Nintendo Switch 2 - For the Soytendo consoomers to speculate about the successor to the Switch, recently announced for 2025.

The whole debate can be summarized that Nintendo never advancing beyond making games for 10 year olds.

Puzzles in Zelda are only hard if you haven't gone through puberty or DSP level intelligence. Pokemon is so badly balanced that there are entire communities based on self imposed challenges or altering the game itself.

If you need to get your fix of nostalgia from those games it's fine, but no point to pretend they are not children's games.

Also regarding the other discussion, Nintendo games having political shit in it is several times worse than political shit in games made for adults.
 
Puzzles in Zelda are only hard if you haven't gone through puberty
But can you imagine someone being retarded enough to be stuck in most of the shrines?

Pokemon is so badly balanced that there are entire communities based on self imposed challenges or altering the game itself.
Aside from a few specific entries, the series has mostly been easy to me, at least. So far, there's only one game where I had trouble putting together an decent team and that's one of the newer ones.
 
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The whole debate can be summarized that Nintendo never advancing beyond making games for 10 year olds.
I mean, that's true, but some of the games I named as doing certain aspects better were also made for kids.

But can you imagine someone being retarded enough to be stuck in most of the shrines?
Probably. I can also imagine full grown adults who still think Disney films are the height of cinematic achievement.

Aside from a few specific entries, the series has mostly been easy to me, at least.
I think when dude was talking about balance he wasn't saying the games are too hard. From what I understand, certain teams/individual pokeymans are just objectively better than all others.

I guess its similar to a problem the Yu-Gi-Oh card game has: in the competitive scene, you have to use certain deck builds or you're just gonna lose. It's probably not as much of a problem going thru a single-player story mode tho.
 
Aside from a few specific entries, the series has mostly been easy to me, at least. So far, there's only one game where I had trouble putting together an decent team and that's one of the newer ones.
I think when dude was talking about balance he wasn't saying the games are too hard. From what I understand, certain teams/individual pokeymans are just objectively better than all others.
Meant balance that it's easy to powerlevel, trainers AI and team composition is dogshit and the new games just throw legendaries at you. That gave birth to Nuzlocke that changes the rules to forcibly reduce player resources. It's comparable to mixing rock paper scissors with russian roulette.
I mean, that's true, but some of the games I named as doing certain aspects better were also made for kids.
Like with most media, you can make good products for both children and adults, but with Nintendo it's made so even the really dumb kids will be able to finish. The games are tailored made to create the illusion the player done something special.
 
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I don’t prefer them. I just like both of them equally for different reasons.
But there's no reason shrines have to replace dungeons, they can and probably should co-exist.

For you, it was the dungeons. For me, it was the exploration and sense of adventure.
Again, it doesn't need to be either/or. Wind Waker, the best game in the series, did both well.

Seems like you really aren’t a fan of emergent gameplay then, at least when it comes to this stuff.

Hate to say it, but that’s kind of a boring mindset to have.
And yet again, you can have both. Structure can co-exist with emergent gameplay. A balance should be struck to where design feels intentionally designed but there's still player freedom. Maybe 3rd time's the charm...

Okay, maybe that was the wrong descriptor to use. I was just judging it based on how the enemies reacted depending on where they are and the type of environment you found them in meant you couldn’t just rely on one tactic.
Which is a cool thing, but the game is sorely lacking in variety. There's no reason old PS3 Bethesda games should feel more alive and varies than modern Zelda games.

I explore for them because it allows me to find more tools that work for better or worse in certain situations.

Sometimes, it’s better to use different elemental-type weapons depending on the climate, and other times, you’ll want to use the more hard hitting weapons. Other times, you’ll want to create a potion necessary to extend the stamina bar, or give you extra attack power.
I never found a situation where I couldn't just use random weapons and bombs with little thought involved. Sure, I could 4D Chess the game and minmax things, but there's not much incentive to do so, the effort isn't worth it and therefore the rewards which enable that play style are unimpressive. Giving myself extra attack power or stamina isn't exciting and doesn't really make much difference.

