Its not just pacing and story delivery thats improved, but also level design is a big one! level design, its layout, interconnectivity is better in more linear games. fewer puzzles also means tighter designed ones, which is why people still prefer the handful of dungeons in previous zeldas over the dozens in the new ones
@ShadowWizard22411 ай бұрын
I would rather have amazing dungeons and a linear overworld rather than a open overworld and terrible dungeons. In my personal opinion the dungeons are what makes Zelda great which is why Twilight Princess and Skyward Sword are so amazing and memorable despite their pacing and linear style of play. Dungeons and music are what makes Zelda.
@vanyadolly11 ай бұрын
It is very disappoint to hear the person in charge of the series basically say everything you liked about the older games was just nostalgia. Never mind enjoying puzzles, a well-crafted world with a satisfying sense of progression, or a story that's competently structured. If freedom was all we were looking for in entertainment, we could just go outside.
@Shinjiduo10 ай бұрын
Well to new fans everything they like about new Zelda is recency bias. So they are just as bad as long time fans. Nostalgia is a great part of the human experience the fact you think is something to be thrown away is your hang up. Single player games are a subjective experience. You trying to front that I love Zelda for the "objective technical" is disingenuous at best and outright lie at worst.
@johnpett19559 ай бұрын
@@Shinjiduo yeah I hate the "you're just blinded by nostalgia" arguments. Everyone is biased, but saying someone is just blinded by nostalgia is dismissing everything that made those games good to begin with.
@Raylightsen10 ай бұрын
```Why WOULD You Want to Play Old-Style Zelda?``` Because they were better and more fun and more quality and care was put into them.
@thelastwindwaker794811 ай бұрын
The Master Sword in TOTK is a good example of why I think open game design doesn't work as well. The MS breaking was supposed to be a big deal, a world shattering event for the series. But if you didn't get any of the memories or visit the Korok Forest, you'd never see the thing again. It's just gone from the story entirely. But if you get to the final boss without it, it's just given to you right before the final FINAL battle. The game is basically saying "Okay we need to wrap this up." Same with the ending. You can't work toward undoing Zelda becoming a dragon throughout the game because "Find Zelda" is the end goal, so it needs to just be cleanly wrapped up in the few minutes after you destroy Ganondorf.
@PainCausingSamurai11 ай бұрын
While the Switch Zelda games are unquestionably the most impressive of the entire series, there are elements of older 3D titles, and even some of the 2D top-down games, that I would be sad to see abandoned. I miss how the different weapons had unique functions, and how rewarding the dungeons were when they held items that enhanced gameplay.
@phillystevesteak698211 ай бұрын
this was big for me. in previous zeldas, every dungeon held a special item that the dungeon was themed around - making them feel incredibly diverse. not only that, but that item would go on to open new possibilities in the game world (such as traversal options from the hookshot or iron boots). this would be very difficult to pull off in an open world game for many reasons
@sharksocks813011 ай бұрын
I’ll take tight af game design over over blown open world spectacle any day
@DoktorKumpel10 ай бұрын
They can reestablish those while keeping most of the freedom though.
@amandaslough12510 ай бұрын
@@DoktorKumpelNot if they don't understand what value they still hold though. And then actually mesh them together.
@robinthrush96729 ай бұрын
Most impressive how? The Ultrahand is an extremely impressive feat of physics coding, but I prefer having some boundaries. I did Yunobo's temple in under an hour my first time there (yesterday), for example, because I could skip all the mine cart stuff.
@stuffz175710 ай бұрын
They need to find a balance instead of plugging their ears and pretending everyone is happy.
@EdouardPicard022410 ай бұрын
Ocarina of Time might be linear but you felt like you were moving toward your purpose. You had a real sense of progression.
@Aktedya1-jt7vw11 ай бұрын
Seems like Aonuma just doesn't want to make a new traditional Zelda game right now. Which is fair, but then maybe they could get someone else who is interested to make them?
