Personally, aesthetically I don't like explicit mixtures of scify and fantasy genres. Too much out of character knowledge at play ruins immersion for me. As a gameplay mechanic ... Exploration was already broken in BotW since climb and paraglide were too OP as a traversal mechanics, the devs knew this since they removed paraglide on the plateau and climb in the shrines and certain set pieces like Zora's domain. With TotK we got rocket shields and hoverbikes.
I only feel like I would want to see ultrahand again in a 4 swords style game with multiplayer. The vehicles always felt like building SUV's when you only needed a bycicle, this is why the hoverbike build was SO OP. We didn't really need a troop transport for anything because AI allies were either useless or glued to our hip, and vehicles lacked features like "turrets" they could use or shared energy., we also never faced truly complex builds, the Yiga felt like a step towards this, but outside a Zora mine boss fight they never had numbers to capitalize on a build type... Just a bunch of 1 shot enemies like the Aerokuda but with an immediate usable drop. Edit: now Fuse on the other hand I want to see. Further I think that this ultrahand feature will not be seen again because it requires a perfected physics engine like BotW's before you can develop it again.
As a traditional Zelda fan I am not optimistic about the future of the franchise. Aonuma recently said in an interview that he does not see why people like the old games beyond nostalgia, so there is basically no chance of getting anything like them. Did no one else notice this? I have not heard people talking about it.
i just played all of then for first time ablut a year ago(except oot, mm, ss i played when i was younger) and i think the older games are way better than the new style
I liked how RUclipsr ZeldaLore responded on twitter "Most recent statement from Aonuma in regards to the demand from fans for a more linear structure. It's not nostalgia, Aonuma, it's the fact that by being so open, the game lacks progression in the story, and gameplay, no buildup to the finale, no character arcs... It's shallow"
Because he literally said nothing there... It was a nothing statement along the lines of "I don't want to go BACKWARDS into a linear style..." That doesn't mean we won't get linear FEATURES, it just means the world's themselves will stay "open". You can make an "open" design like BotW more linear, just look at Skyrim, you have "trigger" locations that don't activate unless you are at a certain progression in a quest, you have dungeons you cannot access without those triggers... Now look at TotK... You literally have dungeons you cannot enter without moving shadows around. The developers took strides in the right direction, they have the technology to give us what we want and now they just need to put it back to work for the story... For example why were people upset about the dragons tears? Because we could find them out of order. What if each tear was "collected" and had to be offered in the forgotten temple to be accessed? Same general function, but now we could limit tear functionality to only give us a full memory in the order of distribution rather than collection, they could leave relics nearby collected tear locations that either ourselves or Impa have to re-instal in the Temple viewing device to activate the next vision, what if they had given us a great dungeon in ALL regions instead of 5? Hyrule fields to the mid south and the upper Ridge are completely story unimportant, as is most of Akkalla, and the SE despite that being where most of the people are... Developers tried fixing that in this game through the pirate quests and Yiga hideout quests, but honestly we could have used like 3 more dungeons in certain regions, like that forest to the South with the skull, the pirate ship in the monster hunting quest, and the great bridge could have all been a focus of a questline leading into a dungeon to find some great legendary base or "boss" item, to give a Champions weapon a base ability and the same kind of recharge ability as the master sword, or just act like a fee spiked ball type item afterward....
@@Ianmar1so, the RUclipsr you mentioned eats oatmeal with their hands? I'm so glad the neckbeard lore people don't have a say in what happens with Zelda, if they did, we'd have OoT over and over again
@SuleX00123 it's really weird, Im all for Zelda changing. And it's not really changing, more so going back to its roots with a modern take. With BotW sitting at 30 million sold and TotK at 20 million in less than 6 months, I think a majority of people like these new games. The only ones who have issues with it are people who care about the lore but it's funny, Miyamoto has said since the 90's he never really cares about lore and story and wanted to focus on gameplay. Aonuma just said the same thing, there's a reason why all these games can be played as standalone titles, Nintendo doesn't wanna be tied down by lore so they can keep up with the creative gameplay. Aonuma basically said that adhering to a continuity puts devs in a bubble when it comes to creating new games with new creative ideas. After playing Spiderman 2 (which I do like) and GoW Ragnarok, I'm inclined to agree
I'm hoping they go back to the old LOZ formula. I'm one of the few people who hated BOTW and TOTK. No matter how many hours I put into them I couldn't get into them.
