If Zelda is to reclaim any of the spirit that Miyamoto first invested in its world… it needs to make most of the map accessible from the beginning. No artificial barriers to clumsily guide Link along a set course… Link must be allowed to enter areas he’s not ready for. He must be allowed to be defeated, not blocked, by the world and its inhabitants.
This world, dangerous, demanding exploration, must also be mysterious. This means: illegible, at least at first… How can you truly explore if you know how everything works already? How can you ever be surprised if every “secret” is conspicuously marked as such?
The point of a hero’s adventure… is not to make you feel better about yourself. The point is to grow, to overcome, to in some way actually become better. If a legendary quest has no substantial challenge, if it asks nothing of you except that you jump through the hoops it so carefully lays out for you, then the very legend is unworthy of being told, and retold.
To do this, Hyrule must become more indifferent to the player. It must aspire to ignore Link. Zelda has so far followed a spirit of indulgence in its loving details, a carefully crafted adventure that reeks of quality and just-for-you-ness. But a world is not for you. A world needs a substance, an independence, a sense that it doesn’t just disappear when you turn around (even if it kinda does). It needs architecture, not level design with themed wallpaper, and environments with their own ecosystems (which were doing just fine before you showed up). Every location can’t be plagued with false crises only you can solve, grist for the storymill.
The eight dungeon was under...weirdly located bush. You burn it. The trick
Some may think that...zelda franchise is stale, I think that it’s rose colored glasses....
At the heart of a tour de force about the manifold problems in Legend of Zelda video games since the 1987 original, and...
YES! A THOUSAND TIMES, YES!
THIS…this is what is needed. These are the problems I have with this horribly overrated series.