I noticed that you and others say the only difference is in what clothing you need to equip and/or potion to use, but while that is part of it, it also extends to how you fight enemies and such. Like, you can’t use explosives in the lava area, but conversely, fire arrows don’t do squat when it’s raining, for example. So it’s much more than you are giving it credit for.
Again, trivial differences. It's nice attention to detail but it's not by any means game changing and doesn't have anything to do with why exploration is somehow good. It's not like you can't add rain to a regular Zelda game, you don't need an empty, pointless open world for that.

Not easy per se, but less to the point that they rely on moon logic or having to follow the exact path or else you’re screwed.
I've never once felt like Zelda incorporated moon logic, at worst just trial and error, and then it clicks when you figure it out. I never get the "how the fuck was I supposed to figure that out?" feeling (except in Link's Awakening in one temple, forgot which).

I get that the shrines have the same looking aesthetics, but while not all of them are winners (the combat ones are very repetitive), the make up for it, for me at least, with puzzles that allow for flexibility, which you claim to be bad design, but I see as the devs stepping back and letting you come up with the solution.
It's bad design if that's all you have. I wouldn't mind shrines staying as flexible mini challenges and then having more traditional dungeons with interconnecting, complicated, intentionally designed puzzles (and of course a good reward and unique aesthetic in there).

I love WW too, but I seriously have to question why you think it does exploration better.

That one I actually did feel to get tedious with the constant sailing over nothing but endless ocean with the occasional island, and the need to switch the wind direction, even with all the improvements the HD release gave.
I mean, it's the ocean. Of course it's pretty samey, so either that clicks with you or it doesn't, but it's still adventurous (and actually having adventurous music sure goes a long way in making an adventure feel adventurous; surprise! Take notes BotW). Switching wind directions never bothered me, helped me feel involved actually.

Plus, you actually FOUND stuff. Cities, dungeons, random events, NPCs, etc. Nothing ever happened in all my time with BotW, not once. What makes you want to explore? You see nothing of interest. Wind Waker has mysteries like the Ghost Ship that intrigue you, there's nothing of the sort in BotW that I ever came across, not even cities or NPCs (maybe that stuff exists but I put a good amount of hours into it and found nothing of note).

You are just so in love with dungeons it seems that they are able to overpower everything else
Not at all, exploration is important too, but you need set pieces to make it matter. BotW is too damn big for what little they fill it with. OoT is a fraction of the size of BotW and yet holds just as much to find, more densely packed. They literally just stretched out a similar amount of content and it doesn't justify exploring the world they built.

Again, I’ll have to disagree, because ai found the progression to be very well implemented, as by the end, encounters that gave me trouble were no problem, and with the Champion abilities, even some of the more tedious early aspects fell to the wayside.
Sure, by the end you'd obviously tell a difference, but the pacing is much worse. That's just the nature of an open world. Doing one (1) Temple in OoT for an hour yielded more sense of progression than I felt in many times that playing BotW. In OoT you get a sword, deku nuts, a slingshot, and a full heart container (maybe more stuff?) by the time you're done with just the first area. And by then you've talked to many NPCs and got a good dose of story.

And it doesn’t take all that long for the Master Sword to recharge. Not to mention that one of the things they added in DLC (take it or leave it) was a series of challenge rooms that, should you complete them all, strengthened it.
It's just really dumb from a lore and gameplay perspective. It really seems like it makes the sword underwhelming. Are the challenge rooms just more identical rooms...?

Heck, for me at least, the sense of progression in the older games came more from the story progressing after you cleared the dungeon, as most of the items and weapons you found in them, with a few exceptions, didn’t really mean much afterwards (aside from things like the claw shots). Here, the progression was more tied to how much better I could survive and thrive in the world itself.
No? Look at this item list for LttP for example, most of these are useful.

I played OOT, but the world wasn’t nearly as ruined as it was in BOTW. And I still found enough memorable tracks in it (though again, it may be because I actually played to the point where you meet the champions and such).
The scale of the devastation was different, but that's no excuse to have a shit audial experience.

Yep, and now I’m convinced you didn’t get to the other villages and such, as they had many memorable NPCs, and that’s not even getting into when you finally start on the main quests that dive deeper into the history of the Champions.
They sure did a good job hiding that shit then. Sounds like a design flaw. Doesn't take long at all in Fallout 3 or Skyrim to find a city full of more stuff to do in an hour than nearly 10 of BotW. It fails as an open world game.