@vanyadolly11 ай бұрын
I do wonder how much of this is because it's less work to just dump monsters and shrines haphazardly in an open world, than designing intricate puzzles and dungeons.
@Shinjiduo10 ай бұрын
@@vanyadolly To make a game like TOTK work without being a buggy mess is far more work than any linear game. All you need to see is the length of development of TOTK despite using the same base map.
@MyWTFisgoinon10 ай бұрын
@@vanyadollyThat is not at all less work. I know it seems like it because there are so many, but designing a world this large while also having to place things in it is just as time consuming as making tightly designed pieces. Plus Monolith Soft does a good job in this regard I feel. They’ve made the Xenoblade games incredibly fun to explore and those games have way more empty space than these two Zelda games do.
@Raylightsen10 ай бұрын
Excellent idea, the guy who made majora mask is thousand times more capable than aonuma.
@Shinjiduo10 ай бұрын
@@Raylightsen You mean Aonuma? Eiji Aonuma and Yoshiaki Koizumi are co-directors on Majora's Mask.
@lulu_74911 ай бұрын
I'm someone who actually prefers the open air freedom that Breath of the Wild delivered, but playing Tears of the Kingdom really changed my desires for future games. For one, if the Zelda team is going to continue making games that emphasize complete player freedom, they have to find a better way of reconciling the story and gameplay. Patching together a narrative full of plot holes combined with a lack of concern for establishing compelling lore and worldbuilding is going to get very tiring very quickly. Tears of the Kingdom is amazing in so many ways, and I genuinely had fun playing, but the realization that none of the lore set up in Breath of the Wild actually mattered was gutting.
@Shinjiduo10 ай бұрын
Zelda is supposed to be a long standing franchise, as such it is going to do better as an anthology rather than a series. Over time too much continuity in story between games make it difficult for new people to jump in. I think that i why Nintendo since Zelda II has never numbered any of the Zelda games. I would expect a new world that only references other Zelda games loosely going forward in future titles.
@amandaslough12510 ай бұрын
@@ShinjiduoYou don't need a numeric value to be used to have continuity. Plenty of media exists with standalone titles and subtitles acting as sequels without being "[Title] 2". The number was dropped because the 3rd game became a prequel.
@Shinjiduo10 ай бұрын
@@amandaslough125 Really? How many times in history has a prequel been numbered throughout history? Underworld 3 is a prequel to the entire series of movies for instance. Or in video games Super Mario World 2 is also a prequel to the entire series of games. Zelda dropped the number because they intended to make the series more of a "Anthology" which works better if the entries are not numbered. Final Fantasy XVI I believe in large part did not perform up to expectations because it was dubbed the sixteenth entry. No matter how much it is explained that the games are not connected people see that number and think: "I have to play the first fifteen games for this one to make sense." Aonuma allowed himself to be pressured by fans into making a continuity that was a mess immediately upon conception.
@robinthrush96729 ай бұрын
@@Shinjiduo FF16 did poorly because it was an exclusive to the PS5, which heavily limited its availability. And the distaste some people had for how massively the franchise changed since 12 (particularly 13) took a big chunk of the long-time fans.
@Shinjiduo9 ай бұрын
@@robinthrush9672 How many time on any forum have you heard someone say something to the effect of "can I get into Final Fantasy now? We are on sixteenth one." "The whole it not multi-plat" is both an excuse used by Square to side step the games failure to perform and the rallying cry for idealogues to say "every game should be everywhere." Final Fantasy's history has been mostly exclusive and it never hurt performance before now. Your second point feeds into the whole it is dubbed "Final Fantasy XVI." If you are trying to get new fans by changing the nature of the series dubbing the game Final Fantasy XVI is a fools errand. They would be better off with subtitles like "Breath of the Wild" or "Yoshi's Island" at this point.
