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Cutscenes, narrative and mandatory activities that get in the way. We haven't seen much of that yet.
I think who you're really looking to argue with is Malstrom, I'm sure he'll respond to your e-mail, I can't act as a proxy. I actually liked the look of SS when I saw the trailer was using motion controls for fluid combat and had a focus on all the weapons, while Malstrom responded that it wasn't good because they should have showed the adventure, the content etc. I don't agree with him because it would be hard to get excited about another Zelda adventure if it didn't look like they had taken the right approach with the controls and the gameplay.
A game I'm developing with some friends:
www.xnagg.com/zombieasteroids/publish.htm
It is largely a technical exercise but feedback is appreciated.