Tatersalad
Member
I don't care about them either way. If they're in I want then to be fun, if not it's no skin off my back.
That said I dislike the greater focus they've been getting in the more recent games. I don't think everything should be a puzzle, and I don't think combat should take a backseat.
My "dream Zelda" is pretty much Dark Souls with a few fundamental changes. Slightly less complex mechanics, more open exploration with a bigger map, and very "natural" puzzles like those of Shadow of the Colossus.
My dream Zelda would not have a short cutscene with a jingle that shows a door open when I push a button.
Agree, especially the bolded. Puzzles mostly just seem to be a chore these days. Fewer puzzles that are more in depth and require more thought than the typical 'light the torch for a key' to advance to another room repeated 10 times. I think the older games were much better about this.
I think when we're talking about bringing back a sense of exploration we're talking about removing the hand holding that is becoming more frequent. How did we manage to beat the earlier games without a helper telling us exactly where we must go? I know in Wind Waker I was so excited when I got the sail and wanted to explore the sea...but no, you must go to Dragon Roost Island first. Alright, defeated that, can I explore now? No, must go to the Forest Haven now. Especially after getting the song to change the wind direction, why can't I go exploring?