I like SS a lot. Sort of like the MP 2 analogue in the Zelda side. Zelda meets Metroid on Zelda side versus Metroid meets Zelda on Metroid side.Yeah, dungeons and puzzles are the truly memorable parts of Zelda for me, and often the best reason to replay them. The find dungeon ~ enter dungeon ~ fight midboss ~ get key item ~ use key item to access new areas ~ fight boss ~ get heart piece ~ leave dungeon ~ repeat formula isn't something I'd ever really want to go away in console Zelda, and I think A Link Between Worlds suffered for diluting it. I don't want Zelda to become absolutely freeform at the expense of dungeon design, and I have 4 (soon to be 5) Souls games already.
Imo Skyward Sword was a very successful attempt at messing around with the overworld/dungeon format, while still keeping what made traditional Zelda work, and I don't think it gets enough credit for it.
Yeah, dungeons and puzzles are the truly memorable parts of Zelda for me, and often the best reason to replay them. The find dungeon ~ enter dungeon ~ fight midboss ~ get key item ~ use key item to access new areas ~ fight boss ~ get heart piece ~ leave dungeon ~ repeat formula isn't something I'd ever really want to go away in console Zelda, and I think A Link Between Worlds suffered for diluting it. I don't want Zelda to become absolutely freeform at the expense of dungeon design, and I have 4 (soon to be 5) Souls games already.
Imo Skyward Sword was a very successful attempt at messing around with the overworld/dungeon format, while still keeping what made traditional Zelda work, and I don't think it gets enough credit for it.
Also, I agree about aLbW. Everyone was heralding it as best Zelda in years and I was left out in the cold a bit. The non-linearity hurt the quality of the dungeons.
I enjoy Zelda for the tight gunplay.The weird anti-puzzle sentiment among some Zelda "fans" is baffling to me.
The weird anti-puzzle sentiment among some Zelda "fans" is baffling to me.
It's not just the difficulty curve. It's that the dungeon crafter doesn't know all the items you have going into the dungeon so they cannot plan clever puzzles around most of them. Choice, both in an RPG inventory sense and in a non-linearity sense, limits what the game designer can do on the puzzle and gadget front.Most non-linear games, including the Zelda game ALBW was based on, actually still have a difficulty curve and don't dumb down their dungeons to make them more approachable regardless of where you're at in the game.
No one's talking about removing puzzles entirely, but rather not making them the main focus. You know, like how the series began. Or perhaps offering brand new types of puzzles that aren't restricted to stepping on switches and using the same item throughout a dungeon.
The weird anti-puzzle sentiment among some Zelda "fans" is baffling to me.
I like what Retro did with Metroid Prime. Sort of reinvented it for the modern age, but kept it's soul intact.
The weird anti-puzzle sentiment among some Zelda "fans" is baffling to me.
I enjoy Zelda for the tight gunplay.
I like Zelda for the music, atmosphere, art design, exploration and generally just how the games control. I like all the different items you can collect and use. I like the lack of dialogue and how I can use my imagination to help build the world I'm playing in. I also like the dungeons and bosses.
The higher amount of sales* for Link's Crossbow Training over Skyward Sword backs you up.
* citation needed
What do you like using the items to do?
I like what they did with it too, love it even, but at no point did any of the Prime games elevate the Metroid IP above Zelda in terms of popularity or iconography.
Ocarina of Time was undoubtedly the peak of the series in terms of raw popularity, innovation and influence (if not outright sales, Twilight Princess takes that award), but there's never been a significant decline in interest in Zelda, at least not proportionate to its host hardware at any given time. It's always sold well and continues to do so.
It's not just the difficulty curve. It's that the dungeon crafter doesn't know all the items you have going into the dungeon so they cannot plan clever puzzles around most of them. Choice, both in an RPG inventory sense and in a non-linearity sense, limits what the game designer can do on the puzzle and gadget front.
What do you like using the items to do?
They elevated the Metroid IP above the popularity it previously had.
Yes and no. I mean metroid was basically a dead franchise at that point so in that sense the prime games definitely made it more popular. As far as I know though none of the prime games came close to selling as much as the older 2D games.
All hard as nail because it's optional content, you can go Champion road crazy on it too!
Only one Zelda game since Twilight Princess has sold even half of Twilight Princess's LTD.
I like Zelda for the music, atmosphere, art design, exploration and generally just how the games control. I like all the different items you can collect and use. I like the lack of dialogue and how I can use my imagination to help build the world I'm playing in. I also like the dungeons and bosses.
I don't hate puzzles but I do think they're mostly simplistic and don't make much of any difference to me enjoying the game. Some I enjoy, others are just more of an obstacle that just take up time.
They are hardly what make a Zelda game for me. Having said that I don't assume to be a true fan (whatever the fuck that means) and post condescending posts like the one you just have.
