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We almost had this with Ultra Space in Gen 7. Personally, I feel like the best bet we’d have to see something like this would be in a Legends game taking place in Ultra Space. You’d likely get Poipole as a starter option, and they could introduce new Ultra Beasts while also having a focus on Pokémon known or believed to be alien in origin.I would like to see a Pokémon game where the player is sent to an alien world. See some of the extraterrestrial Pokémon in their home
It should be called Pokémon Dimensions then.We almost had this with Ultra Space in Gen 7. Personally, I feel like the best bet we’d have to see something like this would be in a Legends game taking place in Ultra Space. You’d likely get Poipole as a starter option, and they could introduce new Ultra Beasts while also having a focus on Pokémon known or believed to be alien in origin.
well that's a parallel dimension not quite the same thingWe almost had this with Ultra Space in Gen 7. Personally, I feel like the best bet we’d have to see something like this would be in a Legends game taking place in Ultra Space. You’d likely get Poipole as a starter option, and they could introduce new Ultra Beasts while also having a focus on Pokémon known or believed to be alien in origin.
burn the hereticWind Waker feels so conclusive and final for a Zelda game, as if it was everything the series (or at least Ocarina of Time and on) was working towards.
In fact, it's so conclusive and final, that in hindsight, it feels like anything short of a big reboot or retool would feel unnecessary with Wind Waker's "let go of the past" message. It pretty much gimped any chance for the usual Zelda tropes to be played again and be received well. I think this is a major reason why the games after it and before ALBW or BotW are so divisive, as they do feel like unnecessary followups/prequels to things that didn't need any more.
With the lack of dungeons and general content padding with the Triforce Shards I can’t see the final Wind Waker game as anything definitive or final, but I do feel Nintendo shouldn’t have tried to redo Ocarina of Time again to compensate for it in Twilight Princess.It should be called Pokémon Dimensions then.
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Wind Waker feels so conclusive and final for a Zelda game, as if it was everything the series (or at least Ocarina of Time and on) was working towards.
In fact, it's so conclusive and final, that in hindsight, it feels like anything short of a big reboot or retool would feel unnecessary with Wind Waker's "let go of the past" message. It pretty much gimped any chance for the usual Zelda tropes to be played again and be received well. I think this is a major reason why the games after it and before ALBW or BotW are so divisive, as they do feel like unnecessary followups/prequels to things that didn't need any more.
Bruh, I know the series would continue after Wind Waker.Besides the argument is always is the game any good not should the series have continued.
there's no such thing as an unnecessary zelda gameBruh, I know the series would continue after Wind Waker.
That's why I said whatever would follow it should've been a retool or reboot in hindsight, not unnecessary sequels like PH and ST, unnecessary cliché piles like TP, or unnecessary prequels like SS.
cough CD-i games coughthere's no such thing as an unnecessary zelda game
Well they gave us Morshu, so it balances out.cough CD-i games cough
Yeah, the Wii/DS era of Zelda was just a stumble from grace. Not a full-on fall from grace like say early Gen 8 Pokémon, but it got out of touch at the time.I agree with Quillon to point, but I'd say the issue for me wasn't so much the finality of Wind Waker (the split timeline element alone means there's still more interesting stories to explore), it was that it felt like post WW pre BotW, Zelda largely struggled in balancing its experimentation vs. appeal to mass audiences.
Twilight Princess is a fine title, but its the Zelda that feels most designed to cater to a very specific fan demand; "give us the darker and more mature LoZ game we were promised". The narrative for the most part works, but the aesthetics feel very baked into the time of its release and it doesn't feel like something that fully explores its gameplay concepts. A gorgeous overworld that doesn't feel like it has much to do in it (or having the first time novelty of Ocarina's), interesting tools/weapons that are inconsistently utilized after their respective dungeon, and wolf sections that fun while unfortunately lacking the variety of their Hylian counterparts. There's bit of that classic Zelda magic to it and it is competently designed, but it feels outweighed by a sense that it was the game Nintendo felt they had to make more than the one they had loads of ideas for.
The other titles ironically suffered from the opposite problem. The company dived right into very ambitious waters for the various games of the time (particularly handheld ones) however they lost the plot in some ways and produced games that while novel, seemed design to turn off loads of potential fans in their inherent design. Having to control Link with the stylus in Phantom Hourglass/Spirit Tracks was a very telling sign of the insistent controls that Nintendo would begin ramping up in the Wii/Wii U era and it rendered a very solid pair of games of little interest to many possible players because it felt like an unnecessary barrier. The DS specific aspects being front and center (constant drawing, blowing into the mic, etc) also seemed to belie the underline the point that some restraint in the wackier developer proposals have been warranted.
Skyward Sword would be the culmination of both extremes, with puzzles/combat now entirely centered around a motion control experiment while also going much too deep into linearity and handholding in order to keep it approachable to the broad audience. The creeping Zelda formula that started becoming apparent in Twilight Princess and the increasingly unnecessary feeling gimmicks of the DS games more or less merged into a game that, while fun, didn't overtly please either those wanting a traditional gameplay experience or those sick of the reused Zelda tropes.
Fittingly enough, Link Between Worlds was a triumph largely because it was the inversion of that particular hybrid. That game took the traditional (& fan sacred) Link to the Past setting and made it incredibly refreshing simply with an enjoyable mirror world, one wall mechanic, and a much needed injection of non-linearity. You didn't need to control Link in a special way or utilize a ton of 3DS gimmicks, but you could effectively progress in your preferred way; with even the choice of temporarily renting or permanently buying weapons/tools being entirely up to you. It was a Zelda release that was inviting to everyone while still respecting your time, skill, and sense of exploration. BotW may have brought the series to new heights and effectively restarted its momentum, but it was LBW that effectively laid the groundwork.
nobody counts thosecough CD-i games cough
We'll never really know how much other series influenced BotW specifically, but its not to imagine the near simultaneous release of Skyrim and the latter game completely outselling and overshadowing Skyward Sword had an impact on the Zelda developers in some fashion. Just as Sonic 1 taking the spotlight from Mario World (in the West) I suspect led to really interesting platformer shakeups from the Big N via Donkey Kong Country & Yoshi's Island, that 2011 event might have also been the splash of cold water that Nintendo desperately needed to rethink their strategy on LoZ.Yeah, the Wii/DS era of Zelda was just a stumble from grace. Not a full-on fall from grace like say early Gen 8 Pokémon, but it got out of touch at the time.
But you put a lot more thought into the reasons why instead of most fans who just blame linearity or the formula instead of looking at a lot of other factors. Now that you mention it, Skyward Sword feels like a very "compensating with extremes" sort of game, and the era as a whole does seem like a "compensating with extremes" taking TP, PH, and ST into account. Kinda like Super Paper Mario as I said before.
There's also the fact that WRPGs were rising in popularity thanks to their deeper item systems, character building, and branching stories among other things. BotW essentially had to take elements from that genre to keep up, and now BotW itself feels like a sweetspot between simplicity and complexity while a lot of recent WRPGs and WRPG-like games feel so bloated in terms of content and mechanics both.
You know, considering how Wii/DS era Zelda tried to combine tired, overused tropes and conventions with half-done and/or outlandish gimmicks, I'm surprised Pokémon fell into those exact traps starting from the 3DS era.We'll never really know how much other series influenced BotW specifically, but its not to imagine the near simultaneous release of Skyrim and the latter game completely outselling and overshadowing Skyward Sword had an impact on the Zelda developers in some fashion. Just as Sonic 1 taking the spotlight from Mario World (in the West) I suspect led to really interesting platformer shakeups from the Big N via Donkey Kong Country & Yoshi's Island, that 2011 event might have also been the splash of cold water that Nintendo desperately needed to rethink their strategy on LoZ.