@handsoaphandsoap10 ай бұрын
I was ultimately unimpressed with TotK. Not entirely, I felt its gameplay mechanics were incredibly impressive and the way the game allows, and almost encourages, you to break it I found to make TotK a very engaging game to explore on a mechanical level. But the map being the same with minor changes, all of which weren’t all that exciting to explore. The story being delivered the same way as BotW, leading to disjointed storytelling and some of it undermining other parts of it if you experience it in the “incorrect” order. It felt very underwhelming and made me not really interested in traveling across Hyrule the same as when I played BotW. There weren’t enough new discoveries and the new story content was not particularly engaging nor tied to the new discoveries. The Depths f.e. are the biggest miss of the entire game imo. There’s like three points of interest; the Fire Temple, the Construct Factory and the area with the Bargainer Statue that’s missing its eyes. There’s nothing else to discover in the Depths outside of copy and paste mines that don’t have much of interest to find. Same thing with the sky islands, it’s different variations of the same three copy and pasted island archipelagos with a few points of intrigue. Otherwise, there’s not really much to find or do in the Sky.
@seabicuit724710 ай бұрын
The issue with the freedom for me beyond the crafted story, is that it made everything easier. A majority of puzzles in TOTK could be solved by ascend and rewind time. I had to force myself to not use those solutions to think outside the box. Also when I think of the traditional formula, there are very few games outside of the Zelda franchise that I can think of that remind me of it. If I think of what reminds me of BOTW or TOTK, there are multiple games that predate it and a few games a year that are similar to it. It just doesn’t feel unique anymore. With how well BOTW and TOTk sold, I don’t expect them to go back but I don’t understand why they can’t implement aspects of the traditional formula instead of throwing it away for the prototypical open world games that have been around for close to 25 years.
@vitriolicAmaranth11 ай бұрын
BotW is my favourite game of all time but this is like asking "why would you still want to play strategy games?" or something. BotW and TotK are fundamentally different games not only from all previous Zelda games (though BotW is very evocative of Zelda 1 and TotK is very evocative of playing with tinker toys while your sibling plays BotW in the other room) but even from each other. I've gone back and played several Zelda games after BotW, a couple for the first time, and they were all delightful but TotK was honestly my least-favourite of them. If they'd limited their scope and just made it a sequel to BotW there might have really been something there but Zonai devices were like a game design pandora's box. Ultrahand did to the gameplay what Link and Zelda awakening Ganondorf did to Hyrule. At first glance every flaw of BotW was fixed and the game was polished up from what was already a polished and fantastic base, and then Ultrahand was like the icing on top, but really it's just a game about gluing things together to make machines, and the gluing things together to make machines mechanic has been done better in cheaper, more fun games. All that time they spent coming up with ways to improve on BotW or try to make re-exploring Hyrule feel fresh (a misguided effort to begin with imo; I've replayed BotW several times and it retains much of its charm but that charm is lost when you're btbtbtbting around in circles on a hoverbike searching for the entrance to another nearly identical cave because half the shrines are in nearly identical caves for some reason, basically violating one of the core design principles of BotW) was wasted time that could have been spent making ultrahand a genuinely good mechanic and making TotK the Besiege killer they apparently decided they wanted it to be. Conversely, all the time wasted on a half-baked building mechanic that is nevertheless powerful enough to fully centralize every sector of gameplay could have been spent adding more enemy variety instead, addressing the last real issue from BotW that wasn't solved somewhere in TotK, and making it a truly worthy sequel.
@mkjjoe11 ай бұрын
Open and linear can coexist in the same game. In fact even BOTW/TOTK have more restricted segments at the beginning and on rare occasions. TOTK only adds a tiny bit for the main quest at mid-game and to approach the temples, but everything in-between is completely non-linear which can easily undercut how things pay off. Open worlds like Elden Ring used tighter restrictions with moderation to build better progression in both exploration and story. While smaller linear games could still come out, we're a bunch to tirelessly explain how this doesn't have to be an ideological extreme just because they made a point about truly "open air" design back in 2017. It can be 90% to the convenience of the player and yet offer many remarkable moments fully controlled by developers to guarantee higher pay off.
