ClanCrusher said:
Trishbot does raise a valid point though. Zelda does seem to 'innovate' a lot more than the year of sequels, but just how much of this is the 'right' sort of innovation? Can one really qualify a new art style to a tried and true formula as innovation? Is a new control scheme all you need to be 'new'? You see, there are many games that do all that you're saying with pre-existing titles. They're called expansion packs.
I do think a new art style can be very innovative, especially if it supports and augments the experience. Wind Waker was innovative in a way no other game at the time was with an art style that allowed for more expressive characters than nearly any other game on the market could possibly compete with, all due to its art style. The same could be said for the art style for games such as Okami, Killer 7, Viewtiful Joe, Jet Set Radio, El Shaddai, and many other games that not only employ unique art styles but also THRIVE on them.
Just in the same way, a totally new way to experience the game I would call innovative. I would definitely call the shift from third-person to first-person for Metroid Prime to be an innovative move that changed the way we experience and interact with the game, just as I believe a new controller with new features can lead to innovative ways to use them and their features (be they wireless connectivity, analogue control, motion control, gyroscopic sensors, rumble feedback, or in some cases, even solar-powered energy.)
ClanCrusher said:
But you know what? The simple argument that the game is more innovative than others doesn't excuse the fact that it isn't nearly as original and 'fresh' as people would like it to be.
A sound argument, though most people (unlike yourself) just say they want change, get it, and then say that wasn't the change they wanted. Though I'll address your points below.
ClanCrusher said:
You want innovation? How about a Zelda game where Ganondorf isn't the ultimate bad guy, but rather an anti-hero?
Many Zelda games (nearly half) lack Ganondorf as the ultimate bad guy in the game. The man is a villain through and through, however, but even then he is not without some sympathetic qualities. Wind Waker in particular showed us a Ganondorf that was almost pitiable, relatable, and understandable. It took great strides in showing us a glimmer of his past, how and why he wound up a broken and cynical man, and how he was dealing with his unkind fate in juxtaposition against the bright and happy future Link and Zelda were to experience. It was a nuanced portrayal of the "main villain" that did far more to humanize him than most games ever do for their monstrous adversaries. While he may not have been an anti-hero, I could see how his ambitions would be seen as heroic, noble, and praise-worthy by the people he led, the very people he grew up watching die off.
ClanCrusher said:
How about a game where Link doesn't use a sword?
Link's Crossbow Training. Lol. But, actually, you can beat the entire Zelda 1 and even Ocarina of Time without ever using your sword. In fact, many people like to do the "no sword" challenge in Ocarina of Time (instead using Deku Sticks, the Megaton Hammer, and their other weapons... you can even deflect Ganondorf's energy blasts using ordinary bottles).
ClanCrusher said:
How about a game where your companion can fight with you instead of just providing advice?
Spirit Tracks. Zelda is with you every step of the way, and certain enemies can actually only be killed by her or paths opened up by her. She doesn't give you advice at all (because she's just as in the dark), but she proves to be a valuable ally from the beginning all the way to the end where she herself helps you deliver the final blow.
ClanCrusher said:
How about a plot that isn't just simply good versus evil?
Link's Awakening. There is not world-threatening evil. The entire plot of the game is simply Link struggling to find a way to escape the island he has been marooned upon. Actually, even, the lines of good and evil are blurred when you realize that awakening the Wind Fish, and escaping the dream he's trapped you in, means everything and everyone you've come to love in the game will disappear, including the beautiful girl who saved your life at the beginning. It's not so clear cut on good versus evil, and there is no persistent ultimate evil badguy threatening the world. It is just you, Link, trying to find his way back home.
ClanCrusher said:
Innovation is a broad term. Technically, anything new introduced into a game is considered 'innovation' but are you really going to settle with the meager offerings of new items and a coat of paint?
Innovation (noun) - Something new or different introduced.
I could name over 100 things that are innovative about Skyward Sword compared to every other Zelda game, from the way the game plays to how it sounds to how it looks. I believe Skyward Sword is irrefutably innovative... but rather, innovation is NOT the problem.
Different for different's sake most certainly is. Other M is innovative in a way no other Metroid game was before it... and yet most ardent fans of the series have a very negative opinion of the game, yet they are much happier with the equally innovative Metroid Prime. The difference is the changes Prime made to the series worked very well while the changes Other M brought were very regressive and harmful to the experience. Innovation does NOT mean quality, and I think that's the problem many people, including Yahtzee, fail to understand on a core level.
