Link's latest adventure shakes up the tried-and-true Zelda formula in some major ways. Random Nintendo shares impressions of the 3DS entry and where the series goes next, plus thoughts on Miiverse for 3DS and Nintendo's November sales.
I dunno if the item rental system was the best way to go about changing up the series, but it certainly was NOT a negative.^_- Being able to freely pick and choose which dungeon I go to with the exception of the sand temple[gotta save one particular sage to get the Sand Rod available before you can do that], was a really nice breath of fresh air. The only downside to ALBW was that the dungeons were really really short. Next time, if they allow us to get all the items before entering the dungeons, they need to expand the size of the dungeons, with side paths and secrets that can only be accessed if you bring the right items with you into them. That, or make some sort of system where allllll of the dungeons somehow go through GIGANTIC CHANGES midway through the game and have to be re-explored with all the items you collected from them the first time through. That way we'd have both systems working for us at once. Example: First time through each dungeon works like OoT and other Zelda games did; find the dungeon item, beat the boss, proceed to next in line. Midway through the game, the change happens; ALL THE TEMPLES INCREASE IN SIZE AND BECOME TOTALLY RESTRUCTURED TO TAKE ADVANTAGE OF EVERY ITEM EARNED THROUGHOUT THE FIRST HALF OF THE GAME. At that point you'd be able to explore any of them in any order. From linear to non-linear. Best of both worlds; classic and new. This could even carry over into the bosses, by changing up what we need to kill, and whatever we need to kill needing several different items in order to strip away whatever defenses it has around its weak point, which would obviously be far stronger than the boss that you beat the first time, taking more damage and maybe even having some defenses preventing you from wailing away on it mercilessly once it's exposed. It would be really nice if this huge mid-way game-changer also affected the overworld to a large extent by switching it up so that you can only get the latter half of whatever collectibles there are in the game once you've passed the half-way mark.[if you miss anything during the first half, they'd be moved to new locations for you to track down instead of vanishing so you can't get them at all] Something I heard from a news story a while ago had Miyamoto talking about a prototype dungeon they were working on. A forest dungeon. AS BIG AS HYRULE FIELD IN OOT. I dunno about you, but THAT is BIG, in my mind. If Zelda U is filled with dungeons that massive, I think I'm gonna faint from happiness... Oh, and it would be really great if they could double the amount of temples to around 16 instead of 8. Maybe even 20 or 24, if they fit in a few smaller sub-dungeons that hold extra prizes worth grabbing, like new tunics and parts needed to forge new equipment like upgrades to boots and stuff. Imagine having Pegasus shoes that you can upgrade to function just like the Hover, Iron, AND Magnetic boots? Or, dare I dream of it? FLYING PEGASUS SHOES.... Complete with sub-dungeons filled with air drafts you have to dodge and navigate by using the boots skillfully. Also, what about a Zora tunic that not only allows you to swim without needing air, but upgrades to it that allow you to leap out of the water with a spin move, like you could in Skyward Sword, and generate an electric current from it for a short while like you could as a Zora in Majora's Mask! You could even use those upgrades in special sub-dungeons that only open once you've got those upgrades due to puzzles inside of them requiring them! My mind is on FIRE today......
I don't know whether to agree or disagree because I don't know which part to do it on.
Make a list of points you agree with and points you don't. Whichever there is more of, there's your answer.
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