Was this really the best direction for the series?

Was this really the best direction for the series?

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  1. 10 months ago
    Anonymous

    Yes. BotW has a 97 on metacritic and TotK has a 96, thus proving it was a great direction to go in.

    • 10 months ago
      Anonymous

      Why are bing troons such massive wienersuckers to gaming journos?

  2. 10 months ago
    Anonymous

    Yes, because BOTW was boring slop. At least TOTK became chaotic unpredictable slop.

  3. 10 months ago
    Anonymous

    yes

    • 10 months ago
      Anonymous

      SOUL

    • 10 months ago
      Anonymous

      I don't have a clue what point you're trying to make but all I got from that is all those images evoke the same feel

      • 10 months ago
        Anonymous

        NTA but a picture's worth a thousand words. Returning to the series' roots symbolizes a lot of good in this case.
        >The open world allows for a more organic sense of discovery that's lost with a more formal structure.
        >The return to form means the team had to seriously rethink the series' design philosophy and get creative.
        >Defining ideas from the original Zelda making their way into the latest entry means the team had to understand what the original game was going for and how to translate that well by modern standards, which would inevitably affect the whole game

        Etc.

        • 10 months ago
          Anonymous

          ER did a far better job being a LoZ successor by accident. Returning to the series' roots was never Nintendo's goal, that was just marketing. Not even the open world aspect is anything alike with how extreme BotW took it to the point nothing mattered and it had to be filled with copy paste. LoZ's overworld still had structure and progression.

          • 10 months ago
            Anonymous

            Didn't know er had puzzles and quests. Like literally any at all.

            • 10 months ago
              Anonymous

              You should play the original LoZ sometime. You're in for a surprise.

              • 10 months ago
                Anonymous

                I already played it and totk is the 2023 version of it done. Right. You're mad because it's not 1991 anymore.

          • 10 months ago
            Anonymous

            >Not even the open world aspect is anything alike
            This is only true if we're looking at it in terms of how LoZ had to compromise due to hardware limitations. In terms of design philosophy BotW is closer to the first Zelda. In terms of structure you can make that case for Elden Ring, but to say that about ER is not the compliment you think it is.

            >LoZ's overworld still had structure and progression.
            So do BotW and TotK.

            • 10 months ago
              Anonymous

              >but to say that about ER is not the compliment you think it is
              I wasn't trying to compliment ER, only point out that it is far more faithful to LoZ. Structured open world with actual dungeons and enemies and secrets everywhere with little else to get in the way.
              >So do BotW and TotK.
              Only the very start and very end matter. The rest is optional filler just to make the end easier for people to beat.

              • 10 months ago
                Anonymous

                >Only the very start and very end matter. The rest is optional filler just to make the end easier for people to beat.
                Well if that's how we want to define closeness to LoZ then sure, Elden Ring is closer. I'm not sure how being close structurally makes it a better LoZ successor though. Better and close being two different descriptions and whatnot.

              • 10 months ago
                Anonymous

                It being closer to LoZ innately makes it a better successor is all. If you turn Tetris into a platformer and say that's the future of Tetris, there's a problem there. Doesn't matter how good that platformer is, it ain't Tetris.

              • 10 months ago
                Anonymous

                The problem with your example is that there's absolutely no relation between platforming and action-puzzle. Even worse since Tetris is defined entirely by its core gameplay mechanics and not by anything else. A long-running action-adventure like Zelda franchise has far more defining its identity by comparison. To insinuate that doesn't matter trivializes the whole point of succession to begin with, which requires innovation. Another reason the Tetris example doesn't work.

                Even if we want to keep it in terms of what the gameplay does have in common with the original, the insistence that being closer is better still isn't true anyway. BotW and TotK accomplish far greater in its smaller resemblances to LoZ in a vacuum than ER does with even more similarity.

              • 10 months ago
                Anonymous

                >The problem with your example is that there's absolutely no relation between platforming and action-puzzle
                It was exaggerated to make a point about what makes a good successor regardless of quality. BotW is a very different type of open world and game compared to LoZ, and especially Zelda as a whole, and ER is closer to the original, that's all. It's easy to see why fans of past games have a problem with that.
                >BotW and TotK accomplish far greater in its smaller resemblances to LoZ in a vacuum
                Strong disagree, but that is again beside the point. Whatever was accomplished does not make it a good successor if it abandons or changes so much of what it was to do it.

              • 10 months ago
                Anonymous

                So what's the logic to closeness being the only factor in being a better successor? Better can be defined in a lot of ways after all.

          • 10 months ago
            Anonymous

            The souls series is more akin to the logical evolution of what was desired from the diablo series following d2. There's not really any point in comparing souls to Zelda they are trying to do different things despite exploration being a cornerstone in both early iterations. Zelda has decided to embrace exploration and souls embraced combat and as such the comparison that at one point may have been apt is not useful.

        • 10 months ago
          Anonymous

          >The open world allows for a more organic sense of discovery that's lost with a more formal structure.
          The game's biggest discoveries all have quests pointing a big honking arrow at them, so the benefit of organic mystery is lost. All that exists is the opportunity to run into a cool thing BEFORE its associated quest, which is occasionally fun but not worth losing the mystique.

          • 10 months ago
            Anonymous

            Not true. There are plenty of locations that are memorable independent of quest triggers (e.g. the sandstorm in the Gerudo desert, Eventide Island, Akkala Labyrinth, lots of geography with no ties to quests at all, etc.). Gameplay wise you have much more synergy with your tools than most action-adventure games offer, and a major part of it is interacting with your environment. The game having plenty of formal structure in other places is to prevent imbalance, but still works doesn't deprive you of organic discovery anyway.

            • 10 months ago
              Anonymous

              What I'm saying is that the "organicism" of discovery doesn't mean anything to me. At all. I'd generally prefer a cool and well-orchestrated introduction to a cool new thing, doubly so because it ensures the thing was designed to impress rather than simply made and dropped somewhere secluded.

              • 10 months ago
                Anonymous

                >doubly so because it ensures the thing was designed to impress rather than simply made and dropped somewhere secluded.
                You had me up until here. I don't think it's fair to say that something waiting to be discovered means the devs didn't care about its presentation.

              • 10 months ago
                Anonymous

                I think it's completely fair.
                Every single thing in human history that was exceptionally well designed had the angle or angles it would be approached, viewed, or used from in mind during the design process.
                Maybe saying they didn't care isn't quite accurate- they just valued the ability for players to find it however they wanted more than the quality of experience inherent in discovering, approaching, and entering/interacting with it.