@@Ustaleone The non linearity is fine. The weapon degradation was annoying. And I'm not a fan of having 100 different tiny shrines rather then 8 dedicated temples/levels. A lot of the wandering was just boring. I'm glad it sold well and everyone loved them but I'm hoping this isn't the permanent direction they're headed with the franchise.
I've played every Zelda game starting with TLoZ on NES in the 80s, and I have loved every single entry in the franchise, including BotW and TotK. I loved the wandering and unlimited exploring that I've always hungered for in every Zelda title, loved the interactivity and creativity of ultrahand and fuse, loved how the weapon degradation made me play differently (plus with so many weapons slots, I could have multiple of different types of weapons and very easily get more, I never understood the complaint when we have so many weapons slots and so many opportunities to get more in our inventory), loved the shrines, I loved the nonlinear and disconnected story which was such a creative way to put story in such a vastly open game. I wouldn't have minded longer dungeons but that isn't a complaint considering everything else. Do I miss hookshots like everyone else? Sure, hookshots are awesome, especially the double clawshot in TP, but Ascend was an awesome answer to that imo. What I appreciate is Zelda team's commitment to innovation. Every time.
I hope the next open world Zelda doesn’t have shrines, and doesn’t have Divine Beast style dungeons. Those should remain in the BoTW and ToTK era of games. Instead, I believe the world itself should act as an environment for puzzles, similar to how the Great Sky Island in ToTK and Shrine Quests in BoTW create puzzles in the world. Fast travel points could be more like Light Roots. Maybe we’ll see the return of heart pieces and stamina upgrades, instead of having spirit orbs. I also believe that dungeons should act like labyrinthian puzzle boxes, similar to a combination of BoTW Hyrule Castle and the style of dungeons found in Skyward Sword. Dungeons should be a natural part of the world that can be explored, but also have the boss room inaccessible unless you complete the dungeon.
Here's the thing, it isn't Ultrahand that makes people concerned with where Zelda is going. BOTW and TOTK lack good dungeons, a linear story, character development for Link, the villain, and most other major characters, and lore somewhat consistent with the rest of the series. Plenty of folks call BOTW "not a Zelda game" and call TOTK "a BOTW DLC" for these reasons. They are both great games and I am sure the era of the Wild is finished, so we will get something very different next time (hopefully). Innovative fun mechanics is pretty much a given with Zelda. Unfortunately, people will likely abandon the series if it doesn't deliver an atmosphere worth delving into for years to come.
I've already accepted that Zelda isn't for me anymore, and there were times where I could appreciate TOTK as the toybox that it is, so I didn't mind ultrahand in that context. But I wouldn't want to see it return. Crafting and building stuff has never been fun for me and TOTK's mechanics are so loose that I can walk into most shrines and see an obvious solution and 9/10 it's not the intended one. I'm sure that's a good thing for people who value freedom and creativity but I always find it deflating. It's like peeling the stickers off a rubix cube and then claiming you solved it.
One of the biggest things about a Zelda game is the story. People complain about Skyward Sword being linear but I also think that is one of the best stories. While I love Breath of the Wild and Tears of the Kingdom the stories weren’t the main focus. I’d love for them to come up with a way to tell a focused and compelling story with the quality of the two newer ones. Both of their stories are good but telling the story in flashbacks and memories doesn’t allow for as deep of a story.