No I don’t think it is the best story in the series (that goes to MM, WW, or TP), but there are indeed things like NPCs, random events, and story breadcrumbs. Whether you like it or not is subjective.
If you finish the game, maybe. I had no idea about the story beyond the mindless shitty Ganon destroyed everything. Wow, impressive. In WW you get more story in the damn opening cut scene than I got in my two sessions of play in BotW. Story pacing is ass.

Well that sure is a smug and elitist thing to claim that you are objectively right. I beginning to wonder what’s the point of even having a debate with you now, as even I’m willing to concede on a few things, but you aren’t unless I give you what you consider to be an objectively correct response yo what you think is 100% correct, and that anything that you don’t like is objectively bad, and I and others are dumb babies for not agreeing.
Then tell me why I'm wrong. What's stopping dungeons from returning? Even if someone hated dungeons with a passion (not saying you do) they'd still have to admit their absence is fucking baffling.

For what it’s worth, I didn’t look at the shrines as being a replacement for the dungeons per se, just as more mini challenges alongside the main quests, which contains more meaningful levels and environments that, while also not strictly dungeons, actually contain the worldbuilding and story bits.
And that's totally fine, and only furthers my point. We could have those not-replacements and dungeons, right? I mean, I don't see how I'm wrong.

Thanks for calling the fans who like the shrines as well “babies”. Really showing an open-mind there.
I should say, that's Nintendo's perspective more than anything. The intention is absolutely to dumb the game down. You kinda can't fail, you don't need to think, just dick around until something works. That's fun, I get it, but it's fun in a different way. That's why dungeons and shrines can co-exist, in theory, but Nintendo said no.

The dungeons that you are absolutely in love with to the point that they are the defining element of a Zelda title to you, while fun, do not really allow for much in the way of creative solutions beyond what the designers strictly demand you follow. Sure a few allow for a bit of flexibility, but for the most part, it’s almost always you having to go about them precisely the way it was set up, to the point that the only real thing that, for me at least distinguished them, was what new item or weapon had to be found and used.
They literally did define Zelda from LttP through Skyward Sword, it's not that they defined the series to me, that's just the formula they went with. BotW regresses to pointless exploration like LoZ, which has its fans. They like bombing random spots to progress, that's fine, good for them. It's a very popular game and a favorite to this day, considered a classic, but I don't have to pretend it's not simplistic and archaic.

Anyway, you're completely right about dungeons, as they've been designed thus far. I'm not saying older Zelda were perfect, just better. There's room for improvement. Just balance OoT & BotW for the perfect game. I've always said BotW formula has potential. Wind Waker was a proto-open world game as it was, it just has rushed development and so didn't have as much content as was intended. WW2 would be the best way to use the BotW engine.

Especially since, in a game where you are allowed to explore anywhere from almost the word go, it would be very easy for you to stumble into a dungeon that you can’t complete because an item in another dungeon is required to solve it, as is the case for the exceptions in other games when a dungeon item is needed for more than one.
Then you can't have any depth or sense of progression if you're not willing to place certain limits. Best way to handle dungeons would be to not need one specific item but of several sufficing. Yeah you still wouldn't be able to do anything you want, in any order you want, but you'd still have a lot of freedom and would exchange maximum freedom for a depth of design you can only get with intentional design.

That said, if they can marry the freedom and emergent mechanics into a larger dungeon-esque level in future titles, that would be very awesome. But I get the sense that you’d still not like it because it’s not the same “designed with intent” key hunting dungeon that you adore so much.
If you can just cheese it like in the video I linked earlier, yeah, I wouldn't like it. It won't kill you to have a dungeon DESIGNED with PURPOSE instead of a sandbox to fuck around with.


Is this REALLY fun, doing this EVERY time? Just bending the game over and having your way with it? Here and there, sure, but everyone who jacks these games off only likes them because "WOW I'M NOT SUPPOSED TO DO THIS!"