              • 10 months ago
                Anonymous

                >Every single thing in human history that was exceptionally well designed had the angle or angles it would be approached, viewed, or used from in mind during the design process.
                So what makes you certain the devs didn't do this for the game?

              • 10 months ago
                Anonymous

                Because aside from individual parts of the game that turn off the "Freedom", e.g. shrines and temple quests, I didn't run into a single thing that even tried to control the angle from which I'd be viewing it. This freedom is entirely antithetical to the kind of thoughtful design that contributed massively to Zelda's old appeal.

              • 10 months ago
                Anonymous

                >I didn't run into a single thing that even tried to control the angle from which I'd be viewing it
                The entire game was made with consideration to themes of trauma and recovery. It's something you can deliberately see intertwine with the discovery and freedom both from the very beginning all the way until the end. The memories are scattered for a very good reason in consideration of that. It just doesn't ever tell you outright is the difference.

              • 10 months ago
                Anonymous

                Oh now you're ABSOLUTELY bullshitting me.
                The story is insultingly bad on every level. There is not one cool, subtle, or unique theme to it, much less one that excuses the entire game being designed in such a way that nothing leads to or from anything else in any more than the occasional chain of two or three quests. Yes, the context and timing with which you discover something are PART of the design to how you approach. Letting the player approach the game with whatever pacing and ordering they want is copping out of things that could be handcrafted.
                Now, maybe if I had some special moment of my own when playing either BOTW or TOTK, I'd feel different. Maybe if there was that one time everything just "clicked", where I rolled across something at just the right time for it to look and feel truly perfect, and I knew that this wasn't guaranteed to happen, and thus it felt even more special. But I never got that, and if your game is going to stake itself on that happening to everyone at least once then I'm allowed to be pissed when I fall through the cracks. Much less two games in a fricking row.

              • 10 months ago
                Anonymous

                >Oh now you're ABSOLUTELY bullshitting me.
                I'm not. But I can't know exactly what your problem with this is because none of what you said had anything to do with my point about themes regardless.

              • 10 months ago
                Anonymous

                My point is that "themes"- which aren't even really present in the game, and which I assume are the result of you ascribing genius to the game and working backward from there to determine where it is- can't make up for a lack of design. Letting players approach the game in whatever order they want, at whatever pacing they want, with whatever items they want, is eschewing something that COULD have been handcrafted, and thus, is an area where the game chose freedom over design. Over and over and over again.
                Game design should be a much higher priority than it is.

              • 10 months ago
                Anonymous

                >My point is that the "themes" can't make up for a lack of design
                I wasn't making that argument though. I was replying to your assumption that the developers had no consideration for player experience. My counterpoint was that that's impossible if at least half the entire game was designed with relation to very specific core themes.

              • 10 months ago
                Anonymous

                And I have not one but two counterpoints to that:
                The themes you think are present really aren't.
                And even if they were, linking a bunch of the game world back to a single "perspective" in the form of an overarching theme doesn't help with the amount of GAME DESIGN that went into the world. Just because it's somehow emblematic of something relevant to the theme of trauma and recovery doesn't change the fact that waltzing into Thunderhead early will make one of the game's major quests end in a disappointing, redundant arrow pointing towards content you already did rather than playing its part as the leadup to a temple.

              • 10 months ago
                Anonymous

                >The themes you think are present really aren't.
                In media with no themes there's always a reason the themes aren't there. It's never that "it's just not". So what's the case for Breath of the Wild?

              • 10 months ago
                Anonymous

                >In media with no themes
                I didn't say there weren't themes, I said the themes aren't what you say. The actual themes of BOTW and TOTK are just different from what you imply.
                Both of them are pretty "what-it-says-on-the-tin".
                BOTW's themes are hammered in pretty firmly, but never too explicitly: Isolation and its connection to beauty/hope. It shows in how the champions are written, including Link, and it's reinforced by the gameplay.
                TOTK follows up closely after BOTW, putting a mysterious spin on the first game's isolation (zonai civilization feels both lonely and arcane at a glance) but dimming the spark of hope in consequence.

                But both of them also have an overarching theme of simplification and decay. Up until BOTW, the series had spent a solid couple decades fitting characters into the classic triangle of "wisdom, courage, power", adding a layer of fallibility and inherent incompatibility to an otherwise rather flat morality. But then BOTW took the neutral-good Hylia and made her a continuous force worshipped by Everyone Who Was Good and not, say, a result of the primeval state of the world in SS. Now there's only two alignments: Good and Evil. Neutral sort of exists, but everyone "neutral" is just good but a bit of a jerk.
                Both of them are also the first time in the main series that a force named Ganon/Ganondorf was not somehow causally related to the rest of the Ganondorfs. Ganon was obviously the same force in 1/2/ALTTP, OOT was clearly the events of the Sealing War as told in ALTTP, WW and TP were clearly the same Ganondorf having gone through each of OOT's end states. This is emblematic of the games' stances as a whole, where they'll feel free to reference what used to be canon at will while making use of it in no narratively interesting ways. Ganondorf is a clean slate and all they do with him in TOTK is have him repeat his plan circa OOT, minus the triforce and the sacred realm.

              • 10 months ago
                Anonymous

                >I didn't say there weren't themes, I said the themes aren't what you say.
                Same case being made regardless. There's got to be an explicit reason they're not there. The existence of other themes doesn't nullify that.

              • 10 months ago
                Anonymous

                >There's got to be an explicit reason they're not there
                No, there doesn't. A creator does not have explicit thoughts on every alternative they're "rejecting" when they select the themes they want to intentionally put into their work. The fact that BOTW and TOTK both have themes that actually are expressed throughout them and not ones you have to go off on an analysis tangent to find implies that any presence of the latter is coincidental at best.

              • 10 months ago
                Anonymous

                >No, there doesn't.
                >The fact that BOTW and TOTK both have themes that actually are expressed throughout them
                But that's just it. A theme has to be affirmed from what's present in the work. And every work has its limitations, which is why there has to be a reason other themes aren't present; it's all traced the same way. Tetris doesn't have themes because it lacks anything linked to the open interpretation of an idea. You don't need to know the creator's thoughts to confirm that.

