Legend of Zelda thread - Lorefags GTFO!

I beat TotK again recently, and decided to see what happens in the final interactive sequence if I just don't do anything. I quickly realized that Link and Zelda weren't falling past a certain point. I left the game running while I ate some pizza, and five minutes later, it was still the same situation. Personally, I don't believe sequences like this should be in video games. I replayed Metroid Dread, and guess what happens if I leave the game alone during the escape sequence. Samus fucking dies as the entire fucking planet explodes is what happens.

Perhaps the next Zelda game will be better.
 
At this point my biggest hope for the series is they do a "New" spinoff similar to Mario Bros. and it's just a series of paint by numbers entries that resembles Link Between Worlds graphically and in terms of Gameplay.
I could see a spinoff title featuring Ganondorf as the main playable character
 
I see listings for the Legend of Zelda, Oracle of Seasons and Ages mangas on Amazon. I didn't know they were fully translated. Does anyone know where I can find these much better translations than the ones that are online?
I'm not sure if anyone's uploaded them, but yeah, they translated all the Zelda mangas a while ago. They sold them in a big box set, I can't remember how long it's been but somebody got them for me for Christmas back when I was still a Zelda kid. Though my opinion on the series itself has soured a lot, those mangas are still really great.
 
I noticed a cool parallel between ALTTP and TP. Both games feature a "Dark Pyramid" as set piece. In ALTTP it's a physical edifice in the other world, a dark mirror of Hyrule Castle. Whereas in TP the "Dark Pyramid" is an evil magic seal cast upon Hyrule Castle itself.
Dark Pyramid.png
Twilit Pyramid.jpg

I could see a spinoff title featuring Ganondorf as the main playable character
I didn't necessarily grow up with OOT, but due to a friend owning it (and the prima guide with the amazing character art) I grew to love that "timeline" if we can call it that, and its characters. Eventually Majora and TP were added to the mix, and OOT Link's story becomes the most interesting arc in the franchise. I've always wanted one last game to wrap up his story, filling in the gaps of how he lost an eye and wound up becoming a lingering spirit tethered to the world with regrets.
 
I noticed something else wrong with the design of Breath of the Wild and Tears of the Kingdom recently, when I was reminded of a gameplay element from Wind Waker: Are there any situations in either of those two where Link is locked in a room with enemies? I can't think of a single one, outside of boss battles. Damn near every enemy in the game can be bypassed simply by running by it. There's almost no real point in these games when the player is forced to get good at fighting certain kinds of enemies.

Giving it more thought, there are segments with the constructs in shrines, in Tears of the Kingdom, but that hardly counts. Damn near every shrine is optional.
 
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If they added RPG elements you'd have incentive to fight them, but for some reason they dipped their toes into that exactly once with Zelda 2 and never again. Technically I think one or two of the CDi ones did too, but these open world ones would really benefit from it.
 
Are there any situations in either of those two where Link is locked in a room with enemies?
The combat shrines and the traps in Hyrule Castle spring to mind in BotW

But I also believe the traps are just replacements for the boss fights if you already killed them. I've never done a run where I haven't killed the bosses but I know you fight them in the castle if you skipped any of them right?
 
I noticed something else wrong with the design of Breath of the Wild and Tears of the Kingdom recently, when I was reminded of a gameplay element from Wind Waker: Are there any situations in either of those two where Link is locked in a room with enemies? I can't think of a single one, outside of boss battles. Damn near every enemy in the game can be bypassed simply by running by it. There's almost no real point in these games when the player is forced to get good at fighting certain kinds of enemies.

Giving it more thought, there are segments with the constructs in shrines, in Tears of the Kingdom, but that hardly counts. Damn near every shrine is optional.
I think Wind Waker probably has just as many of those situations as any other 3D Zelda game. The 2D ones definitely used it more, but you've got more options for puzzles in a 3D space.

You're right that everything was optional in BOTW, but that's kind of the point of it. There was a fan backlash over a perceived over reliance on overly long tutorials and railroading the player too much in the 3D series after Twilight Princess, and I think they wanted to make something totally open in response. Can't really speak to TOTK because I only played it for an hour or two and didn't care for it. I do think the totally open design ran its course after one game, and was hoping they'd structure things more like Link Between Worlds where there are still dungeons but you can just do them in any order going forward.
 
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If they added RPG elements you'd have incentive to fight them, but for some reason they dipped their toes into that exactly once with Zelda 2 and never again. Technically I think one or two of the CDi ones did too, but these open world ones would really benefit from it.
I think that's one of the reasons I prefer Elden Ring. Killing enemies give an actual reward other than just materials. Exploring is also more rewarding as you're likely to find a new weapon, spell, ash or war, ect.
 
I beat TotK again recently, and decided to see what happens in the final interactive sequence if I just don't do anything. I quickly realized that Link and Zelda weren't falling past a certain point. I left the game running while I ate some pizza, and five minutes later, it was still the same situation. Personally, I don't believe sequences like this should be in video games. I replayed Metroid Dread, and guess what happens if I leave the game alone during the escape sequence. Samus fucking dies as the entire fucking planet explodes is what happens.

Perhaps the next Zelda game will be better.
Reminds me of Ragnacock QTE’s. These are used to create a sense of urgency when there isn’t actually any urgency.
 
Seeing how it took them 5 years to make TOTK when it was a vast majority of reused content, I think we'll be blessed to see a new mainline Zelda this decade. Hope we get a remake though.
 
I would like a new one. if the Switch 2 has an AI accelerator it could lead to a story with intelligent interactions between NPCs and enemy characters and that would be a gamechanger.
I'd like a new one too, but the last one was a remake, and the one before that a quasi-remake. They're almost certainly going to do the Oracles next, if not then only because of some potential hassle regarding Capcom, and in that case it's probably gonna be a Zelda 2 remake instead (Miyamoto wasn't satisfied with that entry, iirc).
 
I noticed something else wrong with the design of Breath of the Wild and Tears of the Kingdom recently, when I was reminded of a gameplay element from Wind Waker: Are there any situations in either of those two where Link is locked in a room with enemies? I can't think of a single one, outside of boss battles. Damn near every enemy in the game can be bypassed simply by running by it. There's almost no real point in these games when the player is forced to get good at fighting certain kinds of enemies.

Giving it more thought, there are segments with the constructs in shrines, in Tears of the Kingdom, but that hardly counts. Damn near every shrine is optional.
I'd have to double check, but I think you are "locked in" (ignoring warping out to a shrine) in one of those coliseums in the Depth.
 
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