Last few months i've been playing 3D Zelda titles to find out what the fuss was all about.
Zelda (and nintendo in general) were never huge in Russia, and being a cheapskate PC gamer i've never played any of those games before. Each time i stumbled upon another "Top 10 most influential games of all time" or "Top 10 best videogame series of all time" and saw one of Zelda titles there, i thought "oh poor western kids with duckling syndrome who grew up with zelda, never played any of proper PC titles and now think of zelda as the best thing since sliced bread". After finishing Ocarina of Time, Majora's Mask, The Wind Waker and Twilight Princess i'm both pleasantly surprised and disappointed.
I really liked
Ocarina of Time. Honestly, can't blame gamejournos for their "top 5 best videogame franchises", OOT must have been a mind blowing experience back in 1998. Great puzzles, good exploration (even if the overworld is just an empty field), cool tools to play with, great use of verticality despite it being the first properly 3D game in the series. The first couple of dungeons were meh, but once you get enough tools to play around with it picks up the pace and never lets you go. Even the dreaded Water Temple wasn't that bad, in fact i consider it the best dungeon in the game (and i emulated an N64 version where you can't put iron boots on a hotkey).
There were a couple of places where the game showed its age (such as slow unskippable dialogue text, stupid owl who kept repeating same useless hints, or a few unobvious moments where i had no idea what to do and had to look up a walkthrough after wasting a few hours), but other than that it was a breeze - OOT was one of those rare games that held me tightly up until the credits, the only few times i felt like that in the last 5 years were when i played KCD and Underrail.
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I liked OOT, and I loved
Majora's Mask.
Not sure why it's not common in gamedev to take a game, and just make a big stand-alone expansion that builds on top of existing mechanics, instead devs usually throw everything away and start from scratch. Thief 2, Fallout 2, Fallout New Vegas, etc - you already have the engine, assets and systems, just expand on them! Majora's Mask is one of such games, and it brilliantly builds and expands on everything in Ocarina.
The difficulty is just right, because the game picks up where OOT left off, and keeps raising the challenge. Dungeons are cool as fuck, and this time they aren't just a linear sets of rooms with simple puzzles - they require you to keep track of a certain dungeon-related gimmick (like direction of water current in the Great bay temple, or flipped gravity in the Stone tower). Instead of adding new items, MM just reuses OOT's items and adds magic masks that transform you into different beings with their own unique abilities (each of 3 transformation masks give more abilities than a regular new Zelda tool). There are less dungeons, but the game makes up for it by adding side-quests with an almost RPG-like journal and a time management mechanic.
The story didn't blew me away, but it was surprisingly dark, psychedelic and oppressive, which was a welcome change after the rather generic heroic fantasy of OOT. The city is doomed, everyone you meet is going to die, there are only three days left until the Moon hits the earth, you can travel back in time but it will undo everything you've accomplished.
Majora's Mask is like if Pathologic was made by Tim Burton who grew up in Japan.
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I felt very enthusiastic going into
The Wind Waker - surely nintendo will further expand on the amazing OOT and MM? Nope, for some reason they have tried to pull a complete 180 instead, and ended with a rather lackluster result. What happened? Did some behind the scenes trouble forced them to cut 50% of content and replace it with filler? I don't know but the final game is fucking boring and is padded with the worst kind of filler, i'd rather grind witcher 3 question marks over the wind waker nonsense. The dungeons were alright, but there are only five of them, and when you are not in the dungeon you are "exploring the sea". When i said "exploring", i meant "slowly trudging through the sea without anything interesting happening.
Need to get from one island to another? You equip the wind waker (magic wand that allows you to change the wind direction), use it to perform a magic wind song, listen for that wind song playing again, watch a cutscene of wind direction changing, sit on the boat, equip a sail, and then wait for ten or so minutes of real time. Oh, there is some other unexplored island nearby? Don't bother, because chances are that you don't have a tool to unlock a secret of that island, and it will take another five minutes to make a detour, reequip the wind waker, change the wind direction again, etc. Oh, there is a pillar of light indicating an underwater treasure chest? Don't bother, because the chest will contain useless rupees. A wooden tower with enemies? Rupees. You've found a treasure chart? Rupees.
After roughly 2/3 of the main campaign you get an ability to fast-travel (well, you still need to go through the wind waker routine, but it's still somewhat faster than sailing), and then the game is like "hah, now that you have a fast-travel option, i can finally unleash the true grind - revisit every square of the world map to find clues and collect 8 triforce shards". FFFUUUU! And then you find them, but the game pulls bait and switch bullshit - those aren't triforce shards, those are just triforce charts, and you must use those charts to revisit half of the world map again in order to unearth chests with the actual shards. FFFUUUU! But you can't even read those charts straight away, you must decipher them first. And the guy who deciphers them wants a ton of, previously useless, rupees. FFFFUUUUU!
Fuck that game.
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My experience with
Twilight Princess was polar opposite of the wind waker.
TWW had excellent cel-shaded graphics and from the visual standpoint looked like a game that could've been made yesterday. The introduction was brief (you were sneaking through Ganon's fortress like an hour after the start), and a fresh new "waterworld" setting was cool. Twilight Princess, on the other hand, looks dated and screams "sixth console gen game" (the twilight segments are especially bad because of horrible bloom). Introduction in TP is painfully slow and unnecessarily cinematic - the game assumes you're a retard and takes it time to teach you how to walk, how to jump, how to aim with a slingshot, etc. And the setting-wise TP is an Ocarina rehash, a nuStarWars trilogy of Zelda - you start in some village, shit hits the fan, you visit the same locations from OOT, you must clear Forest temple/Goron mountain/Water temple/etc, even most of your tools are the same as in Ocarina. Member Hyrule? Member kakariko village, Gerudo desert, Zora domain? Member Skull kid? Member Saria's song? Well, at least the bad guy isn't Ganon this time around... aaand turns out the bad guy is just a henchman and the real baddie is Ganon again. Spoilers, i guess.
Eye-melting bloom, railroaded and overly long tutorial, derivativeness - hell of a first impression, but thankfully TP improves where TWW failed. Dungeons are well-designed, lengthy, memorable (for every derivative forest temple and water temple there is a snowpeak mansion or a city in the sky), and most importantly there is a lot of them. Most of the reused OOT tools have a neat twist - for example, a boomerang now creates a small whirlwind which can be used to spin rotating levers and snuff out torches, a bow can be combined with bombs creating bomb arrows, hookshot can be paired with another hookshot allowing you to spiderman around the dungeon, etc. Overworld traversal still feels like a meaningless filler, but at least this time around it's not slow, and can be skipped with a fast travel function.
It's kinda of a shame how a potentially great game became an Ocarina of Time retread, with most of its unique features buried. At first i hoped that the new Twilight realm is gonna work like shifting from Soul Reaver, but nope - it's barely explored. Wolf transformation has less new abilities than a single mask from Majora's Mask, and you don't even find new skills/equipment later into the game. The new antagonist looked interesting, but then turned out to be a pathetic freak who works for Ganon.
Twilight Princess is a mechanically enjoyable and competently made game, but the over-reliance on Ocarina of Time drags it down.
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tl;dr
Ocarina of Time
Majora's Mask
The Wind Waker
Twilight Princess
Sadly not going to play Skyward Sword, seems like it is impossible to play it with keyboard and mouse.