
02-08-2005, 08:41 PM
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Re: How could Minish Cap been better?
A larger overworld was a must. From a literal standpoint, I don't know for sure, but I would say this game has the smallest overworld in the game. You go from the bottom of the map to the top withint the first five minutes of starting your game, for gods' sake.
And there was not enough challenge, that's for sure. The Oracles challenged me - Seasons had hard bosses, Ages had hard puzzles. So I know that Flagship if capable of creating a hard Zelda game, but they utterly failed to do so.
There were not enoguh dungeons, either, and the dungeons they did have were lacking. At best, the dungeon design was average. At worst, it was bad.
The music, for the most part, was not memorable in the least. I cannot think of a single piece of music from that game, aside from a few remixes of older Zelda themes.
The things we were collecting were crap. LoZ had Triforce pieces, AoL had you actually returning items to dungeons, LttP had the Medallions of Virtue and then the Seven Maidens. LA had the Instruments of the Sirens, OoT had you collecting SPiritual stones and awakening Sages, MM had masks, etc., etc. With the exception of LA and MM, none of these things are exactly imaginative or interesting, but at elast they felt like part of the game's story, and part of the series' world. These.. elemental essences or whatever they were called were worthless and boring, and they felt out of place. The Oracles had the same problem. Not a really important factor in the end, but it's been annoying me.
I could go on, but I prefer to focus on the positive side of things.
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Awards:
Voted Best Zelda Theorist twice.
Voted Most Knowledgable Zelda fan at ZU six times.
Voted Most Zelda Obsessed six times.
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