Holy smokes, there are a LOT more comments than I thought there would be! I won’t be giving everyone a written reply as I simply don’t have enough time for that but I will still be reading everyone’s comments and liking them. Thank you guys for watching :)
Bro you have 3 videos. Respond to your viewers if they comment when you can. I don't think you quite understand how lucky you are to have so many subscribers in only a few videos released in a month or so. You have great presentation, cover good topics, put your twist on things, and not an annoying voice. Want to help see you grow, just don't forget the people who Madd it possible :). I subscribed the 1st video mate
• 4 Swords - It's good, make a friend and play it. Heck, I'll play it with you if you can't find anyone else lol • Zelda 1 - I beat it without a guide, and actually I found the 8th dungeon before the second one because I figured I would see if the bush could burn or not because that one bush dividing the screen felt like it could be moved out of the way. As for the bombable wall above the starting square I found that without a guide too, specifically because I thought the outcropping of rock was weird so I bombed the otherwise flat wall around it. • Zelda 2 - Yeah, you can blame Nintendo of America for the difficulty. They kinda butchered it out of fear that people would rent it from stores rather than buy it. NOA made a few things easier/better, but overall they wrecked the pacing of the game. Also it was a platformer because videogames were a new concept and creatives were more interested in experimenting with new things. It's actually really common for the second title of many series from this era to be a bit of a black sheep for changing things up before the third game refines what worked in the first. • ALTTP - Actually agree, this game is super overrated. It's got some good moments and fun ideas, but it's clumsy, has subpar dungeons, too many items that either do nothing or essentially double up on the same concept, and mostly bad bosses. It's still fun enough, but I honestly think it's just about the bench mark for the most perfectly average SNES game. I would rather play Marvelous or Spike McFang tbqh. • LA - I think that LA DX is close to perfect, outside of the touching rocks text stuff. And the fish boss. • OOT - I'm one of those rare Zelda fans that doesn't think this game is flawless. I actually think it has a ton of problems and serious shortcomings, and I think that what people mistake for the game being flawless is just its uncanny ability to present a timeless adventure atmosphere. It's sort of like Castlevania: Symphony of the Night in that way. Both of these games do have genuinely serious problems and a lot of clumsy aspects, but something about them makes them greater than the sum of their parts and allows them to shine through their failings. But yeah, Jabu Jabu is low-key soul draining. 🫠 • MM - Nothing to add from me, you got this one right. • OOS - Fun Fact: It's actually partially a remake of Zelda 1. • OOA - It would be nice to see even the original GBC games in a collection that adds context-sensitive actions and multiple buttons for items. • WW - Honestly I think getting to Forest Haven is more dull than Forsaken Fortress. It's honestly super short and easy and you can skip most of it. As for the scrapped dungeons reappearing, that wouldn't work because you've already played them by this point. Basically the Zelda team recycles item and dungeon ideas that don't make it into the final product in a future title. There wouldn't really be anything for them to add because they were used in another title. • MC - Minish Cap is surprisingly difficult. • TP - Oh, finally we have a big disagreement haha This game has almost nothing to do outside of its main story. Hawk whistle exists for no reason after you're forced to use it once in the beginning. The Slingshot is worthless. Too many bottles. Walking bombs are worthless. Spinner is worthless outside of its dungeon, and to this day it is the only Zelda item that suffers active nerfs outside of its dungeon_(seriously, go compare the speed inside its dungeon and outside)._ Dominion Rod is basically worthless. Double Clawshots are a fun idea but they're severely under utilized in interesting ways, and the only thing they really get used for are long drawn out timing sections where you wait forever. The bosses are all spectacle and no substance, especially the boss of the Goron Mines _(whom you can literally chain hits to death on)._ That first Forest dungeon is super dull and takes too long. The tears of light collecting stuff is bad. Hyrule Castle is super empty, and Ganon just sitting there for no reason as you slowly resolve everything he did makes him come off like a total chump. Honestly I think it's the weakest, most uninspired 3D Zelda by a wide, wide, wide margin. The original box even had a magic meter image make it onto its final design, it just feels incredibly by the numbers with fake depth. It gets even more annoying by how many things were completely cut from pre-release trailers... seriously, almost nothing from the original video or most game magazine screenshots of the time made it into the final product. The whole ghosts in the sewer and genuinely oppressive atmosphere leading up to meeting Zelda goes nowhere and makes no sense in the context of the game we got, it's very clearly stuff from a much darker build that we never received. So yeah, to me it's by far the biggest disappointment in the entire series and I could verbally dissect it for literal hours. The only saving graces are a few good items and several top tier dungeons in the middle. • PH - Pretty much. • ST - Also yes. • SS - Motion controls are fine. I think the Imprisoned is okay, but boring. Definitely didn't need to be so many fights. For me the worst parts of SS are: a.) the arbitrary removal of the day and night cycle b.) the fact that there is so little to do in Skyloft and above the clouds despite having all that room c.) the fact that the clouds that separate Skyloft from the land below don't seem to exist from down there whatsoever d.) nothing about the world below feels like a place where the Demon King essentially won and forced Hylia to flee • ALBW - Baseball game is fine, just takes a bit to learn it. • BOTW - Agree, also too few enemy types. Definitely would prefer if there were a third as many shrines and they instead made them each three times as big with expanded takes on everything. • TOTK - Those are both good points, and also the Depths are very mediocre. I think the ending should have been something the player does, a major side quest, maybe a reward for beating all shrines? 🤔
If i had a nickel for every time nintendo sold me on a zelda game based around sky islands and then failed to put enough content on those sky islands, i'd have two nickels. Which isn't a lot but it's weird that it happened twice.