Not sad to see it go. As much as I loved this version of Hyrule that BoTW gave us I want more traditional Zelda. Like if they want to keep open world freedom fine, but my god bring back the boomerang, hookshot, hammer and other items. I feel like A Link Between Worlds got it right and did it better. Traditional items were around and helped explore new areas and you were allowed to do the dungeons in any order you wanted. Its why I was confused about how BoTW turned out. They accomplished true freedom in open world before so why was BoTW like a step back? I felt like all they needed to do was turn A Link Between Worlds into what BoTW became. If that makes sense. Get rid of weapon durability, Korok Seeds and shrines. Bring back heart pieces, dungeons and items. I understand why they implemented weapon durability but the idea ultimately defeated the purpose of what they wanted. They said they wanted players to explore the world and find more weapons since weapons and shields constantly broke which forces the player to explore and find more. But thats the problem. . . .FORCES. You NEVER force a player to play a game the way you want them too. Especially when you advertise FREEEDOM in the form of an open world. Because what ended up happening with both games was players would gather an arsenal of really good weapons and then avoid combat as much as possible, thus defeating the purpose of the mechanic. I know I avoided fights any chance I got because I didnt want to break my weapons. Hell I often just used the Master Sword until it ran out of energy and then sat Link down somewhere for 10 minutes til it came back. So then I know I wasnt the only one who did that which means what was Nintendo thinking? Players will always find a work around. You can't make them do things they don't want to do. As for Ultrahand its a neat fun mechanic but I don't think it should be a returning core mechanic. Go back to more traditional Zelda. Keep the good bits, ditch the bad ones.
I liked using Ultrahand in the shrines and for the various quests, and fighting the flux constructs (which are fun to fight imo) but I'm looking forward to the new features the devs will implement in future games.
I hate the new Zelda games .. I don’t like building things and wasting time exploring … I want a good story and cool temples. Come on Nintendo!!!… Do better!!!!
Ultra hand was awesome. However, it is good to always have something new, something that feels different... I LOVED skyward sword and couldn't imagine a Zelda game without those controls... Now I think ultra hand is superior. So, you know, Zelda always gives good Surprises
I hope they use the party mechanics like they did with TotK. I was hoping they can custimize them like in Kingdom Hearts instead of hoping they attack the right enemy
Pretty sure they're not going to go backwards in terms of environmental interactivity. They won't use Ultrahand in the future because it would be primitive compared to it's future replacement, just like BotW's Magnesis before it. Almost nobody is saying that Magnesis returned in TotK, but that's exactly where Ultrahand came from.
Good riddance to Ultrahand, frankly. I am nowhere near creative nor patient enough to get a good experience out of it, and the game never game me a scenario where I felt the need to build anything beyond a simple raft, cart or glider.
I did not dislike TotK, because of uktrahand, although it did break any basic puzzle they were putting into the game, I disliked it for being to similar in structure and mainstory leads to BotW, which I played for so many hours, that TotK felt like a chore that I was getting progressively more sick of. I did criticize ultrahand, but not for its use, but because people online would use ultrahand as this magical argument to try and change my mind, that TotK is the best Zelda game, no it ain't in my book, far from it. The story was also even nore disconnected than BotW, I was not invested at all, not to mention the memories spoiled the ending, because I saw later memories super early on. Open world doesn't work for games like Zelda, in ny humble opinion.😊 So, Idk what they're planning, but calling thus vid "traditional zelda gemers are gonna love this" or whatever, I don't care about uktrahand, it's open world and memories. They can make open world but they absolutely NEED to make US PLAY through the story, not my characters past being the main story, not Zelda's timetravel, you, the gamer, playing as Link in real time through every single bit of story and proper dungeons with puzzles connected to one another (not 5 separate mini puzzles for 5 separate locks) throughout an extensive dungeon, THEN shall I be happy as a traditional Zelda gamer.
Hell yeah, who doesn't love The Legend of Ubisoft - Nuts 'n' Bolts! Who needs the HEART and the SOUL of the Zelda franchise? I just know we will both be seething when all is said and done.
@@chooongusbug724 Change is good, but Aonuma's whole schtick is simply out of insecurity. Like an old man wearing sunglasses all the time out of fear of being perceived as uncool, as if that would somehow fix the problem... "Modern gaming = open world" is simply a dumb take, it has no substance. A modern game is what a modern game is. Aonuma uses the "can't have anything else than open world" argument to justify having no good dungeons. Good dungeons are a core gameplay mechanic of what makes Zelda great. Not that you can go anywhere you want, which is cool but it's just a Gimmick. As always, Nintendo loses itself among Gimmicks, completely oblivious to what is happening in the outside world.
