It also wasn’t well done. Specifically because solving a Zelda dungeon requires solving a puzzle. The dungeon builder they let you make was just “beat all the rooms” which isn’t fun.
To follow the traditional formula you need explore the dungeon and run into obstacles. Then you get the dungeon item. Now you return and unlock new rooms. It usually starts with obvious/easy uses of the item, then more complicated.
I see where you’re coming from, and at one point I may have even agreed with you, but not anymore.
BOTW & TOTK are VERY different Zelda games, but they are Zelda games.
The biggest difference is that these games aren’t linear, even more so than most Zelda games.
Let’s look at Link Between Worlds. You can do many of the dungeons in that game in any order. You receive the dungeon item outside of the dungeon and as long as you have it, you can complete the dungeon that requires it.
Or let’s look at Ocarina of Time. While the intention is that you beat the forest temple and then the fire temple, you can actually do them in either order. The game will certainly take you on the path to the forest temple first, but it isn’t required.
BOTW and TOTK are definitely in a new class of Zelda games, in the same way you can look at and compare 2D and 3D Zelda games. You can compare Link’s Awakening and Minish Cap. It’s difficult to compare Link to the Past and Twilight Princess. It’s difficult to compare Wind Waker and BOTW. They are all Zelda games, so you can do it, but it’s difficult.
I mean, at the end of the day Nintendo gets to decide if they’re Zelda games or not. However, my issue with them is that they basically just feel like ubisoft open world games now. Since you’re given everything at the start their is no progression to the puzzles, the “dungeons” feel small and soulless.
Its not so much that they aren’t “Zelda” games, it’s that I think they deliver a more watered down experience. I think without the “Zelda” title these games would be reviewed very differently, and I personally believe that Immortals Fenyx Rising was a better game than BOTW or TOTK.
So BOTW changed it up, for them the key item was manipulating the dungeon.
In TOTK it actually went more back to the basics and the key item was the new ability.
They only had 4 main dungeons each, but otherwise it was still a puzzle dungeon. Where they make up for the lack of dungeons is by having a hundred plus shrines. BOTW leaned more towards your core abilities, but also had some padding with tests of strength. TOTK leaned more towards construction, which gave them a lot more variety.
And yes, to clarify, drive a pre built car to the end of the room, is a puzzle. Remember even some classic puzzles are as simple as, move a box on to a switch.
It also wasn’t well done. Specifically because solving a Zelda dungeon requires solving a puzzle. The dungeon builder they let you make was just “beat all the rooms” which isn’t fun.
To follow the traditional formula you need explore the dungeon and run into obstacles. Then you get the dungeon item. Now you return and unlock new rooms. It usually starts with obvious/easy uses of the item, then more complicated.
Except they gave up on that for botw/TOTK, there really aren’t any large puzzles in zelda games anymore.
I always said botw is an OK game, but it’s a shit zelda game, I might not have hated it if I didn’t go into it expecting a zelda game
I see where you’re coming from, and at one point I may have even agreed with you, but not anymore.
BOTW & TOTK are VERY different Zelda games, but they are Zelda games.
The biggest difference is that these games aren’t linear, even more so than most Zelda games.
Let’s look at Link Between Worlds. You can do many of the dungeons in that game in any order. You receive the dungeon item outside of the dungeon and as long as you have it, you can complete the dungeon that requires it.
Or let’s look at Ocarina of Time. While the intention is that you beat the forest temple and then the fire temple, you can actually do them in either order. The game will certainly take you on the path to the forest temple first, but it isn’t required.
BOTW and TOTK are definitely in a new class of Zelda games, in the same way you can look at and compare 2D and 3D Zelda games. You can compare Link’s Awakening and Minish Cap. It’s difficult to compare Link to the Past and Twilight Princess. It’s difficult to compare Wind Waker and BOTW. They are all Zelda games, so you can do it, but it’s difficult.
I mean, at the end of the day Nintendo gets to decide if they’re Zelda games or not. However, my issue with them is that they basically just feel like ubisoft open world games now. Since you’re given everything at the start their is no progression to the puzzles, the “dungeons” feel small and soulless.
Its not so much that they aren’t “Zelda” games, it’s that I think they deliver a more watered down experience. I think without the “Zelda” title these games would be reviewed very differently, and I personally believe that Immortals Fenyx Rising was a better game than BOTW or TOTK.
So BOTW changed it up, for them the key item was manipulating the dungeon.
In TOTK it actually went more back to the basics and the key item was the new ability.
They only had 4 main dungeons each, but otherwise it was still a puzzle dungeon. Where they make up for the lack of dungeons is by having a hundred plus shrines. BOTW leaned more towards your core abilities, but also had some padding with tests of strength. TOTK leaned more towards construction, which gave them a lot more variety.
And yes, to clarify, drive a pre built car to the end of the room, is a puzzle. Remember even some classic puzzles are as simple as, move a box on to a switch.