>wind waker lite, has fun sailing and map mechanics
vs >shitty linear railroads with obnoxious trains attacking you on said roads
I'll never understand why people dislike phantom hourglass but like spirit tracks. And I say this as someone that likes both. Just the former more
Here's my problem with Spirit Tracks, outside of it literally being on rails: the tower of spirits sucks. It's designed to be an "improvement" over temple of the ocean king but the whole point of temple of the ocean king is that it's one massive, interconnected master dungeon. Why even have the master dungeon concept in Spirit Tracks if you're going to separate all of its parts? Just makes the game feel like a slog at that point.
Post template.
Also wind waker in second c'mon, it was baby mode throughout, you can't arrive in endgame and get hit for 1/4 heart when you have 16. Also it wasn't finished.
Depends on what you like. Writing, music and presentation are absolutely top notch. Going to sunken Hyrule Castle is an amazing cinematic moment, unmatched by anything in the series. Dungeons and enemies are too easy and the game is too short are valid criticisms, but it’s outweighed by the storytelling for me. Combat has never been good in 3D Zelda anyway.
From what I've played >Loved and always enjoy a replay
Majora's Mask
OoT
Link's Awakening
OoS >Loved but have no desire to replay
BotW
ALBW
OoT
ALTTP >Finished but didn't really like
Twilight Princess
Wind Waker >Dropped because I wasn't enjoying myself
Skyward Sword
LoZ
AoL
Having a good time with TotK but honestly when I'm done and seen everything I think it'll be a bit like BotW and I won't have any desire to replay it
also, I stopped playing TOTK a day ago. I wanted to finish it but couldn't bother which never happened to me before with a zelda game. I get why people love these open world ones but I just don't like open world. It feels like filler content after filler content with only the opening hours being true kino and the narrative always suffers from the structure. Memorable moments and handcrafted things for the player to see and enjoy just don't work if you can go everywhere anytime. I'm really sad we won't get a new classic zelda again. But hopefully at least some remasters, please nintendo..
I'm in the same boat as far as TOTK goes. It bores the piss outta me and I wonder how I managed to finish BOTW after playing it. I just can't bother to pick it up again and I hope Nintendo announces some kind of traditional Zelda again soon, hopefully a classic top down one.
>hopefully a classic top down one
I really wished nintendo would go the Residen Evil route with zelda. Make new open world games for the nufans and make top tier remakes which pay true respect for the OG for the old fans.
Seems they did with the Link's Awakening remake, as divisive as the new art style was. We can only hope they continue the trend with something new or some Oracle of Seasons/Ages remakes
Have you tried Tunic? I liked that one a lot, and I think it also does a lot to not just be a hollow Zelda clone
2 weeks ago
Anonymous
Haven't heard of it, might have to check it out.
yeah, thought about that one too. we're gonna make it, fren
[...]
you got me there 😉
[...]
I wanted to buy it, but I hadn't people to play with at the time.
[...] >I miss dungeons.
I absolutely HATE when people call these things in BOTW and TOTK dungeons. You just know they never played a zelda game before. I was so hyped when I reached the first ""dungeon"" in TOTK but then I realized those switches were not for opening up the real dungeons but instead they were all there was to it..
[...] >botw is one of the worst games i ever got tricked into playing
based oldfan
[...]
dunno if that list is really good, but pic related. I didn't play tunic myself but maybe I will get it on sale
God, I hope so. Also, Okami, nice.
I respect it. I should really play those other Zeldas not on my list like Minish Cap.
2 weeks ago
Anonymous
I like tunic a lot but honestly I would PREFER a straight up clone over all the different variations of "it's like the 2d zeldas but not really lol" we always get
2 weeks ago
Anonymous
this, I don't get why they always have to put some shit like le dark souls combat or le roguelike in those games
It started off so good until you put fucking TP at three.
How can you hate wolf link and midna?
>phantom hourglass
fuck no >spirit tracks
indeed, its A to S tier, best link and zelda duo
yeah, thought about that one too. we're gonna make it, fren
>favorite game franchise >didn't play one of the best entries
Business as usual.
you got me there 😉
You can't even call yourself a zelda fan if you don't have four swords adventure on your tier list
I wanted to buy it, but I hadn't people to play with at the time.
any game that lets me go CHOOCHOO on a train automatically gets an S.
SS is C because all the handholding made me quit right after finishing the first dungeon.
I obsessively played BotW for 10 hours a day for a week and then realized there was no payoff. I miss dungeons.
>I miss dungeons.
I absolutely HATE when people call these things in BOTW and TOTK dungeons. You just know they never played a zelda game before. I was so hyped when I reached the first ""dungeon"" in TOTK but then I realized those switches were not for opening up the real dungeons but instead they were all there was to it..
i like alttp, la and oot. rest dont really matter. botw is one of the worst games i ever got tricked into playing
>botw is one of the worst games i ever got tricked into playing
based oldfan
Have you tried Tunic? I liked that one a lot, and I think it also does a lot to not just be a hollow Zelda clone
dunno if that list is really good, but pic related. I didn't play tunic myself but maybe I will get it on sale
2 weeks ago
Anonymous
I would add Xanadu Next to this list as well personally
2 weeks ago
Anonymous
i have a soft spot for a zelda-esque game that gives you a hookshot immediately, and while for 11 dungeons it's your only tool, it never stops finding ways to utilize it in conventional ways
2 weeks ago
Anonymous
hidden gem
TotK is in D right before BotW
basedpilled
2 weeks ago
Anonymous
It's good game, but it has a lot of backtracking with time limits and the story is meh.
However it is my favorite title out of the operation rainfall games.
2 weeks ago
Anonymous
>I absolutely HATE when people call these things in BOTW and TOTK dungeons
Buddy, that's how I feel about every 3D Zelda dungeon
2 weeks ago
Anonymous
Eastern Palace is more complicated than anything in Twilight Princess.
2 weeks ago
Anonymous
give me more 2D zeldalikes. I just finished my first zelda game (ALTTP) and I already know I'll want more after I finish with the mainline games
2 weeks ago
Anonymous
Crosscode doesn't at all LOOK like it should be a Zelda-like, and it's not fully, but the dungeons are bang-on 2D Zelda. It's uncanny.
2 weeks ago
Anonymous
You can stop at Hob, the rest are trash (Mina isn't out yet so I'm ignoring it).
give me more 2D zeldalikes. I just finished my first zelda game (ALTTP) and I already know I'll want more after I finish with the mainline games
Ganpuru (Gunman's Proof) and Spike McFang are SNES ALttP clones that are really fun imo.
>2D
LttP > LA > AoL > OoA > OoS > ALBW > LoZ > ST > MC > PH
>3D
MM > WW > OoT > BotW > SS > TP
Ive played a lot of TotK and I'm really enjoying it but not gonna include it here since it's too new. Favorite spinoffs are Cadence of Hyrule and Hyrule Warriors DE
any game that lets me go CHOOCHOO on a train automatically gets an S.
SS is C because all the handholding made me quit right after finishing the first dungeon.
I obsessively played BotW for 10 hours a day for a week and then realized there was no payoff. I miss dungeons.
Something like this. I also played the older Zelda games later and not much when I was younger, other than Minish cap a bit of OoT not a zoomer im 29 I like exploration and darker themes a lot
I thought the story, art and music were great, but waggling in the OG was fucking horrible and traditional controls in the HD remake made it so insanely easy that it feels like baby's first 3D Zelda
All Nintendo needs to do to fix co-op Zelda is to tack it onto an actual 2D Zelda game as a bonus multiplayer mode. Triforce Heroes was really fun, but it sure wasn't worth 40-60 dollars.
Also I've only done 1 playthru of TP, on release, and it was the wii version, which i've heard is a much shittier play than the gamecube version, so probably its actually much better than i remember. midna is sexy
Yeah but I can't stop viewing it as a slightly altered version 'new game' romhack of LTTP, in spite of it having its own story.
If I could've gotten FSA to work, it would share LBW's placement.
Majora's Mask narrowly missed joining "Official Romhack" because of the timeloop while TotK isn't in the list to begin with.
It's a mixed bag and really comes down to preference. Some new textures are a godsend, and extra flourishes added are welcome additions. Other new textures completely miss the point of the original vibe or the colors are off, making things that are supposed to be garish blend in and vice versa. Some scenes handle fog better, others are just terribly lit.
It's a remake for people who were put off from playing the original, while fans of the original might not agree with a lot of the changes it made. One of my biggest dealbreakers is that I feel like all the bosses were changed for the worse.
Here's mine. A bit top heavy but that is mostly how I feel
Are the four sword spinoffs worth playing? I think it's about the only game I haven't played so far
For the people who put the oracle games in low tiers, what made you dislike them so much?
I wasn't around when they came out so I don't have nostalgia goggles, but to this day I'm still blown away by how good these games are.
They easily rank at the top of topdown zelda titles, which make up the majority of top-tier titles. And yet, most people seem to have them on the lower end of their lists or not on them at all
>S
MM, followed by OOT. MM wouldn't work near as well without OOT preceding it but it is a better game. >A
Tears of the Kingdom >B
A Link to the Past, Twilight Princess, A Link Between Worlds, Spirit Tracks >C
Wind Waker, Zelda 1, Phantom Hourglass >D
Skyward Sword, BOTW >F
Triforce Heroes
Yes, I think TOTK is THAT much of an improvement over BOTW. The nonexistent enemy variety (bokoblins, lizalfos, and moblins are overused to high heaven), boring fucking travel (just climbing and gliding can get you to just about any point in the world), and the world generally feeling overly samey, have all been radically improved by TOTK, I think.
They're the kind of people who care more about Zelda as a franchise than Zelda as individual games. There's a lot of lore wank and OoT isms for no real reason. The most egregious MEMBER THIS??? in TP is probably howling the Song of Healing from Majora's Mask the second time you meet the Hero's Shade. Not the last time, freeing him from his ghostly existence. Not the first, soothing him enough to pass on his wisdom. The second. Because OMG ICONIC ZELDA SONG I CLAPPED.
The only reason you ever have a chance of dying in BOTW or TOTK is because enemies scale up the damage they deal massively and far too soon. They're still dumb as a box of rocks.
I would have gone Xanadu but Brandish is good too.
2 weeks ago
Anonymous
No Ys? You're slacking hipster.
2 weeks ago
Anonymous
I don't really think of Ys as a dungeon crawler. Some of them would partially qualify but there's not as much focus on navigation or puzzles after the bump era
2 weeks ago
Anonymous
This is a Zelda thread not a dungeon crawler thread
>No level where you have literally zero chance of dying can properly be called a "dungeon"
So? Neither do you have a chance of dying to the millions of bokoblins in BotW
Difficulty was never the main selling point of the enemies in zelda anyway.
It was dungeon crawling, and solving puzzles you inane tard.
Which are non-existant in nu-zelda.
And no, 100+ fucking shrines don't count as "dungeons", they are dogshit copypaste bullshit. With lamest and most dogshit aesthetics you could ask for in a Zelda dungeon.
I wish more than three of them were actually fun to play. I also wish all the other stuff in the game was better.
and what about breath of the tears using all the iconic old zelda games? why can't people fathom that not everyone enjoys open world games? I mean, I hate them but I still 'get' how you could like them. Just accept that not everybody wants to make his own fun and instead prefers good level design and iconic moments in linear games. it's really not that hard
[...]
as this anon said
[...]
disingenious af, zelda was never about difficulty in the first place
Do you not understand the difference between >Song's melody is used again in an appropriate context
and >Song is repeated in an interactive story sequence where it makes no sense to use it and there's a very obvious, better way to use that song
or something? I even said exactly how you could use it in a way that makes sense. I never even brought up open world design; there's four other 3D Zelda games that do what TP does but better, and nearly a dozen 2D Zeldas like that as well.
Stop obsessing over you NuZelda boogieman and using it to deflect TP criticism.
and what about breath of the tears using all the iconic old zelda games? why can't people fathom that not everyone enjoys open world games? I mean, I hate them but I still 'get' how you could like them. Just accept that not everybody wants to make his own fun and instead prefers good level design and iconic moments in linear games. it's really not that hard
No, that's not it at all. I just like that it has seven handcrafted and lengthy dungeons. They're fairly easy, but aesthetically all winners.
as this anon said
Aesthetic is all they have going for them. No level where you have literally zero chance of dying can properly be called a "dungeon"
disingenious af, zelda was never about difficulty in the first place
Played every mainline game on release.
S
LoZ, LttP, LA, BotW, TotK
A
OoS, OoA, ALBW
B
MM, WW, MC
C
AoL
D
OoT
F
TP, SS
Number of "lengthy" dungeons has never made any of them good when the length comes from stupid amounts of padding and the puzzles are just using the new tool you got on everything. Those dungeons fucking suck.
>WW over TP when they have near identical puzzle design just with TP making them more aesthetically interesting
And don't say WW has better pacing, it falls apart in the actual most crucial moment, the fucking home stretch.
>ww above oot >botw in top tier >loz in top tier
How much money do you want to bet a botw zoomer made this and put loz in the top even though they never played it. I don’t believe you played every one on release
>How much money do you want to bet a botw zoomer made this
How many zoomers do you know in their 30s? Getting mad that people don't have the nostalgia for OoT that you have won't make me younger.
Based ranking, based take. 3D dungeons fucking suck because they're padded to hell and rely on telegraphed items that are absolutely useless outside of opening some arbitrary gate to progress that barely qualifies as a puzzle despite the fact it was obviously intended to be one. BotW and especially TotK resolving this with multi-use items improved the gameplay infinitely over what it was, and I say that as a 2D fag.
>the thing that made zelda great and defined an entire fucking genre when a team borrowed it from zelda BAD >muh freedom to do the same task sixty times in a row because there are three kinds of task to do in the 80,000 square mile overworld GOOD
>the thing that made zelda great and defined an entire fucking genre
The overworld is what made Zelda great. Dungeon crawlers were already a thing in both 2D and 3D long before Zelda did them.
The overworld was the thing that made Zelda different from its competition, the item gating to create guiding forces without just pushing you through level after level is what made it great.
>The overworld was the thing that made Zelda different from its competition
And what made it good. >the item gating to create guiding forces without just pushing you through level after level is what made it great.
No, the item gating and one solution "puzzles" were always pretty shit. LttP and LA focused on dungeon puzzles that weren't like that, and Nintendo even know at the time that one solution item locks for progression sucked and said they were the result of hardware limitations even in the 90s.
2 weeks ago
Anonymous
>No, the item gating and one solution "puzzles" were always pretty shit.
Unless you're about to go ahead and say every metroidvania ever made is bad, you can fuck off. >h-how does that relate
Metroidvanias are an entire genre based on item gating. The first metroidvania ever, the one specific game the genre name was invented to describe, was explicitly based on not Metroid, but Zelda. Symphony of the Night still makes "best games of all time" lists- maybe not top 10, but not out of place in a top 20 or 30.
2 weeks ago
Anonymous
>Unless you're about to go ahead and say every metroidvania ever made is bad, you can fuck off.
Super Metroid is a phenomenal game. Super Metroid has upgrades that do a lot more than act as glorified keys in a few areas to gate progress. Super Metroid is also designed in a way that lets the player use a combination of various abilities to get into different areas before they're "supposed to" and never arbitrary gates the player from doing something because you stumbled into a different area early. You can always explore any area and kill any boss as long as you can physically reach them. That's why Super Metroid is the best in its genre. You can fuck right off if you're going to pretend that getting power bombs or the ice beam in SM is somehow comparable to getting a glove or bracelet in a Zelda game that does literally nothing except pick up and remove a road block that's blocking an entrance to the next area you need to go to when that area has no other approaches you can take to get in.
2 weeks ago
Anonymous
Your entire argument has now essentially been reduced to >My favorite zelda game has multifunctional items and yours doesn't
Every game with a hookshot has a multifunctional item you pretentious toolbox. You can bitch and moan about how it doesn't fucking count or whatever, I don't care. You and I both know it's true.
Linearity is not a dirty word. Not even in Zelda. Nobody gave any serious thought to your ability to do dungeons out of order in OOT, save for "hey, do you do the shadow temple last, or the spirit temple last?" discussions, which happen solely because unlike the asinine "oh yeah you can get the bow then leave and do another dungeon entirely" (who the fuck actually DOES this) you get the lens of truth entirely outside the shadow temple and nothing in the spirit temple otherwise actually checks whether you did the shadow temple. It turns out, nobody was fellating "muh freedom" in Zelda games until Skyward Sword deliberately framed the problem as linearity.
And in OoT and MM, if you can get to a boss, you can fight it too. The process to get there is just more intensive and glitchy, because IT'S NOT A FUCKING PLATFORMER.
2 weeks ago
Anonymous
>It turns out, nobody was fellating "muh freedom" in Zelda games until Skyward Sword deliberately framed the problem as linearity.