Again, I get it. You prefer the older style with all the dungeon spelunking and such. There’s nothing wrong with that. But to say that that it the only things that makes a Zelda game a “true” one, and that you’re wrong if you think otherwise, just screams elitist.
If we didn't get 2 identical games in a row I wouldn't be as bitter about it. It's not asking for much to get rid of breakable weapons and add dungeons, man.

That's what always felt artificial about Pokemon to me. It feels convenient and "gamey" rather than like a real world I could see existing.
I feel like that only became true in later games. In gen 1 people still did things independent of Pokemon. On S.S Anne you see people just taking normal vacations living their lives, and Lt. Surge mentions a war he fought in, and people have other interests outside Pokemon like how the museum has a space travel exhibit. Even when Pokemon are involved it's not always with them being the goal of focus, but merely used as tools, like Team Rocket wanting money and stuff. On TV there's movies playing that have nothing to do with Pokemon, video games that don't mention Pokemon.

Gen 3 onwards is where that problem is really exacerbated. Every faucet of people's lives involves Pokemon to an artificial degree. They're important in gen 1 too, but they're not omnipresent.

I also personally was never able to get over the primary conceit of the series that you're literally kidnapping animals and making them fight for you.
This one's just preference. I like the cockfighting aspect, it feels more gritty. Later games really hammered home how much the Pokemon are totally down with being caught and made to fight, but gen 1 was pretty unabashedly just "it sure is cool to make these monsters fight!" I dig it.

Agree, and someone in this thread (can't recall who) mentioned that part of the problem is the puzzles aren't even all that interesting.
A big part of that is because they're so short, and devoid of context or purpose, and aesthetically bland. Shrines are very unappealing and feel like chores. I dreaded finding them.

I actually find Myst a bit easy....
I had no idea where to go or what to do, but maybe I just suck.

I like that they're naturally incorporated into the environment rather than being blatantly "video game puzzles" like Zelda's are.
Exactly. Older Zelda kind of were "video game puzzles" too, but at least they tried to make them feel organic. BotW strips that out entirely.

the Megaman Legends games easily body Ocarina of Time.
While I don't agree, I do think they're very close in quality (MM is much more action oriented than puzzle, so I lean towards Zelda). The only Zelda-like that's better than Zelda is Star Fox Adventures, it's better than any of them, minus Wind Waker.

Also regarding the other discussion, Nintendo games having political shit in it is several times worse than political shit in games made for adults.
That's absolutely true, and it's very unfortunate to see Nintendo caving into this shit...
 
I had no idea where to go or what to do, but maybe I just suck.
Actually, in this case I can cut you some slack: being lost at first in Myst is completely natural. After all, you've just arrived on an abandoned island. The intent (as it seemed to me) was that the player would just wander and explore for a bit before deciding--of your own initiative--to try messing with things just to see what will happen. And its when you do that, that paths start opening and objectives start revealing themselves.

Putting it like that, it almost feels like Myst succeeded (for me at least) in doing what BOTW was trying to do: make the player actively want to explore. Considering Myst has basically no inventory at all you really are motivated entirely by your own curiosity and desire to explore, which is a neat hat trick all its own.

You'd think Nintendo would take a few lessons (Myst was well known in Japan, and Yuji Horii cited it as an inspiration for parts of Dragon Quest VII). But then, Nintendo always comes off to me as being stubborn pig-ignorant of any game they didn't invent. Hence for example how it took them until Metroid Dread to figure out that the save point should also be the recharge station and the place where plot exposition is delivered... something Castlevania figured out all the way back in SOTN (minus the exposition part).

..... BTW, since this thread is dumping on Nintendo games anyway, I might as well throw this out there: I sometimes feel like the only person on Earth who hated Metroid Dread.
 
..... BTW, since this thread is dumping on Nintendo games anyway, I might as well throw this out there: I sometimes feel like the only person on Earth who hated Metroid Dread.

What's wrong with Metroid Dread? I've both never played the game and have only heard positive things about it, so I'd be curious to know.

