Enduin said:
Thanks.
You miss read that one, I just meant there have been too many items not used enough in Zelda games, most notably TP. I loved all of the items in TP but was pissed cause many were totally useless in the game world other than their specific dungeon. I was really pissed at the magic armor cause it looks really cool but I couldnt just wear it around and it was a rather lame concept depleting the rupees that wasnt ever needed cause the game was not hard at all.
I would like to see 4 maybe 5 swords, shields and armors. 3 of each would part of the main quest that are absolutely needed and then 1 or 2 that is just really awesome but hard as hell to get and are optional. But yeah too many items is a bad thing, too few is as well. TP was breaking the limits on items and it was only too many cause it failed to really utilize them all and felt a little lacking in equipment department.
Ah. Yes, having real uses for all the items is good... or have items that can be used generally or for specific purposes (dual-purpose weapon or item items, like some of them are). If you just use it to solve a few specific puzzles and it has no other function, it's not as interesting an item.
Still, I'd say the answer is to improve the number of ways those items can be used or to increase the number of times you can use items (puzzles you can solve multiple ways, that can use some optional item if you have it and figure out how to use it but have a more complex way to do it otherwise, for instance?), not to cut back on the number of items.
... I wouldn't have minded at all if the fish and bug collection bags weren't in the game (in TP), though. Fish especially... fishing was only fun in LA, not in any of the 3d games... and that's because of how simple it was in LA. But that's just me... some people do like the fishing, which is obviously why it's there.
For sure, LA is my second favorite Zelda after MM, I just used MM cause none of the other games have done it on such a large scale as it did and because it did the best job. Im hoping for even more connections and stronger ones than MM produced or any of the previous games as well.
Whenever I think of MM though... that game annoyed me so much... sure, the NPCs are good, but you have to replace consumable items every time you reset, and have a time limit for dungeons, and always have to hurry because of the timer, and can't permanantly fix any of the areas because you need to beat the boss again every time to melt the snow or whatever, and the sidequests, while extensive, were often annoyingly vague... there's no way I'd finish the Anjou/Kafei quest without a guide...
Maybe that's unrelated, but... well, how about how the only lasting effect of doing a quest is the mark in your book? It's really frusterating to do something, help people, and have to immediately reset time, upon which time the problems all return just the way they were before you started... they had good ideas, but the time system was deeply flawed.
As for dungeons I just meant that the purpose for going in them and objectives for some could be more pertinent to the plot rather than another objective on the list. Almost all past dungeons have had some "purpose," but most arent very dramatic or relevant. At the core of my dungeon desires is a backstory to them and more of a character given to them. Almost all of them have been really interesting, but the info and relevance was rather shallow for the most part.
You know, why was this place built, by who, what was it used for, why is it abandoned(if thats the case) and why has evil moved in(if they were not always there). Things of that nature. Really its closely tied to the overall plot and world.
Yes, and I was responding that in these games the point of the dungeon is not the objective, really. The point of the dungeon is the dungeon itsself -- the act of exploring it, and the design of the dungeon, and its puzzles and challenges. That is what really makes the dungeon great... not the story explanation that sends you there. Though having a good reason to be there is good too, the independant qualities of the dungeon itsself are more important.
Oblivion said:
How did he do manage to do that? In OoT, you saw him mature as the story went along, and with that amazing moment pulling the master sword, well, haven't seen anything as exciting in any Zelda since. Not to mention Zelda's role was far better and more involved. And then there's the fact that you see the world you left in complete chaos after you warp in time. The whole cause and effect thing was done brilliantly.
I will agree with you on TP's story, though.
WW's story was great, though. I agree, it wasn't as great as OoT's, but it was great. The atmosphere of places like the underwater Hyrule, the King of Red Dragons... I agree that Link did not have as strong a defining moment as the OoT Link did, but still, the story was well done and had more detail than previous games in some ways. It wasn't a better plot than OoT, but it was more detailed, which was an advance in other ways... I would rank OoT's plot higher than WW's, but, especially as you near the end, WW's plot becomes quite interesting. Still though, OoT is definitely one of the defining moments for gaming, and while its story is somewhat simple, it is done so well that there is almost nothing negative I could say about it... the only thing I can think of offhand (related to some of what I said about MM) is that maybe they should have made it possible to unfreeze Zora's Domain. Eh, that's not too important.
As for Zelda's role, it certainly was stronger in OoT than in WW, but it was stronger in WW than in any of the REST of the (non-CDi) Zelda games, which is somewhat positive at least... (Oh, and if OoT and WW taught us one thing, it's that Zelda can only be kidnapped when she's revealed as a princess, not while disguised...

)