                >The fact that BOTW and TOTK both have themes that actually are expressed throughout them and not ones you have to go off on an analysis tangent to find implies that any presence of the latter is coincidental at best.
                But I didn't derive that conclusion from an off-tangent analysis. I don't know why you constantly insinuate I made this up. If you must know the reasoning for my conclusion, it's because the game itself places an obvious and heavy emphasis on piecing information together via the senses, instead of just what can be justified from a very literal frame of reference (ironically the whole issue embodied by Zelda's father). His ghost in the beginning of the game even goes as far as to tell you to slow down and take in what's around you as the precaution for not just gameplay, but the meaning inscribed in the experience. You're free to disagree on me with themes of trauma and recovery being objectively present in Breath of the Wild. But you'd also have to explain how the sensory aspects of major things like the Guardians, Hyrule Castle, Link's memory/perspective, and so on, can't have a legitimate reading under the trauma narrative.

              • 10 months ago
                Anonymous

                >If you must know the reasoning for my conclusion
                When someone refuses to tell you their reasoning, the implication is typically that they're bullshitting you or so stupid they think logic is unnecessary.
                >the game itself places an obvious and heavy emphasis on piecing information together via the senses, instead of just what can be justified from a very literal frame of reference
                The use of perspective as a means to explore a theme of isolation is an equally valid interpretation. It creates a stronger sense of difference between the one whose perspective is in play and those whose aren't. And being that the theme of isolation is once again supported much more obviously and directly through gameplay...
                >you'd also have to explain how the sensory aspects of major things like the Guardians, Hyrule Castle, Link's memory/perspective, and so on, can't have a legitimate reading under the trauma narrative
                No, I wouldn't. I just have to make a good case for something else being obvious enough to be the intended interpretation, which therefore renders yours objectively less likely.

              • 10 months ago
                Anonymous

                >When someone refuses to tell you their reasoning, the implication is typically that they're bullshitting you or so stupid they think logic is unnecessary.
                Well I'm clearly not coming in empty-handed for one, so I'm not sure why you keep insisting that I'm trying to bullshit you like that matters.

                >No, I wouldn't. I just have to make a good case for something else being obvious enough to be the intended interpretation, which therefore renders yours objectively less likely.
                The isolation reading doesn't explain everything though. And on that note, it's far from the only theme that matters in BotW, so I'm not even sure how you could stake my point being wrong on that alone.

              • 10 months ago
                Anonymous

                >Well I'm clearly not coming in empty-handed for one
                You'd be surprised how many people can type words they absolutely don't mean. Especially in defense of games that aren't as groundbreaking as people say.
                >The isolation reading doesn't explain everything though
                It does. The overall moment to moment gameplay has Link as the only sentient friendly thing for miles more often than not, literal isolation. The music is sparse, evocative of distance much more so than closeness thanks to its use of high piano and light strings. The visuals rely heavily on very "pure", blocky, silhouetted colors, feeling a bit primeval and simplified. Perspective creates a stronger sense of who is "you" and who is "other" in contexts where the ability to control one of the parties is stripped. The stories you see play out in the memories and with the modern champions all revolve heavily around "isolation" in some form or another. The use of eyes in Sheikah tech and symbology is first and foremost a holdover of older Sheikah symbology, and secondarily another tie-in to isolation, this time making a hypothetical ally faction responsible for the most alien/other type of enemy in the game, further alienating the player from the world.
                >it's far from the only theme that matters in BotW, so I'm not even sure how you could stake my point being wrong on that alone
                Your reasoning for the healing/recovery interpretation, which would be slightly more interesting but still not justify botw/totk's gameplay flaws, is so close to my reasoning for the isolation interpretation that it's clear it can only be one or the other.

              • 10 months ago
                Anonymous

                >You'd be surprised how many people can type words they absolutely don't mean
                Truth be told I just didn't want to bring my reasoning into it before understanding why you took issue with my point.

                >It does.
                No because isolation alone doesn't have any bearing on why Link is isolated, what that says about him, or anything else. It explains some things about his connection to Zelda, but far from everything. It doesn't explain the themes having to do with regret, expectation, failure, etc. At best you can argue isolation holds a great interconnection with all its other themes, in a way where you can make sense of a lot through the one reading. But none of that explains why the trauma reading isn't inherently relevant. You don't have to read the game with that lens, but like I said, you would have to find a real way to directly invalidate it. I don't exactly need to be a genius to tell you The Three Little Pigs isn't a story about racism because of how the characteristics of racism don't play roles that are integral to the message being portrayed. The trauma quality is integral to BotW because the whole story would straight up not function the same without it.

                >is so close to my reasoning for the isolation interpretation that it's clear it can only be one or the other.
                Media can have more than one theme anon.

              • 10 months ago
                Anonymous

                >I just didn't want to bring my reasoning into it before understanding why you took issue with my point.
                And you genuinely can't see how that came across wrong...? That's really odd. Anyway, to boil it down, I take issue to your point because I feel that ascribing BOTW a bunch of similar, inter-related themes is reading too far into it. The game is not written well overall, no matter how much nuance you find a way to read into it.
                >The trauma quality is integral to BotW because the whole story would straight up not function the same without it
                It absolutely would, that's what I'm trying to say. If you took out the trauma reading specifically, nothing about the story would change. Link isn't how he is because he's traumatized, he's been the way he is when you play him for years. He was generally quiet and a bit of a nut long before anything actually bad happened to him. Trauma is present in a few characters' stories, but it's not the central element. Trauma is used as the emotional climax of Zelda's arc and the impetus for her to take her role and abilities seriously in both games. But it's not an overriding theme throughout the game.
                Likewise, themes of healing are... present throughout the game, sure- you do literally gain health throughout both games, after all. But elevating that from a gameplay necessity to a theme in writing is a pretty big leap; any game with a health system and some cute attempt at explaining health in-universe would have similar "evidence". Zelda's arc is all but over before she even begins healing, and the champions becoming friends with one another even if they didn't start that way isn't any more a specific indicator towards "healing" as a theme than forming friendships would be in any story featuring a disparate group. Really, a lot of the things that heal/improve throughout these games are so general that you'd be claiming almost any story where some circumstance improves would be making it a "theme".

              • 10 months ago
                Anonymous

                >And you genuinely can't see how that came across wrong...?
                I understand. But there's honestly no reason to believe I should've explained my logic without a proper bridge for communication first. That's a meaningful formality too. And to be honest the counterarguments I'm getting keep working off fixed assumptions in advance so...