@vanyadolly11 ай бұрын
This is what's so frustrating. You can have an open world and still have a good pacing and linear progression. Story aside, they managed that with the first game ffs, and honestly I'd rather take a good sense of progression over a bad story.
@robinthrush96729 ай бұрын
I think TotK did a terrible job at any sort of linearity. I missed important things for hours on end just by running past them and not noticing (10-20 hours to get the glider!). It it allows its narrative to be undermined so much that I just did the fire temple last night for the first time and kept having to go back to chat with Yunobo just to do the "puzzle" I had already figured out how to complete; and all that took about half an hour with a break to activate one of the roots (I have ADD and saw it in the distance).
@cladgreenhero557611 ай бұрын
I want bigger dungeons again! Linear Zelda is fine, it built the franchise. Is there no way Nintendo could support 2 lines of Zelda?
@Zezinizzle11 ай бұрын
I love the current structure, i just want more and bigger. The longer shrines that have like 3 sometimes more challenges in them are great, if they were all like that.... would be cool. Current dungeons are also cool just waaaay too short, but i admire them for avoiding the tediom, which some classic dungeons were if i'm being real
@pitshoster4018 ай бұрын
Small poor indie studio please understand
@jRex9189 ай бұрын
I wouldnt call open world zelda a step in the right direction.
@OffbeatDrill11 ай бұрын
Breath of the wild and tears of the kingdom sold so much more than any other Zelda Game that I think it's very unlikely that Nintendo will make another 3D zelda game with the same formula of ocarina of time or skyward sword. They'll probably keep it open world while putting another spin on it. Honestly, I wouldn't be surprised if the next Zelda Game will be a 2D open world type game. I just hope the next game's not set in the same world as Tears of the Kingdom or Breath of the Wild.
@allenellsworth579911 ай бұрын
A 2D sequel to ToTK would be killer.
@Joybuzzahz10 ай бұрын
Ocarina of Time is still the best selling Zelda game of all time. The reason why: You have to scale the demographic. There were significantly less gamers in 1998-2003 than there are now from 2017-2022. 22% of Nintendo 64 owners bought Ocarina of Time, while only 21% of Switch owners bought Breath of the Wild. There's 100 million more Switches that were sold than Nintendo 64s.
@maxmuster564520 күн бұрын
And you were right
@EnchantingExtensions11 ай бұрын
It's always interesting to hear how people differ on the new Zelda titles. Personally, I couldn't bring myself to even finish ToTK. While I agree that it is unquestionably an improvement over BotW, this new open-world style of Zelda games is just too different and too unexciting to me. I know many people love them and claim they are the best Zelda games yet, but it doesn't even feel like a Zelda game to me. Especially the fact that one of the best selling points of the franchise, the dungeons, have been so disappointing compared to previous installations. The music, while still good, feels few and far between, with very little memorable tracks. There's just too many things that feel like they should be cool/fun, but just end up being unremarkable or tedious. I miss the complex and stylized dungeons that rewarded you with unique items which added such cool flavor to your arsenal. I miss the more direct form of the narrative, which allowed the world to change together with the story as major events transpired. I miss getting excited over gathering collectables, wondering what cool powers or items I could receive when turning them in. While it may have become the highest selling period of the series (partially thanks to availability compared to past titles), I very much hope for a return to the roots of the franchise.
@Shinjiduo10 ай бұрын
All long standing franchises change eventually. What it even means to be Zelda title has fundamentally changed. We don't have to like it but pining for it to go back is irrational. Aonuma-San, Fujibayshi-San and the Zelda development team needs to focus not on making to future titles adhere to old rules but how to take the current formula and make it even more polished and compelling.
@amandaslough12510 ай бұрын
@@ShinjiduoWhy is this the only franchise that goes "we need to change its identity to make it good for the future"?
