- Sep 15, 2010
So then after reading your many points and prods at the series as a whole I have to ask, are you a fan of split off of Wind Waker, Phantom Hourglass, Spirit Tracks?(or heck even the four-swords adventures!) Those seem to have broken that 'repeating story' issue you flung so carelessly over the series as a whole, each added new weapons and tools while keeping some of the old, yes kept some of the old.Shia-Neko-Chan said:SNIP for long arguement's sake
Why does Link need a new item to do the same thing as a a sword/shield? The weapons/tools are mainly kept because they mostly accomplish what you need them to do, what else is there to blow stuff up besides a bomb? What can fetch an item, hit a far switch, or cold-cock an enemy better than a boomerang? What can you use to cross great distances besides the hover-boots, hook-shot or double hookshot? edit2: I do like what they add in as well, however, like the dousing sword ability, the statue moving staffthing, etc.
I'll tell you right now when I saw the double hookshot premere I nearly shat myself at the possibilities!
Now I do want to add that I am not trying to 'argue an issue' I am merely trying to understand your standpoint, I just fail to see most of it. Yes the 'gather items, play puzzles, save princess' plot point is an old mainstay, but it is HOW the story is told that attracts me, not the overarching point of 'save the princess' I want to know HOW I get there, WHO helps me or deters me, WHAT can I use to get there, WHERE do I go, and finally WHY which got wrapped up finally with this segment's storytelling.
tl;dr: If you can only see the surface, how do you know you're floating? Look deeper and let your mind open to the possibilities the Zelda series has, because remember, we began this as a shlub asking an old man for a sword and having not a clue where the first dungeon was.
edit: I want to repeat that I am not trying to argue, but to have a conversation, none of this ought to be read in rage.