                >If you took out the trauma reading specifically, nothing about the story would change.
                Sure except
                >Link's memories being shattered after a life-altering failure that catastrophically broke his sense of self
                >Link going to once-familiar locations to suddenly remember important events
                >The major societies being afflicted by historical traumas they don't fully comprehend (further emphasized by the divide in attitude between older vs. newer generations)
                >The Guardians being sensory, thematic, and gameplay representations of trauma
                >Active Guardians intentionally being a sight exclusive to Link and Yunobo as far as you see in the entire game
                >Ganon himself being the embodiment of failure, being the one who couldn't even reincarnate properly
                So on and so forth. There's countless examples and those were all just off the top of my head. If you take out the trauma elements of the game you straight up break it into something else.

                And to reiterate, I don't think the existence of themes make up for the lack of good design either. I do however think that if you're being this dismissive that you likely didn't give the fair chance you think you did.

              • 10 months ago
                Anonymous

                >Link's memories are pulled away from him as he's "isolated" from everything but the here and now, and some overall skills
                >Link becoming a healthier degree of solitary as he recalls his past and the friendships he earned there
                >The major societies all feeling adrift because they don't understand their history fully, and thus cannot fully appreciate their place in the world
                >The Guardians being the most alien looking enemies in the game, creating a very visible distinction between them and even other enemies
                >Active Guardians not actually being relevant to 99% of the cast creating more differences between you and "the other"
                >Ganon is just Ganon in this game, as TOTK shows, he's simply sealed and getting around it
                I think you continue to give the game too much credit.

                >I do however think that if you're being this dismissive that you likely didn't give the fair chance you think you did.
                I never go into a game expecting to hate it. Sometimes I'll go in expecting parts I know I'll hate, but the whole? Never. I always try to look for the bright side of a game's story/writing, SOMETHING it does right. I don't operate in any kind of bad faith towards the medium that I've chosen as my primary hobby.
                I still cannot bring myself to ascribe depth to BOTW. It was so thoroughly bad to me, on every writing and gameplay front, that I cannot possibly give it a likeable property.

              • 10 months ago
                Anonymous

                >I think you continue to give the game too much credit.
                If the reading aligns with the most holistic explanation of the work, isn't reductive, and can't be better explained by an alternative, then there's no possible basis for it to be too deep a reading.

                >I never go into a game expecting to hate it. Sometimes I'll go in expecting parts I know I'll hate, but the whole? Never. I always try to look for the bright side of a game's story/writing, SOMETHING it does right.
                As someone who was also in this exact same position once, I started going about the same philosophy in a different way when I realized safe approaches aren't enough. They risk underthinking the same way you believe I'm overthinking. The difference is that overthinking on purpose forces you to wrestle with concepts beyond what you would normally think about. Mistaken interpretation or not, you're adopting a dimension of thought you need to be holistic. Making "safe" assumptions doesn't allow for growth. It's kind of like how master artists became good because they autistically obsessed and believed that level of talent was possible in a time before it was proven; there was only one real way to find out. And if it was to be proven wrong then so be it. But who knows what they'd find along the way.

                >I still cannot bring myself to ascribe depth to BOTW.
                As someone who likes BotW I find it hard to ascribe depth to its gameplay, even if I can make a good case for it. But I also think depth is something misunderstood by most people who talk games at the same time. Not to insist you are, but I still haven't seen anyone even give a definition that shows me they know.

              • 10 months ago
                Anonymous

                >If the reading aligns with the most holistic explanation of the work, isn't reductive, and can't be better explained by an alternative, then there's no possible basis for it to be too deep a reading.
                I'm arguing that it doesn't align with the most holistic explanation of the work. The presence of things that hurt people and moments in which they heal is not a trope, it's a fact of storytelling. If things don't happen that better and worsen peoples' circumstances, then there isn't a plot. The presence of a health system and gaining more via completion is not specific to BOTW/TOTK, not even within the Zelda series, so ascribing it a thematic connection specific to this game also feels inherently weak.
                The gameplay, story, visuals, and music all agree that the "point" is isolation. Sometimes a cigar is just a cigar.
                >overthinking on purpose forces you to wrestle with concepts beyond what you would normally think about. Mistaken interpretation or not, you're adopting a dimension of thought you need to be holistic.
                I can agree to this, though overthinking on purpose in defense of a game from a series that never had particularly amazing writing (at best, a few great moments and an overarching "unique feel" to the setting owing largely to its western fairy-tale style mythos) and which itself isn't even well written within the series (discards the setting's unique feel in exchange for revamped, much less western mythos) and then proceeding to engage a stranger using conclusions you admit might be severely overthought feels like an exceptionally questionable course of action.
                >I still haven't seen anyone even give a definition that shows me they know
                If I had to put it simply, I'd say it's displaying that all things happen logically, due to an interesting underlying system. BOTW fails to achieve it because many courses of action that actually interact with the deeper mechanics are never practical, thus the things that feel "logical" are largely uninteresting.

              • 10 months ago
                Anonymous

                >The presence of things that hurt people and moments in which they heal is not a trope, it's a fact of storytelling
                Sure but pain affects everyone differently. The remnants of that pain are straight up the characteristics of trauma wrapped into a subtle aesthetic.

                >I can agree to this, though overthinking on purpose in defense of a game feels like an exceptionally questionable course of action.
                I'm not overthinking though. I've had my overthinking phase done and over with.

                >If I had to put it simply, I'd say it's displaying that all things happen logically, due to an interesting underlying system
                Sorry anon that's wrong. That's not a deep system, that's a consistent system with a lot of possible branching answers.

              • 10 months ago
                Anonymous

                >Sure but pain affects everyone differently. The remnants of that pain are straight up the characteristics of trauma wrapped into a subtle aesthetic.
                Or, occam's razor, the lingering pain is because not all problems are resolved by Link waking up, and you have to deal with problems for a story about dealing with problems to be resolved.
                >I've had my overthinking phase done and over with.
                You're reading value into a game that doesn't have nearly that much. I'm willing to bet even the developers didn't think as much about it as you currently are.
                >That's not a deep system, that's a consistent system with a lot of possible branching answers
                Well, I know that something truly inconsistent can't be deep- though something complex enough to appear inconsistent without rigorous study is very likely to be. And I know that something with few possible answers can't be deep, so I was at least on the right track, was I not? Maybe the part I missed because I was running out of characters and wanted to be succinct is that depth requires interaction between the many moving parts you have access to? You know, nothing is isolated, most inputs lead to some difference in the output eventually? This is an interesting thing to puzzle over.