I once heard it described that a great video game is like a good bar of soap. Why would anyone ever change the formula for a bar of soap? It serves a specific purpose and nobody is out there demanding we re-invent soap. Sure, we can get different colored bars of soap with different fragrances, maybe even different shapes, but soap is soap. Much in the same way, a good video game formula can endure, and the best video game series have tapped into those formulas and reiterated, not reimagined them, for years. Mario is fundamentally the same type of character now in the same type of games as he was over 25 years ago. Same with the Zelda series, Metroid, Pokemon, Street Fighter II, Final Fantasy, Metal Gear, and others.
I think it would be a big mistake to take the soul and roots of a series and toss them out entirely, yet for many people that would be the only way a game could be "innovative" enough for them... if it became a completely different game, even genre, altogether. I found it interesting when they were making Resident Evil 4, and an early draft was just so action-driven they realized it wouldn't work... but they changed the name of the game, gave the hero white hair, looked at it from a different perspective, and created Devil May Cry from that foundation. They could have kept it a Resident Evil game, but its roots, its soul, was too far removed to be a true sequel in the franchise.
I think Zelda games are some of the most daring games to come out; they take bold risks with everything, from the way they look (Wind Waker), to how they play (Phantom Hourglass, Skyward Sword), to who the main villain is (Spirit Tracks, Minish Cap), to the age of Link as either a child (Majora's Mask, Wind Waker, Spirit Tracks) or adult (Twilight Princess, Skyward Sword), to whether Zelda is even in the game at all (Majora's Mask, Link's Awakening) or if she's even a princess (Wind Waker, Skyward Sword), to how Link travels the world (on foot, by horse, by boat, by bird, by bear, by dinosaur, by kangaroo), to how games connect (Oracle game connectivity, Four Swords GBA connectivity), to whether Link is even human when you play the game (Majora's Mask, A Link to the Past, Twilight Princess), to whether they're single or multiplayer (Four Swords, Tetra's Trackers), to whether they're top down (Link to the Past), side scrolling (The Adventures of Link), 3D (Ocarina of Time), linear (Twilight Princess), free-roaming (Zelda 1), randomized (Four Swords), to even when and where they take place in time, either as direct sequels (Link's Awakening, Majora's Mask, Spirit Tracks) or prequels (Skyward Sword, Minish Cap, Ocarina of Time). I can't name any series, not Call of Duty, or Final Fantasy, or Metal Gear, or even Mario, that has gambled with so many essential parts of their formula yet always manages to keep the spirit of the series alive from iteration to iteration, from controller to stylus to motion controls, from 2D to 3D, from realistic to cartoony to painterly, from 8-bit Midi music to orchestral mp3s, etc.
ClanCrusher said:
If you have any true love for the series, you should demand more than that. The fact that this 'sameyness' argument has been made before doesn't excuse the fact that it's still right.
And here's where I attest that the claim that the series is too similar is "right" is entirely objective. Beyond the fact I don't believe that to be true (and mentioned only a few examples out of many as to why that is the case), compared to any other series on the planet, I see almost no series dare to innovate as often or frequently as the Zelda series does. Most series play it far too safe and make only miniscule improvements (usually just graphics, not gameplay). I already mentioned several games, but even the biggest games this year, like Uncharted 3, Gears of War 3, Killzone 3, Dead Space 2, Assassin's Creed: Revelation, Resistance 3, Call of Duty: MW3, Batman: Arkham City, and even Skyrim, all follow the templates of their predecessors while doing nothing more than offering meager cosmetic upgrades (better looking, bigger environments, different locations), a few new items or weapons to use, but at heart they're the exact same games played in the exact same way as their very first iterations, examples of evolution instead of revolution...
... And that is NOT a bad thing, mind you. They do what they do very well. But I find it strange how Zelda in particular, despite not looking, playing, sounding, or even feeling much like any of its predecessors, is still called out as derivative of these same predecessors while other big-name games hardly get as much focus, attention, or criticism.
I think, and this is my personal opinion, the only reason for this is because standards and expectations for every new Zelda game are so inhumanly high that no matter what it does, no matter who different or well-executed its ideas may be, the slightest ounce of familiarity is latched upon and attacked as if that similarity dismisses all the other novel ideas it brings to the table. Yes, you will probably have a sword, go to dungeons, solve puzzles, get keys, find items, and kill bosses (usually getting a heart piece), and you might even save the girl (though you certainly did not in Link's Awakening... even Twilight Princess doesn't exactly have its titular heroine rescued). But that is also the stuff we love doing, much in the way a core Mario game will always have Mario in overalls wearing red, jumping on enemies, and will often fight Bowser to save Princess Peach. They are what they are, just as people don't tell Bugs Bunny to act like Mickey Mouse or why people don't want Batman to get superpowers and become just like Superman.
You can still innovate, but don't lose sight of what made your series great. I, personally, think Zelda pushes the envelope many times with just how much change they can get away with yet still be true to the franchise's respected roots. That's my take on it, anyway.