Sequelitis; Link to the Past vs Ocarina of Time...

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Warning, Egoraptor has a very, very blatant preference for the former. Still, here's his video:

https://www.youtube.com/watch?v=XOC3vixnj_0

As you can tell, he's kind of against the focus on task solving and characters and puzzles in 3D Zelda games, and wishes the combat was more difficult/action based. He'd probably agree with Sean Malstrom on Zelda actually, which is something I wouldn't expect from him.

What do you think of the points in his video?
 
I think he has good points, but he doesn't actually hate the game. He's said many times that it's a great game. I think he is just saying that everyone thinking that it is the same style Zelda game as the rest is wrong (as with all 3D Zelda games past that point.)
 
The point he brought up that resonates the strongest with me is the one where you have to wait to attack enemies. My main issue with OOT is that very thing. I get that they wanted to do the "all enemies have a certain weak spot that you must hit" mechanic, and I'm more than ok with that. What bothered me was you didn't have to utilize any skill to find 90% of those weak spots, but it was rather wait until they wind up for a fairly obvious attack and whack them, repeat until dead. If you want an enemy to have a sweet spot, make it so you need to outsmart them via some sort of gameplay mechanic rather than wait around. Take the footage of ALBW he showed towards the end with the revamped fight with Blind. Perfect example of a weak spot system where it's not waiting, but rather outsmarting the enemy using your own intelligence and ingenuity. Thinking through OOT, there were very few bosses that didn't do the "wait for me to do the thing that exposes my weak spot" bit. The ones that come to my mind (not counting tiny enemies like Keese/Tektites, etc) are Flare Dancers, Iron Knuckles, Bongo Bongo, Gohma, and final form Ganon (it's very late here, I'm likely skipping over a few, I fully accept this and apologize). Looking at the other bosses: Dodongo must open his mouth. Barinade has to not be electrified, Phantom Ganon has either his painting mechanic or wait for the volleyball to start. Fire Dragon guy (again, I know the name, but it's late enough my mind's fried) wait until he pops out in the right way, Morpha, same deal. Twinrova, wait until you get enough of the same beam. Ganon first form, waiting on the volleyball again. The majority of the bosses are wait and whack, just like a lot of the normal enemies. Take this in contrast to Wind Waker's bosses: Gohma, exploit the weak ceiling. Plant, be quick about taking out its tethers. Gohdan, eye mechanic, have to be quick though. Jalhala, find the narrow shaft of light and exploit it. Molgera, wait for the weak spot to be exposed (this fight does it well enough though I won't complain). Phantom Ganon, waiting on the volleyball/him to come close. Helmaroc King, wait for him to do the thing to expose his weakspot. Puppet Ganon, figure out a strategy to hit his weak spot. Ganon, outsmart him early, then utilize the new arrow mechanic. In only one situation (Helmaroc King) does it feel clunky about waiting for a weak spot. Molgera almost always had his spot open unless he was flying around or was moving locations underground, and that makes sense. HK had all this junk between being able to hit him, and it slowed the fight unnecessarily. Is WW my favorite Zelda game? No, but it did a great job with making the bosses (and most enemies) interesting to fight. OOT bored me with the waiting mechanic in most fights. I often say that the Oracle games are my favorite handheld Zeldas, even today. Oracle of Season's bosses were primarily homage to the original game, but all but the dragon unicorn (again, know the name, too tired to recall) had a different thing. The four headed guy didn't die when you boomeranged his heads off, you had to come up with how to finish it. Dodongo no longer blows up with the bombs, you had to figure out what the next step was once you fed him one. The two headed dragon can live without his heads…how do you adapt? It all challenged the player and not in a waiting game sort of way. Oracle of Ages all the bosses had puzzle elements. You destroyed pumpkin head's body, but the boss is clearly not dead. What now? Thwomp is weak to bombs, but only sometimes…how do you determine when, and how can you exploit this? Shadow Hag disappears if you look at her, even through spin attacking. How do you compensate for this? Rock guy at the end of dungeon eight keeps switching his hands…how will the new set function and how can you exploit them to get him to continue to die? It all challenges the player from a gameplay perspective, not "can you wait long enough for me to reveal what you're supposed to be doing?" Most Zelda games do this well, and OOT really didn't. Is OOT a good game? Yes, but not as good as most people claim it is (I've never been enamored with it myself, honestly. It's good, but not one I go to when I need a Zelda fix). If the developers had been more creative in the methods to beat enemies I'd like it a lot better, but waiting for a certain thing to happen is not fun in my mind.
 
You also have to think: being the first 3D Zelda game, they didn't have anything to go off of to show how a 3D Zelda game should be done. That alone shows that it is an amazing first attempt.
 
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