              • 10 months ago
                Anonymous

                >Or, occam's razor, the lingering pain is because not all problems are resolved by Link waking up, and you have to deal with problems for a story about dealing with problems to be resolved.
                Sure but that doesn't account for the fact that the characteristics of trauma specifically are there. We can go in circles with this all night but that point isn't going down unless you can directly render the point wrong, which isn't going to happen by just explaining you can interpret it differently. The alternative has to be both inherently incompatible and more holistically accurate with whatever view you're trying to discredit.

                >You're reading value into a game that doesn't have nearly that much
                The most common reason people claim this is because the narrative isn't conducive to depth if you approach it from a literalist perspective; which happens to be the most popular way of selling and interpreting stories as it is the easiest to work with. But do keep in mind the whole story outright does begin with telling you that you should pay attention to the meaning of what's being said through emotion, and that you're not getting what you expect otherwise.

                >This is an interesting thing to puzzle over.
                The real answer is that depth of any kind for any activity (games, discussion, quite literally anything involving skill) is gauged by how much a person is capable of reframing the skills inherent to that activity relative to how meaningfully that can evolve upon situations. What defines meaningful in this case is how well those situations reciprocate answers that require different skillsets. People tend to confuse depth for complexity or punishment. Complexity is just how many factors go into a situation, and not how many of them matter, why they do, or how the participant plays a role. Punishment is just that. Tons of people memed about Dark Souls being deep because punishing, when in truth no matter how much you change the damage, it doesn't change the depth. (1/2)

              • 10 months ago
                Anonymous

                I know my definition for depth is a bit of word soup but let me try and use some examples. You know how basketball is really just running, dribbling, and throwing a ball, right? But the truth is that in an actual basketball game, you're able to showcase a frickton of different skills in what should theoretically seem like a limited canvas. The possibilities keep evolving upon each other, not just in terms of what you can do, but what you should do. And there's a lot of possibilities since all the factors determining a situation are bound to get so dynamic. Feinting, three point shots, making the right passes, and even being able to move the ball around in a variety of different ways while moving in different patterns, host a frickload of depth despite being founded on very simple base skills. And there's great synergy with how situations can evolve with it too. Complexity would be looking into factors that don't matter in practice like exact knowledge of ball physics. To use a more vidya related example, fighting game motion inputs are (a necessary) complexity, but execution itself can't facilitate depth. If that were the case just doing 1 frame inputs in a vacuum which require hyper autistic knowledge to pull off would be super deep, but that doesn't seem right, does it? You can apply these same concepts universally to Chess, Go, Poker, art, music, etc. etc.

              • 10 months ago
                Anonymous

                >that point isn't going down unless you can directly render the point wrong, which isn't going to happen by just explaining you can interpret it differently
                It's not a matter of whether you CAN interpret it differently. We've already established you CAN. But whether you SHOULD, that's the question, right? And I argue you should because themes of trauma and recovery appear to the same extent they're present in BOTW/TOTK in virtually every story with conflict on an epic scale that is eventually resolved positively.
                >the whole story outright does begin with telling you that you should pay attention to the meaning of what's being said through emotion
                And I'm telling you the meaning, as far as I can detect it, isn't any more linked to the theme of trauma than any story containing trauma is. And virtually every story contains trauma! I'm not some complete spoilsport closed off to all emotion, this is just not part of the game's emotional profile.
                >depth of any kind for any activity (games, discussion, quite literally anything involving skill) is gauged by how much a person is capable of reframing the skills inherent to that activity relative to how meaningfully that can evolve upon situations
                It's definitely a word-salady example, but I think I agree, looking at your examples.

              • 10 months ago
                Anonymous

                >And I argue you should because themes of trauma and recovery appear to the same extent they're present in BOTW/TOTK in virtually every story with conflict on an epic scale
                >virtually every story contains trauma! I'm not some complete spoilsport closed off to all emotion, this is just not part of the game's emotional profile.
                And I'm arguing you should because the specifics of trauma play important roles that cannot be removed from the narrative. BotW references a shitton of the same writing rules as OoT (don't show literal displays of sadness, no one except Ganon and his minions should be written as individuals to blame for the state of the world, etc.), but OoT despite being a comparable epic wasn't about trauma. It was about a kid losing his childhood. Trauma itself isn't integral to the motions of that story, even if you can infer at the end he was left traumatized.

              • 10 months ago
                Anonymous

                >the specifics of trauma play important roles that cannot be removed from the narrative
                Your examples of these earlier were unsatisfying. The presence of amnesia in general the the unlocking of memories in significant contexts are such general tropes I can't consider them to be evidence when operating in good faith. A generational divide can be considered a display of isolation just as much as a display of a metaphorical "trauma", but if you boil down every bad thing that happens to every non-bad character to "trauma" then once again, every story ever told has trauma in its themes, and thus such a general label becomes worthless. The Guardians are only "traumatic" as much as they are "out of place and threatening", and many things are out of place and threatening without being meant to represent trauma on any level more than "WOW THAT'S A SCARY ENEMY". See how all that works?
                Trauma is integral to the motions of every story with conflict, so it is present in BOTW/TOTK. But it is not a major, distinct enough element that I would elevate it to the level of a theme.

              • 10 months ago
                Anonymous

                >Your examples of these earlier were unsatisfying.
                Judging by the way you take all those examples, it seems like the issue is that you keep taking everything given to you as a trope where the depth is embellished by literal details instead of what qualities they actually come with, or how that practically affects evocation. Examples...

                >The presence of amnesia in general the the unlocking of memories in significant contexts are such general tropes
                If it were only waking up with amnesia and self-rediscovery then I'd be inclined to agree. I've seen plenty of that myself. But Link was broken specifically because of a shattering event that was antithetical to what he knew of life until then. His quest to regain his memories are almost 1:1 with people that have CPTSD, even.

                >The Guardians are only "traumatic" as much as they are "out of place and threatening"
                And because music is essentially diegetic in this game, meaning Guardians are the only time you're signaled to feel true anxiety and terror. They're the very symbols of what destroyed Link's past security. Escaping them in particular is extremely difficult, and the game's presentation goes a particular way to stress how if you don't deal with them they're, you're going to die; little touches like their increasing beeps causing even more anxiety with high risk, low reward lasers. They're never seen active by anyone else but Link and Yunobo. And dealing with them requires for you to keep your mental state extremely focused on something difficult to perceive. Eyes are a recurring motif in BotW as well, and there's a reason the Guardians, the Corruption, and Dark Beast Ganon had them emphasized.