@Shinjiduo10 ай бұрын
@@amandaslough125 Really? Just this last Friday (1/26/2024) a game titles "Like a Dragon Infinite Wealth" released which is the 8th installment of the Yakuza series which changed from a Action/Adventure game to a turn based RPG with its seventh installment which continues in this new one. Final Fantasy which made its name being a turn based RPG was turned into a character action game with its latest installment Final Fantasy XVI. In these games not only was the identity of the series achanged but the actual gameplay mechanics! At least Zelda still plays like Zelda and is still a Action / Adventure game. Many game / movie / comic / manga series had undergone far more drastic changes to remain relevant. Stop thinking you are special.
@CFarrell7710 ай бұрын
Tons of 2D top down games were released after the inception of 3D Zelda games. It wouldn’t be unwanted for us fans to receive another brand new traditional 3D adventure, or even a brand new 2D one for that matter. It’s almost like there are now 3 varieties for Nintendo to choose from. Time will tell
@Joybuzzahz10 ай бұрын
Because Ocarina of Time is still the best selling Zelda game of all time when you scale the demographic. 23% of Nintendo 64 owners bought Ocarina of Time, and only 22% of Switch owners bought Breath of the Wild. Still impressive numbers, but if you properly scale the demographics of every generation. Every Zelda game that's not a sequel maintains a 17-23% margin of Nintendo gamers. Tears of the Kingdom actually when compared to the amount of Switch owners sold pretty poorly with only 7% of Switch owners picking up the game, which that number will probably plateau to a 8.7-9.3%
@dragongrandmaster10 ай бұрын
if they get rid of paper gear i might like it more also old style zelda fan
@pitshoster4018 ай бұрын
Its actually BAFFLING that weapon durability was not only kept from BotW, but arguably made even more annoying with decayed weapons and fusing. Truly a "lol you'll buy it anyway" move.
@aricruz_4 ай бұрын
I think a mixture of 3D traditional game and open world game will work well. Having open world but weapons don’t break and dungeons don’t have keys just more puzzles etc… to solve
@SuperStevecat9 ай бұрын
Please go back
@rewskiem570018 күн бұрын
I think echoes of wisdom was able to strike a decent balance between openness and linearity, but it was also a much smaller game than whatever the next 3D Zelda game will likely be. But I still have hope that they'll be able to reign in a bit of the openness in the next game.
@songsofthehero_10 ай бұрын
I'm going to roll with the cake metaphor so I go to a shop to get cakes, and I adore these cakes I think they're some of the best cakes in the world, in fact no one else makes cakes quite like these ones. But one day I go to buy a cake and the cake shop is selling pies, now don't get me wrong these are delcious pies and I would love these pies but I'm looking for cake, this is the cake store where I get my cake and the owner says he's probably never going to make cakes again because they sucked and that pies are the new thing and I loved those cakes and no one else makes those exact cakes so I have just lost those cakes forever
@amandaslough12510 ай бұрын
Yup. And this is the problem. We lost our cake shop. And now the cake shop is selling pies, they're decorated like cakes, but they're still pies like the other pie bakeries down the street and in the next town over. We're just out of cake now.
@ShadowWizard2249 ай бұрын
This seriously made me crave some pie 😂😂😂
@GODZILLA291521 күн бұрын
While I’m glad 2D is still a thing, I still have some issues with their ‘why do you want to go back’ as it now. 1) If we don’t want to go back, then why did we ‘go back’ to the same Hyrule? I admit, I didn’t actually want to explore it that much again. 2) While freedom is great, sometimes too much can ruin it. For me it was the fifth sage and how I skipped that long thunder sky land to start up the mission. (Could at least spread out keys around that sky island first) 3) Not every story can fit in this format. I got spoiled by the Light Dragon from a memory, within a memory. Though this can all be fixed for the next big 3D game, I just hope they don’t repeat the same mistakes if they truly want to continue moving forward.
