spirit tracks would have been better as a collection of dungeons. seriously, all of those were a lot of fun. the game was just bogged down by terrible design in its overworld.
Yeah you and me were on the same page about Spirit Tracks. Had some really great dungeon design, but they REALLY made it hard to get to the good moments between the shit. Ugh some of the train stuff still gives me nightmares over the tedium.
skyward sword was made like super mario galaxy, so of course it kinda blew in some respects. the pacing was mostly off, but the worst aspect was how safe it played with the dungeon design. it bears little resemblance to the creativity in the ds games, where at least they were messing around with touch controls in puzzles. like super mario galaxy, it was like they were too afraid to design something too crazy, because they were worried people would struggle understanding the controls at first. i do appreciate that the majority of skyward sword is very dungeonlike (that's all the stuff on the ground is at its core), but they don't do much interesting with it. that final dungeon was pretty special though, especially as a longtime zelda fan (although it still had nothing to do with the nifty motion controls they designed the game around).
I think Skyward Sword is a host of really good concepts married to a host of really bad execution.
For example, the idea of a denser, more interconnected overworld should be the true goal of any Zelda overworld; but instead Skyward Sword uses it to simply make you repeat general objectives and goals over and over with often just the tiniest incremental changes to anything. And when it does change big, it's often horrifying (Banjo musical note segment: fuck off, Nintendo).
Skyward Sword has many great dungeons, several which are the best in the series, but to get to them you have to complete a metric fuckton of filler between every dungeon with includes repeating a certain boss multiple time, escort quests, fucking losing your weapons and having to retrieve them, Banjo note collection (once again: fuck-the-fucking-fuck-hell off, Nintendo), on and on. For every legitimately well executed concept (say, the way they tried to up the meaningful nature of sidequests with particular town characters, but fell short of Majora's Mask in execution), there is ten more than is good in concept but bad in execution.
And for me it was all topped off by the controls. I never want to have to suffer another finicky motion+ combat control in my life. I only want controls that are the most efficient and accurate 100% of the time, not this interpretive mess of wonkiness interspersed between the most annoying punishment for failing to make sure the motion+ is working correct in that moment (electrocution between hits, fucking hell). PLUS I was going into my menu recalibrating my controller at least once per hour, fuck that. These motion controls are just not there for me yet as a standard control set; needs more advancement technologically.
This is one of the biggest deterrents for me purchasing 1st party Nintendo titles. I was shocked when I went to purchase Twilight Pricess, years after it was released and found that it was still full retail price. As a result of the MSRP, Gamestop only offered a used copy for 5 dollars less >.>
Yeah, it's insane. Of course, people continue to buy them at those prices, so it's anti-consumer nonsense but it is good business from their end
I just never really thought the series was all that great. The in dungeon stuff was just simple puzzles and then doing a boss pattern 3 times, usually doing something with the new tool you picked up somewhere in the dungeon.
Out of dungeon content and exploration feels extremely light and the worlds always feel pretty empty and has a general lack of content. In the past this wasn't a huge problem necessarily but now we're getting more and more open world games that offer so much more.
The one zelda game that really feels like it tried to do some things differently was majora's mask with its time management and missable and meaningful side content. Not to mention the darker themes (compared to other nintendo stuff anyway) it had.
Alright, that makes more sense. Of course, you're definitely talking more about 3D Zelda than 2D when you mention empty overworld, but that's a complaint you and I generally share about 3D Zelda titles.
I just am a little surprised you cannot appreciate how amazing the level/dungeon design is, since it genuinely is the top-of-the-industry. It should be utilized to serve as an example of inferior developers of what to do if you want to make great gameplay.
Still, I understand where you're coming from now