spemanig said:
It's always obvious where to bomb walls. The map indicates that clearly, and the walls make a different sound when you hit it with a sword. It's literally designed that way to make you want to explore the dungeon an find shortcuts through it. The dungeon designs in Zelda 1 do more to match the way you're supposed to feel in Zelda than any of the games since have done, barring Zelda 2. The dungeons in Zelda 1 were clearly primative to what a Zelda game of today should be, the same way its overworld was. Zelda Wii U's overworld was inspired by the openess and freedom experienced in Zelda 1. It's not a 1-1 replica. It's an update of that formula, and Zelda Wii U's dungeons should be just that, an update to that formula. Dark Souls is that update.
You're the one who's wrong about Zelda. Miyamoto created Zelda through the experience of exploring caves as a child. Theres a fear of the unknown, and a bravery, and a perserverence to doing something like that. That's not reflected at all with how Zelda dungeons are designed today and the new head of Zelda seems to feel the same way, if he really does intend to remove puzzles from Zelda games like he's basically said he would. It may not be dark souls yet, but it's one hell of a start.
Of course Dark Souls isn't an exploration game. It does have exploring, though, and it does have dungeons, and you are exploring those dungeons. Just because you aren't using a boomerang to hit switches doesn't mean it isn't a dungeon. I don't want Zelda U to be Dark Souls, I want the dungeons in Zelda U to feel like the dungeons, and heck everything, in Dark Souls. That's how dungeons used to feel, that's how they are supposed to feel, and that is half of why Zelda is even a relevant franchise today. I won't get the experience I want from Zelda U by "just playing Dark Souls."
You did more than just fight in Zelda 1 dungeons. The entire point is that you go in them feeling lost, and you have you find your way to the end by putting the peices together. You absolutely needed a map in the original Zelda. You needed to plan where you wanted to go. You don't need a map in modern Zelda dungeons. Not even in intricate ones like the water temple. It's just a linear progression of puzzles. You aren't exploring. You're being taken on a pleasant tour. You're not getting lost and finding your way. There's no sence of danger or adventure to the new dungeons. They are beautiful, and they have great music, and yet they are relentlessly predictable. And there are obviously exceptions for every dungeon. There are moments where you feel free, but they are fleeting and often feel accidental.
All I'm doing is telling Picasso to stop painting like Da Vinci. Nothing I've said regarding the dungeon structure conflicts with Miyamoto's views of Zelda. Cutting a sign and seeing it float isn't the same as shooting an arrow at an eye to move a platform.
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@ Bolded, the maps will usually show rooms you haven't been to (although if I recall correctly, some do not even appear on the map), which can hint at some of the bombable walls, but it will not make you suspect a bombable wall between two rooms you have already visited. Your sword makes the regular slashing sound no matter what wall you hit; the 'ping' sound of a bombable wall was added in a later entry (I think A Link to the Past, even though that one's bombable walls are clearly cracked).
@ Italicized, Miyamoto created Zelda from his experience exploring caves as a child with a lantern. Item usage is integral to the core experience.
Second bolded sentence amounts to, "I don't want Zelda to be like Dark Souls, I just want it to feel like Dark Souls," which is pretty funny. You liken Miyamoto to Picasso painting like Da Vinci, yet Zelda represents an extremely unique mix of action and true adventure as it is, and you are the one urging for it to be more like another already existing experience!
I have provided a detailed analysis of The Legend of Zelda to support my argument, and you have responded with your best "nuh-uh." In conclusion,