@@hichaelhighers "as Nintendo loses itself in gimmicks" open world isn't the Wii buddy but thank you for the copypasta and acting like you know Aonuma personally. With BotW and TotK sitting at 50 million total sales...I don't think he's that insecure but the old good, new bad Zelda fans are
Fortnite/minecraft gameplay isn’t the real problem. The real problem is the openairness is not a gimmick, but the new direction for future Zelda games. It’s impossible to have a good linear story with this style of gameplay they’re going for, and TOTK proves my point. Botw was the exception because it was their first attempt, and have no hopes for the next game. I would’ve been ok with this new direction if they were also still making old school Zelda games inbetween releases for us Zelda fans who liked the classic Zelda formula, BUT NINTENDO DOES NOT DO THAT XD
How did you feel about Ultra Hand?? Did you like it, or was it out of place for a Zelda game?
I've never played it but I feel this is normal among all games to move on to new experiences and gimmicks in video games.
It felt a little weird to be in a Zelda game, but then again so did trains and being a wolf and living in the sky flying on a giant bird.
loved it! Zelda team always innovating and surprising us and that's a big part of why I love the franchise
Personally, aesthetically I don't like explicit mixtures of scify and fantasy genres. Too much out of character knowledge at play ruins immersion for me.
As a gameplay mechanic ... Exploration was already broken in BotW since climb and paraglide were too OP as a traversal mechanics, the devs knew this since they removed paraglide on the plateau and climb in the shrines and certain set pieces like Zora's domain. With TotK we got rocket shields and hoverbikes.
I only feel like I would want to see ultrahand again in a 4 swords style game with multiplayer.
The vehicles always felt like building SUV's when you only needed a bycicle, this is why the hoverbike build was SO OP.
We didn't really need a troop transport for anything because AI allies were either useless or glued to our hip, and vehicles lacked features like "turrets" they could use or shared energy., we also never faced truly complex builds, the Yiga felt like a step towards this, but outside a Zora mine boss fight they never had numbers to capitalize on a build type... Just a bunch of 1 shot enemies like the Aerokuda but with an immediate usable drop.
Edit: now Fuse on the other hand I want to see.
Further I think that this ultrahand feature will not be seen again because it requires a perfected physics engine like BotW's before you can develop it again.
As a traditional Zelda fan I am not optimistic about the future of the franchise. Aonuma recently said in an interview that he does not see why people like the old games beyond nostalgia, so there is basically no chance of getting anything like them. Did no one else notice this? I have not heard people talking about it.
i just played all of then for first time ablut a year ago(except oot, mm, ss i played when i was younger) and i think the older games are way better than the new style
I liked how RUclipsr ZeldaLore responded on twitter
"Most recent statement from Aonuma in regards to the demand from fans for a more linear structure. It's not nostalgia, Aonuma, it's the fact that by being so open, the game lacks progression in the story, and gameplay, no buildup to the finale, no character arcs... It's shallow"
Because he literally said nothing there... It was a nothing statement along the lines of "I don't want to go BACKWARDS into a linear style..." That doesn't mean we won't get linear FEATURES, it just means the world's themselves will stay "open".
You can make an "open" design like BotW more linear, just look at Skyrim, you have "trigger" locations that don't activate unless you are at a certain progression in a quest, you have dungeons you cannot access without those triggers... Now look at TotK... You literally have dungeons you cannot enter without moving shadows around.
The developers took strides in the right direction, they have the technology to give us what we want and now they just need to put it back to work for the story...
