It's kinda awkward to give a protagonist dialogue in a text-based dialogue system. It can work, like when you have dialogue choices or you have a party who speak not only to npcs but to each other, but when you have just the one protagonist, it can be better to just not write what they say at all except choices and let the reactions do the talking. Otherwise the game would feel more like a VN.
First I thought the explanation would be that she was trying to hide her identity so it had a little sense, but then it feels just like poor effort from the developers. I don't think it needs tradition and even adding some dialog alternatives (like in BOTW) where all of them end up with the same, could give a sense of personality to Zelda. At the end, we could've just used link with some sort of temporary powerup from past links and game would've resulted the same.
It's kinda awkward to give a protagonist dialogue in a text-based dialogue system. It can work, like when you have dialogue choices or you have a party who speak not only to npcs but to each other, but when you have just the one protagonist, it can be better to just not write what they say at all except choices and let the reactions do the talking. Otherwise the game would feel more like a VN.
First I thought the explanation would be that she was trying to hide her identity so it had a little sense, but then it feels just like poor effort from the developers. I don't think it needs tradition and even adding some dialog alternatives (like in BOTW) where all of them end up with the same, could give a sense of personality to Zelda. At the end, we could've just used link with some sort of temporary powerup from past links and game would've resulted the same.
This might be a very unpopular opinion, but I feel like the game had so many scenes where it said a lot without a single word.
I agree with you. Honestly, I feel like people hype up the idea of their player character needing to have clearly visible words a little too much.