@JCardo250211 ай бұрын
Nintendo is becoming out of touch with their fans
@Shinjiduo10 ай бұрын
No Nintendo has never been too sentimental for the most part, except with the Zelda franchise. What you are feeling is what most Nintendo fans have known since forever, Nintendo does what it thinks is right and has the discipline to follow through. Listening to the fans is good when you can do it but if the fans are going to limit franchise growth, ignore them. For the first time in Aonuma-San's career Zelda is hitting the numbers Nintendo expects and the fans are saying "go back to the under-performing formula."
@MyWTFisgoinon10 ай бұрын
Disagree. As Shinjiduo says this is just the first time in a while that Nintendo’s “We’re gonna do what we want” philosophy has touched a one of their front running series. We need to realize that Nintendo does care about there fans, but their motto since the Wii has been to push forward and to innovate. This has been received for better and for worse which is how we got bangers like BotW but less than stellar titles like Starfox 0. We can dog on them when it gets us less than stellar results, and it’s okay to express frustration over that. But as a big Metroid fan this philosophy gave us two new Metroid games and a third is in the oven and being given proper time to develop.
@amandaslough12510 ай бұрын
@@MyWTFisgoinonMetroid Prime 4 has been taking so long because they _tried_ to usurp the Metroid design philosophy with the current iteration of Nintendo "innovation" and realized it literally doesn't actually work while still being a Metroid game, so they brought the old director back in and started again from scratch.
@MyWTFisgoinon10 ай бұрын
@@amandaslough125 Cant disagree there.
@chaoslord891810 ай бұрын
For me, the question isn't old vs. new or even linear vs. non-linear, I simply want more than four identical looking dungeons with four identical bosses. I want to actually have to work for the abilities, rather than be given full reign right from the start. To me, Zelda is the progression from dungeon to ability to dungeon to upgrade, etc., and BotW and TotK completely lack that. All they needed to make was Ocarina of Time or Twilight Princess in the BotW engine.
@davidbeer501511 ай бұрын
I feel like if Aonuma and Fujibayashi want to keep this openness and freedom of the Wild era games, why not introduce a second team and do like the Oracle games? A title focused on combat/freedom of exploration like Seasons (BotW, TotK), and a title focused more linearly and on big puzzle dungeons like Ages? They don't need to release side by side, but could alternate releases, which gives players something to do while the other team works on their next title, and vice versa?
@XanderVJ11 ай бұрын
Money. Or to be more specific: Budget. Unfortunately, making side games is nowhere near as cheap as it used to be in the early 2000s, when the Oracle games were made. And now that Nintendo is about to enter in the realm of, at the very least, PS4-level game budgets, it will be even more expensive. Meaning that they will have to be far more choosy with which games they'll make.
@Shinjiduo10 ай бұрын
@@XanderVJ Nintendo does not have to hit PS4 levels of budget because of three specific reasons: - Nintendo does not use motion capture like Sony which cost tens of millions to implement properly (esp. set pieces) - Nintendo does not fully voice act there games which adds millions to the budget of Sony games - Nintendo games especially smaller scope ones are not going to use the ultra realistic graphics that Sony uses. I think in between big tent pole Zelda releases you are going to see a remake and a smaller scale 2D or 3D classic styled new release. Nintendo treats Zelda as a flagship franchise and just like Mario and Pokemon does not like more than 2 years between game releases.
@goldenlotus304611 ай бұрын
Anouma isnt the director for breath of the wild and tears of the kingdom. The director for skyward sword is the one who directed teras and wild. Anouma was the producer though i'm pretty sure. But he wasn't the lead director i don't think. But he is the one over seeing the entire franchises so i feel what you were getting at.
@Zezinizzle11 ай бұрын
It is strange how much Fujibiyashi has been ignored throughout all this discussion
@Shinjiduo10 ай бұрын
@@Zezinizzle Because Aonuma-san is the more visible figure of the two. Moreover, Fujibayshi-san needs Aonuma-san's approval to do anything anyway. Also, it is part of Aonuma-san job to "take the bullets" from the fan base as the producer.
