I don't know if it was Ningurl or Peachylala who said it some time ago.But one of you said you don't like knowing how to solve the puzzle themoment you walk into a room. That comment has been constantly stuck inmy mind the moment I enter a new room in every dungeon so far.
Never said anything like this. Ever.
It seems I've tainted his thought process.
Really, I don't like it when the series puzzles are so obvious. Reusing classic puzzles types in the beginning to teach and empower new players is fine and SHOULD always be carried over, but when presentation methods are overused I can't help but feel crap is just being recycled and I'm going thru the motions.
Things don't have to be super hard to satisfy, they just need to find new ways to present puzzles and keep exercising different thought processes; the result is delivering freshness by maintaining mystery. This is why I appreciate the N64 Master Quest and the way Retro has handled puzzles throughout the Prime Trilogy.
Some of the coolest things Nintendo's done between the 2D-3D transition were:
1. Ocarina: Forest Temple's rotated rooms
2. Majora's Mask: Stone Tower's UPSIDE DOWN DUNGEON
These were pretty big, ambitious deals, and a far cry from the expansive empty flatness of some recent Zelda.