Forgive me for my leftist rhetoric, though I think "toxic positivity" is the perfect descriptor for a lot of modern Nintendo discourse. It feels like there's a "criticism embargo" on the big-time releases, where people are only allowed to have honest and constructive discussions about a game until a year or so after release. The rest of the discussion just comes across as empty, uncritical fluff. I think this is owed to the personal responsibility that Nintendo fans place upon themselves for Nintendo's success. Every time Nintendo brings back a long-dormant IP the Nintendo die-hards make longwinded posts and videos about how THEY need to spread the gospel and make it a success. F-Zero 99 and Pikmin 3 Deluxe are the ones that immediately come to mind. Motherfucker, the failure of these series rests entirely on Nintendo's back.

The last Nintendo game that I was around for was Pikmin 4 and the discussion around that game was just obnoxious. Not a single point of criticism beyond the ~3 "politically correct" grievances all because it took Nintendo over a decade to deliver a follow-up. Never mind the fact that the difficulty is designed with lobotomites in mind and the game removes everything that made the series special in order to capture the largest marketing demographic. If I hurt Nintendo's fee-fees I won't be able to consume product anymore 🥺🥺🥺🥺
 
What's wrong with Metroid Dread? I've both never played the game and have only heard positive things about it, so I'd be curious to know.
Lots of things.

It's a 2D game that forces you to move with the analog stick, entirely to facilitate 360-degree aiming which I often felt was more a handicap rather than a cool feature.

Nintendo tried to streamline the controls by making each powerup (missiles, grapple beam, etc) activated by a button combination rather than having to manually select them like in Super Metroid.... but this winds up backfiring because in the heat of the moment, sometimes I can't recall what buttons I have to hold down to have the grapple beam active. Also its affected by the 360-degree aiming as well! So things that were not a big deal in Super Metroid, become an ordeal in Dread.

The adventure is very linear, though at times its unclear where to go--I legit feared that I had softlocked the game a few times, until I found the minor detail I had overlooked that allowed progress to be made. And yet it still has the problem that sometimes a necessary path is hidden behind an unmarked secret which is not indicated in any way.

The game almost feels like it has a "romhack" mentality. In the few cases where you can explore and find things like Energy Tanks... they're always hidden behind some bullshit skill challenge that requires you to be a shinespark master. I wouldn't mind if it was just a few of these things, but it happened so often that after awhile I just stopped getting excited whenever I found one. It felt like the game was almost punishing me, like "Oh, good, you found this hidden item.... now figure out this obtuse game mechanic so you can actually acquire it!" Imagine if in Zelda, every time you found a heart container, you couldn't actually pick it up until you had aced an algebra test. That's what this feels like.

The game just feels "lazy." A lot of the bosses are literally repeats, all the EMMI environments look the same (and kinda look like they could be a stock asset), and halfway thru the game it starts having you fight these bird dudes with spears who are literally just the same battle copy-pasted.

Now, the next things could be a "me" problem, as admittedly I've always had certain problems with 3D graphics, one of them being.... a lot of visuals are unclear. There's this "counter" mechanic where if you press the counter button when you see the enemy flash, you counter them, stunning them and allowing some free hits. But some enemies (like those spear bird guys) have attacks that cause a flash that looks a lot like the counter indicator, which led often to me mistaking one for the other.

Lack of clarity in general is a problem. I've had times where I literally didn't know something was an obstacle (or even present at all) until I ran into it/took damage because it looked like background decoration or blended in too well.

And maybe it's just me, but the game's graphical aesthetic also causes it to come off as looking like it was made on a budget, despite being a AAA title.

And going back to the "romhack" mentality, there's a few boss battles where I was having trouble, and it turned out to be because there was something I was supposed to do that I had no idea I even could do. I literally had to look a few up to realize what the game expected of me (this is more true near the end) and then I realized certain animations were meant to be hints... but besides the existing unclarity of the aesthetic, a lot of the characters and animations are rather small on screen, and I'm not sure how I was meant to make certain connections.

The game makes a weird choice midway thru... the least-spoilery way I can put it is that it stops playing by Classic Metroid rules and starts playing by Fusion rules. This isn't a huge problem per se, but I imagine it can be a weird moment if this happens to be your first Metroid game.

