I know you aren't responding to me, but you are responding to points that I would make, so I'll provide counter arguments anyways.
Grenge Di Origin said:
Thing is, Rupees were a thing in Wind Waker, but they weren't the only thing to collect, unlike A Link Between Worlds.
As a fan of TWW, so much so that I even speedrun it, I'm not going to deny the charms of it, but...
The necessity of Rupees in Wind Waker was literally the most shoehorned-in idea that it had, substituting for dungeons that they couldn't finish on time. While rupees matter, they matter solely for the sake of purchasing progression tokens at the end of the game. No one complained when they removed 5/8ths of the total fee from the original game in the HD rerelease. In ALBW, however, rupees purchase equipment with actual function beyond plot progression. In fact, I'd go as far to say that ALBW is the only Zelda game to do Rupees right. In general, there's always something to do with them in buying equipment so you can upgrade it. In contrast, in just about every other Zelda game the player has more rupees than the game knows what to do with after a certain point.
Also, this may be a technicality, but there certainly were other things to collect besides rupees. The Maiamais, for example.
However, I suspect that you are referring to mini-dungeon rewards, and in that regard you're absolutely correct beyond the occasional heart piece. In addition, the Maiamai equivalent in TWW, Treasure Charts, are usually hidden at the end of a puzzle on one of the game's many islands which was a big part of what made the game tick as a sandbox.
However, while the minidungeon design in TWW is better, TWW suffers in its actual dungeon design. Many dungeons had fairly linear paths to dungeon items; For example, Earth Temple, beyond one optional room in the left half is fairly linear in progression up to the dungeon item. It never really feels entirely like you discover treasure when you find a dungeon item, because it's mandatory for progression. Puzzles can only have so much difficulty because the items are mandatory as well. While the items are still rewarding to use for being really well designed and fun, it's not because you solved something difficult to get them. In contrast, the optional dungeon items in ALBW always feel rewarding when you get them. For example, in ALBW Dark Palace, the Master Ore inside is really well hidden, requiring careful observation to catch. When I figured it out, it felt really good, but it would not have been acceptable design had it been for an actual dungeon item.
As an example demonstrating that there is a difficulty limit, consider Paper Mario: Sticker Star. The puzzles in that game were really hard, but it never felt very good to solve because completing the puzzles was mandatory for progression. While I'd feel good that I payed close attention and got the three treasures well hidden in earlier levels to find an alternate route in the desert level, it gave me serious discomfort when the only reward was further progression of the game, no collectible, no anything acknowledging how hard the puzzle was to solve. With optional collectibles, however, hard puzzles work because you know you can quit. You try to solve the puzzle because you want to, not because you have to.
Granted, much of these rewards are present in ALttP, with two optional dungeon items in the red tunic and the blue tunic among other optional items in minidungeons. However, there haven't been many optional unique dungeon items since then. OoT, Wind Waker, Twilight Princess, Skyward Sword, both of the DS games, Minish Cap, all have few optional items with major effect on gameplay to work with. While many of those games have Treasure Charts or Heart Pieces or some equivalent it's really not the same feeling as a new shield, a sword upgrade, or a damage reduction, all of which provide visible changes beyond rupee count or heart gauge.
Zelda as a series before this game seemed to forget that it doesn't need dungeon items to be the sole focus of each dungeon, and this game allows it to remember.
Additionally, for all the open world in TWW, the actual dungeon path is ridiculously linear. If you get stuck at ANY dungeon at any point in time, you cannot progress the game narrative further, period, despite the many wonderful distractions you have at your disposal. This makes speedrunning the game kind of annoying; There's very little interesting routing going on relative to, say, OoT all dungeons, with getting a single item early being the highlight of the route.
I do wonder how you reacted to his statement of "Wind Waker is good." in his Wind Waker HD review. He also wants Nintendo to be so daring as to put personality back into its characters. Each and every citizen of Windfall Island had their own distinct style and personality, you could easily distinguish each and every citizen. And then there's Tetra. Tetra had something that no other Zelda had before: attitude. She was fearless, she was commanding, she didn't take anyone being stupid with her. I loved when I saw her meet Link for the first time, because it didn't feel like some meeting of fate. She even brushed him off. It was positively refreshing. She even has that trademark wink, a charming representation of her relationship between her and Link that, again, I've never seen again in a Zelda game. I don't know the fine details of what Yahtzee wants, but I sure as hell want character, charm, and maybe even self-directed comedy back into the series again. It's amazing how he doesn't address the character and charm of the characters in his Skyward Sword review...
This game is more a return to form of sorts. It focuses on mechanics over story, and seems to be a study in how to move forward with the series. While I certainly desire that level of charm and personality in later games, I don't mind that they put it aside here becuase it should be OK to focus on mechanics to refine the series, even if they've been on shaky ground in the past.
Except you have to get the money to get them in the first place and farming is a lot harder to pull off this time so this criticism isn't very valid.
Fact: I had over 2000 Rupees by the time I got to Lorule, for all the silver Rupees I found through the "puzzle rooms." This counter-point isn't very valid.
If you're doing every puzzle room that you run across, then that sounds like a working sandbox to me. The game didn't just drown you in rupees; you did puzzles for them!
In addition, if you want to actually upgrade your equipment, you have to buy it. It's like 8000~9000 rupees to buy everything, so there's no lack of things to do with those rupees, which is kinda the point.
Death Mountain says otherwise. I've died at least three times early on because the enemies there do too much damage.
Then whose fault is it they rushed into the Lynels (whose attacks are easily dodge-able) and got themselves killed? Dying repeatedly to them doesn't denote difficulty, it denotes your inability to realize that
you don't need to kill all the enemies you find on the overworld.
So the argument is that the people who are having fun and enjoyed the game just suck at it, while people who are great at the game hate it? Bizarre.
(To be fair, this is a little misrepresentative, as Lynels only appear in select sections of the game that are far off the beaten path. If that sort of difficulty lasted throughout the game, it would be a different story; had this had been a few more inches closer to Dark Souls in difficulty, it could have been great instead of merely good. There should have been a normal mode between hero and the current, and the modes really should have been available from the start, but I wouldn't suggest that they shouldn't have tried.)
I struggled with the game, personally, but I can't really comment on the difficulty for anyone else. My B button barely works on my 3DS, which made some things an inexorable challenge, making using the sword properly on certain bosses, say the second Yuga fight, very difficult. As a result, I stopped renting weapons after Lorule popped up, instead restricting myself to only purchasing them out or renting out one or two of a desire to avoid losing too many rupees. I did try save scumming at first but that really ruins the game, making it way too frustrating.
When the game is played that way, it's actually really well-balanced and fun. You can't just go anywhere you'd like, but you collect 2 or 3 items and roll with them and see where you you can go with them, see what treasure you can get with them so you collect more treasure until you have enough to get the weapon that you need for a specific dungeon that you know the location of. In addition, it feels like you're preparing for the dungeons instead of just wandering in, which personally made me feel good about myself even it even if it is quite obvious what you need.