Yes and no. I mean metroid was basically a dead franchise at that point so in that sense the prime games definitely made it more popular. As far as I know though none of the prime games came close to selling as much as the older 2D games.
I feel like it's baffling as well because what you do in Zelda games since ALttP is pure puzzle solving or other gameplay elements such as combat.
Dungeons are a mix of puzzles and combat, occasionally some lite platforming elements. It should be emphasized that the combat system has very little depth, it's just sort of there for the sake of variety while the main focus is always puzzle solving. The overworld consists of two parts: the metroidvania aspect of find an item to open new path and puzzles associated with collectibles such as piece of hearts. As such, I don't understand how a person who isn't fond of the puzzelda style can still play and enjoy modern Zelda games.
After all Super Guide allowed Nintendo to do balls hard optional levels in Mario games.
Why shouldn't Zelda have the same kind of stuffs?
NSMBW is a harder type of Mario game and the lvl9 is stuffs that makes the rest of the game looks like a walk in the park.
This is a very interesting idea. The concept of an optional, possibly post-game HARDEST FUCKING ZELDA DUNGEON EVER PLEASE GOD GET ME OUT OF HERE is pretty cool. And I'm not talking about a bunch of Bloody Palace-style enemy rush caves, but an elaborate, exclusively asset-rich, unique puzzle laden, deathly difficult dungeon with enemies capable of killing you in two hits (three if you have every heart piece). Could be rad.
No, the combat was there to kill you if you didn't find your way to the boss room before running out of life.
It wasn't until Nintendo started adding recovery hearts literally everywhere you could possibly want them (including boss rooms [!]) and reducing the enemy damage outputs and aggression levels to boring-tier (this happened around TWW) that combat was "just sort of there."
Why reserve this stuff for post-game?
Zelda 1 had Level 6 smack in the middle.
Zelda II had Death Mountain in the first third.
Man what a letdown WW was!
you had all the combat animation and flourish you could wish for and no one to use it on but something like 5 darknuts!
In Zelda prior to WW, combat wasn't just there to be fun or whatever, it was there to kill you on your way to the boss.
And the boss at the end wasn't just there waiting to be killed in 3 hits like in TP, they wanted you dead and tried to kill you.
Heck even OoT was getting easier compared to the games before (then again transition to 3D do not make for hard games)
Unlimited Saga proved that putting the hardest level too close to the beginning usually make people give up.
You probably want your player to be safely confident before giving them the keys to the cave of Cthulu....
Real talk: my favorite parts of more modern Zelda games are the combat trial areas.
Guys.........
Do you think they'll fix his cape clipping into his shield................???
Metroid Prime outsold the original which means it handily spanked all the other 2D games (double Super Metroid).
I didn't realise the first prime did so well. Having said that prime and metroid sold a very similar amount. Super metroid whilst a lot lower sold just as well as prime 2 and 3. I hardly see that as being on a whole other level.
I just want new, ambitious, groundbreaking.
Give me something I've never see in games before, not just in the Zelda series.
You can do it Nintendo, I have faith.
I never felt the ability to do dungeons out of order limited how ridiculously devious dungeons could be in other non-linear Zelda games, nor did it actually limit the possibilities for using outside items to manipulate clever exploits in certain parts of the dungeon design. This is strictly an ALBW problem - a problem with the mentality the creators used when designing those dungeons.
The weird anti-puzzle sentiment among some Zelda "fans" is baffling to me.
People really hating on intense focus on dungeons and puzzles?! That's what makes a Zelda game and it has since aLttP.
SS did try to do something in this respect: bringing the dungeon out onto the over world. It was a great idea.The inspiration for Zelda was Miyamoto's childhood exploration of fields and caves. Exploration and adventuring is what the essence of Zelda is, and dungeons are just one form that can take. When the game just predictably shuffles you from one to the next, it's no longer an adventure but a laundry list of tasks. You can only do "visit village, discover problem, head to dungeon, solve problem, repeat" so many times before the fun wears off. It's like mad libs; just swap out the item and dungeon theme for a new one 7 or 8 times over and you've got a video game.
Majora's Mask found a way to make a Zelda game that was based just as much on the things between dungeons as the dungeons themselves, and it was a stronger game for it; I think most people will probably say that the most interesting parts of the game take place outside of the dungeons. Things like Kafei and Anju and protecting the ranch from aliens are novel ideas that don't stem from a formula. No other Zelda since has tried much to explore the possibilities for gameplay outside of the field-town-dungeon formula the series has relied on, and there's such a huge wealth of potential there that's going to waste. Especially now that there's a seamless, huge world to explore. It would be a big waste of an open overworld if the game is still pretty much focused on a handful of comparatively small, closed dungeons.