For example why were people upset about the dragons tears? Because we could find them out of order. What if each tear was "collected" and had to be offered in the forgotten temple to be accessed? Same general function, but now we could limit tear functionality to only give us a full memory in the order of distribution rather than collection, they could leave relics nearby collected tear locations that either ourselves or Impa have to re-instal in the Temple viewing device to activate the next vision, what if they had given us a great dungeon in ALL regions instead of 5? Hyrule fields to the mid south and the upper Ridge are completely story unimportant, as is most of Akkalla, and the SE despite that being where most of the people are... Developers tried fixing that in this game through the pirate quests and Yiga hideout quests, but honestly we could have used like 3 more dungeons in certain regions, like that forest to the South with the skull, the pirate ship in the monster hunting quest, and the great bridge could have all been a focus of a questline leading into a dungeon to find some great legendary base or "boss" item, to give a Champions weapon a base ability and the same kind of recharge ability as the master sword, or just act like a fee spiked ball type item afterward....
@@Ianmar1so, the RUclipsr you mentioned eats oatmeal with their hands? I'm so glad the neckbeard lore people don't have a say in what happens with Zelda, if they did, we'd have OoT over and over again
@SuleX00123 it's really weird, Im all for Zelda changing. And it's not really changing, more so going back to its roots with a modern take. With BotW sitting at 30 million sold and TotK at 20 million in less than 6 months, I think a majority of people like these new games. The only ones who have issues with it are people who care about the lore but it's funny, Miyamoto has said since the 90's he never really cares about lore and story and wanted to focus on gameplay. Aonuma just said the same thing, there's a reason why all these games can be played as standalone titles, Nintendo doesn't wanna be tied down by lore so they can keep up with the creative gameplay. Aonuma basically said that adhering to a continuity puts devs in a bubble when it comes to creating new games with new creative ideas. After playing Spiderman 2 (which I do like) and GoW Ragnarok, I'm inclined to agree
I'm hoping they go back to the old LOZ formula. I'm one of the few people who hated BOTW and TOTK. No matter how many hours I put into them I couldn't get into them.
Serious question. What did you hate about them? The non-linearity?
@@Ustaleone The non linearity is fine. The weapon degradation was annoying. And I'm not a fan of having 100 different tiny shrines rather then 8 dedicated temples/levels. A lot of the wandering was just boring. I'm glad it sold well and everyone loved them but I'm hoping this isn't the permanent direction they're headed with the franchise.
I've played every Zelda game starting with TLoZ on NES in the 80s, and I have loved every single entry in the franchise, including BotW and TotK. I loved the wandering and unlimited exploring that I've always hungered for in every Zelda title, loved the interactivity and creativity of ultrahand and fuse, loved how the weapon degradation made me play differently (plus with so many weapons slots, I could have multiple of different types of weapons and very easily get more, I never understood the complaint when we have so many weapons slots and so many opportunities to get more in our inventory), loved the shrines, I loved the nonlinear and disconnected story which was such a creative way to put story in such a vastly open game. I wouldn't have minded longer dungeons but that isn't a complaint considering everything else. Do I miss hookshots like everyone else? Sure, hookshots are awesome, especially the double clawshot in TP, but Ascend was an awesome answer to that imo. What I appreciate is Zelda team's commitment to innovation. Every time.
I hope the next open world Zelda doesn’t have shrines, and doesn’t have Divine Beast style dungeons. Those should remain in the BoTW and ToTK era of games.
Instead, I believe the world itself should act as an environment for puzzles, similar to how the Great Sky Island in ToTK and Shrine Quests in BoTW create puzzles in the world. Fast travel points could be more like Light Roots. Maybe we’ll see the return of heart pieces and stamina upgrades, instead of having spirit orbs.
I also believe that dungeons should act like labyrinthian puzzle boxes, similar to a combination of BoTW Hyrule Castle and the style of dungeons found in Skyward Sword. Dungeons should be a natural part of the world that can be explored, but also have the boss room inaccessible unless you complete the dungeon.
I mean, tbf, heart pieces aren't as different from spirit orbs, than people think
Here's the thing, it isn't Ultrahand that makes people concerned with where Zelda is going. BOTW and TOTK lack good dungeons, a linear story, character development for Link, the villain, and most other major characters, and lore somewhat consistent with the rest of the series. Plenty of folks call BOTW "not a Zelda game" and call TOTK "a BOTW DLC" for these reasons. They are both great games and I am sure the era of the Wild is finished, so we will get something very different next time (hopefully). Innovative fun mechanics is pretty much a given with Zelda. Unfortunately, people will likely abandon the series if it doesn't deliver an atmosphere worth delving into for years to come.