NTA but you're either delusional or too underage for this series. Freedom and openness dominated every Zelda discussion I've lurked on and have been a part of for a long fucking time before Skyward Sword was even on the drawing board. You pretending that it wasn't with your shitty revisionist history doesn't make it untrue. Nobody liked item gating in Zelda back then and they wouldn't like it now either.
2 weeks ago
Anonymous
The only thing I ever saw praise for on the note of freedom was that it managed to FEEL meaningfully free without actually sacrificing the design. Nobody was fucking MAD that they had to get a dungeon item to progress in a fucking dungeon. Nobody was seriously proposing removing all dungeon items, or just giving you a set of dungeon items at the start of the game and then having every other improvement throughout the game just be statistical growth, not without being laughed out of the fucking room. >shitty lock and key progression has always been bad and that's what I've consistently and unambiguously been saying
And boiling down all of OoT's progression to "shitty lock and key" is consistently and unambiguously reductive, wrong, and retarded. I'm going to give you a reality check: Super Metroid was not designed with your precious fucking sequence breaks in mind. The nonlinear part of the game as designed is that you have to find what means of progression have opened to you because you got a new item. Nobody on the fucking dev team was genuinely thinking about players doing shit wildly out of order. Super Metroid played without wild glitches, frame and pixel perfect precision, and tons of foreknowledge, is a primarily LINEAR FUCKING GAME. The path sometimes branches, there are cases where two new items will both render a certain spot passable, but it isn't this freeform masterpiece you keep fucking touting it as. You're not mad that OOT is linear, you're mad that the ways to make it less linear are more obviously out of place.
2 weeks ago
Anonymous
intended partly for
>Your entire argument has now essentially been reduced to
Nice attempt at dismissive handwaving, but yes, shitty lock and key progression has always been bad and that's what I've consistently and unambiguously been saying. Throwing a hissyfit because you can't talk around that and try to ignore that key aspect won't change anything, and neither will ignoring the other big part about what I said regarding multiple approaches and alternate solutions that Super Metroid offered. Don't bring up Metroidvanias as a comparison if you're going to get assblasted that someone points out the good ones are absolutely nothing like they shitty lock and key gating you're pretending is good in 3D Zeldas. >Linearity is not a dirty word. Not even in Zelda. Nobody gave any serious thought to your ability to do dungeons out of order in OOT
Because OoT hardly offered the ability to do that, and certainly didn't have the level of world exploration and discovery that LoZ and LttP had with regards to finding dungeons. Your sweeping statements trying to downplay the importance of multi function tools and multiple approaches to problems or mitigate how awful linearity is for an adventure game will change nothing. You tried to say that my point has been reduced to something, but you never had a point to begin with because you brought up an example of a genre whose superlative game spits in the face of the trash progression of a game like OoT.
2 weeks ago
Anonymous
>I'm going to give you a reality check: Super Metroid was not designed with your precious fucking sequence breaks in mind.
They literally designed the game so that if the player managed to get anywhere, they would never get stuck or softlocked. All they needed to do was reach a boss and kill it. You're objectively wrong now and trying to save face with damage control because you brought up a genre you clearly understanding nothing about. Stop embarrassing yourself by comparing OoT progression to SM and pretending that they're anything alike.
2 weeks ago
Anonymous
And where exactly are you given the impression that this is somehow part of the intended vision of the game and not, I don't know, a fucking FAILSAFE?
2 weeks ago
Anonymous
>And where exactly are you given the impression that this is somehow part of the intended vision of the game
The part where the game was built around it and it always works. Are you fucking stupid? Has your argument really devolved into "They made this robust game with multiple approaches to everything based on your ability set with no arbitrary lock and key gating, but they did it by accident"?
2 weeks ago
Anonymous
>They made this robust game with multiple approaches to everything
Many of your alternate routes through the game require ridiculous degrees of precision and skill that Nintendo has not designed for in the past nor since, implying to me that they are unintended. >with no arbitrary lock and key gating
Missile doors. Destructible-only-by-x-item blocks.
So, yes. I do believe that a lot of the nonlinearity of Super Metroid is in fact unintended. It was well accounted for, but not designed for.
2 weeks ago
Anonymous
>Many of your alternate routes through the game require ridiculous degrees of precision
No they do not. At this point it's clear that you have literally no idea what you're talking about with regards to SM's design and are not worth replying to anymore. Play games before you shitpost about them.
2 weeks ago
Anonymous
Fine. I've played the game through, but maybe I haven't done enough "research" for you or whatever the fuck.
>It was well accounted for, but not designed for.
If they accounted for it then they designed for it, you idiot.
No. Designing for something is intending for it, accounting for it is catching it as an exception to your intent.
2 weeks ago
Anonymous
>I played the game once and have no idea how to actually sequence break or what it entails or what makes people like it, but let me keep commenting on its design choices
Fucking idiot.
2 weeks ago
Anonymous
>sequence BREAKING >is a DESIGN choice
The sequence is the design. Breaking the sequence is escaping the fucking game design.
2 weeks ago
Anonymous
>sequence breaking is always unaccounted for
Your posts get continuously stupider.
2 weeks ago
Anonymous
>Designing for something is intending for it, accounting for it is catching it as an exception to your intent.
This is completely wrong and you know nothing about game design or programming in general. Enough with your meaningless word salads.
2 weeks ago
Anonymous
>It was well accounted for, but not designed for.
If they accounted for it then they designed for it, you idiot.
2 weeks ago
Anonymous
>missile doors
You get missiles ridiculously early, it only serves to guide first time players down the intended path.
2 weeks ago
Anonymous
Missiles in SM work like bombs in LoZ. It's not a single item you find that acts as a key. You can get them anywhere and use them for many things. You can also work around missile doors in a lot of cases. This is nothing like a game like OoT or its clones where you have a single strict gate that can only be opened with a single dungeon item. Trying to compare these things is absurd. I've seen you bring up Metroidvanias in Zelda threads before and I knew you didn't know what you were talking about, but what you're trying to say now is shockingly stupid.
2 weeks ago
Anonymous
>Nobody was fucking MAD that they had to get a dungeon item to progress in a fucking dungeon.
They were mad that items barely had any utility outside their respective dungeons which is a staple of every OoT-like Zelda except for *maybe* Wind Waker when it came to *certain* items. People have been clamoring for what would eventually happen in BotW/TotK for fucking ages, dude, right down to being able to go anywhere in the overworld without being gated and having items that could serve a variety of functions and even having puzzles and gates with multiple solutions. This didn't just come out of nowhere. It's been discussed for literally decades.
You're just making it clear that you weren't around for them. >Nobody was seriously proposing removing all dungeon items, or just giving you a set of dungeon items at the start of the game and then having every other improvement throughout the game just be statistical growth
Runes function as dungeon items (just a million times better than the old ones mechanically) so they were never removed. "Growth" in Zelda games have always been statistical, with only the items allowing you to progress beyond arbitrary keyholes which everyone rightfully derided because people enjoyed Zelda the most when it felt like an adventure with actual exploration, even if, in OoT's case, it sometimes only provided the illusion of one.
2 weeks ago
Anonymous
>They were mad that items barely had any utility outside their respective dungeons
Funny how hard this gets swept under the rug now when people want to glorify OoT clones now while claiming BotW wasn't a real Zelda game.
2 weeks ago
Anonymous
>which is a staple of every OoT-like Zelda except for *maybe* Wind Waker when it came to *certain* items
IN WHAT FUCKING UNIVERSE? The only games that were particularly bad about this were Twilight Princess and Skyward Sword. TP had two damn items that were memed to death as being useless outside their one dungeon, the spinner and the dominion rod. TWO. Every other item saw appreciable use elsewhere. Skyward Sword had it worse, though nobody is dumb enough to defend Skyward Sword, I hope. >Runes function as dungeon items (just a million times better than the old ones mechanically)
I actually do agree with this. I like how runes function more. Hell, I even like TOTK since it addresses a lot of my problems with BOTW. I just would fucking love another game with the OOT formula to come out and actually be great, not just good or decent. I genuinely believe that the failures of WW, TP, and SS are not because of linearity or devotion to the OOT formula. OOT providing the feeling of adventure without actually providing ABSOLUTE FREEDOM was not a bad thing, that was amazing fucking design. I'm tired of seeing this shit undersold.
2 weeks ago
Anonymous
Most of OoT's items are redundant replacements of stuff you already got or glorified keys.
2/3 of MM's masks have no use outside of their single specific side quest.
Skyward Sword made an active effort to reduce tool bloat and utilize most of your gadgets the whole game. Gust bellows is the only outlier I can think of. They made a point of trying to avoid one use gimmick tools and said as much when previewing the game.
2 weeks ago
Anonymous
>Slingshot hits things at a distance >Bombs blow up rocks and conventionally invulnerable enemies >Boomerang stuns enemies and hits other things at a distance without requiring ammunition >Hookshot's utility is self-evident and not a replacement >Bow... is just the adult slingshot, but it gets the elemental upgrades >All tunics and boots are functionally different from your base equipment >Megaton hammer hits a new type of switch, flips enemies, breaks rocks without costing bombs >Longshot... is just a hookshot upgrade, but the water temple uses the transition from hookshot to longshot smartly at least
Beyond here is where things get a little lame. >spirit temple has the mirror shield which really is just a key and anti-boss item without any regular combat applications and few puzzle applications >shadow temple has the lens of truth which you don't even get within the dungeon and is really one note in its use
Maybe SS isn't as bad as I thought, I do recall it hitting you with a lot of items without much combat utility at first and finding that particularly annoying at least.
2 weeks ago
Anonymous
>IN WHAT FUCKING UNIVERSE?
The universe where iron boots exist, where most of the masks in OoT and MM (except for the major ones in MM) exist, where the old tunics exist, where the lens of truth existed, where the vast majority of OoT's "items" for "puzzles" were really just standard weapons. They had one or maybe two different uses and that was it.
Notice how BotW instantly fixed this by actually making most of these items standard fucking weapons as they should have been from the start. The only items you can say had "appreciable use" are, for the most part, already in the new games. >I genuinely believe that the failures of WW, TP, and SS are not because of linearity or devotion to the OOT formula.
And the failures of those games according to everyone at the time was indeed their linearity and devotion to the OoT formula, but especially linearity because it was a near constant complaint. That's just the reality. You may not personally agree, but it was a major consensus for years.
2 weeks ago
Anonymous
That's the thing. BOTW didn't fix fucking shit because there was no goddamn variety to how it did even a single one of its puzzles. Oh wow, this thing that used to be an item is a weapon now! Oh... wait... weapons are disposable now... that means no part of the game will actually expect me to have it. The amount of problems it solves wholesale is zero. That's fine in theory, I'm all for multilayered solutions, but when the solution that doesn't involve the disposable utility isn't particularly harder or slower... what's the point? Why even bother with the special unique utility when it does nothing better?
Ironically the only place BOTW breaks this convention is its fucking fetch quests. You cannot dance around the objective of a fetch quest. If you do not have the items they want, the quest is not completed. It is the most boring, shitty, lock-and-key design of all. It makes the game look very all-or-nothing; the only instance in which a scenario actually requires something you may not have the moment you arrive is one where you're just expected to deliver goods.
I still do like TOTK. The introduction of fusion makes it possible to carry around a decent set of utilities, and there's enough enemy variety that changing tactics and using those utilities feels more warranted more often. If BOTW had been more like this at first I wouldn't be so worried about where things are going. >You may not personally agree, but it was a major consensus for years.
And I believe it's a knee-jerk overreaction to "linearity". And it lines up way too well with the general direction of the games industry for me to feel that it's entirely organic.
2 weeks ago
Anonymous
>because there was no goddamn variety to how it did even a single one of its puzzles.
This is literally the opposite of reality.
Freedom to use tools in different ways > being given a new tool that's only used in one way
2 weeks ago
Anonymous
If freedom to use tools in different ways requires me to know that every puzzle in the game could be completed as soon as I exit the tutorial, then your statement is untrue.
I want puzzles that require me to hunt down the solution. Everything being self-contained defeats that goal.
2 weeks ago
Anonymous
>If freedom to use tools in different ways requires me to know that every puzzle in the game could be completed as soon as I exit the tutorial, then your statement is untrue.
This is a complete non-sequitur. The first and second parts of that sentence are entirely unrelated.
2 weeks ago
Anonymous
Sorry, I should specify.
If freedom to use tools in different ways REQUIRES the game to be designed such that all my main tools are acquired before I exit the tutorial, thus guaranteeing that a severe majority of puzzles can be solved as soon as I run across them, not requiring, say, long-term memory or anything, then multifunctional tools are not worth what they cost.
2 weeks ago
Anonymous
>then multifunctional tools are not worth what they cost.
Wrong. Designing it that way lets the puzzles functions as puzzles designed around mechanics instead of being designed as roadblocks first and foremost.
2 weeks ago
Anonymous
And I find the design of puzzles as "roadblocks" to have even more potential in open world than it does in a linear game. If a puzzle requires a tool you outright don't have and that tool exists in a specific place on the map that you have to work to reach, that sounds fucking amazing.
NTA but a lot of (but not all of) the shrines require long-term memory of what the runes are capable of. It's why you have a lot of players reporting they were stumped for a while because they forgot a rune could be used in some specific way or even combined with something else to achieve the desired result.
Also you're dramtically overselling older 3D games if you think it took any recollective effort to go to the other corner of a small map that you just saw a couple of hours ago. Wind Waker was ironically the only game to somewhat mitigate that because the sea was so massive.
Maybe it didn't necessarily. I just think botw didn't do enough to actually take advantage of its space, meanwhile smaller games were great at maximizing it.
I have only one shrine in TOTK that I'm stumped on, and the experience of it was far lesser because I could just walk out and ignore it. The warp point even activates before you finish it; I get that, for anti-frustration purposes, but come ON.
2 weeks ago
Anonymous
>And I find the design of puzzles as "roadblocks" to have even more potential in open world than it does in a linear game.
Then it's not a puzzle, it's just a roadblock. You keep talking in circles because you're saying things that aren't related to try to make a point. You don't like games that are open and about pure puzzle solving, and you like linearity and gating. You can just say that instead of making up a bunch of shit that makes less than zero sense about puzzles as roadblocks somehow allowing for better puzzles.
2 weeks ago
Anonymous
You literally just described a roadblock, not a puzzle. Also BotW has softblocks everywhere in its level design be it a major stamina requirement or a status one you'd need from gear or a consumable.
2 weeks ago
Anonymous
BotW did more to take advantage of its space and geometry than anything in the series before it. TotK took that idea and added even more content. Stop with the mental gymnastics already.
2 weeks ago
Anonymous
NTA but a lot of (but not all of) the shrines require long-term memory of what the runes are capable of. It's why you have a lot of players reporting they were stumped for a while because they forgot a rune could be used in some specific way or even combined with something else to achieve the desired result.
Also you're dramtically overselling older 3D games if you think it took any recollective effort to go to the other corner of a small map that you just saw a couple of hours ago. Wind Waker was ironically the only game to somewhat mitigate that because the sea was so massive.
2 weeks ago
Anonymous
>Oh... wait... weapons are disposable now... that means no part of the game will actually expect me to have it.
That's outright false. Bows and even specific elemental arrows are tied to specific puzzles in BotW, not just the runes. They are also more optimal for specific combat situations and enemy types. Runes themselves have more puzzle utility than most traditional dungeon items – something you've already agreed to, which was my main point because it largely addressed a common complaint.
Now, I agree with you wholeheartedly that TotK improved BotW to a pretty major degree and that's why I'd put it in a whole other tier. Even though BotW was an improvement, its own version of runes make BotW's runes look utterly primitive in comparison. >And I believe it's a knee-jerk overreaction to "linearity".
I don't, and I believe the current direction of the series is partly in response to consensus and also partly inevitable as it allowed the team to do certain things they've been wanting to do for years but couldn't due to hardware limitations. They've even said as much themselves.
2 weeks ago
Anonymous
>Bows and even specific elemental arrows are tied to specific puzzles in BotW
Oh, is this another of those things that I just HAPPENED to never see in my entire playthrough? Or did I forget it? Fuck, I can't tell anymore. Discussing this fucking game makes me feel like I have dementia, almost everything people say is in it I never fucking saw. For the most part, for me, the game was an empty fucking expanse of enemy camps full of the same three enemies and KOROKS and shrines that expect me to use one rune in a completely well noted location, maybe a few times if I'm lucky. I went out of my way to find stuff. I found multiple fairy fountains, I found the fucking horse god, I found the cheeky shrine behind the waterfall, I never felt like putting in the kind of effort I did was rewarded for like 80% of my playthrough so I stopped for the last bit.
