I wouldn't say
TLoZ absolutely "sucks," as it was an important game for both the adventure and RPG genres. But I'm a bit fed up now by the praise the game gets from the “hard-core” gamers because I honestly think its one of the worst, least fun game in the series. Every time I read about how Zelda needs to "return to its roots" and recreate the experience in
TLoZ, I just roll my eyes. If Zelda needs to look to its past (I don't agree with this), why not follow
ALttP, an infinitely better game?
I think
TLoZ has aged incredibly poorly, and I personally find it to be a boring, annoying, and tedious game to play. Part of it can be attributed to technological limitations, part of it to bad design choices. It's pretty comparable to another game that people tend to hold in high regard but also aged terribly, the original Metroid.
In both titles, the lack of an in-game map really hurts the experience, and combined with the limited early-NES graphics that made just about every screen look the same as the one before it, you will spend more time being lost than feeling like you’re making progress. Also in both games, there’s no context for the adventure or a clear objective to look forward to, just some vague idea of killing the big boss and saving the day. Both
ALttP and Super Metroid have actual stories, and they utilize maps and mark the location of the destination on there, so you always have a goal to look forward to and a general sense of direction that you should go in.
There’s also the awful, dated controls and combat. In
TLoZ, you can’t even move diagonally and your pathetic sword only hits the few pixels right in front of your face, so any swordplay revolves around running into enemy head-on and mashing the sword. But the boomerang can hit diagonally, so that means preventing diagonal movement and sword swinging was a design choice, not a limitation. In Metroid, you can’t even shoot diagonally or downwards, yet almost all the enemies are either too short to hit or too high to get a good shot of. In either case, the “action” part of action-adventure just isn’t fun.
Then there’s the cryptic bull crap. In that article “Saving Zelda” (where the author said each Zelda game was worst than the last), the guy praised the difficulty of discovering secrets in
TLoZ and criticized the cracked walls in
ALttP for being too obvious. I still can’t get over that because I think that aspect of
TLoZ was just awful and deserving of no praise; does he praise “hit Deborah Cliff with your head to make a hole” for being difficult to figure out too? And it’s not something you can just ignore too, since even the entrances to dungeons and key items are hidden in these cryptic, obscure locations.
In
TLoZ, there usually aren’t even HINTS to where the secrets are, and when there are, they aren’t even in English. To find a secret cave, you have to stock up on bombs and randomly bomb all the walls you see, hoping that there will be a secret behind it and memorizing which of the identical, bland walls you’ve already tested. That is NOT fun; that is tedious and stupid, and that type of trial-by-error game design philosophy is best left behind to the 80’s when it was acceptable. Back then, if you wanted to beat an adventure game like
TLoZ or Castlevania II, you’d share discoveries with friends or buy yourself a copy of Nintendo Power, since the whole point of the cryptic crap in NES games was to artificially extend the length of the game while getting kids to buy the magazine for basically essential information.
Summary of TLoZ:
-no map, context, or clear objectives
-awful controls and combat
-cryptic bull crap and trial-by-error game design
So yeah, being non-linear and having no handholding doesn’t save
TLoZ from being a mediocre game, just like they didn’t save E.T. the Extraterrestrial. It's definitely not the "roots" we want Zelda to turn back to, if that's a good idea at all.