I honestly don’t care about the format. Every LoZ game should have its own distinction.
I've already accepted that Zelda isn't for me anymore, and there were times where I could appreciate TOTK as the toybox that it is, so I didn't mind ultrahand in that context. But I wouldn't want to see it return. Crafting and building stuff has never been fun for me and TOTK's mechanics are so loose that I can walk into most shrines and see an obvious solution and 9/10 it's not the intended one. I'm sure that's a good thing for people who value freedom and creativity but I always find it deflating. It's like peeling the stickers off a rubix cube and then claiming you solved it.
Personally I’m just done with Zelda. That new interview with Aonuma was so condescending and he is straight up gaslighting the classic Zelda fans.
Guys, why do the same shit over and over? I highly enjoyed BotW and TotK, and I can't wait to see what they do next.
One of the biggest things about a Zelda game is the story. People complain about Skyward Sword being linear but I also think that is one of the best stories. While I love Breath of the Wild and Tears of the Kingdom the stories weren’t the main focus. I’d love for them to come up with a way to tell a focused and compelling story with the quality of the two newer ones. Both of their stories are good but telling the story in flashbacks and memories doesn’t allow for as deep of a story.
Not sad to see it go. As much as I loved this version of Hyrule that BoTW gave us I want more traditional Zelda. Like if they want to keep open world freedom fine, but my god bring back the boomerang, hookshot, hammer and other items. I feel like A Link Between Worlds got it right and did it better. Traditional items were around and helped explore new areas and you were allowed to do the dungeons in any order you wanted. Its why I was confused about how BoTW turned out. They accomplished true freedom in open world before so why was BoTW like a step back? I felt like all they needed to do was turn A Link Between Worlds into what BoTW became. If that makes sense. Get rid of weapon durability, Korok Seeds and shrines. Bring back heart pieces, dungeons and items. I understand why they implemented weapon durability but the idea ultimately defeated the purpose of what they wanted.
They said they wanted players to explore the world and find more weapons since weapons and shields constantly broke which forces the player to explore and find more. But thats the problem. . . .FORCES. You NEVER force a player to play a game the way you want them too. Especially when you advertise FREEEDOM in the form of an open world. Because what ended up happening with both games was players would gather an arsenal of really good weapons and then avoid combat as much as possible, thus defeating the purpose of the mechanic. I know I avoided fights any chance I got because I didnt want to break my weapons. Hell I often just used the Master Sword until it ran out of energy and then sat Link down somewhere for 10 minutes til it came back. So then I know I wasnt the only one who did that which means what was Nintendo thinking?
Players will always find a work around. You can't make them do things they don't want to do. As for Ultrahand its a neat fun mechanic but I don't think it should be a returning core mechanic. Go back to more traditional Zelda. Keep the good bits, ditch the bad ones.
...The boomerang and the hammer, they're in BotW/TotK. Abilities>>>>>>>>>>>>>items that are essentially nothing more than over glorified keys
I liked using Ultrahand in the shrines and for the various quests, and fighting the flux constructs (which are fun to fight imo) but I'm looking forward to the new features the devs will implement in future games.
I hate the new Zelda games ..
I don’t like building things and wasting time exploring … I want a good story and cool temples.
Come on Nintendo!!!…
Do better!!!!
I like ultrahand but I have a question for you. What is the next evolution for zelda, in your opinion?
Ultra hand was awesome.
However, it is good to always have something new, something that feels different... I LOVED skyward sword and couldn't imagine a Zelda game without those controls... Now I think ultra hand is superior.
So, you know, Zelda always gives good Surprises
Best comment I've seen on this video
@@chooongusbug724 thanks!
I hope they use the party mechanics like they did with TotK. I was hoping they can custimize them like in Kingdom Hearts instead of hoping they attack the right enemy
Pretty sure they're not going to go backwards in terms of environmental interactivity.
They won't use Ultrahand in the future because it would be primitive compared to it's future replacement, just like BotW's Magnesis before it.
