Yeah unless we ever reach a world where these big companies start prioritizing extremely risky abstract obscure works of art over…games like Tears of the Kingdom, we will never see a Majora’s Mask again unless it’s purely by accident.
I can see BotW being a work of creativity and quality with many issues however but TotK is the definition of quantity and pleasing the majority of gamers, even more so than BotW. Those two games are the reason why players shouldn't have full access to freedom in games. Limitations and restrictions are good. It gives the player to follow a certain pattern, especially when it comes to the story.
I really tried to see TotK in a very good way but now I can't help to see this game and recognize how disappointed I am. They could have done so many amazing things. Underwater exploration, a very cool sky islands map (as I told before, the team decided to cut off lots of sky islands for dumb reasons), 7 or 8 large and interesting dungeons. The overworld is the largest in the series but why are the majority of the main dungeons so small with less content? Even shrines have locked doors and keys or at least a mini boss wouldn't be bad.
In terms of size, TotK dungeons are more comparable to OoT and MM but again, it wouldn't be bad if their puzzles weren't super easy and almost halfassed. It simply lacks content and the backtracking factor.
I mentioned Stone Tower Temple.
Technically, it only has two floors but it's basically two in 1 dungeon because you have to tip over the dungeon completely which gives you new dungeon exploration. So it's actually 4 floors in fact. Due to this mechanism, you have to revisit so many rooms again and each room automatically gives a completely new puzzle again.
I just love the entire structure of the entire dungeon.
In TotK you have lots of cheese factor in the dungeons where you can just skip a majority of the puzzles. That's seriously bad. The Water Temple is barely a dungeon. The last dungeon combines the elements of the other 4 dungeons but when it comes to the content, it isn't that fullfilling either. You just do some few puzzles and call it a day.
It's NOTHING compared to the complexity of the MM dungeon layouts.
Heck, I'd say even older Zelda games started dropping in complexity as dungeon progression became more stale. Sure, there was still backtracking but after replaying I recognized how many dungeons were too easy after replaying these again, ie. in Wind Waker and Twilight Princess. I'm not sure about Skyward Sword since this will be my next game after A Link to the Past but as for now, I get why the majority of the Zelda fanbase favor the OOT and MM dungeons so much when it comes to 3D Zelda.
The dev team nearly wouldn't have so many issues with the main dungeons if they highly drop the numbers of shrines. BotW already had too many (120, who needs so many) but 152 shrines is really overkill. Again, who needs so many? Nintendo went way too overboard with quantity.
The thing is, some of them really had great themed puzzles, even identical to the main dungeon but that's the fucking joke: They were
better puzzles than those in the main dungeons. What kinda BS is that? I don't want to see ridiculously good puzzles on a mini dungeon, I want to see this stuff on a main dungeon!
if the dungeons even had just one or two puzzles of these shrines - believe me, nobody would ever criticise main dungeons ever again. At least not the majority of users.
Again, nobody wants to see so many mini dungeons when they have no real purpose and even steal potential great content from story dungeons. I mean, Elden Ring had 50 mini dungeons and albeit them being good, their content didn't outshine the main dungeons, right?
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Shin Megami Tensei vs Zelda announced
What do you mean Shin Megami Tensei vs Zelda confirmed???