RolStoppable said:
Yes, that's right. The first, last and only 3D Zelda that allowed you to play some dungeons out of order was Ocarina of Time. Afterwards your path through the game was always predetermined which can at least be partly blamed on items becoming more important to solve puzzles in dungeons. The newer games only give you an illusion of freedom, but at some point you realize that you really have not much of a choice on where to go next. Regarding SS's upgrade system, what was bad about it was that you couldn't upgrade the sword and that you had to collect random stuff instead of spending only money or finding better stuff in optional areas of the game. That and most upgrades didn't have any impact on the gameplay. The purpose of upgrades is to kick ass and that element was sorely missing from SS. Just compare SS's upgrade system to finding the White Sword and Blue Ring in the original Zelda. The latter actually meant something. |
What I've said for quite a while now is that Zelda should go back to its roots in certain regards; in the early (or late) parts of the game you should be free to enter any temple/dungeon you like, which will change later on in the game where you have to do them in the right order. Or, you have to do the dungeons in the right order in the the beginning of the game collecting all your items so you're free to do any temple in any order you like to.
And I agree SS has some faults regarding upgrading the gear, but I think it's a step in the right direction!! You could have alternative bosses (not required to beat to complete the game) that gives you better gear when defeated.
I'm on Twitter @DanneSandin!
Furthermore, I think VGChartz should add a "Like"-button.













