Immryr wrote: ↑Wed Aug 28, 2024 12:31 pmby using a guide it seems to me like you're deliberately not engaging with what [Zelda 1] is about/trying to do. the whole point of the game is in the freedom and the discovery. you're taking the most important part of the game away and then judging it as a bad game.
Yeah, I understand that not having stuff like being able to poke walls to detect bombable spots as in Link's Awakening sucks (there's no visual indicator there so you're stuck if you're deaf) but it's not that bad. The candle is infinite use, and once you learn the rules (it only burns where the flame stops) you can map out screens and work out what's hiding where through slow exploration and making map notes. You can also rule out screens having multiple hidden caves, if you've found one that's it.
Finding bombable areas is a tedious process due to needing to replenish bombs but you can realistically proceed through the game and then go back as needed when you get some of the bomb stock upgrades. Using a guide for this perhaps isn't so bad, but I wouldn't use a guide immediately for the entire game, the exploration was a deliberate part of the design. If you know where the hidden heart containers are early on you can rather break the game wide open quickly.
Dungeons are the worst in the series, they are basically just combat rooms. There’s no puzzle solving.
The dungeons are more interesting than Breath of the Wild / Tears of the Kingdom's where they're largely free of danger or tension. I think they're pretty fun, and a good example of not needing significant gimmicks to be enjoyable. The second loop throws a few curveballs at you though.
Many [items] never need to be used at all.
Not even the sword needs to be used, technically, at least not until Ganon. That kind of freeform design is nice, rather than railroading the player into having to use an item per dungeon as its gimmick.
This variety has been a staple of the series in basically every single game. Link's Awakening and others more rigidly adhere to the "each dungeon uses a specific item" thing, but the first game was fairly open-ended in that aspect.
The only game which does not have this kind of freeform design is Zelda 2, where you spend 99% of the time poking feebly at things with a pathetic dagger that's supposed to be a magic sword, and generally feels ill-suited for all the stuff you have to deal with. You have a bit of range if at max health, but Link has apparently forgotten how to use a bow, a boomerang, anything really, so whenever you're not at max health you're strictly back to close range attacks (unless you plan on casting Fire on every screen, eating into your magic supply). It's a far cry from games that give you a melee weapon that feels genuinely
good and fun to use:
Link's Awakening by comparison goes a bit crazy giving your main melee attack a very wide slashing hitbox that's also insanely fast. I always felt this was too far in the opposite direction, making it far too easy to just carve everything to bits. Restricting him to pokes and a charge slash I think would've been better for game balance.
Why is there a magic rod in the game? Nobody knows.
It gives you a damaging projectile attack for when you're not at full health, you get a melee attack equivalent to the white sword that works on anything aside from Ganon, and you can get the book optionally to give it a flame effect to deal additional damage and light up rooms without having to swap to the candle.