                Look at the bigger picture and there's really no denying the smaller pieces add up to something more than meets the eye. That's what Breath of the Wild was trying to say since the beginning: Life is more than just the sum of its parts and that it was up to you to unravel that.

              • 10 months ago
                Anonymous

                >you keep taking everything given to you as a trope where the depth is embellished by literal details instead of what qualities they actually come with, or how that practically affects evocation
                Everything games are composed of IS a trope. By judging the specificity of a trope, i.e. exactly how often this "play" on it is seen, and balancing that with how prominently the game displays it, you can judge what should be elevated to a theme and what is simply a trope.
                I'm describing the emotional profile of all the events, not just the literal facts behind them. You're ascribing emotions that aren't present.
                >Link was broken specifically because of a shattering event that was antithetical to what he knew of life until then
                You acknowledge that amnesia and self-rediscovery are common themes, then fail to recognize the way they're handled most commonly. Amnesia is primarily used for twists, and those twists usually come in the form of something antithetical to the character's world/nature that they either participated in or had to live through before the amnesia hit. You are seeing complexity in coincidence.
                >because music is essentially diegetic in this game, meaning Guardians are the only time you're signaled to feel true anxiety and terror
                Occam's Razor demands I first acknowledge that, as the game's "boss enemies", they're also signaling anxiety and terror because of the gameplay threat they pose, and because they are, once again, the most alien/otherworldly-looking enemies in the game. Something performing an insectoid crawl can be unsettling to millions of humans, no matter the size. It's designed to feel isolating, like the world is ruled by something not just hostile, but beyond unnatural, unlike the partly-comical bokoblins.
                >Look at the bigger picture and there's really no denying the smaller pieces add up to something more than meets the eye
                ... I'm sorry, I still seriously struggle to see it. But I have to cut it off here. Have a good night.

              • 10 months ago
                Anonymous

                >Everything games are composed of IS a trope. By judging the specificity of a trope, i.e. exactly how often this "play" on it is seen, and balancing that with how prominently the game displays it, you can judge what should be elevated to a theme and what is simply a trope.
                I mean this in the nicest way possible but I'm sorry American media has brainwashed you. Everything being a trope is true but this meaning anything for creating or reading media is one of the worst lies ever sold for the arts.

                >Amnesia is primarily used for twists, and those twists usually come in the form of something antithetical to the character's world/nature that they either participated in or had to live through before the amnesia hit
                This is proving what I just said too. Amnesia being used primarily for twists shouldn't matter. We're talking about Breath of the Wild. The way 9 billion other works use it shouldn't matter if we're talking about what's actually being portrayed with the amnesia element for this one. There's this recurring issue I keep seeing from this discussion where everything you argue is built on prescriptive assumptions on how things should ideally work, independent of context-specifics which contradict that. To be brutally honest it really just does seem like you have no idea how to piece things together once we fall out of that zone.

                >Occam's Razor demands I first acknowledge that, as the game's "boss enemies", they're also signaling anxiety and terror because of the gameplay threat they pose
                And because they're the only enemies in the game that have a dedicated, terrifying battle theme to them. Breath of the Wild is extremely careful about its use of music. It's not even debatable the composition is generally trying to be evocative through minimalism, more than it is formal and "full" like past Zelda OSTs. That's why the Guadian themes are given so much emphasis when their themes play.

              • 10 months ago
                Anonymous

                Oh also I forgot to mention but a lot of what you said can be applied to Lynels too. But the game doesn't put them in any particularly scary image despite them earning the right almost as much as Guardians, and then some in their own way.

                Think anon, think. Feel the implications, the complete image, through the game's method of conveyance, not convenient literalities.

              • 10 months ago
                Anonymous

                I know I said I was done but this is too tempting to pass up.
                >Everything being a trope is true but this meaning anything for creating or reading media is one of the worst lies ever sold for the arts
                It's not "american brainwashing" to acknowledge that the most likely reasoning for the use of a given plot element in a story is the statistically most common reasoning for the use of that plot element in OTHER stories. I don't give a frick that it's not holistic; all stories are made based on other stories, it's just a question of how much their writers admit it.
                >There's this recurring issue I keep seeing from this discussion where everything you argue is built on prescriptive assumptions on how things should ideally work, independent of context-specifics which contradict that
                I'm not arguing that every trope should be played straight, I'm using them as the most likely starting point for their execution in a given story, in this case BOTW. And then you're not giving me context-specific information that contradicts the trope at all; you're giving me some wrinkle which is mildly flavorful and used to make it clear they didn't just do the trope because they felt it was necessary, and nothing more.
                I can't believe I'm saying this, but to me you seem almost naive. I abhor the modern overly-cynical approach to games where everything has to be hidden behind a dozen layers of irony. I dislike the idea that games should be entirely impersonal, judged solely on their literal content and not their intent. And yet I cannot feel the passion you clearly do behind any element of BOTW's writing. I cannot emotionally connect to the people behind it like I could with the writing of basically every game in the series, even up to Twilight Princess. I don't know why. I know I definitely gave it a fair shake. But the emotional impression I get out of it is so... overly simplified. It's like I'm trying to empathize with a dog.

              • 10 months ago
                Anonymous

                You've never actually been good at a game that needed more than a month to master have you.

              • 10 months ago
                Anonymous

                If a franchise counts, I'm not half bad at Touhou, for as little as it matters with how easy the last few have been. Not some kind of superplayer, but able to comfortably get my first clear of a game within a few good attempts as opposed to a few days of on-and-off incremental effort. Hard to judge whether the skill I have strictly required a month of work to achieve when I've now been good enough to feel fluent at these games for years.

              • 10 months ago
                Anonymous
      • 10 months ago
        Anonymous

        BotW and TotK harken back to the origins of the franchise, those images are concept art of the earliest games and the new games are bringing them to life.

    • 10 months ago
      Anonymous

      Holy fricking SOVL.

      TotK finally delivered the Zelda game I waited 30 years to play.

  4. 10 months ago
    Anonymous

    I don't think so. I enjoyed BotW a lot but by the time I was halfway through TotK I was bored. Unless they step it up with a more interesting environment I don't care what they do next with this formula.