So far totk is nothing like it. I am genuinely enjoying myself. I am stumbling into situations I have not been in before constantly. The fact that your main shrine tool is used to assemble things rather than to activate the puzzle makes it actually feel distinct to use in each. I can separate the rail shrine from the car shrine in my own memory effortlessly. The fundamental design is just better on so many levels. It's not just the runes. If the game had this much shit back in BOTW, I would've loved it too. I would've found it to be a bit of a cop-out by Aonuma that after a decade of shallowly imitating surface elements of OOT and being called out for his lack of understanding of why people liked it, he flipped the table and did something entirely different, but I would've liked it still. >I believe the current direction of the series is partly in response to consensus and also partly inevitable
I can believe the team was dreaming of a proper physics-puzzle Zelda for years, but open world without any dungeon items? After 20 years of the series being... just that? I really believe this is just marketing speak.
2 weeks ago
Anonymous
>Oh, is this another of those things that I just HAPPENED to never see in my entire playthrough? Or did I forget it?
I mean you may have forgotten it but both shrines and environmental shrine quests make use of arrows, especially the latter. Shrine quests IMO were some of the coolest puzzles in the game. >After 20 years of the series being... just that?
Yes. Both the GCN and Wii were rife with limitations and the developers frequently mentioned it.
Anyway, I'm glad you're enjoying TotK so it's best we just leave it here. BotW wasn't the best they could do with the current formula, for sure, but it was clearly a start.
2 weeks ago
Anonymous
>both shrines and environmental shrine quests make use of arrows, especially the latter
Maybe it's because you generally have a bow. Melee weapons are a lot more disposable, so I took bows for granted more? Eh, whatever. >Yes. Both the GCN and Wii were rife with limitations and the developers frequently mentioned it.
... I don't recall any sentiment from the developers that they wanted to make a game that was completely open but were stopped due to "limitations". Maybe wanting a bigger world or more content, sure, but never any anti-linearity sentiment. Is this one of us reading a meaning that isn't strictly there out of old interviews or something? >I'm glad you're enjoying TotK so it's best we just leave it here
Sure, I can agree to that.
2 weeks ago
Anonymous
>Your entire argument has now essentially been reduced to
Nice attempt at dismissive handwaving, but yes, shitty lock and key progression has always been bad and that's what I've consistently and unambiguously been saying. Throwing a hissyfit because you can't talk around that and try to ignore that key aspect won't change anything, and neither will ignoring the other big part about what I said regarding multiple approaches and alternate solutions that Super Metroid offered. Don't bring up Metroidvanias as a comparison if you're going to get assblasted that someone points out the good ones are absolutely nothing like they shitty lock and key gating you're pretending is good in 3D Zeldas. >Linearity is not a dirty word. Not even in Zelda. Nobody gave any serious thought to your ability to do dungeons out of order in OOT
Because OoT hardly offered the ability to do that, and certainly didn't have the level of world exploration and discovery that LoZ and LttP had with regards to finding dungeons. Your sweeping statements trying to downplay the importance of multi function tools and multiple approaches to problems or mitigate how awful linearity is for an adventure game will change nothing. You tried to say that my point has been reduced to something, but you never had a point to begin with because you brought up an example of a genre whose superlative game spits in the face of the trash progression of a game like OoT.
2 weeks ago
Anonymous
>bring up a genre where games get praised for working sequence breaking into the progression >insist that linearity and lock and key gating is fine
OoTfanboys are so fucking stupid.
2 weeks ago
Anonymous
>Items having more than one use case is now a malfunction instead of a value add for players.
lol
Fucking desperate to not change your mind, huh?
2 weeks ago
Anonymous
>malfunction
Learn to read
2 weeks ago
Anonymous
My mistake for using a similar word.
Baby got confused and thought I was directly quoting him.
2 weeks ago
Anonymous
At what point did I ever fucking imply that items having multiple functions is bad? It is, in fact, the ideal. I just prefer those items be introduced over time, and used in scenarios where they are specifically expected to be used, in a game where the dungeons have at very fucking least a rough order with a difficulty curve and rising tension and shit. Gaining more functions is not worth sacrificing EVERY OTHER PROPERTY THAT MADE ITEMS FUN.
2 weeks ago
Anonymous
I can't believe Aonuma went back in time and directed Wind Waker after seeing English Skyward Sword discourse.
2 weeks ago
Anonymous
Metroidvania is nothing like OoT style Zelda games you actual fucking baby, get a grip.
>the item gating to create guiding forces without just pushing you through level after level is what made it great
Nobody likes Zelda for "muh one-note item gating" that everyone explicitly complained about before BotW's release, zoomer. I know you grew up with TP and erroneously think it's the standard but it's time to get with the fucking times.
>The overworld is what made Zelda great.
In Zelda 1, sure. Very few Zeldas beyond that one actually champion the overworld and the BotW style Zeldas go way too far in fellating it by trying to be Zelda 1 × 100 when Zelda 1 was actually well paced.
>In Zelda 1, sure.
The overworlds in LttP were fucking fantastic, as was the way you moved between them. The overworld in LA was linear in progression, but still wonderfully designed.
>S - Tears of the Kingdom and Links Awakening >A - Breath of the Wild and Link to the Past >B - Majora's Mask and Wind Waker HD >C - Ocarina of Time, NES >D - Oracles series, Minish Cap, Link Between Worlds >E - Twilight Princess, Adventure of Link, Spirit Tracks >F - Skyward Sword and Phantom Hourglass
The heart of Zelda has always been the overworld. Uncovering secrets by applying the items you've acquired throughout your adventure, solving puzzles across multiple dimensions, meeting funny townsfolks and solving their problems. I really hated the series on Wii and DS and would have dropped it had they not reinvigorated the entire thing with BotW. 3D Zelda dungeons always have spectacular presentation but the actual puzzle solving in them is fucking mind numbing, even the average shrine puzzle is more complex than anything in Ocarina of Time or Twilight Princess.
Wind Waker really feels like the first attempt at the current style. The freeform items with multiple applications. A massive sea to map out with little things to find on every island, enemy bases scattered across the map, all the treasure maps you can acquire. It's an open world game at heart. It's just really half baked because of the GameCube's limitations, and though I have a soft spot for it it's very much carried by the aesthetic and characters. I'm glad it's become the basis for 3D Zelda going forward.
The current style is basically just extrapolating off of ALttP and how it differs from OoT with some SS-isms thrown in. They pitched it as "a return to Zelda 1," but it shares more with ALttP structurally and in narrative.
Shit, Ganon having sentient malice that exudes from his sealed body was an ALttP plot element that future games ignored.
I have the exact opposite priorities to you, apparently.
For me, Zelda lies in how the dungeons and the overworld interact. When you hit the right balance of making both meaty but distinct from one another, both varied and fun in their own ways, that's the goddamn shit.
With dungeons, you spend hours immersing yourself into their aesthetic and gimmick. When you come out it should feel like poking your face outside after a few hours of playing a really immersive game. It should have unique enemies and ideally its clearing should have ramifications other than "you got the macguffin". You are progressing the main quest, which feels exceptionally meaty and is building up to the ultimate catharsis of beating the game.
With the overworld, you spend less continuous time stuck in any one place or aesthetic. When you do wind up spending a long time in one particular "spot" of the overworld, it tends to get grating quicker, thus why TP's tutorial and its twilight sections feel like they drag on so much, and why I find WW so grating with the great sea aesthetic uniting everything by smothering it in FUCKING BLUE. What you do here is engage with NPCs and work through the game's minor side stories, which have their own cathartic payoffs and which contribute to the more major story ones.
The purpose of items is going places you couldn't before, whether by opening passages or letting you move in ways you didn't have access to before, to unlock both new dungeons and new chunks of overworld in which to engage with these two different styles of world.
The reason Skyward Sword is so offensively bad isn't because it's "linear" or because there's "no overworld"- it's because there's one overworld area and one satellite overworld area, and the "overworld" on the surface is just an extended dungeon. It muddles the distinction between overworld style design and dungeon style design, and weakens both for it.
... what?
In OOT alone you fulfill the dying wish of the deku tree, prevent the gorons from starving to death, cure the zora's... god... thing?, allow a new deku tree to sprout, prevent goron extinction again (christ what is it with specifically gorons and being in greater mortal peril than all other races this game)... don't unfreeze Zora's domain for some reason but you do refill lake hylia at least, purge evil spirits from Kakariko, and help the Gerudo establish themselves separate from Ganondorf's influence.
Then WW and TP both have dungeons that just contain a macguffin. At least in TP, the macguffins were turning creatures evil, I think every WW dungeon was just a macguffin holder.
>you fulfill the dying wish of the deku tree
First one and it's already a reach. You don't really accomplish anything, you just finish what is very obviously a tutorial from the game.
Jabu Jabu and the first Goron trip at the only ones that might actually qualify as doing something in the game world, dipshit. Everything as adult Link is just "get the next plot device" without changing the game world or story. Seriously, >help the Gerudo establish themselves separate from Ganondorf's influence.
the fact that you could even type that and think you made a point is insane.
2 weeks ago
Anonymous
>gerudo leadership no longer under the thumb of the literal witches who raised ganondorf
lol? lmao?
2 weeks ago
Anonymous
And what changes in the game world after you do that?
2 weeks ago
Anonymous
>the change has to be in the game world
Oh, alright then. You're just moving the goalposts.
2 weeks ago
Anonymous
Yes. The game world. A paper thin justification for something with no real consequences in the game itself is worthless.
2 weeks ago
Anonymous
Why in the world did you project YOUR expectations onto MY explanation?
2 weeks ago
Anonymous
>YOUR expectations
Because you said >clearing should have ramifications other than "you got the macguffin"
When it doesn't. Nothing changing in the game world is not a ramification. Like most people championing aspects of the older 3D games, you make statements on principle that sound good about how the games should be structured but then get mad when people point out that they don't actually fulfill the criteria you set up for them.
2 weeks ago
Anonymous
>Nothing changing in the game world is not a ramification.
So you believe if there's no game-world implications then it doesn't count. That's a useless generalization.
2 weeks ago
Anonymous
If nothing changes in the game world and there's no narrative progression outside of an event being acknowledged at completion and then never being touched on again, then there are no ramifications. It's essentially just a level you beat. That's not a generalization, that's just what ramifications in a game are.
2 weeks ago
Anonymous
>The macguffin was hurting people by its very presence and you took it away
Is more significant than >This dungeon exists solely to hold the macguffin, its presence has no ramifications other than you not having it
And you desperately trying to pretend otherwise confuses me. I don't feel like you're gatekeeping "good writing", in fact I feel like you're trying to lump in a game you know has no ramifications for dungeon clears at all with one that does.
2 weeks ago
Anonymous
>Is more significant than
It's not when its removal doesn't actually change anything. >I don't feel like you're gatekeeping "good writing"
And I don't feel like you have a point. You're just mad that you got called out for criteria that don't fit at all and you're grasping at straws.
2 weeks ago
Anonymous
>no no no, the writing isn't significant at all, only the gameplay matters and since there's no gameplay significance of either of these they're both the same
Your point is inconsistent at best.
2 weeks ago
Anonymous
>he writing isn't significant at all
If there was a strong narrative and dialogue that reflects changes you made like an RPG would, then the writing would be significant. That's not the case with OoT at all. The writing is almost non-existent.
This guy unironically and absolutely gets what the series is about, right down to seeing how WW was the first attempt to really get the 3D games to where they are now.
I wouldn't really agree with that.
It's trying to step out of OoT's shadow, but it feels confused. Goofy characters for the sake of being goofy rather than because they assist the story and its themes. Big, vast areas for the sake of being big. A more tightly knit story that doesn't go anywhere or say much until the finale.
It was definitely good to not just rehash OoT, but I think they were struggling to find direction and didn't have enough dev time. OoT and ALttP got four years. WW got two.
>It's trying to step out of OoT's shadow, but it feels confused.
Yes, that's what the word "attempt" meant in my post. It was a step in the right direction, but it still had a lot of OoT held over. >Goofy characters for the sake of being goofy rather than because they assist the story and its themes
I've always hated these in Zelda games with a passion. The worst being the mailman in TP.
They really started overcompensating after Majora's Mask. I think Skyward Sword had it the worst because they reeled back the absurdity but not the insincere gimmicks, so you get bland but annoying characters. BotW absolutely got it right. Could have used a few more non-Miis, but overall more in line with what the Tanabe games and MM were going for.
>BotW absolutely got it right
I want the effort that was put into the Gerudo village in BotW and TotK put into all the villages. The amount of unmarked mini-quests and unique interactions that change based on what you do, and just the charm of having two girls following you around covering their faces is amazing.
2 weeks ago
Anonymous
I think it got that level of attention because they didn't have enough distinct models and the Gerudo traditionally get the shaft. Zora's domain is good but feels too much like the NPCs are statues in BotW. Goron city doesn't have enough dudes. The human settlements have just a few too many genetics. Overall massive improvement, though.
>No level where you have literally zero chance of dying can properly be called a "dungeon"
So? Neither do you have a chance of dying to the millions of bokoblins in BotW
Difficulty was never the main selling point of the enemies in zelda anyway.
It was dungeon crawling, and solving puzzles you inane tard.
Which are non-existant in nu-zelda.
And no, 100+ fucking shrines don't count as "dungeons", they are dogshit copypaste bullshit. With lamest and most dogshit aesthetics you could ask for in a Zelda dungeon.
Going in a straight line from room to room is not dungeon crawling
>Going in a straight line from room to room is not dungeon crawling
And neither are skipping the entire dungeon by just skipping through the floor with ascend
I've thought about it a lot and I think I like the idea of Majora's Mask a lot more than I like playing it. It has so many cool concepts and was such a risk for Nintendo to take at the time but every time I try to replay it I get filtered by how annoying it actually is to play.
The nintendo shitch is at it's core a handheld. Every nintendie game has that design philosophy of small bursts gameplay behind it. This is the reason the games are so utterly watered down and drip feeding. Literally not a console for gamers but for normies who play on the run. Tendies are scum.
Tears of the kingdom has a phenomenal zelda game hidden inside of it. If you removed all the fluff and repetition and instead formed real dungeons out of those 120 shrines, made the map half the size and every side quest only repeat for 10 instead of 100 times, only THEN the game would be a 10/10. Everybody praising this game is a lying tendie.
Zelda 2 has a lot going for it, it can just be a bit too tedious without save states because restarting at the central castle becomes a pain in the ass by the midgame.
It's a shame it never got a remake or 3D Classics to tidy it up a bit.
I really liked Links Awakening because it gave me something to keep me busy on long car rides when i was 10 and i liked Link to the Past because it was a world to explore and my parents didn't mind me taking over the TV in the living room. Then i got my hands on a playstation, played Resident Evil, Tomb Raider and 2 years later i had a PC playing HL, Unreal and CS. I haven't given a fuck about Zelda since.
In 100 years time when the dust has truly settled and objectivity is finally allowed its time in the sun, this will be the list that will be cited as accurate by the AI-infused super-civilisation of the future.
MM>WW>TOTK>SS>TP>BOTW>OOT
Ill never understand why people keep jerking off oot, its one of the most blandest possible games i played, couldnt even finish it, guess you had to play it when it came out to understand. Not really a fan of 2D zelda, only played links awakening, it was fine i guess. im not baiting i swear
>Loves MM more than anything else but hates OOT
How? Almost everything about MM's gameplay is just "OOT but elaborated on more".
Respect for putting TOTK so far above BOTW, no respect for putting WW above TP, what the fuck is wrong with you?
Outside of the same assests i honestly cant say mm is anything like oot. I loved the time mechanic and everything around it. NPCs felt a lot more alive and i was invested into their story because you know what happens to them when you fail. Gameplay is also way better thanks to mask, which are fun as fuck to collect too. Played MM last year for the first time and i cant believe how well the game holds up. Dunno what to tell you about TP, it felt the most generic out of all zeldas i played, nothing really new or special outside of midnas fat ass.
I can't disagree with any of your assessments other than the apparent dissimilarity in core gameplay. For me, OOT is a single insanely tightly-paced sprint through a bunch of fun gameplay ideas and enjoyable writing beats, where MM is an in-depth exploration of a world designed to be a world as well as a game's play space with even priority. But to me, both have the same core gameplay ideas- yeah, masks inject a lot of variety, but you'd have to actively dislike how Link plays to rate OOT that low, wouldn't you?
Eh, yeah to TP, but as far as I'm concerned, TP is a pretty direct upgrade over WW, except for the actual visuals. Maybe I just don't value novelty that much, maybe it's because I find WW's actual gameplay more boring thanks to its massive, flat overworld and fewer dungeons, but I've never gotten people who place WW over TP.
