Mischief Maker wrote:
Zelda already died on the DS. Spirit Tracks was one of the most aggresively unfun games I've ever played whose microphone and touchscreen controls seemed custom designed to both annoy and embarrass me when playing on long flights (remember those?)
Oh my god, Spirit Tracks was a travesty. Fuck all the DS Zelda's honestly. Phantom Hourglass would have been interesting had it not been for the AWFUL controls and returning to that tedious ocean palace. But I at least was able to stomach it enough to beat it. Not Tracks.
Link Between Worlds though? Godlike...then they made TriForce Heroes. :l
Hornet wrote:
I wouldn't say that. I haven't played Breath of the Wild, so I don't know how similar the games are, but Zelda 1 is super-open. You can go pretty much anywhere you want and do things in (almost) any order you want. This is actually one of the reasons why I find this game so damn replayable (it also helps that, unlike "modern" Zelda, the monsters actually WANT to kill you. There's a sense of danger, urgency and a much higher emphasis on methodical combat in the NES games).
Unless my memory is playing tricks on me, the entire map is traversable from the get-go (if you enter the Lost Woods) and the only dungeons you can't enter are 4 (which requires the raft) and 7 (which requires the flute). But even then, you can, for example, just enter the 3rd dungeon, grab the raft, exit and go straight to dungeon 4. There are lots and lots of different routes you can take in Zelda 1.
You're probably right. However the difference is that in Zelda 1 you can go anywhere you want whereas Wild you don't have to do it
at all. And for Zelda 1, correct me again I haven't beaten it since 2015, but I think you'd have to REALLY sequence break and know the game inside and out to do much of what you're talking about. Not in the sense of exploits/glitches like Metroid, but just knowing the game.
If you ask me, that just makes things even more sad for Wild. Even not following the order for Zelda 1, you still have to go to these dungeons and be challenged by the new enemy types, complicated layouts, and deal with actually interesting (for the time) boss fights.
It's so EASY to just not do the main quest in Wild, skip right to that bland hole of a Hyrule Castle, B-line it to the inner sanctum, and steamroll the cutscene they call a Ganon fight. Everything is designed to be quick and easy to facilitate this freedom. You get literally everything that matters in the game in the first 2 hours so every other task feels superfluous. Like a glorified grind if you're unsure you'll be able to beat Ganon.
WelshMegalodon wrote:
As long as you don't pick it up at full price.
It baffles me that people can pay $60 for a game they're not even sure they like.
I get hella discounts at my job. Rest assured, I'm getting that shit for like $30-40 depending on when it drops. I can deal with that.