Almost nobody is saying that Magnesis returned in TotK, but that's exactly where Ultrahand came from.
yup, and I can't wait to see what they do!
speaking of new, I wish theyd get rid of aonuma. i'm tired ofaonuma zeldas.
Yo Zeltroid, are you Jonny Arnett?
👍👍👍
I honestly can’t stand ultrahand. Not sorry to know I won’t have to deal with it again.
Good riddance to Ultrahand, frankly. I am nowhere near creative nor patient enough to get a good experience out of it, and the game never game me a scenario where I felt the need to build anything beyond a simple raft, cart or glider.
So, skill issue. Not ultrahand's fault you eat oatmeal with your hands and can't use a simple mechanic 🥰
@@chooongusbug724 i solved the puzzles, jerk, the game just never gave a reason to make anything with any degrre of complexity, so I never did.
@@NotaWalrus1 skill issue still 🥰 not the games fault you aren't creative 🤷♀️
Yeah and in that same interview Aonuma said anyone who prefers traditional Zelda is just being nostalgic. Great news my ass.
I did not dislike TotK, because of uktrahand, although it did break any basic puzzle they were putting into the game, I disliked it for being to similar in structure and mainstory leads to BotW, which I played for so many hours, that TotK felt like a chore that I was getting progressively more sick of. I did criticize ultrahand, but not for its use, but because people online would use ultrahand as this magical argument to try and change my mind, that TotK is the best Zelda game, no it ain't in my book, far from it. The story was also even nore disconnected than BotW, I was not invested at all, not to mention the memories spoiled the ending, because I saw later memories super early on. Open world doesn't work for games like Zelda, in ny humble opinion.😊 So, Idk what they're planning, but calling thus vid "traditional zelda gemers are gonna love this" or whatever, I don't care about uktrahand, it's open world and memories. They can make open world but they absolutely NEED to make US PLAY through the story, not my characters past being the main story, not Zelda's timetravel, you, the gamer, playing as Link in real time through every single bit of story and proper dungeons with puzzles connected to one another (not 5 separate mini puzzles for 5 separate locks) throughout an extensive dungeon, THEN shall I be happy as a traditional Zelda gamer.
Hey, old good new bad people...Aonuma said open world is the future of Zelda games, seethe 🥰
Hell yeah, who doesn't love The Legend of Ubisoft - Nuts 'n' Bolts! Who needs the HEART and the SOUL of the Zelda franchise?
I just know we will both be seething when all is said and done.
@@hichaelhighers eh, it beats OoT for the 60th time even though that would give you a stiffy. Change is hard, you'll be OK
@@chooongusbug724 Change is good, but Aonuma's whole schtick is simply out of insecurity. Like an old man wearing sunglasses all the time out of fear of being perceived as uncool, as if that would somehow fix the problem...
"Modern gaming = open world" is simply a dumb take, it has no substance. A modern game is what a modern game is. Aonuma uses the "can't have anything else than open world" argument to justify having no good dungeons.
Good dungeons are a core gameplay mechanic of what makes Zelda great. Not that you can go anywhere you want, which is cool but it's just a Gimmick.
As always, Nintendo loses itself among Gimmicks, completely oblivious to what is happening in the outside world.
@@hichaelhighers "as Nintendo loses itself in gimmicks" open world isn't the Wii buddy but thank you for the copypasta and acting like you know Aonuma personally. With BotW and TotK sitting at 50 million total sales...I don't think he's that insecure but the old good, new bad Zelda fans are
@@hichaelhighersinsecurity, what? That's the most copium reply I've read about this
Fortnite/minecraft gameplay isn’t the real problem. The real problem is the openairness is not a gimmick, but the new direction for future Zelda games. It’s impossible to have a good linear story with this style of gameplay they’re going for, and TOTK proves my point. Botw was the exception because it was their first attempt, and have no hopes for the next game. I would’ve been ok with this new direction if they were also still making old school Zelda games inbetween releases for us Zelda fans who liked the classic Zelda formula, BUT NINTENDO DOES NOT DO THAT XD