10 Perfect Video Game Sequels You'll Never Get

3. A More Traditional 'Bosses N' Dungeons' Zelda

Legend Of Zelda Ocarina of time
Nintendo

Why Not?

Producer Eiji Aonuma has literally said that going forward he expects "open air games [to be] the standard for Zelda", assumedly moving even further into the sumptuously playable open-world template Breath of the Wild employed.

Whilst there's always been an element of freeform exploration in the franchise's history, BotW was the first to make the world itself feel like one giant level, discarding dungeons, item progression and the vast majority of world-based puzzle-solving as a result. As such, some prominent critics really didn't like how much this meant it didn't 'feel' like a Zelda game, though it doesn't look like Nintendo will be going 'backwards' any time soon.

What Would Be Perfect?

Perfect for the majority is clearly what BotW is, but perfect for the fanbase would be something far more traditional.

The various Legend(s) of Zelda have always been built on a ramp-up in your abilities, fighting scores of bosses, acquiring traversal-based weapons and items, alongside spells that might activate new paths, or specific actions from Link that open up hidden dialogue options.

Obviously Nintendo were aiming to reinvent the franchise by giving you a core set of powers up front, but again, putting Link back in a green tunic, including dedicated dungeons and ensuring the version of him at the close of a game is completely different to the beginning would satisfy this otherwise disappointed contingent of the fanbase.

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Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.