I'm not one who dislikes the Zelda franchise. It's one of my favorite ever. However, I do think it has one of the most dated games ever. That would be the original NES title.
Let me first say I don't hate any game in the series. Not even the second (although I think it's superior to the first, but that's another story). But the very first Zelda seems to get constant praise not for what it IS, but for what it DID. What it DID was pilot a fantastic franchise and made the adventure genre "mainstream". What it IS is a convoluted, cryptic piece of unplayability to those who did not grow up when it was most relevant.
Imagine you are a young player who has just bought the first Zelda game after hearing so much about it and being a big Zelda fan as well. You've never played it before, you've never seen any footage, and you don't even have an instruction manual as it was bought used (no, I'm not this player). It's just you and the game.
It's easy to appreciate how big an expansive the game is, and the combat is incredibly fun. You get through the first few dungeons with a bit of a struggle, but still know what you're doing. Then you get to a part where you have to bomb a wall. Is there any indication that you should bomb the wall? Do you know if you can bomb any walls? If you bomb an unbombable wall, how do you know if you didn't just fail?
If you did find out that you can only bomb the center of walls, maybe later you get to a part where you have to move a block. How do you know to move the block? If you try pushing a block in a certain direction, are you doing something wrong or are you pushing it in the wrong direction?
If you did get through the first eight levels (which makes me question how you figured out how to get to level 7 and 8 on your own), where do you go now? The ninth level seems nowhere to be seen. The only clue that might lead to it is "Spectacle Rock is the entrance to death". But where is Spectacle Rock? WHAT is Spectacle Rock? How do I go in? Oh, I have to bomb this random spot on this random rock. That's something you probably couldn't figure out on your own.
Do you see my point? The game doesn't offer any indication that the player is going in a correct direction. Of course, many gamers would say that this is meant to be played with Nintendo Power at hand because Nintendo Power has a map and hints. So in order to effectively enjoy this great adventure, you have to use an outside source to tell you where to go? Doesn't that ruin the point of it being an ADVENTURE?
I'm not saying the game should have signs or people explicitly telling you where you should go. What I'm saying is this game should not have been made with the implication that in order to get through it, you have to have people talking about the game, which itself ruins the notion of this being an adventure where you discover things on your own. "The Legend of Zelda" was made FOR the 1980s. If you got this game after the time where it was relevant, you will have no idea where to go or what to do without the help of outside sources.
My main question is how did YOU get through the original Zelda? More specifically, how did you know how to enter Level 7, 8, and 9 without it being an accident? Also, how come the original Zelda is met with praise and love for being so cryptic, while other games like "Castlevania 2" and "Hydlide" are constantly criticized for it?
Let me first say I don't hate any game in the series. Not even the second (although I think it's superior to the first, but that's another story). But the very first Zelda seems to get constant praise not for what it IS, but for what it DID. What it DID was pilot a fantastic franchise and made the adventure genre "mainstream". What it IS is a convoluted, cryptic piece of unplayability to those who did not grow up when it was most relevant.
Imagine you are a young player who has just bought the first Zelda game after hearing so much about it and being a big Zelda fan as well. You've never played it before, you've never seen any footage, and you don't even have an instruction manual as it was bought used (no, I'm not this player). It's just you and the game.
It's easy to appreciate how big an expansive the game is, and the combat is incredibly fun. You get through the first few dungeons with a bit of a struggle, but still know what you're doing. Then you get to a part where you have to bomb a wall. Is there any indication that you should bomb the wall? Do you know if you can bomb any walls? If you bomb an unbombable wall, how do you know if you didn't just fail?
If you did find out that you can only bomb the center of walls, maybe later you get to a part where you have to move a block. How do you know to move the block? If you try pushing a block in a certain direction, are you doing something wrong or are you pushing it in the wrong direction?
If you did get through the first eight levels (which makes me question how you figured out how to get to level 7 and 8 on your own), where do you go now? The ninth level seems nowhere to be seen. The only clue that might lead to it is "Spectacle Rock is the entrance to death". But where is Spectacle Rock? WHAT is Spectacle Rock? How do I go in? Oh, I have to bomb this random spot on this random rock. That's something you probably couldn't figure out on your own.
Do you see my point? The game doesn't offer any indication that the player is going in a correct direction. Of course, many gamers would say that this is meant to be played with Nintendo Power at hand because Nintendo Power has a map and hints. So in order to effectively enjoy this great adventure, you have to use an outside source to tell you where to go? Doesn't that ruin the point of it being an ADVENTURE?
I'm not saying the game should have signs or people explicitly telling you where you should go. What I'm saying is this game should not have been made with the implication that in order to get through it, you have to have people talking about the game, which itself ruins the notion of this being an adventure where you discover things on your own. "The Legend of Zelda" was made FOR the 1980s. If you got this game after the time where it was relevant, you will have no idea where to go or what to do without the help of outside sources.
My main question is how did YOU get through the original Zelda? More specifically, how did you know how to enter Level 7, 8, and 9 without it being an accident? Also, how come the original Zelda is met with praise and love for being so cryptic, while other games like "Castlevania 2" and "Hydlide" are constantly criticized for it?