lostinblue
Banned
SS is fine, but it felt sheltered; too streamlined and guided when it came to exploration.
I'm sure Nintendo can do better if they pinpoint exactly what was missing (or get koizumi to work on it!); but they really ought to do it.
Still, Zelda's often invest in something in detriment of the rest; majora mask was sidequests/hub city leading it to have less temples, wind waker was the world and graphics/engine technology (that lasted thoughout 3 games) that lead it to cutting some dungeons and adding the tiresome triforce quest as a means to lengthen the game, TP was dungeon design that resulted in a hollow feeling world with hyrule town being early beta a year before when they delayed it; Skyward Sword was all about merging paths to temples with temples into a seamless super-packed world, it sacrificed secret exploration/secret caves, the ability to discover things you're not supposed to and the overworld for it though.
All the things sacrificed... shouldn't, but for the most part it's the compromise for a Zelda to ship. I just hope the Zelda formula doesn't warp into SS's low points, which is how "on-rails" it felt in the end seeing I really liked how secret packed and arbitrary the previous games exploration worked, it just felt like freedom. Its still a very nice game, probably the most balanced Zelda ever, seeing we can't exactly say it didn't have enough content in either front.
I'm sure Nintendo can do better if they pinpoint exactly what was missing (or get koizumi to work on it!); but they really ought to do it.
Still, Zelda's often invest in something in detriment of the rest; majora mask was sidequests/hub city leading it to have less temples, wind waker was the world and graphics/engine technology (that lasted thoughout 3 games) that lead it to cutting some dungeons and adding the tiresome triforce quest as a means to lengthen the game, TP was dungeon design that resulted in a hollow feeling world with hyrule town being early beta a year before when they delayed it; Skyward Sword was all about merging paths to temples with temples into a seamless super-packed world, it sacrificed secret exploration/secret caves, the ability to discover things you're not supposed to and the overworld for it though.
All the things sacrificed... shouldn't, but for the most part it's the compromise for a Zelda to ship. I just hope the Zelda formula doesn't warp into SS's low points, which is how "on-rails" it felt in the end seeing I really liked how secret packed and arbitrary the previous games exploration worked, it just felt like freedom. Its still a very nice game, probably the most balanced Zelda ever, seeing we can't exactly say it didn't have enough content in either front.