Tag: Non-linear

One of the things that Eiji Aounuma has promised about the upcoming brand-new Zelda title for Wii U is that non-linearity will return to the forefront of the adventure. This announcement has been met with cheers from fans who have been craving a freer system than has been available in recent games. An article on GenGAME by Alex Plant discusses why this is necessary, and why non-linearity isn’t just about the order you beat the dungeons in.

It’s a fairly common debate these days in the Zelda Community: Should Zelda be linear or open? I’ve talked about it before, and I think I’ve made my stance very clear: A non-linear, branching game is best. I’ve mostly received agreement. People agree that is no reason why an adventure title like Zelda should be restricted. Why should I have to follow a very linear path, from Point A to Point B in a strict order, when I’m playing a…