In a recent interview with IGN about the upcoming Legend of Zelda: A Link Between Words, veteran designer and director of the franchise Aonuma Eiji discussed changes and developments to the title. One such subject was the level of difficulty of progressing forward. “There was a certain period in a way that even for hardcore gamers, hints are sometimes available. What’s important is making that selection of options available.”
One of the reasons stated for the trend within Zelda itself was due to Skyward Sword being built upon the comments and feedback of fans. Mostly as users had apparently gotten bored of the traditional Zelda formulae, with one of the changes being to “implement a kind of hand-holding system, where users would always know what they were supposed to do.” Aonuma felt that this resulted in a loss of the fun with players being unable to get lost and truly stumped within the game.
This isn’t to say that they are calling preceding titles in recent years bad games, furthermore statements of trying to create a more traditional title do not mean they are avoiding innovation. One very big break from previous games is the ability to use any item in any order, as they are scattered at random across the overworld, rather than found in specific dungeons. Those who need to get them quickly can rent any equip-able item in the game from a shop and use it for a prolonged period of time before they lose them again.
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