WrenchNinja
Member
Uh, you definitely don't need to grind for rupees. You'd only have to grind if you wanted to straight up buy the items. You can just as easily play the game with rented items the whole way through. And backtracking? Is it it really difficult to activate the bird signs and warp to Link's house? And given how fast Link moves in ALBW since they sped him up from LttP, this seems like hardly an issue even if you did need to backtrack.No, the rental mechanic essentially encouraged/required grinding rupees so you can go through the game withoutb acktracking to the rental store constantly so you can enter dungeons without being gated. It was just a useless mechanic that became redudant anyway halfway through the game.
The other effect the rental mechanic had was that every dungeon was literally centered around one item because the game couldn't assume which other items you had with you. That means dungeons couldn't even utilise simple items like the bow or bombs making puzzle solving easier than ever before because the solution is always that one item coupled with wall merging which was at least novel.
BotW puzzle design isn't any simpler than past 3D Zelda games and that is simply because they give you every item out of the gate and can design everything around every item/rune as soon as you leave the plateau. Of course they are not hardcore puzzle difficulty (which is the case for every Zelda game) but they require basic logical thinking and item usage again. Big difference.
I'm not sure what you mean here. I recall the early dungeons having signs for what item you'd probably need but other items did come into play to create shortcuts or get to treasure and make things easier on you. Making the earlier items cheaper to rent meant they'd be of more use than other items, but those other items still had their uses.
Im not seeing what youre point is here? What big difference? BotW puzzles aren't drastically different in difficulty or longer than ALBW's either, nor do they require more logical thinking. Does it take a lot of thinking to say, light a bunch of torches and shift a room sideways a couple of items? Just seems like you're putting BotW puzzle design on a pedestal.