  5. 10 months ago
    Anonymous

    no

  6. 10 months ago
    Anonymous

    depends on who's perspective you're thinking
    If you're Nintendo, then absolutely, it turned a "successful enough" series into a "Call of Duty-level numbers" series

  7. 10 months ago
    Anonymous

    Can't wait for zoomers to start crying about de botw formula being stagnated, and then when the next formula comes eventually, they start b***hing about it and nostalgayin about the botw formula

  8. 10 months ago
    Anonymous

    No. It gets tiring pretty quickly as the game's mechanics and content are too similar even by sequel standards.

  9. 10 months ago
    Anonymous

    Unless they plan to make an even better, completely different map for the next one, the current direction of the series is completely untenable.

    • 10 months ago
      Anonymous

      I don't think there's any real risk of a third game on the same map, there's nowhere left to geographically expand. This version of Hyrule is complete now (barring presumable dlc stuff).
      If there's a dangerous precedent it's that they might do two games with the NEXT map as well.

  10. 10 months ago
    Anonymous

    It had become a severely developmentally stunted series circa Skyward Sword. The new games feel lightyears beyond that shit, even in just the basic mechanics of moving around the world.
    For all their messiness, they're robust games that you can while away hundreds of hours just hypnotically playing around and existing inside, which explains their enormous success and relevance. Their trick is they make journeying feel good (like in real life).

  11. 10 months ago
    Anonymous

    Obviously not unless all you care about is how much money nintendo makes. It's just ubisoft's copy paste filler open world with zelda's dead skin draped over it, but it brought in so many newbies and people who didn't give a shit about zelda before that it doesn't matter, it is the direction of the series.

  12. 10 months ago
    Anonymous

    Best would've been to just continue with the 2.5D mock up they started with but this is the next best thing for 3D which is impossible to get good action combat from.

    • 10 months ago
      Anonymous

      >but this is the next best thing for 3D which is impossible to get good action combat from.
      What?

  13. 10 months ago
    Anonymous

    You tell me.

    • 10 months ago
      Anonymous

      I'm not a shareholder.

      • 10 months ago
        Anonymous

        I don't care. Every objective metric is the same as that one. An outstanding success. 2 in a row. After a decade of mediocrity.

  14. 10 months ago
    Anonymous

    People enjoy botw far more as a walking sim, they just don't want to admit it. Not hard to see why zelda fans would say it's the wrong direction for the series. It's not what any of it used to be about.

    • 10 months ago
      Anonymous

      >enjoy botw far more as a walking sim, they just don't want to admit it.
      New insane narrative just dropped. What fan of a game is ashamed to admit they like walking around in it?

      • 10 months ago
        Anonymous

        When it's what they like most about it and they know the rest isn't very good. There's a sense of shame in liking walking sims. Nobody wants to admit they're a fan of walking in sims in any circle that discusses games, they know they'd just get called a casual.

    • 10 months ago
      Anonymous

      >you're not allowed to walk on an adventure

    • 10 months ago
      Anonymous

      i enjoyed the gameplay in BOTW, i felt comfy playing that loop of grinding some shrines, then doing some quests, the only things i didn't like was all the climbing you had to do and weapon durability.
      TOTK ruined that by making exploration piss easy with the hover bike and having 30+ damage weapons easily because all the constructs drop swords and parts to fuse. Shrines were all easy or could be cheesed. The only part i liked was getting to a region and then doing the temples but there's only 4 of them. I believe TOTK is a better game, but not for me.

  15. 10 months ago
    Anonymous

    Yes, it was a return to form, with a feel closer to the older titles before Ocarina of Time.

  16. 10 months ago
    Anonymous

    lots of franchises go the journalist-friendly route these days because it guarantees higher scores

  17. 10 months ago
    Anonymous

    Yes, if I had to play another fricking Skyward Sword I was going to kill myself.

  18. 10 months ago
    Anonymous

    Yes. It has by far the most potential.

  19. 10 months ago
    Anonymous

    Yeah but now it needs to evolve further

  20. 10 months ago
    Anonymous

    Considering how long it took for TotK to come out and how little it improved on BotW's base, absolutely not. This kind of open world model is not sustainable in the long term

  21. 10 months ago
    Anonymous

    Its a fun game but I want normal zelda again.
    Plus the fanbase is completely different.

  22. 10 months ago
    Anonymous

    Games need to be longer now because people have more free time since they have no kids and most aren't married either. No real choice from Nintendo's point of view except to go open world.

  23. 10 months ago
    Anonymous

    Absolutely specially when the other option is soulless garbage like Twilight Princess

    • 10 months ago
      Anonymous

      >Twilight Princess
      >Soulless

      • 10 months ago
        Anonymous

        Meh. Top right looks nice. All the others are flat.

        >that hideous animal model in the middle

  24. 10 months ago
    Anonymous

    >critically successful
    >commercially successful
    From Nintendo's standpoint, 100%. Sure a few trannies like jim sterling and op don't like it but you are the minority

  25. 10 months ago
    Anonymous

    >Was this really the best direction for the series?

  26. 10 months ago
    Anonymous

    The way I see Totk is kind of like a full scale remake of BotW. You've got the same map and art direction, but the gameplay was completely redone and all of the content was replaced. This resulted in an incredible game to play, but not a very exciting one to talk about.

    • 10 months ago
      Anonymous

      i don't agree with the gameplay being completely redone, most of the reason i didn't like the game as much as botw was that i already knew all the mechanics apart from the new abilities. I started the game, got a reasonably good horse, saw some peppers got them i case i want to go somewhere cold next, got somewhere tall to look for shrines with the pad, and so on and so fort. Combat is the same, there's like 5 new enemies not counting bosses, flurry rush is still op. The towers work the same, if not they're easier because you don't need to climb to the top. No stamina to climb? just fly. No stamina to swim? Just climb. Can't hit headshots? fuse an eye to the arrow. bomb arrows were sooo expensive in BOTW, now you can't walk one minute underground without finding bombs. If anything TOTK made everything too convenient.

  27. 10 months ago
    Anonymous

    You may like or dislike BOTW and TOTK, but people who want Zelda to go back to "the formula" can frick off. Zelda having a "formula" was the fricking problem. If anything, I don't want nu-Zelda to go in "the direction" of BOTW nor do I want it to go back to "the formula".
    Zelda 1, Zelda 2, ALTTP and Ocarina of Time are all wildly different from each other. After that all we get is "ALTTP with a gimmick" or "Ocarina of Time with a gimmick". At least Majora's time gimmick was extremely focused, but then you have games like Twilight Princess where the gimmick is transforming into a wolf.

