I love the open world exploration on the last two, but at some point it does trivialize the combat. You can climb up and fly over basically everything.
I do think it needs more traditional combat focused dungeons with spacial puzzles. For Zelda Echoes of Wisdom it had some of that, and I enjoyed the forest dungeon in that game the most. I wish all of them were more like that one in terms of complexity.
The weapon / equipment wear mechanic annoyed me at first. Then I realized I was using ALL my equipment. Using up all the crappy stuff on mobs and acquiring better weapons, saving the good stuff until I needed it. Hording the great stuff and REALLY thinking about it before I pulled it out.
it might have been slightly over tuned, but I found I enjoyed it. I enjoyed BOTW more than TOTK. Too much of the content of both seemed sameish though.
I would love a more classic LTTP type story and dungeons built on a world like BOTW or TOTK, where the main story can be diverted from ala oblivion. I think they tried TO hard to let you go 'any direction' and it made the games feel aimless.
Gannon just sits and waits forever for you to come to him. The other games at least impressed a sense of urgency onto somethings and made you feel the epic hero. BOTW made me feel like a construction contractor. TOTK like a hobo wandering around town filling my shopping cart with junk.
I think I remember somewhere they did that to reset the world due to memory leaks and all the dungeons. anytime you are underground they can purge above ground memory and blame it on blood moon. it's also an excuse to purge and clean memory reinitializing things and preventing memory issues. the blood moon let them put it on a timer and tie it to the lore.
I'm hoping with switch 2 onwards they don't have to resort to such tricks.
Just give me a classic Zelda. I don't want crafting (particularly farming) or a Lego set.
The last two were interesting and had impressive bits about them, but they were not Zelda games.
I love the open world exploration on the last two, but at some point it does trivialize the combat. You can climb up and fly over basically everything.
I do think it needs more traditional combat focused dungeons with spacial puzzles. For Zelda Echoes of Wisdom it had some of that, and I enjoyed the forest dungeon in that game the most. I wish all of them were more like that one in terms of complexity.
The weapon / equipment wear mechanic annoyed me at first. Then I realized I was using ALL my equipment. Using up all the crappy stuff on mobs and acquiring better weapons, saving the good stuff until I needed it. Hording the great stuff and REALLY thinking about it before I pulled it out.
it might have been slightly over tuned, but I found I enjoyed it. I enjoyed BOTW more than TOTK. Too much of the content of both seemed sameish though.
I would love a more classic LTTP type story and dungeons built on a world like BOTW or TOTK, where the main story can be diverted from ala oblivion. I think they tried TO hard to let you go 'any direction' and it made the games feel aimless.
Gannon just sits and waits forever for you to come to him. The other games at least impressed a sense of urgency onto somethings and made you feel the epic hero. BOTW made me feel like a construction contractor. TOTK like a hobo wandering around town filling my shopping cart with junk.
Yeah being forced to use all your weapons does work since they always have more available. I do wish it took a bit longer for them to break though.
The blood moon always annoyed me though. It felt like there was no point clearing enemy camps if they just keep coming back.
I think I remember somewhere they did that to reset the world due to memory leaks and all the dungeons. anytime you are underground they can purge above ground memory and blame it on blood moon. it's also an excuse to purge and clean memory reinitializing things and preventing memory issues. the blood moon let them put it on a timer and tie it to the lore.
I'm hoping with switch 2 onwards they don't have to resort to such tricks.