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Originally Posted by Link92 That bolded part is actually entirely untrue. Everything it introduces is used multiple times. |
The hawk, only in Ordon and once on Death Mountain but it was both optional and largely ineffective compared to the slingshot or, hell, just running.
Gale function of Gale Boomerang, only in the dungeon it was introduced and the second trip to the Lost Woods.
Sumo wrestling, learned it and then used it once and only once.
Magnet function of Iron Boots, only in the dungeon it was introduced and one cave that had some money in it.
Zora Armor, only in the dungeon it was introduced and getting chests in Lake Hylia.
Spinner Tracks, only in the dungeon it was introduced, one spot in Hyrule Castle, and three or four chests in the field (which is to say it was ignored by three whole dungeons).
Cannon puzzles, only in the dungeon that introduced it.
Double Clawshot, actually made use of an appropriate amount considering when it was obtained, so that's cool.
So I guess "only once" could be replaced by "between one and three times".
I may have forgotten something, but more than likely if I didn't mention it here that's because it wasn't new.
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Originally Posted by BloodRaw_Engine No, that's just the simple modernization of the games. What you're referring to is simply a coincidence of that. ALTTP came in at a time when games were not as advanced as when OOT came out. TP came out when games were technologically more advanced, but funtionally similar. |
But between
OoT and
MM or WW, there was a great deal of change in gameplay. The games were advancing, doing new things and doing them well.
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Originally Posted by BloodRaw_Engine That 'specification' is as I've said, little more than coincidential. It'd been said from the beginning that TP was intended to adhere more to what OOT did, and even beyond the formulaic similarities, what was done was done so as to be evolutionary, which is best done before ever trying to take a chance and change the formula. |
First "connections are coincidental". Immediately after "connections are intentional". Make up your mind.
Evolution
is change. A game that offers no change is not a game in which we find evolution.
Definition:
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a process in which something passes by degrees to a different stage
|
All the rest of the series changes, therefore the rest of the series evolves. Twilight Princess took us about four or five steps backwards in Zelda's evolution. Since it undid so much of the change.
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Originally Posted by BloodRaw_Engine It has long since given me the idea that if it ain't broke don't fix it. |
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Originally Posted by BloodRaw_Engine Although fixing what AoL/ MM broke is all that ALTTP and TP did. |
Adventure of Link brought a lot to the series that still remains.
AoL gave us towns, side-quests, magic, multi-floored dungeons, advanced shield-work, a bigger focus on the sword in combat and puzzle solving, and jumping.
So, yes,
aLttP did fix what
AoL broke. It did that by taking most of
AoL's additions and making them work better. It abandoned exactly three concepts from
AoL; side-scrolling (which was unpopular though not inherently flawed), leveling (which was redundant with hearts and equipment upgrades, anyways), and manual shielding (for reasons unknown, but they brought it back to stay with the next installment until just recently).
Majora's Mask was never "fixed" by anything. It relied on two unique mechanics: NPC schedules/time travel (they count as one, considering how they work together) and transforming into forms with
functionally (not just aesthetically) unique abilities. Since both of these concepts were promptly abandoned and never built upon or polished, there was no repair whatsoever.
Twilight Princess, meanwhile, added nothing to the series but the Twilight Realm (which was and is totally sealed off and as such can never actually be further explored) and wolf transformation which didn't change much of anything, since previously existing items can do everything it did already. And the Ooccoo and Yeti which, honestly, don't add anything themselves.
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Originally Posted by BloodRaw_Engine WW really is the closest thing to a healthy medium, but even that was held back by it's over reliance on what becomes tedius far too soon. |
Some of us liked sailing. The longer travel times make the world feel more real and the open sea felt a lot more inviting to explore than enclosed fields with little to no vegetation or wildlife.
Yes, WW is a very healthy medium. Much like every other Zelda game before it, it expanded on most of what came before and added a healthy does of new.
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Originally Posted by BloodRaw_Engine Change is where Zelda has always failed, and the more significant changes are what brinig forth the worse games in the series. With AoL, we got a pitifully paced pseudo-action RPG that has since never been touched upon again sans the infamous CD-i games. Guess what they did after that hell-ride? They did the exact same thing TP did--switched the priorities back to where they belonged keeping the unique elements secondary. |
AoL was badly paced, yes. It was a pseudo-action RPG, yes, just as the rest of the 2D series has always been. Just now there's not experience points.
Calling the CD-i games to attention proves nothing, as the overhead CD-i game, Zelda's Adventure, was equally terrible. It's not the gameplay style of
AoL that made the CD-i games "infamous" but the fact that they were made by ****ty developers.
In fact, only the 2D perspective was kept in the first two CD-i Zeldas, which didn't have the same focus on magic and didn't re-use the leveling system.
As I said,
aLttP expanded on most of what
AoL brought, not abandon it all outright like
TP did to everything after
OoT except one bit from MC (advanced combat maneuvers).
You want to see what potential
AoL had if they stayed in side-scrolling? Play a handheld Castlevania game. Order of Ecclesia, since it's half level-based and half Metroidvania, would probably be the most appropriate comparison. Portrait of Ruin would also work.
Hell, even try out the fan-made Legend of Princess.
Link to the Past took most
AoL's concepts and fused them with
LoZ's. And it introduced a history, a mythology, a narrative, a new gameplay formula, and a crap-load of new items. It took from both previous games near equally and added a whole lot of new.
Side-scrolling Zelda or Zelda-likes isn't inherently flawed, it was just poorly executed the one time they tried it.
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Originally Posted by BloodRaw_Engine With MM, we got half a Zelda game tacked onto a glorified spin-off with stock characters that got too much screen time for their own good, and a nigh-non-existant focus on the main story. |
The main story was secondary to the characters' stories. It's a thematic decision quite appropriate to the game's overall tone.
We got half a Zelda game
because it was a spin-off and was developed as a spin-off. It only had four major areas because it had a focus on sidequests, and with the 3-day cycle half of the exploration was in time instead of space.
Since it was easily the most different of all the Zelda games, to date, it's pretty obvious why it didn't take. In fact, had it not been a Zelda game, it would have been a lot better received.
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Originally Posted by BloodRaw_Engine ALTTP and TP are examples of how if anything, they learned NOT to put changes to the formula in place of the refining the main elements of the formula as the main focus. |
Except
aLttP did change a lot. Play the first three Zeldas in order and you'll see how much
aLttP reused
from both games and how much it introduced in both story and gameplay.
ALttP is not an example of what you say at all. And
TP is a pretty terrible example because it was, comparatively, a pretty terrible Zelda, only
PH managing to be worse.
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Originally Posted by BloodRaw_Engine Back on topic; if Zant's a Majora rip-off, he sure was better at it. |
How so? You can't get away with not elaborating on that.