Yeah...the more I see of this game the more I'm bothered by some things despite liking its direction in terms of the world and exploration.
They built a great new template for an open world Zelda game with what seems to be a cool loot system (that solves the problem of older games not providing rewards in chests beyond rupees mostly - which I haven't seen yet in this new game by the way), BUT all of this might be severly hampered by them still keeping to the 3D Zelda tradition of (A) making the combat piss easy because of non-menacing looking and behaving enemies (who barely attack or do damage) and by (B) re-using certain sound effects like the "item find" tingle that take away any semblence of sombreness or epicness that this world seems to want to exude.
(A) Enemy fodder has always been part of the Zelda experience. While I'm sure there will be challenging opponents (like those shown guardians), making the majority of enemy encounters as intense experiences would probably not be ideal.
I'm sure they will make certain crafting items only obtainable in challenging enemies. That's basic design 101. Not worried about that.
(B) From what we've seen, the world doesn't have that deliberate and manufactured in-your-face type epicness that's seen in so many games. It's a great big organic world with its own rhythms. I don't think a few chimey sounds would ruin that. In fact, I think some levity is actually much appreciated. This is a really minor nitpick.
The combat especially is problematic since it ruins quite a few of the other otherwise cool elements. Why be interested in searching for better weapons for instance - which seems to be a big drive behind the exploration - if even a simple branch is sufficient to kill most basic overworld enemies?
Most overworld enemies are mooks, and you are a superhero. That's how videogames work. Durability, damage power, aesthetic, variety, and weakness exploitations are probably why you want to seek out new weapons. This is also not new.
And why implement a nice variety of tactical approaches to encounter like bomb or rock rolling from above or sneaking in using the stealth system if it is just as easy to run in an smash every enemy in sight?
Because it's fun?
Most of the enemies seen so far barely attack or if they do attack, they barely take off any damage, which has been a big problem for me in every Zelda game since Ocarina of Time. A shame they did not want to take at least some inspiration from the Souls series by also returning to a combat difficulty and overall epicness that the (first two) 2D Zelda games did have in spades.
This is an intro area. I'm sure there will be Darknut-esque encounters later on. With their new philosophy, I imagine there might be some new mechanics for those fights too.
I really had hoped that "breaking with tradition" would imply that they would not only overhaul the gameplay systems and world but also the combat system and sounds and such to really rovide us with a challenge and epic feeling world full of danger. Maybe I'm being too harsh and too quick to judge here but so far this game has me feeling both excited and disappointed at the same time if that makes sense - like they are building my dream game using a new blueprint but not without reusing the same old elements that instantly summon the tone and level of difficulty of the older games and making the game feel less unique and epic.
Sigh...I guess?
It's been literally a few hours and one shown demo area. Look, how you feel is how you feel, and I understand the emotions that come with first reactions, but maybe give it a bit of time before you render such comprehensive judgement on the game? I mean, information is still leaking out and they are still unveiling new stuff right now.