  28. 10 months ago
    Anonymous

    Skyward Sword is an absolutely colossal argument that yes, yes it is. SS's only saving graces are Ghirahim fights, Demise's fight, Stalmasters, and that you use dungeon items a bit more frequently than you do in previous 3D games.

    • 10 months ago
      Anonymous

      SS is an argument in favor of kicking aonuma in the nuts and getting koizumi back on board. The weeb fujibayashi can frick off too. It is not an argument in favor of throwing everything out to chase after ubisoft.

      • 10 months ago
        Anonymous

        Fujibayashi's track-record is really good, especially Minish Cap. Aonuma's track-record I think is only incidentally bad seeing as both Wind Waker and Twilight Princess were rushed as almighty frick, and even then I don't think any of his games are bad to play or have particularly confusing lore.

  29. 10 months ago
    Anonymous

    IMO it's the perfect way to take the series all they have to do is introduce upgradeable unbreakable weapons, more RIGID dungeon design with a optional but great upgrades similar to what ALBW did and more varied overworld puzzles instead of shrines and we would be golden.....OH! also overworld music, like most open world gams have amazing overworld music, why not make great music for you to listen while traveling instead of just really understated piano tunes, maybe something like this from TES4?

    ?t=70
    I'm sure the Music team could have come with several amazing tunes making use of game's leitmotifs

  30. 10 months ago
    Anonymous

    i hate that i can't completely clean hyrule after defeating ganon
    zelda looking straight at me and saying ganon is dead, yeah, wait 6 years and lets see how dead he is.
    sheikah tech is way cooler than zonai, and ultrahand made all the puzzles obvious, boring because you have to assemble 20 parts together or easy because you just fly over somewhere.

  31. 10 months ago
    Anonymous

    >botw
    Maybe.
    >totk
    No.

    • 10 months ago
      Anonymous

      Why do we hate TotK, again?

      • 10 months ago
        Anonymous

        it's like that for maybe two hours, after that every enemy is black or silver, hitting 6 hearts with their stone weapons and taking no damage from zonai devices

        • 10 months ago
          Anonymous

          Zelda is too hard for you?

          • 10 months ago
            Anonymous

            it's not hard, and if you like hitting the same bokoblin for one minute to get nothing in return good for you.
            just don't spread misinformation

            • 10 months ago
              Anonymous

              You're just bad. It takes you a whole minute to kill a bokoblin of any color.

              Sorry the Zelda game was too hard for you.

        • 10 months ago
          Anonymous

          you do have a valid point, I feel in some areas, the Zelda team balanced the fun out of some mechanics and unlocks, like, Zonai device weapons do no damage unless you stack a frick load of them, or how the Master Sword kinda sucks despite supposedly being empowered at a great cost, or how the sages fricking suck and their skills require you talk to them in the middle of combat, like, I have a modded switch, and there are mods that fix all of these things and more, the game instantly goes several points up in my book, in fact, I would probably not be able to enjoy playing vanilla TotK after playing with mods, I kinda wish somebody sat down the team and showed them a modded game, and how much better the game feels.

          • 10 months ago
            Anonymous

            When the next game inevitably follows this mold, hopefully on a new map. I hope they rework the combat, you can easily get to 30 armor by the time the enemies are still blue or yellow and by that point you're pretty much immortal. Bosses don't change color so just by playing the game the final boss becomes automatically easy. And on the other side, when enemies get to black and silver, unless it's a lynel and you want the drops, you're better off ignoring them, you will break two weapons at least and they drop the same things they did back when they were still red. And if the master sword doesn't do much damage, at least make it unbreakable.

      • 10 months ago
        Anonymous

        >this is zelda in the year of our lord 2023
        Grim.

  32. 10 months ago
    Anonymous

    Sure.

  33. 10 months ago
    Anonymous

    6 years of seething

  34. 10 months ago
    Anonymous

    frick no. They killed Zelda for this?

    • 10 months ago
      Anonymous

      >killed
      You mean revived?

  35. 10 months ago
    Anonymous

    Personally the Zelda series was always carried heavily by it's aesthetics and music. I feel BotW/TotK took that away from me. It has the weakest OST and the terrain looks the same for miles. Even the shrines and dungeons have the same appearances. The artstyle lacks identity. But worst of all is the FOG and PISS filter. Switch games have no contrast.

    Gameplay-wise? The new physics system was refreshing. I'm not so sure about a lot of other things like cooking and getting all abilities from the start. This was the kind of shit I expected TotK to experiment on deviating from but they played it safe and boring.

    • 10 months ago
      Anonymous

      >Switch games have no contrast
      Modern games tend to avoid it in general, actually.

  36. 10 months ago
    Anonymous

    Was this really the best direction for the series?

  37. 10 months ago
    Anonymous

    Why the frick did everybody and their brother have a super-special secret stone EXCEPT Link?
    "Duoy because Link isn't a sage" Okay, well neither is fricking Ganondorf and that gave him moron strength. The sage thing in Ocarina of time and Wind Waker made sense because they gave you THEIR power in some way. THEY were the special ones, not the stones. They weren't some people arbitrarily chosen to hold a rock. It was their very souls that were their strength.

    • 10 months ago
      Anonymous

      Because Zelda ate her secret stone, and Zelda picked up Raurus and took it back in time.

  38. 10 months ago
    Anonymous

    I'm not really a fan of open world but I don't think it was the wrong way to take the Zelda series, I just hope they work in more dungeons and items in future installments and maybe condense the world map a bit

  39. 10 months ago
    Anonymous

    >Was going back to its roots really the best direction for the series?

    Yes. The series was in the shitter by the time Skyward Sword released - a game so far removed from the original concept of Zelda it was barely recognisable.

    • 10 months ago
      Anonymous

      Zelda for all of gamecube and Wii was in the same situation final fantasy is in now. It wasn't special anymore.

      • 10 months ago
        Anonymous

        >Zelda for all of gamecube and Wii was in the same situation final fantasy is in now. It wasn't special anymore.

        Pretty much yeah. Ranther than delivering the pinnacle of adventure gaming, the series was stuck in a rut. I remember many longtern Zelda fans being bored by the time Skyward Sword released and were jealously looking over the fence at Skyrim - recognising many qaulities which had been long missing from Zelda.

  40. 10 months ago
    Anonymous

    >shit combat
    >shit puzzles
    >shit exploration
    >shit story
    >shit characters
    >shit world building
    zelda was never good

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