On top of my head:
- First attempt to outside dungeoning and designing outside areas as levels themselves.
Need I remind you the most retarded thing about this profoundly retarded game design idea?
They don't actually attempt to move Dungeoning outdoors, they still have all the dungeons, they just decided to repeat the gameplay style for an area directly outside the dungeons. So not only is it a horrible idea, it's a horrible redundant idea.
It's horrible in the first place by the way not for the idea, but because they killed off outdoor environments (aside from the white void with a diner that is the Sky) to replace with it.
Also I fucking mentioned it lol. You don't get to make your "YEAH BUT" list by including the thing I led with as the one real change.
In SS, it made the game more linear and can be annoying when searching heart piece andd treasures
Annoying? lol
I've already backtracked for some items. It's easy as it ever was.
Oh actually it's insanely easier because of cool features like dowsing and maps showing where you find switches and such things.
My favorite part is how they designed it like a linear course, but threw in awkward things (like twenty five hundred pushable logs in Faron) to make it more explorable on return as if to say HAHA NO ITS NOT A LINEAR COURSE WHY WOULD YOU SAY THIS, LOOK NOW YOU CAN RUN AROUND IT FREELY BECAUSE LOG
but I think it could lead to good things in the future. It's a first attempt so it's bound to not be perfect,
More great franchise killing ideas from the guy who thought Other M's item system was mostly fine.
Are you some kind of corporate raider trying to crash Nintendo's stocks so you can buy them out??
- Hand-to-hand with this: areas that change through the course of the game.The forest have a drastic change at some point,
Yes I know they do. I also know that Ocarina of Time, Majora's Mask, Oracle of Ages, and Oracle of Seasons all already did this. You could even throw LttP in there given that the Dark World is really just a changed up version of the Light World.
Wow, Skyward Sword is so groundbreaking with that flooded forest thing compared to a game from 1991 that changed the entire game map from this to this.
I'm starting to wonder if you've ever actually played this franchise aside from Skyward Sword?
Oracle of Seasons' whole gimmick is you stand on tree stumps and change the environment around you by waving a stick.
- Endurance gauge
Another awful pointless and very miniscule feature.
and the much needed running mechanic.
Maybe running wouldn't be an issue if there was an over-world you could ride a horse in!
- Light pearls hunt. Not the same as TP (I had an heart attack when I first saw the thing to collect them was back but it's a lot better) It brings a refreshing change of pace and use the areas in a new way (sadly, they maybe overdid it a bit),
So you're telling me they pad out the game with one of the worst parts of TP by retreading the three areas over again? Why did you add a bad thing….but also a bad thing from another game.... to your list of good new things in SS.
- Inventory system
Oh right. Now you have to purchase MORE SPACE to hold items.
Everything you've mentioned except maybe running, sucks.
and crafting/upgrade mechanic.
I'm already noticing that things I'm buying with that guy and Beedle and the shop dude….are also being offered for free in goddess chests and the gratitude quest. What the fuck is that about?
Majora's Mask is not that out there.
Too many apocalyptic emotional sub-plots involving dead people and fatalism, not enough Link getting tired from climbing on vines.
It "just" has the 3 days mechanic
lol even you're not really buying your own argument.
which is quite game impacting but it's still the same formula
Same formula as…??
Oh you mean the same "town-field-dungeon" formula? The one it heavily sideswipes by giving only four dungeons and ramping up the side-quests and sub-plots by eighty?
It was a stroke of genius, the perfect idea for world building … but not reproductible as it's a one time only mechanic to center a game around.
Side quest heavy Zelda with dungeons deemphasized = Impossible to do again.
Side quest light Zelda with dungeons everywhere including all the field portions = Let's see more!
???
Add to SS some really creative and original dungeons (ancient cistern and the last one for example),
The first two were hell of generic. Even some clever dungeons later isn't going to proportionally rescue this and make it save the game.
tiny bits of fanservice everywhere,
Do you know what this word means?
motion controls done well (not matter what you say. You're the minority)
One should not attempt a popularity based argument when one is defending the worst selling major Zelda game since forever ago.