sundin13 said:
Dannythegamer said:
The purpose of the trailers is to create empathy or anxiety to the players, and so they will want more information or news about the game. The game failed in this aspect. The artistic direction did not help, on the contrary, this art is a trend seen in Skyward Sword - one of the reasons why Skyward Sword be a commercial failure. Another problem in Zelda's developed by Anouma, it will always be a quiet place, with no sense of impending danger. Putting random monster from time to time will not take away the feeling of security, on the contrary. It is just "another random monster". Hyrule should always be a dangerous and mysterious place (hence the feelings in the old Zelda games, lost in these new games of this franchise - Zelda is an adventure game, but the sense of adventure was lost in recent Zeldas).
Hyrule should be a place full of monsters to fight for our safety,always and continuously. This feeling was lacking in Wind Waker, Twilight Princess and especially in Skyward Sword and Nintendo DS Zelda games. Putting a whole colorful Hyrule and a monster here and another monster there, does not bring the feeling of imminent danger of the early Zelda games.
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That was pretty much all speculation and supposition...Okay, cool? I mean, you seem to be criticizing Zelda as a franchise right now, and we have already heard that this new game plans to do a lot of new things to the series.
There are many reasons that Skyward Sword didn't do amazingly well commercially, I don't think its art style was the primary concern (and even if it was, this game doesn't look like Skyward Sword). The second half of your first paragraph sounds like you like where this game is going. It is giving you a bigger world to explore with danger constantly lurking around. This game is calling back to old style Zelda games, so why are you complaining?
Also, games like LttP didn't really have a feeling of immenent danger. I could run back and forth across the map 20 times and not lose a single heart.
Overall, you are complaining about the last few Zelda games, not this new one. Wait until we see more before you start throwing a fit...
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The problem is Anouma. Twilight Princess has a large world to explore, but empty and without the danger lurking. Anouma received a lot of criticism about Wind Waker, but he kept the same structure in TP and SS, I know what to expect from Aonuma. Another thing, Link had no sword in the trailer, this is an attempt to take away the myth of heroism from the game . Adventure games - especially Zelda - need the heroic factor to motivating adventure, exploration and fighting monsters. When Wind Waker came out in 2003, people have criticized the structure of the game, and Aonuma promised changes, but no changes for the better but for the worse. Skyward Sword has a bad structure, seems the game was made by amateurs, SS has seven temples. Six temples in 3 different areas and you have to visit the same areas, 3 times during your progress on the game (the last visit, you have to collect musical notes - after speaking with the Dragon- in the forest area, an absurdity in terms of design and game structure). Aonuma has transformed the structure of an adventure game, into a puzzle game full of puzzle (and the bonus, Skyward Sword, has a mission of espionage, like MGS , what a crappy design).
Structure of a puzzle game - repeat until you learn to master the game. Structure of an adventure game - evolution, you feel that you transform yourself from a weak character to a stronger character, Through exploration, combat against monsters. Aonuma to strive for focusing too much on a puzzle structure, the game loses the characteristics of combat arcade game and structure common in the early Zelda games.