I simply love boats and sailing, and ww nailed that and it had a comfy atmosphere. TP on the other hand doesnt really stand out for me, half the time you're just doing fuck all going across gloomy fields on horse
OoT is a game where the overall plot and character writing is bitch basic, but the actual quality of content and attention to detail is staggering for its time and even today.
Try playing it slower next time. Talk to all the NPCs after event flags and try doing things you aren't "supposed" to do. The game is ridiculously full of detail and life.
>but the actual quality of content and attention to detail is staggering for its time
The only way you'd think this is if you never played other games from the time, especially PC games.
System Shock 2 sucks and Deus Ex came out two years later and was an actual miracle. OoT isn't the best game ever made, but it was the most polished 3D game to release by 1998 and still has a ton of charm and surprising refinement by modern standards.
Thief and SS1 were better, but that doesn't change that OoT is also very impressive.
>OoT isn't the best game ever made, but it was the most polished 3D game to release by 1998
If by most polished you mean most streamlined and casualized, then sure. The fact that you can only list SS2 and Deus Ex as PC games for comparison means you really weren't playing other games at the time.
>The fact that you can only list SS2 and Deus Ex as PC games for comparison
But I didn't. I listed two others, and I wasn't giving a comprehensive list.
Learn how to read.
2 weeks ago
Anonymous
>But I didn't
They're what you listed as being comparable to it for the time period. The point still stands that nothing about it is particularly polished or impressive in terms of interactions, even compared to other console adventure games or RPGs of the time.
2 weeks ago
Anonymous
>They're what you listed as being comparable to it for the time period.
I listed two more, dipshit. >Thief and SS1 were better, but that doesn't change that OoT is also very impressive.
For someone complaining about my examples, you sure aren't giving me any other impressive 3D games to illustrate your point.
2 weeks ago
Anonymous
>you sure aren't giving me any other impressive 3D games to illustrate your point.
If SS1 counts then FF7 counts and absolutely blows away OoT in terms of little side interactions and polish.
2 weeks ago
Anonymous
>Side interactions
If you mean pure quantity of side CONTENT, yeah. The actual attention to little details is less impressive IMO. Still a really impressive game. >Polish
Visually, but that's about it. Game's jank as fuck and tuned to be easy to stop players from getting fucked by it.
Either way, I don't see how this changes that OoT was an incredibly polished game.
2 weeks ago
Anonymous
>If you mean pure quantity of side CONTENT, yeah. T
No, I mean attention to detail. Optional interactions. The game making reference to the fact that you've already done something or hand an interaction. >Visually
And the audio blows OoT away because Nintendo was busy being retarded about discs that generation. >Game's jank as fuck
What fucking jank is there besides the w-item glitch? >I don't see how this changes that OoT was an incredibly polished game.
Because it wasn't. It was polished in the sense that any corners got sanded down until you got one of the cinematic adventure type games that casuals and journalists love for being so simple and easy and straightforward, but it lacked a lot of polish and detail that its contemporaries had.
2 weeks ago
Anonymous
>Still has no actual argument for a lack of polish, just keeps shouting "BUT IT'S EASY" >While praising FF7
lol
lmao
2 weeks ago
Anonymous
>Still has no actual argument for a lack of polish
Shit framerate and performance, shit audio, bad controls because of contextual actions forcing awkward item mapping and menuing constantly, a lock on system that was somehow stupid enough to also affect enemy AI completely breaking fights by simply not locking on, looks ugly as sin for the time. Where's the polish outside of the game being easy to beat?
>adventure of link so low or completely missing on so many lists
gays
OP here, never played it, maybe someday
give me more 2D zeldalikes. I just finished my first zelda game (ALTTP) and I already know I'll want more after I finish with the mainline games
would love to, I always search for zelda-like games. but there really aren't that much. Oceanhorn comes to mind. I played it, it's a rather short indie game attempt at zelda
>Zelda NES >Link to the Past >Ocarina of Time >Majora's Mask >Wind Waker >Twilight Princess >Skyward Sword >Breath of the Wild >Tears of the Kingdom
These are the mainline games and they're all 10/10, incomparable with any other game series. Every other game is a spinoff and they're okay or good (except Zelda 2, it's not fun), but I don't care.
Part of why Zelda 2 is so different is probably because it wasn't going to be a Zelda game until around the end of development (Like with Dinosaur Planet) and because it had a different development team. (Miyamoto also had very little involvement)
FSA gets so low in my eyes because of the high commitment involved to play it as intended. No game is worth needing 3 extra link cables and GBAs to work as it should. FSA is the worst selling Zelda for a reason.
Looking at my tier list again, I'm tempted to put FSA above Majora's Mask. >>It also geneally just has quality traditional dungeons that basically make it a LttP sequel.
You said it, I think that's a big reason why I like it so much. High rez (for Gamecube era) pixel art with modern FX combined with the whole game being puzzle heavy, even if in a mission based structure, AND co-op made it a surprisingly great game.
I played FSA with friends, you multiquoting gay. I LIKED FSA. Just because it's on the lower end doesn't mean I don't think it's good, get out of your Ganker bubble and stop thinking in extremes.
I finished Botw last year and currently playing Totk. What Zelda game should I play next? Excluding Oot, Majora, Twilight and Skyward that I want to keep for later
Anyone who puts Twilight Princess anywhere close to the top tier has really bad priorities for the future of this franchise and should have their opinion immediately disregarded by default. You are not a Zelda fan. You do not understand Zelda. Get the fuck out.
>rad art direction >top tier dungeons, bosses and enemies >fun items >godly ost >best combat in the series >small but well-packed overworld >smug shortstack companion
Well you are clearly not a vidya fan.
>linear as fuck and tons of handholding >cringeworthy cutscenes >little to no innovation, doesn't even improve the formula from the N64 games >Link isn't as mobile as in previous games (Wind Waker Link could crouch and hide) >filler tear segments >shitty tryhard atmosphere for grimdark morons >too much expository dialogue >artstyle that aged like milk >swimming feels awful >non-existent difficulty even by 3D Zelda standards >final boss was predictable and boring >dungeon design is basically on rails >worst looking bokoblins in the series >most enemies are beaten in pretty much the same way: look for an opening, rapidly hit the B button until it recovers from the assault and guards again, rinse, repeat >crappy story, failed to explain anything in a compelling manner >NPCs are soulless and not engaging, you can't even interact with most people in Castle Town >worst battle music in the series, which also ruined the Midna's Lament track >barely any sidequests >basically no interconnected areas except for Lake Hylia >Death Mountain Area is a fucking line with no branches or secret areas >LITERALLY A FUCKING LINE >item usage was limited >potions, fairies, upgrades, and the like are useless and offer no variety >babby tier puzzles (open the door by shooting an obviously placed eye switch, woooow) >dull soundtrack >both the overworld and villages are shallow and not dynamic >no free-roaming, gotta wait for the plot to explore other areas
If it weren't for Skyward Sword, Twilight Princess would have been the weakest 3D Zelda of all time.
I liked spirit tracks and phantom hourglass. The controls where fine and the puzzles are on par with typical handheld zelda games.
I pretty much rate all zelda games as the same around 7 out of 10 since the combat half of the game is always really disappointing and the puzzle side is never really that complex.
Only game I would rate lower is Twilight Princess on the base of some of the shit being extremely unintuitive with some of its sections, is extremely fucking ugly and holy shit it has some cool shit like the spinner disc but you can use it literally nowhere.
Minish cap is probably my favourite since the side quest with joining stuff together was fun to collect.
This thread proves that those that can appreciate BotW/TotK's design are based 2D patricians. 3D gays are miserable little nerds that will get left behind, and nobody will care.
That's always how it's been. Then the OoToddlers get uppity that people who grew up on the 2D games and never cared for the 3D ones like BotW/TotK and insist that everyone is lying and it's just zoomers who've never played the old 2D games.
>still trying to latch onto 2D Zelda to defend the horrible monotonous slop that is shrines
Pathetic. I love 2D and 3D Zelda, Bored of the Mild is an abomination.
thread started comfy af. BOTW/TOTK mounthbreathing cocksucker joins in and tells everbody zelda never was good before Breath of the child. this is why we can't have good things
>he thinks it's one person
Multiple anons think you have garbage taste, not just one. And nobody made the claim that Zelda was never good; only that it improved.
You really should give it a chance at some point. I had a lot of issues with BotW but thought it was a pretty good template for the future, and the sequel fixed basically all of my gripes. Not saying it'll fix yours but it's worth a shot.
From what I've seen it won't.
My single biggest issue was the removal of the traditional dungeon system.
Even something like elden ring knew to keep the classic dark souls levels in as legacy dungeons.
>Linear progression of difficulty in both puzzles
This does not apply to any of the old dungeons at all. What's with people talking about traditional Zelda dungeons using criteria that didn't exist in the old games? Even the combat only got noticeably harder in LoZ dungeons. Dungeons in OoT never got harder, you just got a new tool to use for everything.
2 weeks ago
Anonymous
>Linear progression of difficulty in both puzzles and combat encounters
Pic unrelated? Because that sure as shit doesn't sound like OoT dungeons.
Off the top of my head stone tower temple in MM starts with dragonflies, then introduces weird statue guys that you have to flip to kill, then the garo lord, then the grim reaper and the giant eyeball dude before twinmold.
Thats not a clean progression, but its definitely a step up from the dragonflys and dust bunnies you fight near the start of the dungeon.
Most the n64 dungeons go this way, the enemies at the start are the easiest, with harder to kill ones being introduced later inside through the use of multiple mini boss fights and sometimes other non respawning encounters.
2 weeks ago
Anonymous
>Off the top of my head stone tower
Yes. That's the one single old 3D Zelda dungeon that was actually good. It's the exception, not the rule. Listing progressive puzzle difficulty as a requirement when it happens 1 time across 5 games is absurd.
2 weeks ago
Anonymous
Even in most the OOT dungeons you got at least one mini boss before the real boss and usually the harder enemies like wall masters dont show up at the very start. But IIRC all the majoras mask ones have at least two. In the great bay temple its the frog and the giant bubble eye thing.
2 weeks ago
Anonymous
I'm not even going to get into pretending the combat was ever hard in 3D Zelda games, but where the hell do you think progressively harder puzzles are? None of them even build or iterate or get more complicated, it's all just "use new tool here".
2 weeks ago
Anonymous
>it's all just "use new tool here".
Yes, but the way you use new tool gets more complex over time. Like hookshot points going from stationary to moving targets.
I'm not saying any of this is difficult, just that the things at the start of the dungeon are less involved than things at the end. Which I don't think is a controversial statement.
2 weeks ago
Anonymous
>but the way you use new tool gets more complex over time.
No it does not, and there's sure as shit no puzzle difficulty curve between the dungeons.
2 weeks ago
Anonymous
I really hope you're not implying the great deku tree and the spirit temple are on the same level of complexity.
2 weeks ago
Anonymous
The jump through the web in the deku tree was the best use of 3D space in any dungeon in the game.
2 weeks ago
Anonymous
Nah, the water temple was.
I do like the web physics however, very nice for a 5th gen game.
2 weeks ago
Anonymous
>Nah, the water temple was.
Not a fucking chance. The water temple was like a primer on how to never design a 3D level.
2 weeks ago
Anonymous
nta but I agree, water temple is the obvious best in the game. the way it filters so many makes it blatantly obvious that That was a Dungeon.
2 weeks ago
Anonymous
It doesn't filter anyone. Some retards just got confused and thought "this is tedious and boring" meant "this is difficult."
2 weeks ago
Anonymous
nah, I remember specifically a raise in water made a platform rise and there was a hole underneith, and that key was responsible for many players making it Just Outside the room with the boss key, only to have to backtrack around snooping for that missing key
2 weeks ago
Anonymous
Yes, some people like to pretend that one key made the whole dungeon hard and that it was a big filter. It wasn't. Everyone just hated the shitty boots.
2 weeks ago
Anonymous
you guys are fuddy duddys
2 weeks ago
Anonymous
This. I never found the water temple challenging at all, just an exercise in tedium and frustration.
Fuck, I'd rather do TotK's water temple and that one is the weakest of that game's dungeons.
2 weeks ago
Anonymous
>Fuck, I'd rather do TotK's water temple and that one is the weakest of that game's dungeons.
TotK doesn't waste your time with padded animations. The water temple sucks, but it's not tedious which makes it infinitely less sucky.
A Link to the Past let you finish dungeons 4-10 in any order and only increased enemy damage scaling for "later" dungeons. Only real caveats are the prereq items for Turtle Rock and the need to get the hammer to leave Darkness Palace.
>Spirit tracks placement highly varies between the top and bottom spots
truly the greatest plebfilter.
as other anons said, if the characters of the DS games were placed in the mainline titles they would be the undisputed best characters of the franchise
It has one of, if not the best Zelda, but the gameplay is poor, due to being limited by the Literal Railroading, and the DS's insistence of making you use the touch screen to control Link's movement and combat.
I started playing with OOT3D, so my list usually goes like this...
Worth playing twice: OOT3D and MQ, ALBW
Worth playing: BOTW,TOTK
Just skip these: all other zelda games
I also have a soft spot for SS but I wouldn't recommend
Something like this.
I need to get a copy of Skyward Sword, but Twilight Princess isn't in the likely future, as I have neither a Wii U or Gamecube.
I have Age of Calamity as well, but haven't gotten around to it yet.
moron I have the OG copy of Four Sword Adventures including the cardboard box, GBA cable and everything. I legit played it with friends as a kid and it was ok.
People who put Skyward Sword anywhere but the very bottom are trolling or contrariabros. There's no way people actually believe that one of the worst first party Nintendo games is by any definition good.
holy bingchud
Phantom Hourglass and Spirit Tracks are the two best zelda games and it is a crime that are never going to be re-released.
>phantom hourglass
fuck no
>spirit tracks
indeed, its A to S tier, best link and zelda duo
Literally the other way around, how do you fuck up an opinion this bad?
>wind waker lite, has fun sailing and map mechanics
vs
>shitty linear railroads with obnoxious trains attacking you on said roads
I'll never understand why people dislike phantom hourglass but like spirit tracks. And I say this as someone that likes both. Just the former more
Here's my problem with Spirit Tracks, outside of it literally being on rails: the tower of spirits sucks. It's designed to be an "improvement" over temple of the ocean king but the whole point of temple of the ocean king is that it's one massive, interconnected master dungeon. Why even have the master dungeon concept in Spirit Tracks if you're going to separate all of its parts? Just makes the game feel like a slog at that point.
Post template.
Also wind waker in second c'mon, it was baby mode throughout, you can't arrive in endgame and get hit for 1/4 heart when you have 16. Also it wasn't finished.
I used https://www.backloggd.com/
but if you don't want to make an account, just use https://tiermaker.com/categories/zelda
Alright bring the hate
Oh I forgot Totk, it goes in S
>BotW over TotK
why? genuinely curious.
pretty good choices
it's hard af to make a tier list with zelda
pretty good and based midna enjoyer
>Spirit Tracks over Phantom Hourglass
Yep you're retarded, anon.
>both c
>order doesnt matter
>calls other a retard
The retard is you, anon
back to red dit
Depends on what you like. Writing, music and presentation are absolutely top notch. Going to sunken Hyrule Castle is an amazing cinematic moment, unmatched by anything in the series. Dungeons and enemies are too easy and the game is too short are valid criticisms, but it’s outweighed by the storytelling for me. Combat has never been good in 3D Zelda anyway.
So glad they stopped using those ugly brown covers, you just know it was a NoA thing.
they were supposed to be gold to emphasize the treasure hunting aspect of the game
I'm not a Zelda fan, however Spirit Tracks and Phantom Hourglass were pure sovl, fuck off.
never said they were bad, I really enjoyed them for what they were
>putting true form Midna over shortstack Monday
Atrocious taste
hi Lunar_Phase
From what I've played
>Loved and always enjoy a replay
Majora's Mask
OoT
Link's Awakening
OoS
>Loved but have no desire to replay
BotW
ALBW
OoT
ALTTP
>Finished but didn't really like
Twilight Princess
Wind Waker
>Dropped because I wasn't enjoying myself
Skyward Sword
LoZ
AoL
Having a good time with TotK but honestly when I'm done and seen everything I think it'll be a bit like BotW and I won't have any desire to replay it
> OoT in 2 different categories
Good job
Oracle of Time
HOLY BASED
OP here and this is the best one yet
also, I stopped playing TOTK a day ago. I wanted to finish it but couldn't bother which never happened to me before with a zelda game. I get why people love these open world ones but I just don't like open world. It feels like filler content after filler content with only the opening hours being true kino and the narrative always suffers from the structure. Memorable moments and handcrafted things for the player to see and enjoy just don't work if you can go everywhere anytime. I'm really sad we won't get a new classic zelda again. But hopefully at least some remasters, please nintendo..
