OMG!!!!
Ok this game is jumping on my radar at the 3rd position for incoming games (after xeno and splatoon)
Yep, the "choose the order of the dungeons" is kind of a dumb thing people got behind IMO. It only really matters to mix up replays, but if all the dungeons are available at the start then the dungeons can't be too hard and the dungeons can't use more items for their puzzles which limits what they can do.
There could be a way to fix it like Ravio's shop, but with how big the world is, going from where you need an item to the shop would be kind of annoying unless they give you all the items at the start which would be admittedly cool (but that's another problem by itself).
And people chanting for a big non linear world are likely now complaining that there wasn't something big happening in ever second of that Zelda U footage
I think they can give him a voice too. Their work around in Hyrule Warriors was just silly.
Excuse me? Try playing Level 6 first in the original game, then we can talk about whether non-linearity means anything. Just because they completely missed the opportunity to get it right with ALBW doesn't make it a bad idea.
I don't think the presence or absence of complex item puzzles makes a game better or worse. The better question would be "do the dungeons offer an appropriate level of challenge?" And I'd say without hesitation that the dungeons in Zelda 1 offer a much more appropriate level of challenge than the dungeons in most other Zelda games (bar Zelda II, LttP, and possibly MM).
In Zelda 1, they achieve this through a combination of map complexity and the much more frantic combat (much easier to get hit = get hit more = die through sheer attrition if you haven't polished your skills or your familiarity with the dungeon layout).
Zelda II still has a good amount of map complexity, and obviously amps up each enemy encounter considerably since the side-scrolling perspective demands fewer enemies on-screen at any one time.
LttP is far easier than either Zelda I or Zelda II in both dungeon complexity and enemy difficulty, but I think was still in a very comfortable range for most players.
MM doesn't win a lot of points for combat difficulty, but I'll be damned if those dungeons still don't confuse me if I haven't replayed it in awhile.
The problem with "puzzles" is that it's usually trivial to replay a dungeon if you already know the puzzle solutions - especially since the map complexity and enemy challenge is so watered down at this point. They'd get a lot more mileage by focusing on more complex dungeon layouts and more difficult enemy encounters than by trying to make the "puzzle solutions" harder to read.
That's not to say that "puzzles" should be stripped away or shouldn't exist. I just think that they've been a poor leg for dungeons to stand on without appropriate challenge from the map itself and the enemy encounters. You might get "stuck" one or two times, but then you find the solution and the dungeon's fairly easy to run through on subsequent plays. Much harder to remember every twist and turn of a maze-like level or flawlessly execute combat challenges.
The depressing thing about ALBW was that even though you could get the items in any order, you still pretty much just used them in the one dungeon anyway. So they might as well have just been in those dungeons, instead of used to enter the dungeons in the first place (with signposted obstacles blocking the entrance).
I agree with LegendofLex here, the fact that you need items or not isn't that important.
What's important is that the challenge is there.
That's why WW is the most boring for me and SS and TP are way above.
Seriously TP in a 3hearts run is a beauty that makes the game shine.
SS is way harder and it ampered by way too much BS to be remotely fun in future playthrough.
What they need for Zelda is not necessarily out of order dungeons but dungeon designs that is challenging and that can't be done if the battle system is shit/boring.
SS was nearly there with the controls but, again, puzzles everywhere meant that something like swordfighting with another swordfighter wasn't that fun.
TP did it absolutely right with the hidden moves and everything, it's a little easy but it's satisfying and build on the foundation that WW squandered.
And OMG it's starting to look good, but I'm wondering how/if they'll screw it up again like the flying of SS or the sailing of WW....
Then again since I've never had a horse ridding Zelda game disappoint before, looking awesome.
The hero's spirit of someone who dies in a battle appears in your game as an enemy in the location they died because the dark forces corrupted his spirit upon defeat in another dimension/reality. Basically a mix of StreetPass in ALBW and the bottles from TWWHD and ZombiU. ;D
I should leave this thread before it jumps at position -1....
OMG imagine a system like ZombiU with the game being hard enough to warrant this!
If the boss of dungeon X is extra hard, you're looking at a miniboss fight before entering the boss room!
It can even be dark link with a fight as good as ever (basically the game remember how you play and make each darklink adopt the playstyle of the fallen player)