>>714461504People always misunderstand me when I criticize. Yes, nothing I said would not apply to every single 3D zelda ever. That is why I despise the series like no other. For crushing a unique unbridled potentiality to expresses in its most well structured and designed moments, that it cannot consistently hold onto because it is a game that doesn't actually know what to write. All it knows is the generic layout of "Thesis, Opening Paragraph, Supporting Sentences, Middle Paragraph Supporting Sentences, and Conclusion Paragraph, restate the thesis with the context provided in opening and middle paragraph".
If you understand what i mean by that analogy then you understand.
I like zelda games but I hate the games. I am enamored and still captured by the idea of what they could be if they were remotely consistent and intentionally designed.
There is nothing else like it. There is no game, centered around acquiring a unique set of items and abilities to be used to MANIPULATE, affect and alter the environment, to organically solve problems in the way, in a structured enclosed enviroment where a specific ability or item can be explored thoroughly in a number of its potential applications to ultimately in the end paint a picture that brings all those potentials together to instill a new understanding in you of the ways in which such a simple item can be used to interact with the environment. I call it recontexualization.
Technically speaking I could tolerate all the same flaws Darksiders has from zelda. IF i knew without a shadow of a doubt that its dungeons were able to output a consistent quality of puzzles that cannot easily be reduced to rock paper scissors.
Use the correct tool. To get rid of the relevant problem. Paper beats Scissors. Arrow beats Eye switch. Block beats pressure plate. Torch beats web. Fire arrow beats ice. etc etc. The puzzles need to develop and add on new factors each time that make you utilize the abilities and or items in unique ways