I'm in the same boat as far as TOTK goes. It bores the piss outta me and I wonder how I managed to finish BOTW after playing it. I just can't bother to pick it up again and I hope Nintendo announces some kind of traditional Zelda again soon, hopefully a classic top down one.
>hopefully a classic top down one
I really wished nintendo would go the Residen Evil route with zelda. Make new open world games for the nufans and make top tier remakes which pay true respect for the OG for the old fans.
Seems they did with the Link's Awakening remake, as divisive as the new art style was. We can only hope they continue the trend with something new or some Oracle of Seasons/Ages remakes
Have you tried Tunic? I liked that one a lot, and I think it also does a lot to not just be a hollow Zelda clone
Haven't heard of it, might have to check it out.
God, I hope so. Also, Okami, nice.
I respect it. I should really play those other Zeldas not on my list like Minish Cap.
I like tunic a lot but honestly I would PREFER a straight up clone over all the different variations of "it's like the 2d zeldas but not really lol" we always get
this, I don't get why they always have to put some shit like le dark souls combat or le roguelike in those games
How can you hate wolf link and midna?
pic related
yeah, thought about that one too. we're gonna make it, fren
you got me there 😉
I wanted to buy it, but I hadn't people to play with at the time.
>I miss dungeons.
I absolutely HATE when people call these things in BOTW and TOTK dungeons. You just know they never played a zelda game before. I was so hyped when I reached the first ""dungeon"" in TOTK but then I realized those switches were not for opening up the real dungeons but instead they were all there was to it..
>botw is one of the worst games i ever got tricked into playing
based oldfan
dunno if that list is really good, but pic related. I didn't play tunic myself but maybe I will get it on sale
I would add Xanadu Next to this list as well personally
i have a soft spot for a zelda-esque game that gives you a hookshot immediately, and while for 11 dungeons it's your only tool, it never stops finding ways to utilize it in conventional ways
hidden gem
basedpilled
It's good game, but it has a lot of backtracking with time limits and the story is meh.
However it is my favorite title out of the operation rainfall games.
>I absolutely HATE when people call these things in BOTW and TOTK dungeons
Buddy, that's how I feel about every 3D Zelda dungeon
Eastern Palace is more complicated than anything in Twilight Princess.
give me more 2D zeldalikes. I just finished my first zelda game (ALTTP) and I already know I'll want more after I finish with the mainline games
Crosscode doesn't at all LOOK like it should be a Zelda-like, and it's not fully, but the dungeons are bang-on 2D Zelda. It's uncanny.
You can stop at Hob, the rest are trash (Mina isn't out yet so I'm ignoring it).
Ganpuru (Gunman's Proof) and Spike McFang are SNES ALttP clones that are really fun imo.
Capcom hasn't made a classic style Resident Evil for two decades. They specifically remake the classic style ones into the new form.
I know man, I'm just desperate at this point. All nintendo devs are giving out interviews about never ever returning to the classic zelda format..
I would love to replay OoS and OoA. would also be nice to have a version of ST that doesn't require blowing into a microphone.
This would be a good list if A Link Between Worlds was ranked as shit
>2D
LttP > LA > AoL > OoA > OoS > ALBW > LoZ > ST > MC > PH
>3D
MM > WW > OoT > BotW > SS > TP
Ive played a lot of TotK and I'm really enjoying it but not gonna include it here since it's too new. Favorite spinoffs are Cadence of Hyrule and Hyrule Warriors DE
I haven't played BotW or skyward sword, but I agree with the rest of this list
any game that lets me go CHOOCHOO on a train automatically gets an S.
SS is C because all the handholding made me quit right after finishing the first dungeon.
I obsessively played BotW for 10 hours a day for a week and then realized there was no payoff. I miss dungeons.
I don't agree with this list, but I respect it. It's got heart. That said: Play Majora's Mask please, it's really good.
i just care for the snes, n64 and GC zeldas.
rest can fuck off.
You can't even call yourself a zelda fan if you don't have four swords adventure on your tier list
>favorite game franchise
>didn't play one of the best entries
Business as usual.
i like alttp, la and oot. rest dont really matter. botw is one of the worst games i ever got tricked into playing
Majora in D? You’re high anon.
Something like this. I also played the older Zelda games later and not much when I was younger, other than Minish cap a bit of OoT not a zoomer im 29 I like exploration and darker themes a lot
Finished and liked:
OoT, Wind Waker, Zelda 1 on NES (with save states)
Played, didn't finish, but mostly liked:
Twilight Princess, Link to the Past, Skyward Sword
Played, absolutely despised:
Zelda 2 Adventure of Link
Fuck Skyward Sword
based list, and yes fuck skyward sword
Thanks anon fuck that shitty ass game
I thought the story, art and music were great, but waggling in the OG was fucking horrible and traditional controls in the HD remake made it so insanely easy that it feels like baby's first 3D Zelda
Only played the first three but for me it was AoL > LoZ > ALttP
nice classic fan
>not zelda category
I kneel
that minigame was KINO
That's about it.
All Nintendo needs to do to fix co-op Zelda is to tack it onto an actual 2D Zelda game as a bonus multiplayer mode. Triforce Heroes was really fun, but it sure wasn't worth 40-60 dollars.
>tfw my friend group planned to play it and I ended up being the only one buying it and playing it alone
I haven't finished MM so I can't in all fairness access it.
>S Tier
>All of the except Skyward Sword and Link's Awakening Remake
>BOTW in S, TOTK in F
care to explain? I'm really curious
2D zelda is way too underappreciated
I made the tier before TotK release.
I'm more of a 2D Zelda fan
I'm a gamer
those not listed i havent played, or havent played enough to form a good opinion on
Also I've only done 1 playthru of TP, on release, and it was the wii version, which i've heard is a much shittier play than the gamecube version, so probably its actually much better than i remember. midna is sexy
If relevant I'm 33 and my first Zelda game was Link's Awakening on the og Gameboy.
probably could have grabbed a better list but whatever
If Majora's Mask came out today, half of Ganker would be crying that it's too woke.
It started off so good until you put fucking TP at three.
Too lazy to do it again so fishing for my old tierlist from the last game.
If i were to change anything, i would drop BotW to C and put TotK in B.
r8/h8
why the fuck is red "S" in tiermaker lol red is ALWAYS the evil/bad color
>S
TOTK
>A
ALTTP, BOTW, Oracles
>B
OOT, MM,Link's Awakeningg
>C
WW
Haven't played Tears of the Kingdom because it looks like a fucking expansion pack for a Wii U game and I didn't really enjoy BOTW.
basado
>TP that high
No taste at all.
Here it is.
>Didn't Play: Tri Force Heroes
That's supposed to be Didn't Like.
>Official Romhack
It's a really good romhack, though.
Yeah but I can't stop viewing it as a slightly altered version 'new game' romhack of LTTP, in spite of it having its own story.
If I could've gotten FSA to work, it would share LBW's placement.
Majora's Mask narrowly missed joining "Official Romhack" because of the timeloop while TotK isn't in the list to begin with.
>If I could've gotten FSA to work
You can play it solo without a link cable.
Also, try out the MSU versions of BS Zelda and Ancient Stone Tablets.
>link cable
The Gamecube game with the joystick drag?
>MSU BS Zelda + AST
I know of the translated roms, I just never got around to playing them.
>Top tier
TOTK
BOTW
>Great tier
Zelda 1
Link's Awakening
>Good tier
Majora
OoT
LttP
Wind Waker
>Mid tier
Skyward Sword
Phantom Hourglass
Spirit Tracks
Triforce Heroes really is a shitpost made zelda game.
Aonuma was the most enthusiastic, Mouri pulls it off better, Shikata has the closest pose to the artwork.
I get what they were going for, but it's less fun than Four Swords. I think the vibe and idea was better than the execution.
>TP and WW above the N64 duo
In the trash it goes
>all these friendless losers who couldn't enjoy triforce heroes
My friend and I bought it together specifically to co-op.
It was terrible.
Triforce Heroes really needs a switch port, it's a good idea that was sent out to die on 3DS
>Wind waker that high even though it is objectively the weakest toon zelda
In what world is anything about PH aside from
>Linebeck
>Palace of the Ocean King
good?
Dungeons are well designed and the bosses in the DS games are well done and make use of the hardware
Linebeck alone is worth about 2 to 3 Wind Wakers on his own
If linebeck was in a home console Zelda people would say he’s the best character in zelda
Yeah, but one character can't hold a game on their shoulders no matter what Midna fans say.
is the majora's mask 3ds remake good? is that the one to play over the original?
It adds QoL that arguably misses the point of the game and messes up the lighting. Some changes are good, a lot are bad or up to taste.
If nothing else, they took a spooky game with heavy shadows as part of its aesthetic and brightened it.
>they took a spooky game with heavy shadows as part of its aesthetic and brightened it.
damn that sounds pretty bad
It's a mixed bag and really comes down to preference. Some new textures are a godsend, and extra flourishes added are welcome additions. Other new textures completely miss the point of the original vibe or the colors are off, making things that are supposed to be garish blend in and vice versa. Some scenes handle fog better, others are just terribly lit.
The biggest casualty is the moon itself, imo.
It's a remake for people who were put off from playing the original, while fans of the original might not agree with a lot of the changes it made. One of my biggest dealbreakers is that I feel like all the bosses were changed for the worse.
Here's mine. A bit top heavy but that is mostly how I feel
Are the four sword spinoffs worth playing? I think it's about the only game I haven't played so far
I liked the GBA port of the original and didn't like Ocarina of Time. Didn't touch it again until Breath of the Wild, which I also didn't like.
>S
Majora's Mask
Breath of the Wild/Tears of the Kingdom
>A
Ocarina of Time
Wind Waker
A Link to the Past
A Link Between Worlds
>B
Skyward Sword
Link's Awakening
>Haven't played
Twilight Princess
Oracle games
Zelda 1 and 2
Phantom Hourglass and Spirit Tracks
Minish Cap
TotK is in D right before BotW
Ive only played majoras mask but im pretty sure its the best one
For the people who put the oracle games in low tiers, what made you dislike them so much?
I wasn't around when they came out so I don't have nostalgia goggles, but to this day I'm still blown away by how good these games are.
They easily rank at the top of topdown zelda titles, which make up the majority of top-tier titles. And yet, most people seem to have them on the lower end of their lists or not on them at all
they have shit taste, that's all
I hated Twilight Princess.
1. A Link to the Past
haven't played the rest
>S
MM, followed by OOT. MM wouldn't work near as well without OOT preceding it but it is a better game.
>A
Tears of the Kingdom
>B
A Link to the Past, Twilight Princess, A Link Between Worlds, Spirit Tracks
>C
Wind Waker, Zelda 1, Phantom Hourglass
>D
Skyward Sword, BOTW
>F
Triforce Heroes
Yes, I think TOTK is THAT much of an improvement over BOTW. The nonexistent enemy variety (bokoblins, lizalfos, and moblins are overused to high heaven), boring fucking travel (just climbing and gliding can get you to just about any point in the world), and the world generally feeling overly samey, have all been radically improved by TOTK, I think.
I fully believe anyone who ranks TP over BotW/TotK was dropped on their head as a baby and again as an adult
BOTW is offensively fucking boring to me and nothing will change that fact.
They're the kind of people who care more about Zelda as a franchise than Zelda as individual games. There's a lot of lore wank and OoT isms for no real reason. The most egregious MEMBER THIS??? in TP is probably howling the Song of Healing from Majora's Mask the second time you meet the Hero's Shade. Not the last time, freeing him from his ghostly existence. Not the first, soothing him enough to pass on his wisdom. The second. Because OMG ICONIC ZELDA SONG I CLAPPED.
No, that's not it at all. I just like that it has seven handcrafted and lengthy dungeons. They're fairly easy, but aesthetically all winners.
Aesthetic is all they have going for them. No level where you have literally zero chance of dying can properly be called a "dungeon"
The only reason you ever have a chance of dying in BOTW or TOTK is because enemies scale up the damage they deal massively and far too soon. They're still dumb as a box of rocks.
>But other Zelda game
Play a real dungeon crawler
what's a real dungeon crawler? Brandish?
I would have gone Xanadu but Brandish is good too.
No Ys? You're slacking hipster.
I don't really think of Ys as a dungeon crawler. Some of them would partially qualify but there's not as much focus on navigation or puzzles after the bump era
This is a Zelda thread not a dungeon crawler thread
>No level where you have literally zero chance of dying can properly be called a "dungeon"
so I guess we call them catacombs then...
>No level where you have literally zero chance of dying can properly be called a "dungeon"
So? Neither do you have a chance of dying to the millions of bokoblins in BotW
Difficulty was never the main selling point of the enemies in zelda anyway.
It was dungeon crawling, and solving puzzles you inane tard.
Which are non-existant in nu-zelda.
And no, 100+ fucking shrines don't count as "dungeons", they are dogshit copypaste bullshit. With lamest and most dogshit aesthetics you could ask for in a Zelda dungeon.
I wish more than three of them were actually fun to play. I also wish all the other stuff in the game was better.
Do you not understand the difference between
>Song's melody is used again in an appropriate context
and
>Song is repeated in an interactive story sequence where it makes no sense to use it and there's a very obvious, better way to use that song
or something? I even said exactly how you could use it in a way that makes sense. I never even brought up open world design; there's four other 3D Zelda games that do what TP does but better, and nearly a dozen 2D Zeldas like that as well.
Stop obsessing over you NuZelda boogieman and using it to deflect TP criticism.
I have never seen a more nitpicks criticism in my life and I browse Ganker
>"I have never seen a criticism more nitpicky than [this song doesn't fit this scene at all]."
Why lie?
I’m not lying
You're on Ganker, you're full of shit if you've never seen a more nitpicky sentiment than "this song didn't fit."
and what about breath of the tears using all the iconic old zelda games? why can't people fathom that not everyone enjoys open world games? I mean, I hate them but I still 'get' how you could like them. Just accept that not everybody wants to make his own fun and instead prefers good level design and iconic moments in linear games. it's really not that hard
as this anon said
disingenious af, zelda was never about difficulty in the first place
*zelda game songs
I have replayed twilight princess. I went to go replay botw before totk and dropped it after completing the plateau.
>ctrl + f
>no Link's Crossbow Training
and you call yourselves Legend of Zelda fans
lttp > botw/totk > oot > the other ones
Fuck nu-zelda
hi
left > right for A and below.
Played every mainline game on release.
S
LoZ, LttP, LA, BotW, TotK
A
OoS, OoA, ALBW
B
MM, WW, MC
C
AoL
D
OoT
F
TP, SS
Number of "lengthy" dungeons has never made any of them good when the length comes from stupid amounts of padding and the puzzles are just using the new tool you got on everything. Those dungeons fucking suck.
>WW over TP when they have near identical puzzle design just with TP making them more aesthetically interesting
And don't say WW has better pacing, it falls apart in the actual most crucial moment, the fucking home stretch.
WW has a better world, art style and combat.
WW has the best ending of any Zelda ever, and TP is genuinely one of the ugliest games I have ever played.
>ww above oot
>botw in top tier
>loz in top tier
How much money do you want to bet a botw zoomer made this and put loz in the top even though they never played it. I don’t believe you played every one on release
>How much money do you want to bet a botw zoomer made this
How many zoomers do you know in their 30s? Getting mad that people don't have the nostalgia for OoT that you have won't make me younger.
Based ranking, based take. 3D dungeons fucking suck because they're padded to hell and rely on telegraphed items that are absolutely useless outside of opening some arbitrary gate to progress that barely qualifies as a puzzle despite the fact it was obviously intended to be one. BotW and especially TotK resolving this with multi-use items improved the gameplay infinitely over what it was, and I say that as a 2D fag.
braindead ubi-zelda fag
I'm in my 30s and was playing Zelda while you were still swimming in your daddy's balls so my opinion automatically supersedes yours. Cope.
>im going to die sooner than you so my opinion is better
okay grandpa, let's get you back to ubi-zelda sequel now
>TotK hater just admitted he's a zoom zoom
Go figure
If that is some kind of garant for you then I tell here you here and now that you are a gay. I am 56.
Well that's just pathetic. There's oldfags, and then there's you.
>the thing that made zelda great and defined an entire fucking genre when a team borrowed it from zelda BAD
>muh freedom to do the same task sixty times in a row because there are three kinds of task to do in the 80,000 square mile overworld GOOD
>the thing that made zelda great and defined an entire fucking genre
The overworld is what made Zelda great. Dungeon crawlers were already a thing in both 2D and 3D long before Zelda did them.
The overworld was the thing that made Zelda different from its competition, the item gating to create guiding forces without just pushing you through level after level is what made it great.
>The overworld was the thing that made Zelda different from its competition
And what made it good.
>the item gating to create guiding forces without just pushing you through level after level is what made it great.