@_eggers11 ай бұрын
I don’t want them to make old style Zelda again, at least not yet. I just want big linear dungeons in the new open world.
@Zezinizzle11 ай бұрын
For me its mostly just bigger dungeons/temples. Some of the longer shrines with 3 - 5 challenges could be more fun and challenging which is a concern. One thing I would like next game is the shrines/mini dungeons being seamlessly integrated. Like if they existed between the overworld and depths without loading, most found in caves etc. would be incredible. Having them abit more themed to the region would be nice for immersion too. Also just more optional items, abilities and enemies/bosses in the overworld. I like the design of everything being optional but there for the player to discover and enjoy any way.
@robinthrush96729 ай бұрын
So I can't miss the story easily, have weapons that don't break, have an interface designed to be kind to the user, don't need to sit through patronizing explanations of the solution to a problem I already figured out before triggering the cut scene, have a cohesive narrative, can't just cheese through a dungeon without taking it in, feel like going to a dungeon has a tangible reward even if I NEVER USE IT, and have well-thought out puzzles instead of a lot of very easy ones.
@SkemeKOS10 ай бұрын
Because old is just better
@Toasterketchup-kf7jz9 ай бұрын
That was a really good critique
@johnpett19559 ай бұрын
Linearity is good in video game sometimes. It's why I prefer Terraria over Minecraft. Even many open world games need a balence with linearity.
@rockowlgamer63110 ай бұрын
The only thing that suffered was the story for me.
@excludedkratos9 ай бұрын
0:28 that's about right.
@taylorbradshaw376711 ай бұрын
really enjoyed this break down 👌
@3MrNiceGuy159 ай бұрын
I ask myself the same question when it comes to the newer games. They are so tedious and mind-numbingly boring. The franchise has become a hollow shell of itself with ridiculous gimmicks that completely tarnish the immersion. I have no intention of playing anymore Zelda games if they continue with this new format
@dorkbrandon44229 ай бұрын
Fine , make the games all open format for crying out loud at least give the games a soul these past 2 entries are devoid of being interesting to play or care about
@Mari_Izu9 ай бұрын
About story, I always thought they should be secondary in most kinds of games, and adventure games is way better if it has less story and more ways for you to make your story. Story is more than neat cutscenes and deep dialogue, and BotW and TotK nail the "you make your own story" part. I would love if we get a more traditional Zelda from time to time, but I'm liking what they're doing with the new games and I think they just need to work the dungeons better, as they're lacking.
@justmusiciaan5 ай бұрын
Comparing Old Zelda games to Portal is not correct. Because Portal is a small puzzle game which takes a few hours to beat and doesn't outstay it's welcome. Plus, it doesn't outright lie to a player by telling him that he needs to explore. Zelda games on the other hand can take up to 60 hours to beat. And they give a player illusion of freedom and tell him to explore the locations. But the thing is. Old Zelda games are as if Portal would have been stretched up to a 100 times without adding anything
@allenellsworth579911 ай бұрын
I mean why would you want a new 2D game. Those were only made because of the technology at the time.
@Aktedya1-jt7vw11 ай бұрын
Hey, Majora's Mask was only made because Nintendo wanted to rush out a final N64 Zelda game. For many people, it was an accidental masterpiece.
@mkjjoe11 ай бұрын
They have similarities but play differently. Nostalgia may also be part of it, but top-down is just a different vibe.
@vanyadolly11 ай бұрын
Excuse you! 2D games are just a different genre with a different style of graphics. They don't need to be in 2D any more than tetris or solitaire does. I'd take a 2D game over 3D, because that's the gameplay I most enjoy with Zelda.
@allenellsworth579911 ай бұрын
Should I edit the comment and add /s
@vanyadolly11 ай бұрын
@@allenellsworth5799 Probably lol. You know there are young people on the internet who do think exactly that.