The worst thing about Twilight Princess is that the song "Midna's lament" is interrupted every time you come close to an enemy which completely destroys the atmosphere which would have been one of the best ones in any Zelda game.
what about low HP on 2d zelda? im thinking making custom level oneday where its EXATLY that. whole temple no enemys just puzzles but set to half heart under ANNOYING peeping noise, your given 999 rupees, you can eaither spend them on a SINGLE heart (not container) to make it STFU or play thugh temple with the ANNOYING noise and keep the rupees, but i will go the extra mile and the temple will play ALL THE GOOD music.
Another story detraction from the Midna's Lament moment in the game is putting the Poe ghosts sidequest right in the middle of rushing Midna to Zelda before she dies. Like, why? Why on earth would a developer ever think to put that sidequest introduction during a pivotal story telling moment in the game!?
The original Legend of Zelda for NES came with a map in the box with the cartridge showing most of the overworld. Most of the dungeon locations were revealed, and it showed places with secrets by showing a ? on that area. Using that as a starting point, I used that to figure out most of the game. Sure, there still was a bunch of trial and error, but without all of the contents of the original game box, you're not really experiencing the game as it was when it came out.
Bingo. Manuals were *incredibly* important. It's like complaining about an old PC game having stupid anti-piracy peripherals because you don't have said anti-piracy peripheral.
@@Kylora2112 Things is that these things become problematic if you buy it second hand because you wont always buy the game with the box and all it contained.
@@toumabyakuya Or if you play the digital rerelease where they don't give you access to the stuff you were expected to have with the original. Ask a Startropics fan sometime about what that game is like without the manual.
Honestly, the whole Link to the Past part of this video completely ruined my opinion of Ryan's take on it. Like, HOW IN THE HELL did you miss out on playing this game!? I understand missing out on it somehow, but the fact that Ryan bashed on the dungeon design is insane to me.
@@Ryan64yt consider this: A Link to the Past was the first game to give each dungeon a design that made it unique from the other dungeons. In the first two games, you could only tell the difference in the dungeon based on the color pallet associated with the dungeon. In A Link to the Past, you have environmental textures (sandbox in the Desert Palace, the dreaded ice textures in the Ice Palace, lava in Turtle Rock, etc). The dungeon designs were varied between linear (Tower of Hera), non-linear (Skull Woods), and a combination of both (Turtle Rock). This is the game where items played a big role in the progression of the dungeon (hammer the moles blocking paths). There is just too much to appreciate from the dungeons and their design to simply dismiss the way you did, in my opinion.
thats new to me. too I understand that maybe it is something about being used to the new gameplay styles and controllers. Back in the days even my most casual hommies enjoyed ALTTP
Hot take: the worst parts of OOT are the reward for getting all 100 gold skultullas and how useless the ice arrows are. Those two aspects just get to me.
Luke warm take: I actually like the general Zelda approach to collectibles - around 50-60% of the collectibles usually yield you the best reward, and if you still decide to 100% everything you do it simply for the sake of completing it anyway. It would be way more annoying if you actually had to get _every single Skultulla_ to get some really awesome and useful reward.
