The whole "kill all the enemies to make the door open" bit isn't what I'd call a puzzle. It's more of a combat challenge.
Perhaps it is me reducing the door won't open to a puzzle. I just have been in the past stump by a door that won't bulge until I realise tehr eis still a small fry hanging around. I guess it is more of a Zelda logic than a puzzle.
Getting the book of Mudora, for example, is a pretty good puzzle. You just got the dash boots, and if you've walked around the world you know you can use them to knock stuff out of trees. And you know right where the book of Mudora is, it's just on a high shelf. The game gives you all the pieces, you just have to put it all together.
I like that kind of puzzle where you have been given the parts and it is just about how to put them together, once you realise what it is it tends to be something so simple you feel silly for taking this long. In :ALBW: you have to catch a thief but the guy is super fast. As soona s he sees you, he bolts out. The answer was to use the drawing mechanic and jump on him from behind. This might sound too obvious but the brilliance is that because you're so set in catching him while he's in the town, you don't see a big area to plaster yourself into. The situations required you to change your thinking from "how can I be fast enough to catch up with him?" into "Is there a way to sneak upon him close enough so he doesn't get a chance to run?
Anyway I agree. Those puzzles where the problem is not finding the solution but finding where the switch is. It kind of reminded me of Egoraptor's frustration with the arrow-to-the-eye type of blockage. The games seem to rely too much on them and instead of variating more the execution they just add a false sense of difficulty by hiding it from your range of view
Speaking of switches I remember I turn a switch on with a Spin Attack. Late ron in the game I found myself in a similar situation where I wasn't able to reach the switch itself or throw something at it. I thought I had it but then the spin attack was pointless. That was pretty cool, they just gave you a false sense of security but the puzzle was actually solved in a different way.
There was, for sure, tons of platforming in WindWaker. Several dungeons had large rooms with spiraling pathways to the top, including moving platforms. Other areas had long rooms where you had to maneuver moving platforms by spinning levers with the leaf item.
I keep thinking on the fire-dungeon, specially with the timed platforms you created by pouring cold water on it. In itself that was an ingenuous thing if I recall correctly, locking you with the jars of water and letting you figure it out. But, oh my gosh, those platforms were so annoying. too close or too far and you just wasted the limited amount of water. in tWW it seemed taht as soona s they liked something they wanted to make you use it as much as possible.
[..]there's the secondary characters, like the pirate crew, who've got buck teeth, make strange noises, whine like children when they're scolded by Tetra, and so on. Or the kid with the booger dangling down by his feet. Or that weird shopkeeper wearing a parka.
I feel like all of these characters are trying to make the world seem silly. Like it's all a joke. I can take a cartoonish world seriously, but I can't take Wind Waker's world seriously.
I don't know. I think it was more about them trying to go for more tropes. I recall some serious looking characters like the Rito but I can see what you mean about they going over the line to make them look and act silly. That kid was gross. I can understand the pirate crew was being underplayed in order to ensure Tetra stood out as the capable leader. I feel like :tww: tried a bit too much to be a cartoon. Their choice of narration, the characters silly reactions and specially the cutscenes constantly going for the humour. I can almost hear fanfares, insert que, when Link is sent in the barrel, when Link wakes up and discover the boat is talking, the explosion after placing the pearls... etc, etc.
Majora's mask had a bit of it with Ingo and his brotehrs, for example, or Igos Du Ikana and the Captain's hat, or the redheads dancing but it was less in your face, I suppose.
Stealth games are my favorite genre of video games. The Forsaken Fortress is a terrible stealth game.
If it was good, I would have enjoyed it. But like I say in the podcast, it's a very jarring way to begin a game where the gameplay will focus on swordfighting.
Well, since Link didn't have a sword I didn't fee it too out of place to try a segment with it, what killed the dungeon was that it was too frigging repetitive. If they couldn't come up with different puzzles they should have made that part of the game way shorter. There could have been other areas where you sneak in by say moving slowly through a net in the ceiling, having different kind of guards for the light towers, have different cells with its own puzzle on how to escape so getting trapped doesn't get old as fast. Instead we get a dull, repetitive dungeon.
I am not big in stealth game actors, what do you thin could have made this level better? Besides the idea of just scratch it off the game altogether. :lengua: