My pick goes to Zelda: The Wind Waker for the Gamecube. I always enjoyed the game, and weathered through the difficult strident "cartoon Zelda sucks!!" phase. I always loved Wind Waker's story, timeless atmosphere, expressive characters and art style. It was a really progressive game with it's higher-level mechanics, and it's pretty much the metric every single super-realistic AAA is juxtaposed to by critics.
Over the years, the hype went through the roof and the game's faults were sort of whitewashed. Like I said, I think it's a great really progressive game, but it made too many mistakes to be the best Zelda game.
1) The obnoxious Triforce Quest compounded with slow sailing made the game very annoying. (Thank you HD version)
2) Regressive difficulty. The first dungeon is a giant stealth level that's really punishing and frustrating. After that, the game stays easy, and until the final boss battles, never gets challenging once.
3) Puzzles only consisted of block-pushing and torch-lighting. Deku Leaf aside, the items are unimaginative. And their usage is confined to finding symbols/icons in the room to use the item on. Puzzles need not be super-difficult, but at least make them unique and require thought.
4) Dungeons were dumbed down (and there's less of them) compared to most other Zeldas, and they comprised of the majority of the game's main adventure.
Dragon Roost - straightforward tutorial. Okay.
Forbidden - beautiful graphics. great item. simplistic dungeon design.
Tower of the Gods - very linear. mostly just block puzzles.
Earth Temple - great. unique. love the mirror based puzzles
Wind Temple - finally, a large challenging dungeon for this game.
Ganon's Tower - regurgitated content and filler.
5) Went back to predictable formula after Majora's Mask subverted it. The game consisted of sail, island quest, sail, dungeon (repeat 7 times).
I also feel like the identity of the Zelda series suffered as a result of Zelda fans focusing the conversation on art style rather than improving game mechanics.
Over the years, the hype went through the roof and the game's faults were sort of whitewashed. Like I said, I think it's a great really progressive game, but it made too many mistakes to be the best Zelda game.
1) The obnoxious Triforce Quest compounded with slow sailing made the game very annoying. (Thank you HD version)
2) Regressive difficulty. The first dungeon is a giant stealth level that's really punishing and frustrating. After that, the game stays easy, and until the final boss battles, never gets challenging once.
3) Puzzles only consisted of block-pushing and torch-lighting. Deku Leaf aside, the items are unimaginative. And their usage is confined to finding symbols/icons in the room to use the item on. Puzzles need not be super-difficult, but at least make them unique and require thought.
4) Dungeons were dumbed down (and there's less of them) compared to most other Zeldas, and they comprised of the majority of the game's main adventure.
Dragon Roost - straightforward tutorial. Okay.
Forbidden - beautiful graphics. great item. simplistic dungeon design.
Tower of the Gods - very linear. mostly just block puzzles.
Earth Temple - great. unique. love the mirror based puzzles
Wind Temple - finally, a large challenging dungeon for this game.
Ganon's Tower - regurgitated content and filler.
5) Went back to predictable formula after Majora's Mask subverted it. The game consisted of sail, island quest, sail, dungeon (repeat 7 times).
I also feel like the identity of the Zelda series suffered as a result of Zelda fans focusing the conversation on art style rather than improving game mechanics.