No, the item gating and one solution "puzzles" were always pretty shit. LttP and LA focused on dungeon puzzles that weren't like that, and Nintendo even know at the time that one solution item locks for progression sucked and said they were the result of hardware limitations even in the 90s.
>No, the item gating and one solution "puzzles" were always pretty shit.
Unless you're about to go ahead and say every metroidvania ever made is bad, you can fuck off.
>h-how does that relate
Metroidvanias are an entire genre based on item gating. The first metroidvania ever, the one specific game the genre name was invented to describe, was explicitly based on not Metroid, but Zelda. Symphony of the Night still makes "best games of all time" lists- maybe not top 10, but not out of place in a top 20 or 30.
>Unless you're about to go ahead and say every metroidvania ever made is bad, you can fuck off.
Super Metroid is a phenomenal game. Super Metroid has upgrades that do a lot more than act as glorified keys in a few areas to gate progress. Super Metroid is also designed in a way that lets the player use a combination of various abilities to get into different areas before they're "supposed to" and never arbitrary gates the player from doing something because you stumbled into a different area early. You can always explore any area and kill any boss as long as you can physically reach them. That's why Super Metroid is the best in its genre. You can fuck right off if you're going to pretend that getting power bombs or the ice beam in SM is somehow comparable to getting a glove or bracelet in a Zelda game that does literally nothing except pick up and remove a road block that's blocking an entrance to the next area you need to go to when that area has no other approaches you can take to get in.
Your entire argument has now essentially been reduced to
>My favorite zelda game has multifunctional items and yours doesn't
Every game with a hookshot has a multifunctional item you pretentious toolbox. You can bitch and moan about how it doesn't fucking count or whatever, I don't care. You and I both know it's true.
Linearity is not a dirty word. Not even in Zelda. Nobody gave any serious thought to your ability to do dungeons out of order in OOT, save for "hey, do you do the shadow temple last, or the spirit temple last?" discussions, which happen solely because unlike the asinine "oh yeah you can get the bow then leave and do another dungeon entirely" (who the fuck actually DOES this) you get the lens of truth entirely outside the shadow temple and nothing in the spirit temple otherwise actually checks whether you did the shadow temple. It turns out, nobody was fellating "muh freedom" in Zelda games until Skyward Sword deliberately framed the problem as linearity.
And in OoT and MM, if you can get to a boss, you can fight it too. The process to get there is just more intensive and glitchy, because IT'S NOT A FUCKING PLATFORMER.
>It turns out, nobody was fellating "muh freedom" in Zelda games until Skyward Sword deliberately framed the problem as linearity.
NTA but you're either delusional or too underage for this series. Freedom and openness dominated every Zelda discussion I've lurked on and have been a part of for a long fucking time before Skyward Sword was even on the drawing board. You pretending that it wasn't with your shitty revisionist history doesn't make it untrue. Nobody liked item gating in Zelda back then and they wouldn't like it now either.
The only thing I ever saw praise for on the note of freedom was that it managed to FEEL meaningfully free without actually sacrificing the design. Nobody was fucking MAD that they had to get a dungeon item to progress in a fucking dungeon. Nobody was seriously proposing removing all dungeon items, or just giving you a set of dungeon items at the start of the game and then having every other improvement throughout the game just be statistical growth, not without being laughed out of the fucking room.
>shitty lock and key progression has always been bad and that's what I've consistently and unambiguously been saying
And boiling down all of OoT's progression to "shitty lock and key" is consistently and unambiguously reductive, wrong, and retarded. I'm going to give you a reality check: Super Metroid was not designed with your precious fucking sequence breaks in mind. The nonlinear part of the game as designed is that you have to find what means of progression have opened to you because you got a new item. Nobody on the fucking dev team was genuinely thinking about players doing shit wildly out of order. Super Metroid played without wild glitches, frame and pixel perfect precision, and tons of foreknowledge, is a primarily LINEAR FUCKING GAME. The path sometimes branches, there are cases where two new items will both render a certain spot passable, but it isn't this freeform masterpiece you keep fucking touting it as. You're not mad that OOT is linear, you're mad that the ways to make it less linear are more obviously out of place.
intended partly for
>I'm going to give you a reality check: Super Metroid was not designed with your precious fucking sequence breaks in mind.
They literally designed the game so that if the player managed to get anywhere, they would never get stuck or softlocked. All they needed to do was reach a boss and kill it. You're objectively wrong now and trying to save face with damage control because you brought up a genre you clearly understanding nothing about. Stop embarrassing yourself by comparing OoT progression to SM and pretending that they're anything alike.
And where exactly are you given the impression that this is somehow part of the intended vision of the game and not, I don't know, a fucking FAILSAFE?
>And where exactly are you given the impression that this is somehow part of the intended vision of the game
The part where the game was built around it and it always works. Are you fucking stupid? Has your argument really devolved into "They made this robust game with multiple approaches to everything based on your ability set with no arbitrary lock and key gating, but they did it by accident"?
>They made this robust game with multiple approaches to everything
Many of your alternate routes through the game require ridiculous degrees of precision and skill that Nintendo has not designed for in the past nor since, implying to me that they are unintended.
>with no arbitrary lock and key gating
Missile doors. Destructible-only-by-x-item blocks.
So, yes. I do believe that a lot of the nonlinearity of Super Metroid is in fact unintended. It was well accounted for, but not designed for.
>Many of your alternate routes through the game require ridiculous degrees of precision
No they do not. At this point it's clear that you have literally no idea what you're talking about with regards to SM's design and are not worth replying to anymore. Play games before you shitpost about them.
Fine. I've played the game through, but maybe I haven't done enough "research" for you or whatever the fuck.
No. Designing for something is intending for it, accounting for it is catching it as an exception to your intent.
>I played the game once and have no idea how to actually sequence break or what it entails or what makes people like it, but let me keep commenting on its design choices
Fucking idiot.
>sequence BREAKING
>is a DESIGN choice
The sequence is the design. Breaking the sequence is escaping the fucking game design.
>sequence breaking is always unaccounted for
Your posts get continuously stupider.
>Designing for something is intending for it, accounting for it is catching it as an exception to your intent.
This is completely wrong and you know nothing about game design or programming in general. Enough with your meaningless word salads.
>It was well accounted for, but not designed for.
If they accounted for it then they designed for it, you idiot.
>missile doors
You get missiles ridiculously early, it only serves to guide first time players down the intended path.
Missiles in SM work like bombs in LoZ. It's not a single item you find that acts as a key. You can get them anywhere and use them for many things. You can also work around missile doors in a lot of cases. This is nothing like a game like OoT or its clones where you have a single strict gate that can only be opened with a single dungeon item. Trying to compare these things is absurd. I've seen you bring up Metroidvanias in Zelda threads before and I knew you didn't know what you were talking about, but what you're trying to say now is shockingly stupid.
>Nobody was fucking MAD that they had to get a dungeon item to progress in a fucking dungeon.
They were mad that items barely had any utility outside their respective dungeons which is a staple of every OoT-like Zelda except for *maybe* Wind Waker when it came to *certain* items. People have been clamoring for what would eventually happen in BotW/TotK for fucking ages, dude, right down to being able to go anywhere in the overworld without being gated and having items that could serve a variety of functions and even having puzzles and gates with multiple solutions. This didn't just come out of nowhere. It's been discussed for literally decades.
You're just making it clear that you weren't around for them.
>Nobody was seriously proposing removing all dungeon items, or just giving you a set of dungeon items at the start of the game and then having every other improvement throughout the game just be statistical growth
Runes function as dungeon items (just a million times better than the old ones mechanically) so they were never removed. "Growth" in Zelda games have always been statistical, with only the items allowing you to progress beyond arbitrary keyholes which everyone rightfully derided because people enjoyed Zelda the most when it felt like an adventure with actual exploration, even if, in OoT's case, it sometimes only provided the illusion of one.
>They were mad that items barely had any utility outside their respective dungeons
Funny how hard this gets swept under the rug now when people want to glorify OoT clones now while claiming BotW wasn't a real Zelda game.
>which is a staple of every OoT-like Zelda except for *maybe* Wind Waker when it came to *certain* items
IN WHAT FUCKING UNIVERSE? The only games that were particularly bad about this were Twilight Princess and Skyward Sword. TP had two damn items that were memed to death as being useless outside their one dungeon, the spinner and the dominion rod. TWO. Every other item saw appreciable use elsewhere. Skyward Sword had it worse, though nobody is dumb enough to defend Skyward Sword, I hope.
>Runes function as dungeon items (just a million times better than the old ones mechanically)
I actually do agree with this. I like how runes function more. Hell, I even like TOTK since it addresses a lot of my problems with BOTW. I just would fucking love another game with the OOT formula to come out and actually be great, not just good or decent. I genuinely believe that the failures of WW, TP, and SS are not because of linearity or devotion to the OOT formula. OOT providing the feeling of adventure without actually providing ABSOLUTE FREEDOM was not a bad thing, that was amazing fucking design. I'm tired of seeing this shit undersold.
Most of OoT's items are redundant replacements of stuff you already got or glorified keys.
2/3 of MM's masks have no use outside of their single specific side quest.
Skyward Sword made an active effort to reduce tool bloat and utilize most of your gadgets the whole game. Gust bellows is the only outlier I can think of. They made a point of trying to avoid one use gimmick tools and said as much when previewing the game.
>Slingshot hits things at a distance
>Bombs blow up rocks and conventionally invulnerable enemies
>Boomerang stuns enemies and hits other things at a distance without requiring ammunition
>Hookshot's utility is self-evident and not a replacement
>Bow... is just the adult slingshot, but it gets the elemental upgrades
>All tunics and boots are functionally different from your base equipment
>Megaton hammer hits a new type of switch, flips enemies, breaks rocks without costing bombs
>Longshot... is just a hookshot upgrade, but the water temple uses the transition from hookshot to longshot smartly at least
Beyond here is where things get a little lame.
>spirit temple has the mirror shield which really is just a key and anti-boss item without any regular combat applications and few puzzle applications
>shadow temple has the lens of truth which you don't even get within the dungeon and is really one note in its use
Maybe SS isn't as bad as I thought, I do recall it hitting you with a lot of items without much combat utility at first and finding that particularly annoying at least.
>IN WHAT FUCKING UNIVERSE?
The universe where iron boots exist, where most of the masks in OoT and MM (except for the major ones in MM) exist, where the old tunics exist, where the lens of truth existed, where the vast majority of OoT's "items" for "puzzles" were really just standard weapons. They had one or maybe two different uses and that was it.
Notice how BotW instantly fixed this by actually making most of these items standard fucking weapons as they should have been from the start. The only items you can say had "appreciable use" are, for the most part, already in the new games.
>I genuinely believe that the failures of WW, TP, and SS are not because of linearity or devotion to the OOT formula.
And the failures of those games according to everyone at the time was indeed their linearity and devotion to the OoT formula, but especially linearity because it was a near constant complaint. That's just the reality. You may not personally agree, but it was a major consensus for years.
That's the thing. BOTW didn't fix fucking shit because there was no goddamn variety to how it did even a single one of its puzzles. Oh wow, this thing that used to be an item is a weapon now! Oh... wait... weapons are disposable now... that means no part of the game will actually expect me to have it. The amount of problems it solves wholesale is zero. That's fine in theory, I'm all for multilayered solutions, but when the solution that doesn't involve the disposable utility isn't particularly harder or slower... what's the point? Why even bother with the special unique utility when it does nothing better?
Ironically the only place BOTW breaks this convention is its fucking fetch quests. You cannot dance around the objective of a fetch quest. If you do not have the items they want, the quest is not completed. It is the most boring, shitty, lock-and-key design of all. It makes the game look very all-or-nothing; the only instance in which a scenario actually requires something you may not have the moment you arrive is one where you're just expected to deliver goods.
I still do like TOTK. The introduction of fusion makes it possible to carry around a decent set of utilities, and there's enough enemy variety that changing tactics and using those utilities feels more warranted more often. If BOTW had been more like this at first I wouldn't be so worried about where things are going.
>You may not personally agree, but it was a major consensus for years.
And I believe it's a knee-jerk overreaction to "linearity". And it lines up way too well with the general direction of the games industry for me to feel that it's entirely organic.
>because there was no goddamn variety to how it did even a single one of its puzzles.
This is literally the opposite of reality.
Freedom to use tools in different ways > being given a new tool that's only used in one way
If freedom to use tools in different ways requires me to know that every puzzle in the game could be completed as soon as I exit the tutorial, then your statement is untrue.
I want puzzles that require me to hunt down the solution. Everything being self-contained defeats that goal.
>If freedom to use tools in different ways requires me to know that every puzzle in the game could be completed as soon as I exit the tutorial, then your statement is untrue.
This is a complete non-sequitur. The first and second parts of that sentence are entirely unrelated.
Sorry, I should specify.
If freedom to use tools in different ways REQUIRES the game to be designed such that all my main tools are acquired before I exit the tutorial, thus guaranteeing that a severe majority of puzzles can be solved as soon as I run across them, not requiring, say, long-term memory or anything, then multifunctional tools are not worth what they cost.
>then multifunctional tools are not worth what they cost.
Wrong. Designing it that way lets the puzzles functions as puzzles designed around mechanics instead of being designed as roadblocks first and foremost.
And I find the design of puzzles as "roadblocks" to have even more potential in open world than it does in a linear game. If a puzzle requires a tool you outright don't have and that tool exists in a specific place on the map that you have to work to reach, that sounds fucking amazing.
Maybe it didn't necessarily. I just think botw didn't do enough to actually take advantage of its space, meanwhile smaller games were great at maximizing it.
I have only one shrine in TOTK that I'm stumped on, and the experience of it was far lesser because I could just walk out and ignore it. The warp point even activates before you finish it; I get that, for anti-frustration purposes, but come ON.
>And I find the design of puzzles as "roadblocks" to have even more potential in open world than it does in a linear game.
Then it's not a puzzle, it's just a roadblock. You keep talking in circles because you're saying things that aren't related to try to make a point. You don't like games that are open and about pure puzzle solving, and you like linearity and gating. You can just say that instead of making up a bunch of shit that makes less than zero sense about puzzles as roadblocks somehow allowing for better puzzles.
You literally just described a roadblock, not a puzzle. Also BotW has softblocks everywhere in its level design be it a major stamina requirement or a status one you'd need from gear or a consumable.
BotW did more to take advantage of its space and geometry than anything in the series before it. TotK took that idea and added even more content. Stop with the mental gymnastics already.
NTA but a lot of (but not all of) the shrines require long-term memory of what the runes are capable of. It's why you have a lot of players reporting they were stumped for a while because they forgot a rune could be used in some specific way or even combined with something else to achieve the desired result.
Also you're dramtically overselling older 3D games if you think it took any recollective effort to go to the other corner of a small map that you just saw a couple of hours ago. Wind Waker was ironically the only game to somewhat mitigate that because the sea was so massive.
>Oh... wait... weapons are disposable now... that means no part of the game will actually expect me to have it.
That's outright false. Bows and even specific elemental arrows are tied to specific puzzles in BotW, not just the runes. They are also more optimal for specific combat situations and enemy types. Runes themselves have more puzzle utility than most traditional dungeon items – something you've already agreed to, which was my main point because it largely addressed a common complaint.
Now, I agree with you wholeheartedly that TotK improved BotW to a pretty major degree and that's why I'd put it in a whole other tier. Even though BotW was an improvement, its own version of runes make BotW's runes look utterly primitive in comparison.
>And I believe it's a knee-jerk overreaction to "linearity".
I don't, and I believe the current direction of the series is partly in response to consensus and also partly inevitable as it allowed the team to do certain things they've been wanting to do for years but couldn't due to hardware limitations. They've even said as much themselves.
>Bows and even specific elemental arrows are tied to specific puzzles in BotW
Oh, is this another of those things that I just HAPPENED to never see in my entire playthrough? Or did I forget it? Fuck, I can't tell anymore. Discussing this fucking game makes me feel like I have dementia, almost everything people say is in it I never fucking saw. For the most part, for me, the game was an empty fucking expanse of enemy camps full of the same three enemies and KOROKS and shrines that expect me to use one rune in a completely well noted location, maybe a few times if I'm lucky. I went out of my way to find stuff. I found multiple fairy fountains, I found the fucking horse god, I found the cheeky shrine behind the waterfall, I never felt like putting in the kind of effort I did was rewarded for like 80% of my playthrough so I stopped for the last bit.
So far totk is nothing like it. I am genuinely enjoying myself. I am stumbling into situations I have not been in before constantly. The fact that your main shrine tool is used to assemble things rather than to activate the puzzle makes it actually feel distinct to use in each. I can separate the rail shrine from the car shrine in my own memory effortlessly. The fundamental design is just better on so many levels. It's not just the runes. If the game had this much shit back in BOTW, I would've loved it too. I would've found it to be a bit of a cop-out by Aonuma that after a decade of shallowly imitating surface elements of OOT and being called out for his lack of understanding of why people liked it, he flipped the table and did something entirely different, but I would've liked it still.