Obviously dungeons are the backbone of the series and they give the games structure and challenge, so I'm not saying they should move away from them altogether. Just that they should avoid doing the ultra formulaic TP thing and instead work a little more towards what Majora's Mask did.
I would say that the best dungeons in Zelda are in TP and SS. aLttP generally has weaker dungeons than the 3D games. I also think that this is in part because of what I'm talking about. That is, I don't think this only applies to aLbW although it is more pronounced there.
Also, above you and others have mentioned how low-puzzle/gadget Zelda 1 was. Yet here you want it to be as intricate as modern Zelda to disprove my point about non linearity?! You cannot have it both ways just to be able to say what you want from Zelda is better because it also does just what others such as myself want just as well.
SS did try to do something in this respect: bringing the dungeon out onto the over world. It was a great idea.
But yes, MM has the best town life in a Zelda. WW and SS both tried to have a clock town like hub and mostly failed at it.
I agree. I think the nature of the 3D games makes the dungeons as places ultimately more satisfying than the 2D games, and the environmental elements that make up the dungeon layouts - including puzzles that require you to use items to interact with the environment - much more appealing and memorable.
But I think there's something that's present in the 2D games that is missing from the 3D games.
I think I can have it both ways.
I don't actually want 3D Zelda games to ditch the things that 3D Zelda games already do well: that is, having great environments to provide the context for the dungeons you explore and the puzzles you solve.
What I do want 3D Zelda games to do is not lean so heavily on repeating the same patterns of item usage over and over again as the primary source of challenge and the primary barrier to progress through the dungeons. Instead, I want 3D Zelda games to reincorporate the kinds of visceral skill-based combat challenges that were present in the older games (especially the NES games) alongside the environmental puzzles that define today's 3D Zelda games.
Enemies in the older games were tough: they were liable to get in some serious damage if you didn't execute your attacks with a certain level of precision and skill. There was rarely a foolproof strategy; your arrows could very well miss, you had to position yourself just right to hit the enemy without being hit yourself, etc. And because they were tough, they'd likely wear you down over time the longer you spent in a dungeon. You'd die through attrition.
These skill-based challenges are presently mostly absent in today's Zelda games, in favor of not only environmental puzzles, but also "puzzle-battles" - battles where there's a defined strategy for every enemy that, once discovered, can be repeated across every enemy encounter without significant effort. This means that combat is often barely differentiated from the environmental puzzles. (ALBW's bosses were a step in the right direction, I think, but not quite as free-form as the LttP bosses.)
To use a specific example: If you look at the Beamos in Twilight Princess as a kind of arrow-based puzzle ("shoot the eye"), there was really nothing gained by bringing back the same enemy in the Temple of Time (especially when you consider that the Beamos weren't implemented in such a way that they were any harder to beat in that dungeon). Their presence was simply repetitive, not in the "oh man, is there any end to these enemies" sense that led to older dungeons being a struggle against attrition, but in the "haven't I done this before?" sense where there's nothing actually challenging about the presence of that enemy - it's simply there.
Because Zelda games rely mostly on environmental puzzles and combat-puzzles, there's also very little actual discovery to be had when interfacing with the dungeons. The dungeon is designed in such a way that you can only get through it by completing all the puzzles in the way the designers intended for them to be laid out. On a repeat playthrough, you'll already know all the answers and there might only be a handful of small extras to stumble upon that you missed the first time.
In older Zelda games, the creators often didn't care if you did all the puzzles in a dungeon; there'd often be shortcuts that let you bypass certain parts of a dungeon completely. You could even use keys from one dungeon in another dungeon. On a second playthrough of a dungeon, your experience might be totally different because the non-linearity of even the dungeons means you can modify your approach to the dungeon depending on the knowledge and items you've obtained (but weren't required to have to complete the dungeon).
This is something that was never attempted in ALBW, not because ALBW is non-linear, but because ALBW is beholden to the environmental puzzles and combat-puzzle formula and this limits the amount of freedom non-linearity can extend to the dungeons. Moreover, because ALBW doesn't rely on visceral combat challenges, there's no difficulty curve and so playing the dungeons out of order never spiced up the gameplay to begin with. It only really cares about implementing a series of item-based puzzles, and so its design locks the possibilities for dungeon design to the only item you're required to have to enter the dungeon.
Majora's Mask found a way to make a Zelda game that was based just as much on the things between dungeons as the dungeons themselves, and it was a stronger game for it; I think most people will probably say that the most interesting parts of the game take place outside of the dungeons.
Zelda has been puzzle driven since LTTP. The original two aren't very good by today's standards.So they're not fans if puzzles aren't the main reason they play the games?
I fell in love with Zelda back in 1987. The puzzles then were different than they are now. Am I not a fan because I preferred that game?
Mind you, I still enjoy the newer games. I'm just ready for something fresh.
Fuck yeah, climb towers to reveal the map
Sounds like the game is far from being finished lmao..