T
triple split
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what do you think should change in zelda games, bring in or take out
Well, there are a few things that I really hate in Zelda, and that I think hold the series back in many different ways. However, there is one primary one that I can think of right now that really bothers me.
That would be the "innovative" controls. Ever since Phantom Hourglass, and to a lesser extent Twilight Princess, each Zelda has had a new and "innovative" control scheme. Phantom Hourglass, Spirit Tracks, and of course Skyward Sword all utilized unorthodox methods of control based off of the gimmick of their respective consoles/handhelds. Personally I don't think that these new control schemes have added anything to the game, and in many ways have in fact made the game more annoying to play. First off with the touch screen controls, that game can often be unresponsive. Generally with a button you're quite certain of what is going to happen when you press it, and can play the game accordingly. However, especially with the touch controls found in PH and ST, you can never be quite certain what is going to happen. What happens when you touch the screen isn't necessarily what you wanted or expected to happen. The excessive use of the touch screen in Phantom Hourglass was annoying, but somewhat fun sometimes. Overall I didn't mind it too much. However, Spirit Tracks brought things like using the microphone into the equation, and that's when it went to far. Having to blow into the microphone to use the Deku Spinner thing, and having to blow into the microphone to use play the flute was absolutely taking it too far. Having to do that was nothing but annoying, and definitely detracted from my experience overall. There was absolutely no reason to have to blow into the microphone to do these simple tasks. Tasks such as these were over-complicated. Finally we come to Skyward Sword. I thought that the controls in Skyward Sword worked quite well, and were often quite enjoyable. In fact you could say I was impressed with how well the Wii Motion Plus attachment worked. However, I don't believe that the motion controls added anything to the experience. I didn't think that swinging my sword in different directions really added all that much strategy to the game, as once you figured out the pattern every enemy was simple due to poor and simple AI. In addition to this, things such as throwing/rolling bombs and flying the bird with the remote were unnecessary and in fact very irritating. I was not interested in pretending to roll a bomb, or tilting my remote to fly the loftwing. Doing so added absolutely nothing to the experience, and in fact complicated the game and annoyed me once again. I am hoping that Zelda 3DS or Zelda Wii U have more basic control schemes. Having some "innovative" features is fine, but please don't overdo it.
I actually would say that Minish Cap has some of the most illogical quest actions that you are required to do in order to progress. It's the kind of difficulty in which you basically are forced to talk to everyone in town in order to get the one thing you need. I got stuck in Minish Cap more than most games for sure. The only Zelda game that was more illogical than Minish Cap was Adventure of Link- I mean honestly without a guide there were things in that game that I literally would never have figured out. Part of getting stuck in Minish Cap was my fault as well like you though because for instance it took me forever to realize that though clouds over someone's head meant you could fuse kinstones. So I spent a long time stuck in places in which the game designers could never have imagined someone could get stuck (when you have to fuse with doors or statues) so there wouldn't be any hints as to what you were supposed to do.This is more my fault than the actual game, but I hate getting stuck in a Zelda game and not knowing what to do next. I really had trouble in Minish Cap especially. I hate when you miss talking to a guard and wander around aimlessly for two days.