1
Nintendo Gaming / Re: Official Sales Thread
« on: August 02, 2023, 07:34:45 AM »
Oh is that right? That makes sense as it was the dungeons and puzzle solving that I originally did like the most. Today I certainly value the complex dungeons as much as I always did but as seeking them out became more linear the series grew stale for me.
Still it's interesting to read that Nintendo's dungeon and puzzle concepts were so far ahead of everyone else's. I don't play much of anything else to know that first hand but what's interesting about that is how bored I became of Zelda puzzles beginning with the Wind Waker and lasting until Twilight Princess.
Naturally Oot and MM's puzzles threw Jr High School Caterkiller for a loop. Link's Awakening for 2nd grade me was like trying to learn a new language lol. I'm sure they were absolutely the most complex puzzle systems for a time as that stuff used stump the ship out of me. By Wind Waker I remember being able to walk into a room and darn near with a single glance I understood exactly what needed to be done. I was conditioned to solve the puzzles before I even saw them. So the simpler puzzles of Wind Waker were a let down but over all the game was very enjoyable at the time.
Twilight Princesses dungeons and puzzles are given so much praise but even then I just knew the answer to everything right away. Push a block, light a torch, guide the water this way and that. It's interesting to hear they were so complex compared to the wider industry but man to this day I find most of them so formulaic I could never bring myself to do a 2nd play through.
Skyward Sword changed all that though. Those puzzles were so fresh and delightful for me. I really enjoyed those motion controls as well because thats what made so many of the puzzles so interesting. Of course those controls turned some people off after the motion craze died down. However I say the over all presentation was just as much of a turn off. Dated graphics, no voice acting(for better or worse) and a super linear, hand holdy progression system.
Now that Zelda is as open as it once was on the NES, has a smidge of voice acting and an art style that doesn't feel super dated gives it more of a premium vibe. It's no wonder this has resonated with audiences. Then for puzzle lovers like me all that stasis and ultra hand stuff littered about the world in small doses was just what the doctor ordered.
The massive audience doesn't seem to come for the complex dungeons alone. Giving people the open air surrounding the story and puzzles seems to be a massively winning formula for now. Zelda has a premium look again.
Still it's interesting to read that Nintendo's dungeon and puzzle concepts were so far ahead of everyone else's. I don't play much of anything else to know that first hand but what's interesting about that is how bored I became of Zelda puzzles beginning with the Wind Waker and lasting until Twilight Princess.
Naturally Oot and MM's puzzles threw Jr High School Caterkiller for a loop. Link's Awakening for 2nd grade me was like trying to learn a new language lol. I'm sure they were absolutely the most complex puzzle systems for a time as that stuff used stump the ship out of me. By Wind Waker I remember being able to walk into a room and darn near with a single glance I understood exactly what needed to be done. I was conditioned to solve the puzzles before I even saw them. So the simpler puzzles of Wind Waker were a let down but over all the game was very enjoyable at the time.
Twilight Princesses dungeons and puzzles are given so much praise but even then I just knew the answer to everything right away. Push a block, light a torch, guide the water this way and that. It's interesting to hear they were so complex compared to the wider industry but man to this day I find most of them so formulaic I could never bring myself to do a 2nd play through.
Skyward Sword changed all that though. Those puzzles were so fresh and delightful for me. I really enjoyed those motion controls as well because thats what made so many of the puzzles so interesting. Of course those controls turned some people off after the motion craze died down. However I say the over all presentation was just as much of a turn off. Dated graphics, no voice acting(for better or worse) and a super linear, hand holdy progression system.
Now that Zelda is as open as it once was on the NES, has a smidge of voice acting and an art style that doesn't feel super dated gives it more of a premium vibe. It's no wonder this has resonated with audiences. Then for puzzle lovers like me all that stasis and ultra hand stuff littered about the world in small doses was just what the doctor ordered.
The massive audience doesn't seem to come for the complex dungeons alone. Giving people the open air surrounding the story and puzzles seems to be a massively winning formula for now. Zelda has a premium look again.