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People who say Zelda games are all the same
I don't remember seeing this argument until Twilight Princess came around, which I suppose isn't incidental since that had the least to add to the franchise of any Zelda game.
Honestly, this statement completely mystifies me. I think it makes no logical sense.
Even so, I can't see how someone can look at gaming history and not understand how Ocarina shook the world from its step up from 2-D. Even not looking at gaming history I don't think you can say reasonably say Windwaker and Oot and Majora's Mask are the same game. They all rely are different core concepts and continual use of new ideas to drive each of their games.
Okay yeah, each game has the going into dungeons, getting a new item, and fighting a monster with that item but by that logic Temple of Doom is the same movie as Raiders of The Lost Ark because they both involve ancient duntgeons, elaborate action pieces, and whips.
Comments
yeah, each game has the going into dungeons, getting a new item, and
fighting a monster with that item but by that logic Temple of Doom is
the same movie as Raiders of The Lost Ark because they both involve
ancient duntgeons, elaborate action pieces, and whips.
Actually, there's a difference in context. Zelda titles, being video games, have the audience participation element. A movie doesn't have that, so what constitutes "the same" occupies different ground. Given that all 3D Zelda games use a similar set of items with small variance each game and follow the same pattern, it means that the audience participation element has a strong series of repeated sequences across games.
The same could be said of many series, perhaps to an even greater degree. All that separates the Modern Warfare games is the plot and set pieces, with most of the games being dedicated to (admittedly good) cover shooting.
I'd say Zelda games are the same in the same way Iron Maiden songs are the same. All the individual elements can be counted upon to follow one of a handful of expected paths, but the results can vary a little or a lot.
Shoving off from my awkward and audience-specific comparison, though, it's generally the sidelined Zelda titles that are the most different from the standards we've come to expect. The jewel of all these is probably Majora's Mask, which was an incredible game in the same way Dark Souls is -- it's punishing on a variety of levels, and there's no true safety or security for the player. Your victories are hard won and feel like accomplishments.
Given that all 3D Zelda games use a similar set of items with small variance each game and follow the same pattern, it means that the audience participation element has a strong series of repeated sequences across games.
I liked the "darker" art style of TP from a purely aesthetic perspective. I don't really care how dark or bright or whatever Zelda games are, but I preferred the TP style simply because it appealed to my tastes. On the other hand, I had no great objection to the WW style artwork and it was a pretty great game anyway.
Then again, I have my whole "LoZ is another world's Arthurian mythology/Nibelunglied" thing.
Similarly, I enjoyed Wind Waker for taking its cartoonishness and running with it appropriately. It did a lot of flourishes in the art style that simply wouldn't have fit thematically with Twilight Princess, or even OoT/MM. They pushed exaggerated expressiveness in the lighter parts, and reined it in a bit in the more dramatic moments. They gave Link a few flashes of an actual personality and let things get visibly personal for him, which was pretty much unheard of up till then. Hell, the only thing I had against Wind Waker was that it was too short and had that stupid scavenger hunt filler at the end.
One thing I would like to see in future Zelda games is a Hard mode. WW and TP felt even easier than they were mostly because Majora's Mask wasn't afraid to show some teeth. I understand and completely respect making the game accessible to casual gamers -- awesome! I just wish they'd take another pass on the AI to make things a bit more intense for those inclined to take a challenge.
Didn't feel like shelling out for a second minor tuneup of Ocarina of Time
One thing I like about Zelda games, which the armour brings to the fore, is that they take place in something along the lines of a Central European "heroic age" in something that resembles an idealised and fantastic post-Roman period. Swords are rare -- just having one is notable in itself, and armour is even rarer. While the setting has no lack of anachronisms, there's the general feeling that weapons and armour are things of value and rarity. Link has begun to wear a maille shirt as of late, which is about the heaviest armour a Germanic tribesman, even a very powerful, lordly one, is likely to have barring a helmet.
What this means is that Link becomes a hero who resembles a chivalric knight under the economic and technological restrictions of a heroic age warrior. It expresses the general attitude towards combat -- armour is a failsafe for the wealthy, proven or chosen. Swords and maille were very kingly gifts and held in high honour. To a Germanic tribesman, the image of a maille-shirted warrior with sword and shield is what the plate-armoured knight with sword and lance is to us. Link is a hero who meets the technical standards of a Germanic tribal hero and the moral standards of a late medieval one.
The sword, shield and maille combination, with anachronism in the setting, is a very clever combination.
I was hoping for like, tightening up timing on enemy patterns, adding a couple extra attacks, or shifting level geometry. Something to actually step up the rhythm of the game instead of just making you be a bit more careful doing exactly what you were already doing.
Were one to make a game where different armours have different functions, though, it would require both weapons and armour to be physical in-game objects. The role of maille is not to take strikes head-on, but to work in conjunction with voids; as one steps aside or back, the strike might still connect, but only as a glancing blow, and will fail to pierce or cut.
Different armours will respond differently to different attacks. In the case of maille, it would use a linear function to determine whether it's pierced or not. Furthermore, it would reduce damage to zero for glancing blows. It's best used by agile warriors who would seek to dodge incoming attacks anyway. Axes could pierce with cutting, whereas swords and spears could pierce with thrusting. Sword cut damage would be nulled, but would remain capable of stunning a mailled adversary for a follow-up attack.