And there's probably more I'm forgetting, I could really bitch about Dread all day. And yeah its odd that nobody else seems to have that much of a problem. To be honest I think its a case of Metroid fans being so starved for a new game that wasn't a remake or quirky spinoff that they would've accepted anything.

But of course its also fanboy stupidity being stupidly loyal to a specific franchise. Metroid Dread might have been acceptable if there were no other metroidvanias available right now, but the market is flooded with them and I would say a lot of them are just objectively better than Metroid Dread. I swear, if Dread had been just some indie game without a famous name attached, nobody would be praising this shit.
 
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and second of all, the chinks from 8bitdo already took care of that so you wouldn't have to pay extra $70 for the "new" Pro controller
...oh, my bad, it's actually $85 dollars for the Switch 2 Pro Controller! That only really works with the console it's made for and doesn't even come with Hall effect sticks.

Go choke on a cock, tripple ayy console companies. All of you.



It's a 2D game that forces you to move with the analog stick, entirely to facilitate 360-degree aiming which I often felt was more a handicap rather than a cool feature.
...reminds me of how they've made the Link's Awakening remake use just the analog stick for movement.

Even though there's no reason to.

And then, to shill the chinks again, 8bitdo Lite happened, which was all D-pads - which kinda remedies that problem.
 
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Yes. Every Nintendo franchise is terrible because they never change anything and when they change something they’re terrible because it’s not like the older games.
Those complaints aren't mutually exclusive, a franchise can be stale and repetitive, and a new entry can also make a change for the worse.

New direction doesn't automatically = better, nobody has ever said that.
 
And yet again, you can have both. Structure can co-exist with emergent gameplay. A balance should be struck to where design feels intentionally designed but there's still player freedom. Maybe 3rd time's the charm...
I agree, but I did find that in BOTW, at least in terms of what I found when exploring.

Which is a cool thing, but the game is sorely lacking in variety. There's no reason old PS3 Bethesda games should feel more alive and varies than modern Zelda games.
I find that kind of missing the point. There’s a smaller roster of enemies this time around, but the way they interact with the environment and such keeps them from feeling repetitive, at least in my experience.

I never found a situation where I couldn't just use random weapons and bombs with little thought involved. Sure, I could 4D Chess the game and minmax things, but there's not much incentive to do so, the effort isn't worth it and therefore the rewards which enable that play style are unimpressive. Giving myself extra attack power or stamina isn't exciting and doesn't really make much difference.
I mean, it makes several encounters that would be much harder, especially earlier on, much easier. Especially against enemies like the Guardians.

I treated it much in the same way as how, in older FPS games, certain weapons work for better or worse, even though you could still just use the standard shotgun all the time.

Again, trivial differences. It's nice attention to detail but it's not by any means game changing and doesn't have anything to do with why exploration is somehow good. It's not like you can't add rain to a regular Zelda game, you don't need an empty, pointless open world for that.
I wouldn’t call that trivial, as I found it to change a lot of how I would approach encounters, and makes exploration more varied as a result.

Sure, by the end you'd obviously tell a difference, but the pacing is much worse. That's just the nature of an open world. Doing one (1) Temple in OoT for an hour yielded more sense of progression than I felt in many times that playing BotW. In OoT you get a sword, deku nuts, a slingshot, and a full heart container (maybe more stuff?) by the time you're done with just the first area. And by then you've talked to many NPCs and got a good dose of story.
I mean, in the opening hours of BOTW, you’ve already got all your abilities, a general understanding of how the mechanics work, and are even given a list of points of interest to head to first after leaving the starting area. From there, it all unfolds as quickly or slowly as wherever you choose to go first.

I guess I just have more patience than you do, no offense.
Plus, you actually FOUND stuff. Cities, dungeons, random events, NPCs, etc. Nothing ever happened in all my time with BotW, not once. What makes you want to explore? You see nothing of interest. Wind Waker has mysteries like the Ghost Ship that intrigue you, there's nothing of the sort in BotW that I ever came across, not even cities or NPCs (maybe that stuff exists but I put a good amount of hours into it and found nothing of note).
So you didn’t reach places like Kakariko Village, Zora’s Domain, Tarrey Town, Lurelin Village, Goron City, or Gerudo Town then?

