Deku said:
It's unconventional and I can't really fault them for trying. Though I understand the old linear dungeon progression system would be more palatable to some fans.
And I'm the exact opposite.
Me, I love that they're taking so many unconventional approaches with this game, given how formulaic the series has been for so long. I really, really enjoyed Twilight Princess, but I just can't get into the idea of playing another game like that again right now... or even for years from now, honestly. It was great, but where do you go from there?
So I'm excited by the fact that the controls are different, the dungeon progression is different, the layout and pacing of the game is different, that there's lots of multiplayer options... if they toss in some additional non-linearity and freedom for the game, too, then that'll really be fantastic.
Brobzoid said:
It doesn't sound like fetch questing. It sounds like you have your one main dungeon (as they've said before) but you're limited in how much of it you can explore without going out and accomplishing other smaller dungeons and killing bosses.
That's not what fetch quests are -- fetch questing is "The bridge is broken. Can you go to the village down the road and get some soap and give it to the guy in the manor to the east so he'll give you a saw that you can use to chop down a tree in the forest to the west so the engineer trapped in the mine (that you'll be going to, natch) can fix the bridge."
Visualante said:
Didn't Miyamoto express regret regarding the Wind Waker's fetch quest?
He needs to get Aonuma on a tighter leesh.
Miyamoto either needs to make the games himself and free Eiji up to go and do different stuff, or back the **** off and let Aonuma's team do what they want with the series.