I'm gonna play them for sure soon. Definitely. But oh man, you should have seen my reaction when Hyrule Warriors got a sequel but it's based on BOTW instead and now we get ANOTHER HW game but it's based on TOTK or whatever!
THATS 4 GAMES AT LEAST ON THIS STUPID NEW ERA/REDIRECTION/REBOOT, WALLAHI!
You know, I didn't mind Age of Calamity but now with BotW, AoC and TotK, I'm just kinda burned out of the Wild era and I cannot see more from that.
I especially find the imprisonment war quite boring in TotK. I guess a multiverse Hyrule Warriors would be way better imo.
Seriously though, I really fucking miss the Zelda formula. It was NEVER tired to me, it was PERFECT and aside from the wolf link awful gameplay and forced repetitive tedium of it, Twilight Princess was the ULTIMATE Zelda game for me in many ways and the best successor OOT could have ever asked for, especially given who the Hero's Shade is too ofc.
I had no issue with it either. In fact, I didn't like how the compass was removed in SS.
When fans criticised the game, they criticised the motion controls, the weak sky world and the overworld being too linear.
Nintendo instead decided to do a complete 180° and made open world but removed any form of linearity plus story lol.
Also, who told them they need to remove the old dungeon formula as well? The fans merely criticised the things mentioned above, they loved the dungeons. I mean, if the highly linear and restrictive dungeon formula were a problem, they could just literally go back to A Link to the Past dungeon design which was far less linear.
Twilight Princess was almost perfect if it wasn't for the difficulty which was simply way too easy. The final boss hitting half a heart from your 20 hearts is too ridiculous. This mf needs to hit you 40 times to kill you.
2. Dungeons that limit the gear you can use. Biggest issue with Shrines/Dungeons is the amount of tools in the game make it hard to devise puzzles that you can't cheese/break easily. The solution?
TotK was seriously inbalanced when it comes to Link's weapon utility in dungeons. Like, they restricted nothing. Wall climbing, no restrictions on ascend (like, use some spiky roofs to not make everything available or design some anti-ascend green fields when Link actually has to find an opening to ascend above.
Zonai vehicles were not restrictive either. I mean, the dungeons handled you some Zonai devices; Link can use these instead of his own.
The thing is, shrines have a lot of these restrictions, even small keys. But the main dungeons have none of that?
Well, not that restrictions would save the mess that is the Water Temple. There's zero redemption about this dungeon.
TOTK teasing the sky crap so much, for it to feel so disconnected and tiny, annoyed me, and then the entire Sky Dungeon is just FUCKING RAIN AND LIGHTNING
The sky dungeon? Do you perhaps mean that dragonhead island? Was this even a dungeon? I thought the Construct Factory was the dungeon.
Either way, nothing comes close to the TotK Water Temple being the worst dungeon of the entire series. This is a prime example of pure lazy design. I mean, a sky water dungeon isn't bad. We could get a water-based Palace of Winds where Link uses ascend to reach platforms or buildings in a huge 8 floors super sky fortress - with broken buildings, floating platforms and so on. The gravity effect with the bubbles, waterfalls and the Zora suit sure would make funny and great exploration points in this Water Temple but we got this instead.
ToTK not utilizing underwater for a fucking water temple was maniacal to me lmao.
I guess they decided to do a gravity + water themed dungeon this time, especially since an underground Water Temple would be quite difficult to make without underwater gameplay.
However, it doesn't excuse what they did to this dungeon. I can come up with 1000 better ideas and many more people and yet, I cannot grasp why they decided to add some 3 small platforms in a small island. They implemented the gravity mechanism, the bubbles... for what? Almost none of the puzzles correctly used this mechanism. I can think of 1 or 2 examples but that's it. This dungeon was simply too small and easy-going.