Posts by Silent Lion

    Read everything, the game's too far out of my memory to comment on everything, but a few things. [long-ish post alert]

    I completely agree with LinkSkywalker about the childish characters, but I'm not sure it makes it a bad game. It's possible that it just wasn't marketed at me. That is, maybe Nintendo were trying to bring in a younger audience. I mean, let's face it, they couldn't make childishly animated characters in OoT's world if they wanted to, the technology wouldn't stretch to it. So, while I prefer the darker games, it's a half-hearted criticism of the game's objective quality.

    I must admit, I didn't like the dungeon design all that much. I think the whole series lost its dungeons after WW. For me, it's not just about puzzle design, it's about feeling and world-building. In OoT, for example, all the dungeons have a place in that world - they feel like they were once places of worship, or mines, or whatever. When I explore them, my imagination goes wild with their history. Less so with MM, and not at all with WW or the games beyond it.

    A huge plus for me was the soundtrack. Maybe the best music in the Zelda series.

    The sailing thing. I feel like a ramble...

    The sailing feature was an amazing, exciting concept poorly executed. The idea of it I remember being so entranced by. I think it could have worked, but would need serious rethinking. It depends on what you want out of a Zelda game. For me, I love the role-playing, fantasy element - I love being lost in a world and living in it. The day-to-day gaming is more important than the story for me, which is why I love MM so much for its breathing world outside the main story. So for me, I would have liked less (or no) control over the wind - instead using navigational skill to play the game. This would add an element of randomness to where you'd end up, making the seafaring aspect more three-dimensional. I'd fill the sea with random slabs of rock/grass with the odd cave or something, and allow you to leave a limited number of warp points around the map (away from NPC sight), and maybe leaving yourself supplies in caves, giving you more of a sandbox feel that would have saved the sailing. So, maybe you'd come to an area you'd not visited in a while, and then "Oh, I forgot I left that here!"
    The sea was just wayy to empty. And being able to control the wind made sailing, well, pointless. I'd also add a few fixed warp points for ease at major story locations, they may have already done that I can't remember. I think you could warp to any tile, which was... meh. I would also like to have more interactivity with the map - map-making and using maps is a huge part of sailing, and is too automated for my liking.

    And finally, finding the Triforce pieces was stupid, stupid, stupid. So I'm like, wow, I'm finding the TRIFORCE pieces! That amazing thing I heard about in OoT but never got to lay hands on! How cool! What? I just have to sail around and pick them off the floor? They're just randomly scattered on the sea floor? And I have a triforce-detecting gadget? Eughh... (and the idea that my little boat can hold a chain long enough to reach the sea bed is a little odd. It would have been a great excuse for some iron-boots sea-bed exploration! Hello Hyrule! But no, they couldn't do that.)

    Hey there. I've joined this community before, I recognise a name or two, but I was so inactive I don't think I qualify for the 'gone and back again thread' :lengua:
    So I'm back! (hello!) Hope to see you all around soon...