I’m inclined to trust the man who has overseen two masterpieces back-to-back in botw and totk.
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Plus calling it a linear-vs-openworld is a bit weird considering that neither were old Zelda games fully linear, nor are the two newest games fully open. In a lot of ways, the newer games just removed the walls that previously blocked your sight of other parts of the world. You can see what is there, and in a lot of ways you can go there, but plenty parts are also indirectly locked off due to needing specific armor or quests. Just like in older games you could wander around but might eventually hit walls requiring items.
Id say that wall is a pretty soft wall though. And to Arlos point, the building mechanic allows you to cheese through a lot of it.
If Arlo wanted people to be less salty about his video, he should have not made that dumb thumbnail. I get its for the clicks and the youtube alg. Hes not even saying either one is better than the other in the video. If anything hes saying the Zelda team should find a balance.
SS was primarily linear and Breath/Tear was were primary open ended. Finding a middle ground is definitely doable and that's all that Arlo is saying.
Another thing I'm not seeing people mention is that the world in previous zeldas were a puzzle in and of themselves. You had dungeons, but you also had towns and the overworld puzzles that gave you better items or access to new areas. The new zelda games only have the shrines (which are usually small one room puzzles).
I don't have a Switch so I haven't played any of the new Zeldas but...I'm so tired of open world games in general
The world is open. The actual plot of the gameplay isn't really open. It's probably more accurate to call it branching in that there are multiple paths to reach the end. Some branches are critical. Some branches are just for fun. Some branches give you tools either in game or in the form of practice to help you with later stages of the game. Some branches bring you back to the main story. Some branches seem like dead ends. And all of the Zelda games I've played have been more or less like this to varying degrees. Yes, even the older games. Obviously the guy in this video never played the older games without a walkthrough guide close at hand. The old game gave you clues, but rarely explicitly forced you down a linear path. There were always some things you had to do before other things, but there was never anything stopping you from just wandering around fighting baddies and playing like the world was open. I spent so much time wandering around the world of many of the games just talking to people to figure out a puzzle or clue I'd missed. I wouldn't call that linear or open world, it's neither and both. And I think Zelda games have generally balanced that pretty well.
All these videos seem to just be creating controversy to get views.
Nah Arlo has always been known to just say what's in his mind and not deliberately stirring up controversy. This is how he genuinely feels. He's also shown to very knowledgeable about game design.
Also not sure how you missed it but a lot of fans have shown dissatisfaction about this current formula. Arlo is just adding to the already current situation.
Your statement about branches is only a small piece of the puzzle. Branching across the new Zelda formula has left intricate puzzles behind. Yes all Zelda have this branching you speak of but now those branches are unlocked with Legos instead of rubics cubes.
There's no reason we can't have both toys in the same game and that's what people want.
Personally I think Aonuma talks big cuz it his personality. He's been talking like this for years. But he listens. I wouldn't be surprised if he brings tighter dungeons and puzzles back.
Also not sure how you missed it but a lot of fans have shown dissatisfaction about this current formula. Arlo is just adding to the already current situation.
I didn't miss it. I just think it's confirmation bias. You're seeing a lot of very vocal people that claim to be fans. Obviously the fans that don't have any complaints are quieter.
I've played almost all the big Zelda titles and your comment about the puzzles just doesn't make any sense. Each game uses the various game mechanics as an integral part of the puzzles. Obviously those will be different from game to game. What reasonable complaint is there to be made there?
I was actually excited that the dungeons in TOTK (especially the gerudo dungeon) felt more like the dungeons in A Link To The Past. But that doesn't mean I'd be interested in just redoing old ideas for the new games. I want them to keep trying new things, pushing boundaries, and annoying the vocal Internet gaming police.
I've never finished an open world Zelda. I get bored after about twenty hours.
I would prefer an old school style top down Zelda and will pick up Tunic when it's on sale again. Playing rogue heroes which is a multiplayer Zelda rogue like rn and will probably put more hours into it then I did tears
Prepare for a hardcore zelda-like game with Tunic. I couldn't finish it for the life of me, too frustrating even though I kinda got through 70% of it
for me it's not that i dislike open world games, it's more like i dislike open world games that just have you walking for hours with barely anything to keep you interested...
from what i've experienced, BOTW and TOTK are exactly like this