>I believe the current direction of the series is partly in response to consensus and also partly inevitable
I can believe the team was dreaming of a proper physics-puzzle Zelda for years, but open world without any dungeon items? After 20 years of the series being... just that? I really believe this is just marketing speak.
>Oh, is this another of those things that I just HAPPENED to never see in my entire playthrough? Or did I forget it?
I mean you may have forgotten it but both shrines and environmental shrine quests make use of arrows, especially the latter. Shrine quests IMO were some of the coolest puzzles in the game.
>After 20 years of the series being... just that?
Yes. Both the GCN and Wii were rife with limitations and the developers frequently mentioned it.
Anyway, I'm glad you're enjoying TotK so it's best we just leave it here. BotW wasn't the best they could do with the current formula, for sure, but it was clearly a start.
>both shrines and environmental shrine quests make use of arrows, especially the latter
Maybe it's because you generally have a bow. Melee weapons are a lot more disposable, so I took bows for granted more? Eh, whatever.
>Yes. Both the GCN and Wii were rife with limitations and the developers frequently mentioned it.
... I don't recall any sentiment from the developers that they wanted to make a game that was completely open but were stopped due to "limitations". Maybe wanting a bigger world or more content, sure, but never any anti-linearity sentiment. Is this one of us reading a meaning that isn't strictly there out of old interviews or something?
>I'm glad you're enjoying TotK so it's best we just leave it here
Sure, I can agree to that.
>Your entire argument has now essentially been reduced to
Nice attempt at dismissive handwaving, but yes, shitty lock and key progression has always been bad and that's what I've consistently and unambiguously been saying. Throwing a hissyfit because you can't talk around that and try to ignore that key aspect won't change anything, and neither will ignoring the other big part about what I said regarding multiple approaches and alternate solutions that Super Metroid offered. Don't bring up Metroidvanias as a comparison if you're going to get assblasted that someone points out the good ones are absolutely nothing like they shitty lock and key gating you're pretending is good in 3D Zeldas.
>Linearity is not a dirty word. Not even in Zelda. Nobody gave any serious thought to your ability to do dungeons out of order in OOT
Because OoT hardly offered the ability to do that, and certainly didn't have the level of world exploration and discovery that LoZ and LttP had with regards to finding dungeons. Your sweeping statements trying to downplay the importance of multi function tools and multiple approaches to problems or mitigate how awful linearity is for an adventure game will change nothing. You tried to say that my point has been reduced to something, but you never had a point to begin with because you brought up an example of a genre whose superlative game spits in the face of the trash progression of a game like OoT.
>bring up a genre where games get praised for working sequence breaking into the progression
>insist that linearity and lock and key gating is fine
OoTfanboys are so fucking stupid.
>Items having more than one use case is now a malfunction instead of a value add for players.
lol
Fucking desperate to not change your mind, huh?
>malfunction
Learn to read
My mistake for using a similar word.
Baby got confused and thought I was directly quoting him.
At what point did I ever fucking imply that items having multiple functions is bad? It is, in fact, the ideal. I just prefer those items be introduced over time, and used in scenarios where they are specifically expected to be used, in a game where the dungeons have at very fucking least a rough order with a difficulty curve and rising tension and shit. Gaining more functions is not worth sacrificing EVERY OTHER PROPERTY THAT MADE ITEMS FUN.
I can't believe Aonuma went back in time and directed Wind Waker after seeing English Skyward Sword discourse.
Metroidvania is nothing like OoT style Zelda games you actual fucking baby, get a grip.
>the item gating to create guiding forces without just pushing you through level after level is what made it great
Nobody likes Zelda for "muh one-note item gating" that everyone explicitly complained about before BotW's release, zoomer. I know you grew up with TP and erroneously think it's the standard but it's time to get with the fucking times.
>The overworld is what made Zelda great.
In Zelda 1, sure. Very few Zeldas beyond that one actually champion the overworld and the BotW style Zeldas go way too far in fellating it by trying to be Zelda 1 × 100 when Zelda 1 was actually well paced.
>In Zelda 1, sure.
The overworlds in LttP were fucking fantastic, as was the way you moved between them. The overworld in LA was linear in progression, but still wonderfully designed.
>the thing that made zelda great
is not in OoT or its formulaic copycats.
>there are three kinds of tasks
is in OoT and its formulaic copycats.
Cope.
>S - Tears of the Kingdom and Links Awakening
>A - Breath of the Wild and Link to the Past
>B - Majora's Mask and Wind Waker HD
>C - Ocarina of Time, NES
>D - Oracles series, Minish Cap, Link Between Worlds
>E - Twilight Princess, Adventure of Link, Spirit Tracks
>F - Skyward Sword and Phantom Hourglass
The heart of Zelda has always been the overworld. Uncovering secrets by applying the items you've acquired throughout your adventure, solving puzzles across multiple dimensions, meeting funny townsfolks and solving their problems. I really hated the series on Wii and DS and would have dropped it had they not reinvigorated the entire thing with BotW. 3D Zelda dungeons always have spectacular presentation but the actual puzzle solving in them is fucking mind numbing, even the average shrine puzzle is more complex than anything in Ocarina of Time or Twilight Princess.
Wind Waker really feels like the first attempt at the current style. The freeform items with multiple applications. A massive sea to map out with little things to find on every island, enemy bases scattered across the map, all the treasure maps you can acquire. It's an open world game at heart. It's just really half baked because of the GameCube's limitations, and though I have a soft spot for it it's very much carried by the aesthetic and characters. I'm glad it's become the basis for 3D Zelda going forward.
The current style is basically just extrapolating off of ALttP and how it differs from OoT with some SS-isms thrown in. They pitched it as "a return to Zelda 1," but it shares more with ALttP structurally and in narrative.
Shit, Ganon having sentient malice that exudes from his sealed body was an ALttP plot element that future games ignored.
I have the exact opposite priorities to you, apparently.
For me, Zelda lies in how the dungeons and the overworld interact. When you hit the right balance of making both meaty but distinct from one another, both varied and fun in their own ways, that's the goddamn shit.
With dungeons, you spend hours immersing yourself into their aesthetic and gimmick. When you come out it should feel like poking your face outside after a few hours of playing a really immersive game. It should have unique enemies and ideally its clearing should have ramifications other than "you got the macguffin". You are progressing the main quest, which feels exceptionally meaty and is building up to the ultimate catharsis of beating the game.
With the overworld, you spend less continuous time stuck in any one place or aesthetic. When you do wind up spending a long time in one particular "spot" of the overworld, it tends to get grating quicker, thus why TP's tutorial and its twilight sections feel like they drag on so much, and why I find WW so grating with the great sea aesthetic uniting everything by smothering it in FUCKING BLUE. What you do here is engage with NPCs and work through the game's minor side stories, which have their own cathartic payoffs and which contribute to the more major story ones.
The purpose of items is going places you couldn't before, whether by opening passages or letting you move in ways you didn't have access to before, to unlock both new dungeons and new chunks of overworld in which to engage with these two different styles of world.
The reason Skyward Sword is so offensively bad isn't because it's "linear" or because there's "no overworld"- it's because there's one overworld area and one satellite overworld area, and the "overworld" on the surface is just an extended dungeon. It muddles the distinction between overworld style design and dungeon style design, and weakens both for it.
>ideally its clearing should have ramifications other than "you got the macguffin".
So none of the Zelda games aside from Skyward Sword.
... what?
In OOT alone you fulfill the dying wish of the deku tree, prevent the gorons from starving to death, cure the zora's... god... thing?, allow a new deku tree to sprout, prevent goron extinction again (christ what is it with specifically gorons and being in greater mortal peril than all other races this game)... don't unfreeze Zora's domain for some reason but you do refill lake hylia at least, purge evil spirits from Kakariko, and help the Gerudo establish themselves separate from Ganondorf's influence.
Then WW and TP both have dungeons that just contain a macguffin. At least in TP, the macguffins were turning creatures evil, I think every WW dungeon was just a macguffin holder.
>you fulfill the dying wish of the deku tree
First one and it's already a reach. You don't really accomplish anything, you just finish what is very obviously a tutorial from the game.
Read the rest then dipshit.
Jabu Jabu and the first Goron trip at the only ones that might actually qualify as doing something in the game world, dipshit. Everything as adult Link is just "get the next plot device" without changing the game world or story. Seriously,
>help the Gerudo establish themselves separate from Ganondorf's influence.
the fact that you could even type that and think you made a point is insane.
>gerudo leadership no longer under the thumb of the literal witches who raised ganondorf
lol? lmao?
And what changes in the game world after you do that?
>the change has to be in the game world
Oh, alright then. You're just moving the goalposts.
Yes. The game world. A paper thin justification for something with no real consequences in the game itself is worthless.
Why in the world did you project YOUR expectations onto MY explanation?
>YOUR expectations
Because you said
>clearing should have ramifications other than "you got the macguffin"
When it doesn't. Nothing changing in the game world is not a ramification. Like most people championing aspects of the older 3D games, you make statements on principle that sound good about how the games should be structured but then get mad when people point out that they don't actually fulfill the criteria you set up for them.
>Nothing changing in the game world is not a ramification.
So you believe if there's no game-world implications then it doesn't count. That's a useless generalization.
If nothing changes in the game world and there's no narrative progression outside of an event being acknowledged at completion and then never being touched on again, then there are no ramifications. It's essentially just a level you beat. That's not a generalization, that's just what ramifications in a game are.
>The macguffin was hurting people by its very presence and you took it away
Is more significant than
>This dungeon exists solely to hold the macguffin, its presence has no ramifications other than you not having it
And you desperately trying to pretend otherwise confuses me. I don't feel like you're gatekeeping "good writing", in fact I feel like you're trying to lump in a game you know has no ramifications for dungeon clears at all with one that does.
>Is more significant than
It's not when its removal doesn't actually change anything.
>I don't feel like you're gatekeeping "good writing"
And I don't feel like you have a point. You're just mad that you got called out for criteria that don't fit at all and you're grasping at straws.
>no no no, the writing isn't significant at all, only the gameplay matters and since there's no gameplay significance of either of these they're both the same
Your point is inconsistent at best.
>he writing isn't significant at all
If there was a strong narrative and dialogue that reflects changes you made like an RPG would, then the writing would be significant. That's not the case with OoT at all. The writing is almost non-existent.
Every Zelda dungeon from OoT on has a basic bitch justification, man. Don't be retarded.
This guy unironically and absolutely gets what the series is about, right down to seeing how WW was the first attempt to really get the 3D games to where they are now.
I wouldn't really agree with that.
It's trying to step out of OoT's shadow, but it feels confused. Goofy characters for the sake of being goofy rather than because they assist the story and its themes. Big, vast areas for the sake of being big. A more tightly knit story that doesn't go anywhere or say much until the finale.
It was definitely good to not just rehash OoT, but I think they were struggling to find direction and didn't have enough dev time. OoT and ALttP got four years. WW got two.
>It's trying to step out of OoT's shadow, but it feels confused.
Yes, that's what the word "attempt" meant in my post. It was a step in the right direction, but it still had a lot of OoT held over.
>Goofy characters for the sake of being goofy rather than because they assist the story and its themes
I've always hated these in Zelda games with a passion. The worst being the mailman in TP.
They really started overcompensating after Majora's Mask. I think Skyward Sword had it the worst because they reeled back the absurdity but not the insincere gimmicks, so you get bland but annoying characters. BotW absolutely got it right. Could have used a few more non-Miis, but overall more in line with what the Tanabe games and MM were going for.
>BotW absolutely got it right
I want the effort that was put into the Gerudo village in BotW and TotK put into all the villages. The amount of unmarked mini-quests and unique interactions that change based on what you do, and just the charm of having two girls following you around covering their faces is amazing.
I think it got that level of attention because they didn't have enough distinct models and the Gerudo traditionally get the shaft. Zora's domain is good but feels too much like the NPCs are statues in BotW. Goron city doesn't have enough dudes. The human settlements have just a few too many genetics. Overall massive improvement, though.
How many have you played Ganker?
https://backloggd.com/u/Mainstream404/list/every-the-legend-of-zelda-game-in-release-order
Literally all of them except Tetra's Trackers
Going in a straight line from room to room is not dungeon crawling
>Going in a straight line from room to room is not dungeon crawling
And neither are skipping the entire dungeon by just skipping through the floor with ascend
>OTHER GAME
Rent free
Stay malding nintendie.
BotW is dogshit and TotK is just dogshit DLC
Objective fact; feel free to cry about it.
I have not played TOTK.
turns out i didn't play a lot of zelda games
I've thought about it a lot and I think I like the idea of Majora's Mask a lot more than I like playing it. It has so many cool concepts and was such a risk for Nintendo to take at the time but every time I try to replay it I get filtered by how annoying it actually is to play.
Age: 33
First game: A Link to the Past
>alttp first
>ww second
>awakening this low and next to the awful remake
have a nice day
Phantom Hourglass and Spirit Tracks have cool parts but are bad games. What do people who like them enjoy about them?
The nintendo shitch is at it's core a handheld. Every nintendie game has that design philosophy of small bursts gameplay behind it. This is the reason the games are so utterly watered down and drip feeding. Literally not a console for gamers but for normies who play on the run. Tendies are scum.
Tears of the kingdom has a phenomenal zelda game hidden inside of it. If you removed all the fluff and repetition and instead formed real dungeons out of those 120 shrines, made the map half the size and every side quest only repeat for 10 instead of 100 times, only THEN the game would be a 10/10. Everybody praising this game is a lying tendie.
I am not a true Zelda fan
I can't understand the hate that Zelda 1 gets here. It's one of the best.
OP here I don't hate it. gave it 4 stars out of 5. It was so hard to make a tier list and I always feel like I'm not fair
Indisputable
Indisputably shit
Yes I enjoyed Zelda 2 more than Lttp.
It's a better game. Zelda 2 filtering out shitters its both a blessing and curse.
Zelda 2 has a lot going for it, it can just be a bit too tedious without save states because restarting at the central castle becomes a pain in the ass by the midgame.
It's a shame it never got a remake or 3D Classics to tidy it up a bit.
no
I really liked Links Awakening because it gave me something to keep me busy on long car rides when i was 10 and i liked Link to the Past because it was a world to explore and my parents didn't mind me taking over the TV in the living room. Then i got my hands on a playstation, played Resident Evil, Tomb Raider and 2 years later i had a PC playing HL, Unreal and CS. I haven't given a fuck about Zelda since.
In 100 years time when the dust has truly settled and objectivity is finally allowed its time in the sun, this will be the list that will be cited as accurate by the AI-infused super-civilisation of the future.
MM>WW>TOTK>SS>TP>BOTW>OOT
Ill never understand why people keep jerking off oot, its one of the most blandest possible games i played, couldnt even finish it, guess you had to play it when it came out to understand. Not really a fan of 2D zelda, only played links awakening, it was fine i guess. im not baiting i swear
>Loves MM more than anything else but hates OOT
How? Almost everything about MM's gameplay is just "OOT but elaborated on more".
Respect for putting TOTK so far above BOTW, no respect for putting WW above TP, what the fuck is wrong with you?
Outside of the same assests i honestly cant say mm is anything like oot. I loved the time mechanic and everything around it. NPCs felt a lot more alive and i was invested into their story because you know what happens to them when you fail. Gameplay is also way better thanks to mask, which are fun as fuck to collect too. Played MM last year for the first time and i cant believe how well the game holds up. Dunno what to tell you about TP, it felt the most generic out of all zeldas i played, nothing really new or special outside of midnas fat ass.
I can't disagree with any of your assessments other than the apparent dissimilarity in core gameplay. For me, OOT is a single insanely tightly-paced sprint through a bunch of fun gameplay ideas and enjoyable writing beats, where MM is an in-depth exploration of a world designed to be a world as well as a game's play space with even priority. But to me, both have the same core gameplay ideas- yeah, masks inject a lot of variety, but you'd have to actively dislike how Link plays to rate OOT that low, wouldn't you?
Eh, yeah to TP, but as far as I'm concerned, TP is a pretty direct upgrade over WW, except for the actual visuals. Maybe I just don't value novelty that much, maybe it's because I find WW's actual gameplay more boring thanks to its massive, flat overworld and fewer dungeons, but I've never gotten people who place WW over TP.
I simply love boats and sailing, and ww nailed that and it had a comfy atmosphere. TP on the other hand doesnt really stand out for me, half the time you're just doing fuck all going across gloomy fields on horse
OoT is a game where the overall plot and character writing is bitch basic, but the actual quality of content and attention to detail is staggering for its time and even today.