Obviously the subsequent output wouldn't immediately reflect that, but it its telling that the stream of releases shifted to relatively risk free remasters (OoT & MM for 3DS, WW & TWP for Wii U) to make money while the thrust of major development went to game changing titles like LBW & BotW. In that sense TriForce Heroes was essentially the last gasp of the hit and miss ambitions of years previous, one final out there experiment that was (no matter how much Nintendo stated was a mainliene title) felt marketed as a wacky gaiden game that even now lacks the legacy of an actual spin-off like Hyrule Warriors does.
Essentially while the series was both still playing it safe via remakes and doing questionable ventures into niche gimmick concepts , the necessary post 2011 changes to the IP were already starting to take shape, and really came into their own 2017 afterwards.
Well I can see why, Pokémon has a bigger fanbase but Zelda's fanbase is filled with older people that is far more likely to be into criticing aspects of game design.You know, considering how Wii/DS era Zelda tried to combine tired, overused tropes and conventions with half-done and/or outlandish gimmicks, I'm surprised Pokémon fell into those exact traps starting from the 3DS era.
Really, the backlash to Pokémon's own misguided combination of old conventions and outrageous gimmicks reminds me a lot of Wii/DS era Zelda. Oddly enough, while there are countless articles and professional videos analyzing the former, there aren't that much for the latter; just a bunch of forum threads.
I would personally disagree. By having banjo in base, sufficient complaint about his moveset may have resulted in him being improved.I thought the Grinch leak was real, but didn't want it to be. What we got (Incineroar and Plant) is 100% better than the character lineup the leak promised, even if I do have my reservations about how Plant was presented and would like a Rhythm Heaven rep if Smash continues it's focus on Nintendo.
It's rather strange that both Odyssey and Sunshine are on different ends in terms of difficulty yet suffer from differing degrees of that problem.Honestly Odyssey is Sunshine esque in that I recommend to all but the most hardcore Mario fans to finish it, not complete it. Game is a hell of an experience, its just that the enjoyment really starts to go down if you go for all the moons and the "meh" nature of getting some of them becomes apparent. I 100%'d the Galaxy titles and largely enjoyed the complete journey on both, while I eventually hit a point with SMO where I just stopped caring. Its nice that there's various difficulty types in getting moons, but if you're any sort of completionist it hits the point of diminishing returns hard; not unlike Crash 4 in that respect.
The story was good, the gameplay was not.Here's a spicy Mario take: as much as I liked the older Paper Mario games, Super Paper Mario was thoroughly unpleasant to play and I do not blame the devs for steering away from it in particular.
The story was good on its own but it really didn't need to be attached to Mario.The story was good, the gameplay was not.
I suppose, but arguably only the first paper mario needs the mario setting for the plot. The others could probably work without it, with super being especially detached.The story was good on its own but it really didn't need to be attached to Mario.
Thing is, while Paper Mario 64 and TTYD feel like they explore different sides of the Mario universe, SPM feels like an original story with Mario elements slapped on.I suppose, but arguably only the first paper mario needs the mario setting for the plot. The others could probably work without it, with super being especially detached.
might i ask for a game you would cite as an example for this?I think Nintendo is good at storytelling.
A game as early as EarthBound and a game as recent as Mario Odyssey.might i ask for a game you would cite as an example for this?
Some how I thought that’s what you’d say. Well the first one at any rateA game as early as EarthBound and a game as recent as Mario Odyssey.
Both of these are great at lore and world building you take at your own pace rather than stringing you along a plot.
They aren't plot/character-driven yarns that play with and subvert expectations, but they use story elements that are more in line with the medium.
you want the SE thread-If a game has more cutscenes than gameplay then I am not playing it.
Oh. This one's interesting because I kinda do and don't agree.Mario Party is not and has never been ''the same thing every game'', that was a lie made up by idiot game journalists.