peanutbutterlatte
Member
MC didn't have just shrinking though; it had a lot of ways to explore areas. Gust Jar allowed you to clear gaps and reach new areas; Mole Mitts allowed you to dig into caves; Kinstone fusion changed the environment at times; heck, Link even had the ability to fly with his hat by entering tornadoes. I would also not characterize it as incredibly short. Perhaps compared to a 3D Zelda, but in general most 2D Zeldas are about the same length. The dungeons are also only really (relatively) boring in the first half, while the second half has a ton of great dungeons. I would dare say that Minish Cap's later dungeons rival those of this game's. One problem I have with this game is that in terms of exploration, they focus too much on the wall gimmick as opposed to using a bunch of different items (like Minish Cap did.
Kinstone fusion was the one cool aspect of it, and ALBW also has plenty of ways to traverse and explore the environment. I can't really remember outside of the Gust Jar and the flying hat any interesting items in MC. It just felt like a vanilla Zelda, Capcom imitating the norm. Even though ALBW reuses a lot of familiar elements, it's not nostalgic to the point of repetitiveness.
The game also has a pretty lame boss in the Dark Woods - The hand was extremely exploitable, as you could just wall merge over and over again and be completely safe. Good boss concept though.
Really? I found I was either running out of energy or exiting the wall just as the hand created a huge chasm beneath me. It isn't a flawless strategy.