Nor did you come across the dragons, the blupees and the Lord of the Mountain, and the NPCs in the villages?

This is all stuff I found via my time exploring, and some of which didn’t take long to find after setting out once I got the main abilities. You say it took too long to get there, but I didn’t.


Not at all, exploration is important too, but you need set pieces to make it matter. BotW is too damn big for what little they fill it with. OoT is a fraction of the size of BotW and yet holds just as much to find, more densely packed. They literally just stretched out a similar amount of content and it doesn't justify exploring the world they built.
Odd, because in the time I spent playing the game, there was never really a moment in which I found it to be lacking in terms of things to find. And I’m not just talking about the weapons and shrines, but also what I just mentioned.

They literally did define Zelda from LttP through Skyward Sword, it's not that they defined the series to me, that's just the formula they went with. BotW regresses to pointless exploration like LoZ, which has its fans. They like bombing random spots to progress, that's fine, good for them. It's a very popular game and a favorite to this day, considered a classic, but I don't have to pretend it's not simplistic and archaic.
People had been saying that it had become repetitive and too guided by the time of Skyward Sword, so them deciding to expand on what was seen in the first game I found to be refreshing. Not to mention that they expanded on its mechanics in a way that made it far less archaic, though you obviously disagree.


Anyway, you're completely right about dungeons, as they've been designed thus far. I'm not saying older Zelda were perfect, just better. There's room for improvement. Just balance OoT & BotW for the perfect game. I've always said BotW formula has potential. Wind Waker was a proto-open world game as it was, it just has rushed development and so didn't have as much content as was intended. WW2 would be the best way to use the BotW engine.
See, I always thought that BOTW was already a more realized version of the whole open-world exploration that WW flirted with, given that it actually has more varied locations than just the endless oceans with the occasional island that doesn’t always fit with the climate of the setting.

That, and it had more ways of fun traversal than just sailing, regardless of what WW’s setting was.
If you finish the game, maybe. I had no idea about the story beyond the mindless shitty Ganon destroyed everything. Wow, impressive. In WW you get more story in the damn opening cut scene than I got in my two sessions of play in BotW. Story pacing is ass.
In BOTW, at least in my experience, you got to see a lot more of the backstory and how the old world was beyond just Ganon destroying everything. And it didn’t take long for me to find that too, as it started the moment I entered the first town. Heck, just hearing about the former King’s guilt and that Zelda has been holding off Ganon I found to be breadcrumbs that made me want to learn more.

You only playing for two sessions does explain a lot though. What exactly did you do in those two sessions, regardless of length?
Then tell me why I'm wrong. What's stopping dungeons from returning? Even if someone hated dungeons with a passion (not saying you do) they'd still have to admit their absence is fucking baffling.
Again, it’s because if they were brought back exactly the way they were in the older games, their overly strict design would clash with the freedom of how you could do everything else.

That said, including that sense of freedom in them would be pretty awesome, not gonna lie.

I should say, that's Nintendo's perspective more than anything. The intention is absolutely to dumb the game down. You kinda can't fail, you don't need to think, just dick around until something works. That's fun, I get it, but it's fun in a different way. That's why dungeons and shrines can co-exist, in theory, but Nintendo said no.
It’s less that I found, and more them trusting you to find your own solutions, rather than force your hand like before. Especially given how some approaches still work better than others, intentionally or not.
If you can just cheese it like in the video I linked earlier, yeah, I wouldn't like it. It won't kill you to have a dungeon DESIGNED with PURPOSE instead of a sandbox to fuck around with.

Is this REALLY fun, doing this EVERY time? Just bending the game over and having your way with it? Here and there, sure, but everyone who jacks these games off only likes them because "WOW I'M NOT SUPPOSED TO DO THIS!"
That’s what defines games that use emergent gameplay and immersive sim philosophy. There’s a reason people find more enjoyment in them than the overly scripted approach, as one person’s experience can vary depending on how they decide to go about it. Heck, I find that player guided experiences can be just as memorable as developer guided ones.

