I’m not going to deny that they are good games, they definitely are. However, there are some design choices made with BOTW and TOTK that really make me separate them from the rest of the series.

The item degradation, the voice acting, the open worldness, all these things aren’t what I want from a Zelda, and because of that, I doubt I’ll ever replay those games again. Again, not bad games at all, and if anyone said they were their favorite games, I’d totally understand that.

But does anyone else wish that we would get a more traditional Zelda game again?

  • Xariphon@kbin.social
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    1 year ago

    Really the only thing I wish would go the hell away is item durability. It makes the rewards for things less cool. Like, oh look I did this long ass chain of fetch quests and got a beautiful sword that’s a reference to a past game; better make the most of it before it fucking explodes. Get outta here with that.

    I do wish the world was more open. I despise huge walls and climbing. Especially when explosives are abundant. We invented dynamite specifically to not have to deal with huge fucking cliffs everywhere; let’s use some bomb flowers and really open shit up.

    • GreenCrush@lemmy.worldOP
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      1 year ago

      Item durability really is the biggest gripe I have, for the exact same reasons you said. It feels less exciting to get an item.

    • beechgurly@lemmy.world
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      1 year ago

      On that note, I love Breath of the Wild. I thought it was a great game. While I do also very much enjoy Tears of the Kingdom, I am endlessly frustrated with the unclimbable walls in the depths. I get so frustrated that I have to put down the game.

        • beechgurly@lemmy.world
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          1 year ago

          I haven’t gotten enough of the lightroots to see much of anything as far as the underground map goes. I’m trying but it’s hard to get around with all the walls. Not being able to get around the walls is the main thing preventing me from getting more lightroots.

          • morphballganon@lemmy.world
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            1 year ago

            You can predict where the walls are going to be if you compare the depths map with the surface map and look for patterns.

  • nugget359@lemmy.world
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    1 year ago

    I hated BOTW but love TOTK. I think the expanded world, new mechanics, and story make it really fun.

    Links Awakening (GB) is my comfort food though, I’ve always considered top-down Zelda games to be the best ones. Idk why but the lack of a jump button in older 3D Zeldas always screws me up.

  • Veticia@lemmy.ml
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    1 year ago

    BotW was my first Zelda and a gateway drug. I didn’t really enjoy TotK as it was too much of a sandbox. I preferred the creative ways you were forced to use your limited abilities in BotW. Then I played Twilight Princess HD and was at first disappointed at how linear it was but later absolutely loved the story and characters (it took the first spot for me). I guess I did myself a disservice by playing TP so early because I’m playing other Zeldas now and I’m still searching for that type of experience knowing that it may probably not be reproduced.

  • Katana314@lemmy.world
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    1 year ago

    When people say ‘traditional’, it’s very possible you’re only referring to a style of Zelda game that only started with N64’s Ocarina of Time. It was back then a change of pace for adventures that were sometimes too cryptic to decipher, or too difficult, for younger players.

    Nintendo definitely spent a lot of the GameCube/Wii era trying to repeat the main appeal of that game; but most people I know still just enjoyed Ocarina more than the others. Even Majora’s Mask tried to take side roads with their time limit system to set itself apart.

    So it does feel a bit like people constantly demand a “new Zelda just like the old ones” when the purpose of the old ones was to fulfill some new fantasy people hadn’t experienced. The ones that established themselves as “Ocarina of Time 2 / 3” just didn’t feel as notable. That practice of committing to new concepts does, by necessity, mean leaving some people with a poor taste in their mouths. I didn’t even feel that excited about Wind Waker back when it came out and popularized cel shaded art styles.

    • WolfLink@lemmy.ml
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      6 months ago

      Idk about that. OoT was a 3D adaptation of the 2D Zelda formula. The fundamental Zelda formula has changed very little since A Link to the Past.

      My idea of the “Zelda Formula” is a structured metroidvania where each “dungeon” is basically a mini metroidvania centered around one item, and the path between dungeons is usually more story driven. Occasionally there are items and puzzles between dungeons as well.

      IMO the only Zelda games that don’t really follow the formula are:

      • The Legend of Zelda (follows it loosely)
      • Zelda II (follows it very loosely)
      • A Link Between Worlds (kinda follows it but discards key aspects of it)
      • The multiplayer entries (Four Swords, Four Swords Adventures, Triforce Heros) (kinda follow it but discard key aspects of it)
      • Breath of the Wild
      • Tears of the Kingdom (follows it very loosely)
  • RealM@kbin.social
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    1 year ago

    I don’t think your opinion is as unpopular as you think. In the zelda discussions I frequent, this is a reoccuring opinion, especially from long time fans.

    In my opinion, the last 2 Zeldas sacrifice a well designed linearity for freedom at every turn. The games offer so many different approaches to playing, that in their entirety, they feel completely different. However, depending on your playstyle, this freedom can fall flat. Once you figure out how to solve a certain challenge, you can adopt this and keep using the same solution for the next 100 times this challenge is thrown at you, OR you can force yourself to creatively come up with a new solution. Some gamers really like optimizing how they play and “powergame” and I don’t think there’s anything wrong with that. Once they figure out the optimal strat for anything, the games become boring and monotonous to them, as they are more interested in solving the challenge in front of them, than in messing around with different approaches. This happened to me when I was playing Breath of the Wild.

    With Tears of the Kingdom, I thankfully managed to avoid that trap and keep myself entertained for longer, but I can definitely see how one could have the same thing happen again: Find optimal strat -> Use it everywhere -> get bored with how monotonous the game is.

    While this freedom approach offers a lot of new things, it fails to statisfy the same itch, that a traditionally designed zelda game would with it’s plentiful dungeons. Yes, the physics puzzles are great and the creative approaches offer a lot of various solutions to the same thing, but they aren’t a SS Ancient Basin or a TP Snowpeak Ruins.

    • GreenCrush@lemmy.worldOP
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      1 year ago

      Too much freedom can be a bad thing for games. Think about how many open world games there are, it’s overdone. The older Zelda’s had an openness to them, but with restrictions, and I think that was it’s golden formula.