Try playing it slower next time. Talk to all the NPCs after event flags and try doing things you aren't "supposed" to do. The game is ridiculously full of detail and life.
>but the actual quality of content and attention to detail is staggering for its time
The only way you'd think this is if you never played other games from the time, especially PC games.
System Shock 2 sucks and Deus Ex came out two years later and was an actual miracle. OoT isn't the best game ever made, but it was the most polished 3D game to release by 1998 and still has a ton of charm and surprising refinement by modern standards.
Thief and SS1 were better, but that doesn't change that OoT is also very impressive.
>OoT isn't the best game ever made, but it was the most polished 3D game to release by 1998
If by most polished you mean most streamlined and casualized, then sure. The fact that you can only list SS2 and Deus Ex as PC games for comparison means you really weren't playing other games at the time.
>The fact that you can only list SS2 and Deus Ex as PC games for comparison
But I didn't. I listed two others, and I wasn't giving a comprehensive list.
Learn how to read.
>But I didn't
They're what you listed as being comparable to it for the time period. The point still stands that nothing about it is particularly polished or impressive in terms of interactions, even compared to other console adventure games or RPGs of the time.
>They're what you listed as being comparable to it for the time period.
I listed two more, dipshit.
>Thief and SS1 were better, but that doesn't change that OoT is also very impressive.
For someone complaining about my examples, you sure aren't giving me any other impressive 3D games to illustrate your point.
>you sure aren't giving me any other impressive 3D games to illustrate your point.
If SS1 counts then FF7 counts and absolutely blows away OoT in terms of little side interactions and polish.
>Side interactions
If you mean pure quantity of side CONTENT, yeah. The actual attention to little details is less impressive IMO. Still a really impressive game.
>Polish
Visually, but that's about it. Game's jank as fuck and tuned to be easy to stop players from getting fucked by it.
Either way, I don't see how this changes that OoT was an incredibly polished game.
>If you mean pure quantity of side CONTENT, yeah. T
No, I mean attention to detail. Optional interactions. The game making reference to the fact that you've already done something or hand an interaction.
>Visually
And the audio blows OoT away because Nintendo was busy being retarded about discs that generation.
>Game's jank as fuck
What fucking jank is there besides the w-item glitch?
>I don't see how this changes that OoT was an incredibly polished game.
Because it wasn't. It was polished in the sense that any corners got sanded down until you got one of the cinematic adventure type games that casuals and journalists love for being so simple and easy and straightforward, but it lacked a lot of polish and detail that its contemporaries had.
>Still has no actual argument for a lack of polish, just keeps shouting "BUT IT'S EASY"
>While praising FF7
lol
lmao
>Still has no actual argument for a lack of polish
Shit framerate and performance, shit audio, bad controls because of contextual actions forcing awkward item mapping and menuing constantly, a lock on system that was somehow stupid enough to also affect enemy AI completely breaking fights by simply not locking on, looks ugly as sin for the time. Where's the polish outside of the game being easy to beat?
i also never played skyward sword either, forgot to add that
solid list
topkek
OP here, never played it, maybe someday
would love to, I always search for zelda-like games. but there really aren't that much. Oceanhorn comes to mind. I played it, it's a rather short indie game attempt at zelda
>Zelda NES
>Link to the Past
>Ocarina of Time
>Majora's Mask
>Wind Waker
>Twilight Princess
>Skyward Sword
>Breath of the Wild
>Tears of the Kingdom
These are the mainline games and they're all 10/10, incomparable with any other game series. Every other game is a spinoff and they're okay or good (except Zelda 2, it's not fun), but I don't care.
Zelda was never good.
Part of why Zelda 2 is so different is probably because it wasn't going to be a Zelda game until around the end of development (Like with Dinosaur Planet) and because it had a different development team. (Miyamoto also had very little involvement)
Still a good game.
The only list that matters
>adventure of link so low or completely missing on so many lists
gays
Don't feel like doing a template.
>S
Twilight Princess
Ocarina of Time
Majora's Mask
Oracles (Seasons, then Ages)
>A
Link's Awakening
A Link Between Worlds
>B
Zelda 1
A Link to the Past
Skyward Sword
Zelda II
Minish Cap
>C
Breath of the Wild
Phantom Hourglass
Wind Waker
Four Swords
>D
Spirit Tracks
Four Swords Adventures
>Haven't played
Triforce Heroes
Tears of the Kingdom
Whatever musoushit tries to pass as legitimate in these threads nowadays
Also, Maple a best.
Worth Playing:
>Ocarina of Time
Not Worth Playing:
>the rest
mine pretty clearly reveals my miniscule genitalia
Since I find those extremely overhyped games like OoT and BotW to be rather mediocre the supposed Zelda fans will call me a troll most likely.
>Zelda 1 and 2
>Bad
Worse, you're just stupid.
If you find broken NES games with archaic design for fun then you either have rose tinted glasses or a warped sense of joy.
>Broken
You can't list a single broken element of either. Just be real and say you shit yourself when games aren't easy.
I'm not offended that you find OOT overhyped, I'm offended that you put it anywhere near BOTW.
OP and massive zeldafag here, your list is good
>List directly correlating difficulty to quality
lol
Acting obnoxious doesn't make you unique or interesting.
FSA gets so low in my eyes because of the high commitment involved to play it as intended. No game is worth needing 3 extra link cables and GBAs to work as it should. FSA is the worst selling Zelda for a reason.
Looking at my tier list again, I'm tempted to put FSA above Majora's Mask.
>>It also geneally just has quality traditional dungeons that basically make it a LttP sequel.
You said it, I think that's a big reason why I like it so much. High rez (for Gamecube era) pixel art with modern FX combined with the whole game being puzzle heavy, even if in a mission based structure, AND co-op made it a surprisingly great game.
I played FSA with friends, you multiquoting gay. I LIKED FSA. Just because it's on the lower end doesn't mean I don't think it's good, get out of your Ganker bubble and stop thinking in extremes.
Not gonna lie, former Zelda player here. This is hilarious watching TotK crash and burn. But in all seriousness we can't let this game get the GotY.
>tierlists
Soulless
return to Tradition
tried to keep my personal preference mostly out of it since i'm too old for kiddieshit now
I don't play Nintendo games.
the only real list
If you like zelda you are a hipster tendie gay get out and kys
I finished Botw last year and currently playing Totk. What Zelda game should I play next? Excluding Oot, Majora, Twilight and Skyward that I want to keep for later
Zelda 1.
zelda 1 and 2 looks a bit too old for my taste. I'm sure something like Link to the past is more interesting when it comes to games like
They're entirely different games from the rest of the series. Just play BS Zelda if you're scared of pixels.
>zelda 1 and 2 looks a bit too old for my taste.
You're in luck, zoomer.
Anyone who puts Twilight Princess anywhere close to the top tier has really bad priorities for the future of this franchise and should have their opinion immediately disregarded by default. You are not a Zelda fan. You do not understand Zelda. Get the fuck out.
>rad art direction
>top tier dungeons, bosses and enemies
>fun items
>godly ost
>best combat in the series
>small but well-packed overworld
>smug shortstack companion
Well you are clearly not a vidya fan.
>rad art direction
>linear as fuck and tons of handholding
>cringeworthy cutscenes
>little to no innovation, doesn't even improve the formula from the N64 games
>Link isn't as mobile as in previous games (Wind Waker Link could crouch and hide)
>filler tear segments
>shitty tryhard atmosphere for grimdark morons
>too much expository dialogue
>artstyle that aged like milk
>swimming feels awful
>non-existent difficulty even by 3D Zelda standards
>final boss was predictable and boring
>dungeon design is basically on rails
>worst looking bokoblins in the series
>most enemies are beaten in pretty much the same way: look for an opening, rapidly hit the B button until it recovers from the assault and guards again, rinse, repeat
>crappy story, failed to explain anything in a compelling manner
>NPCs are soulless and not engaging, you can't even interact with most people in Castle Town
>worst battle music in the series, which also ruined the Midna's Lament track
>barely any sidequests
>basically no interconnected areas except for Lake Hylia
>Death Mountain Area is a fucking line with no branches or secret areas
>LITERALLY A FUCKING LINE
>item usage was limited
>potions, fairies, upgrades, and the like are useless and offer no variety
>babby tier puzzles (open the door by shooting an obviously placed eye switch, woooow)
>dull soundtrack
>both the overworld and villages are shallow and not dynamic
>no free-roaming, gotta wait for the plot to explore other areas
If it weren't for Skyward Sword, Twilight Princess would have been the weakest 3D Zelda of all time.
Stop posting this. I’ve seen this exact post 20 times
It's all true though.
They'll stop posting it when it starts being wrong.
>twilight princess
>majoras mask
Wow, what a shit opinion.
Shit, I haven't played at least half of the franchise.
The only zelda games I ever beat were wind waker, phantom hourglass, botw, and totk. I though oot and mm were incredibly boring to play
My opinion is correct.
FUCK YOU if you disagree.
>preferring 3D over 2D
pathetic
TOTK is the best 3D Zelda Game
LTTP is the best 2D Zelda Game
fuck you
2D/handheld Zelda games are boring.
1. MM
2. ALttP
3. OoT
4. LA (DX>1993, didn't play the remake)
5. OG
6. OoS
7. 2
Just finished OoS and didn't play the following ones yet. Except for TP as a kid, but never finished and don't remember it enough to compare.
I'm a 3d zelda zoomer babby pls no bully
>twilight princess Zelda above Purah and Medli
I get Fi being that low, she's cute as fuck when she shuts up, but that's not often.
I liked spirit tracks and phantom hourglass. The controls where fine and the puzzles are on par with typical handheld zelda games.
I pretty much rate all zelda games as the same around 7 out of 10 since the combat half of the game is always really disappointing and the puzzle side is never really that complex.
Only game I would rate lower is Twilight Princess on the base of some of the shit being extremely unintuitive with some of its sections, is extremely fucking ugly and holy shit it has some cool shit like the spinner disc but you can use it literally nowhere.
Minish cap is probably my favourite since the side quest with joining stuff together was fun to collect.
This thread proves that those that can appreciate BotW/TotK's design are based 2D patricians. 3D gays are miserable little nerds that will get left behind, and nobody will care.
That's always how it's been. Then the OoToddlers get uppity that people who grew up on the 2D games and never cared for the 3D ones like BotW/TotK and insist that everyone is lying and it's just zoomers who've never played the old 2D games.
>still trying to latch onto 2D Zelda to defend the horrible monotonous slop that is shrines
Pathetic. I love 2D and 3D Zelda, Bored of the Mild is an abomination.
this
tears of the boredom couldn't even grip me. 2d zeldas were miles better than open world slop
out of what ive played
links awakening > totk
thread started comfy af. BOTW/TOTK mounthbreathing cocksucker joins in and tells everbody zelda never was good before Breath of the child. this is why we can't have good things
>he thinks it's one person
Multiple anons think you have garbage taste, not just one. And nobody made the claim that Zelda was never good; only that it improved.
>and tells everbody zelda never was good before Breath of the child
Where the fuck do you think this happened?
Seething OoTbabby.
2D Zelda is better.
>all these people ranking TP so highly
Should I bring out the copypasta?
>LTTP is better than OOT
such a retarded contrarian take that people present as if they don't need an actual argument
Okay, so prove why ALttP is inferior then.
I don't plan on playing totk.
You really should give it a chance at some point. I had a lot of issues with BotW but thought it was a pretty good template for the future, and the sequel fixed basically all of my gripes. Not saying it'll fix yours but it's worth a shot.
From what I've seen it won't.
My single biggest issue was the removal of the traditional dungeon system.
Even something like elden ring knew to keep the classic dark souls levels in as legacy dungeons.
>removal of the traditional dungeon system.
What makes a traditional dungeon to you?
Linear progression of difficulty in both puzzles and combat encounters, + unique and stylistic architecture that sets each one apart from one another.
awesome
>Linear progression of difficulty in both puzzles
This does not apply to any of the old dungeons at all. What's with people talking about traditional Zelda dungeons using criteria that didn't exist in the old games? Even the combat only got noticeably harder in LoZ dungeons. Dungeons in OoT never got harder, you just got a new tool to use for everything.
Off the top of my head stone tower temple in MM starts with dragonflies, then introduces weird statue guys that you have to flip to kill, then the garo lord, then the grim reaper and the giant eyeball dude before twinmold.
Thats not a clean progression, but its definitely a step up from the dragonflys and dust bunnies you fight near the start of the dungeon.
Most the n64 dungeons go this way, the enemies at the start are the easiest, with harder to kill ones being introduced later inside through the use of multiple mini boss fights and sometimes other non respawning encounters.
>Off the top of my head stone tower
Yes. That's the one single old 3D Zelda dungeon that was actually good. It's the exception, not the rule. Listing progressive puzzle difficulty as a requirement when it happens 1 time across 5 games is absurd.
Even in most the OOT dungeons you got at least one mini boss before the real boss and usually the harder enemies like wall masters dont show up at the very start. But IIRC all the majoras mask ones have at least two. In the great bay temple its the frog and the giant bubble eye thing.
I'm not even going to get into pretending the combat was ever hard in 3D Zelda games, but where the hell do you think progressively harder puzzles are? None of them even build or iterate or get more complicated, it's all just "use new tool here".
>it's all just "use new tool here".
Yes, but the way you use new tool gets more complex over time. Like hookshot points going from stationary to moving targets.
I'm not saying any of this is difficult, just that the things at the start of the dungeon are less involved than things at the end. Which I don't think is a controversial statement.
>but the way you use new tool gets more complex over time.
No it does not, and there's sure as shit no puzzle difficulty curve between the dungeons.
I really hope you're not implying the great deku tree and the spirit temple are on the same level of complexity.
The jump through the web in the deku tree was the best use of 3D space in any dungeon in the game.
Nah, the water temple was.
I do like the web physics however, very nice for a 5th gen game.
>Nah, the water temple was.
Not a fucking chance. The water temple was like a primer on how to never design a 3D level.
nta but I agree, water temple is the obvious best in the game. the way it filters so many makes it blatantly obvious that That was a Dungeon.
It doesn't filter anyone. Some retards just got confused and thought "this is tedious and boring" meant "this is difficult."
nah, I remember specifically a raise in water made a platform rise and there was a hole underneith, and that key was responsible for many players making it Just Outside the room with the boss key, only to have to backtrack around snooping for that missing key
Yes, some people like to pretend that one key made the whole dungeon hard and that it was a big filter. It wasn't. Everyone just hated the shitty boots.
you guys are fuddy duddys
This. I never found the water temple challenging at all, just an exercise in tedium and frustration.
Fuck, I'd rather do TotK's water temple and that one is the weakest of that game's dungeons.
>Fuck, I'd rather do TotK's water temple and that one is the weakest of that game's dungeons.
TotK doesn't waste your time with padded animations. The water temple sucks, but it's not tedious which makes it infinitely less sucky.
>Linear progression of difficulty in both puzzles and combat encounters
Pic unrelated? Because that sure as shit doesn't sound like OoT dungeons.
A Link to the Past let you finish dungeons 4-10 in any order and only increased enemy damage scaling for "later" dungeons. Only real caveats are the prereq items for Turtle Rock and the need to get the hammer to leave Darkness Palace.
Tears of the Kingdom is C+/B-
>Spirit tracks placement highly varies between the top and bottom spots
truly the greatest plebfilter.
as other anons said, if the characters of the DS games were placed in the mainline titles they would be the undisputed best characters of the franchise
It has one of, if not the best Zelda, but the gameplay is poor, due to being limited by the Literal Railroading, and the DS's insistence of making you use the touch screen to control Link's movement and combat.
Nobody's disputing that Spirit Tracks has good characters, or a good Zelda. It just sucked as a game.
ToTK is a solid D.
If you don't agree with this you're fake as fuck.
The gay morons from outer space
I started playing with OOT3D, so my list usually goes like this...
Worth playing twice: OOT3D and MQ, ALBW
Worth playing: BOTW,TOTK
Just skip these: all other zelda games
I also have a soft spot for SS but I wouldn't recommend
>I started playing with OOT3D
I should've stopped reading there
Something like this.
I need to get a copy of Skyward Sword, but Twilight Princess isn't in the likely future, as I have neither a Wii U or Gamecube.
I have Age of Calamity as well, but haven't gotten around to it yet.
moron I have the OG copy of Four Sword Adventures including the cardboard box, GBA cable and everything. I legit played it with friends as a kid and it was ok.
People who put Skyward Sword anywhere but the very bottom are trolling or contrariabros. There's no way people actually believe that one of the worst first party Nintendo games is by any definition good.
Windwaker is number 1 in visuals especially hd edition but no way its in the top 5 overall
The original looks infinitely better than the eye-searing bloom of HD