There’s a reason players are still to this day finding new ways to experiment with the mechanics. You prefer the more scripted earlier dungeons, and that’s fine. But the more emergent and flexible approach I think is more interesting, as now I can have freedom to choose. I don’t see how one is better than the other.


Then you can't have any depth or sense of progression if you're not willing to place certain limits. Best way to handle dungeons would be to not need one specific item but of several sufficing. Yeah you still wouldn't be able to do anything you want, in any order you want, but you'd still have a lot of freedom and would exchange maximum freedom for a depth of design you can only get with intentional design.
Funnily enough, several of the main levels in TOTK did actually incorporate a little bit of what you seem to be implying, especially in the depths and the sky islands. That said, they still didn’t restrict the player completely.

Really, I don’t think one way is better than the other.
 
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The adventure is very linear, though at times its unclear where to go--I legit feared that I had softlocked the game a few times, until I found the minor detail I had overlooked that allowed progress to be made. And yet it still has the problem that sometimes a necessary path is hidden behind an unmarked secret which is not indicated in any way.
To be fair I think this is just genre convention for Metroidvanias at this point. Create obtuse roadblock you need to backtrack to get around, rinse and repeat 50x. Agree with mostly everything else, but you missed on one major thing that soured me on the game: EMMI boss fights. Supposedly Sakamoto put off making this game because the "technology wasn't there" for something like the EMMIs, which might be the dumbest fucking thing I've ever heard. They're literally scripted quasi-quick time events you either have to avoid until you have the area's item to defeat, or just outrun them long enough to get to the scripted part where you can defeat them. Absolutely pointless and trival "bosses", would maybe be kind of interesting if they were constantly following you throughout the whole map and as you got more powerups you stood a better chance at actually taking them on head to head, but they're cordoned off to their own little sections that they can't cross the boundary of, which makes them complete non-factors.
 
Seems like you really aren’t a fan of emergent gameplay then, at least when it comes to this stuff.

Hate to say it, but that’s kind of a boring mindset to have.
Emergent gameplay needs intelligent, intentional design to actually be meaningful, Look at something like Prey, and you can see a lot of alternate options for roadblocks or quests are features that were intentionally implemented as a solution to an open ended problem. Breaking the game with the abilities in TOTK, or cheesing a puzzle with the physics system isn't that, It's just a result of the Zelda team implementing features with unintended applications, and to account for those fuckups on the design level just won't punish the player for it. It's Nintendo shooting an arrow and you painting a bullseye around it afterwards.
 
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If you are going to play a system for years, it doesn't really matter when you buy it. Early or late? Whatever.

Also you guys mentioned Myst. More games should require a notebook.
I played Lorelei and the Laser Eyes and by the end I had a page nearby that looked like I was going full schitzo. Fun times.

they're always hidden behind some bullshit skill challenge that requires you to be a shinespark master. I wouldn't mind if it was just a few of these things, but it happened so often that after awhile I just stopped getting excited whenever I found one. It felt like the game was almost punishing me, like "Oh, good, you found this hidden item.... now figure out this obtuse game mechanic so you can actually acquire it!" Imagine if in Zelda, every time you found a heart container, you couldn't actually pick it up until you had aced an algebra test. That's what this feels like.
Not directly related, but fuck game devs that abuse putting power ups players can't reach yet. At some point it's just annoying.
 
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but you missed on one major thing that soured me on the game: EMMI boss fights.
I knew I forgot something..

Yeah, the EMMI were just.... when I first played the demo I thought they were a cool concept, but in execution they're either tedious or irritating. Sometimes it feels like you can just get screwed over and killed due to bad luck.

On paper, the idea of survival horror mechanics in an exploration series sounds good, but in practice it quickly wore out its welcome. Especially later EMMIs which had annoying gimmicks.

Not directly related, but fuck game devs that abuse putting power ups players can't reach yet. At some point it's just annoying.
I agree, but its even worse in Dread because even when you have the required powerup, the energy tank or whatever might require you to figure out some obscure quirk of it in order to open the path to the thing you found. It really feels like sometimes the game was made with speedrunners in mind.

Again, I wouldn't mind if it only meant I was locked out of 100% completion, but it happens so damn often that I feel like there's no point in looking for energy tanks or anything.
 
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