Ryan. What if I told you that you can completely bypass the Improsioned's feet. As soon as the fight starts run over to a wind shaft and go up to the next level. Jump on the imprisoned head and smash the seal. You can also go to the middle of the arena and ride the huge wind shft and fall down on the head. You can do this for every fight and makes the second fight way easier after you use Groose to knock him down.
Right? Who bothers attacking the feet after the first time you did the third fight and it showed that you could just completely ignore them and go straight for the Imprisoning Spike on his head instead? The Imprisoned fights are an easy way to replenish a few hearts (from the plants in the arena) while taking no damage from the boss in the Thunder Dragon's challenge.
Well Said. I actually don’t mind fighting the imprisoned that much in Skyward Sword. He is however, my least favorite giant boss in Hyrule Warriors because you actually have to destroy his toes to reveal his weak point gauge. But your mileage may vary depending on the mission or your warrior of choice. The Imprisoned has single-handedly ruined my chance of getting an A Rank for certain missions before. But I never hated fighting it in Skyward Sword.
The part where link reqches out to zelda in TOTK actually made me cry a bit because it reminded me so much of link reaching for her in Skyward Sword. This time he actually catches her, so many years and iterations later❤
Link's Awakening benefits from not being tied to the Triforce storyline with Zelda and Ganon. It was able to do it's own thing; if you're like me and didn't have parents that spoiled you with game consoles, Link's Awakening was your first Zelda game, and you had no idea who Zelda was or what the Triforce is. I didn't play another Zelda game until college and emulators were a thing.
As someone who will glaze totk till he dies, there is one simple thing they could have done for the memories. LOCK THEMA. When the game staters, make the first memory (the rauru one by the Serene stable) the only one you can get. Then you do the whole forgotten temple stuff with Impa, and she tells you, “You should check out the geoplpyh in the Hebra mountains.” That way, only one memory gets unlocked at a time(not spoiling the story), and it also gives Impa a bit more use as a character. I get the whole open world desire, but do not do that for a story.
@@themagnificentsansandmylaz4115 I know! AND THEY’RE A MAIN QUEST. And yet despite that it’s very easy for a ton of people to just ignore that and accidentally do them on their own.
@@AdrianHernandez-rn1sq it doesn't take rocket Science to connect the two, and I am nit the smarrest person, literally i have to google soultions for every second zelda dungeon i play
@@themagnificentsansandmylaz4115The geoglyphs on the wall looked like they were placed there so that the player can see them better! I only paid attention to the map on the ground and took a picture of only that map so I can find them! I didn't knew that the geoglyphs on the walls are the actual order until a TH-cam comment told me that AFTER I found all of them and was just missing the one you get after finding them all!
Majora's Mask is such a beautiful-yet-controversial entry in the series. On one hand, they gave you a grim-yet-beautiful world full of vibrant characters with lives and troubles that link can get involved in. That, or you can just explore and take in the environment using the multitudes of movement options given to you throughout the game. On the other hand, youre not really given all the time to do so since the f*ckin apocalypse is hanging right over your head about to delete everything in a few irl hours. I love the dichotomy though. You only have so much time to do what you want or need to before starting over. I love the way Majora's Mask really makes you feel like your time is valuable.
Thankfully there's the Inverted Song of Time, which on the N64 slows time to 1/3rd the normal rate, giving you 3x more time to do things (on DS it only slows it to 1/2).
The only real issue with Majoras is that there's only 4 dungeons. A good Zelda game balances main quest and side quest. Only 4 dungeons means the majority of the game is just heart piece/mask collecting.
I'll give you one for Oracle of Ages, when you acquire the mermaid tail, you stop being able to swim by simply holding on the d pad where you want to go. Now you have to repeatedly tap on the d pad the direction you want to go
There's actually a mod that fixes that. It also came with a mod that removes the underwater effect which I personally don't have an issue with. You do hear a rapid swimming noise when you use the mermaid tail.
This! I so hated that. It was fine before so why the heck would you change this just because of an upgrade? Upgrades are supposed to make it easier, not more annoying.
Kids in the 80s beat Legend of Zelda without Nintendo power, because the game came with the instruction manual that gave you some starter hints that helped you to figure out how to play through the rest of the game, and it also came with pretty decently sized map of the overworld.
What amused me the most about Ocarina of Time is that when playing the Master Quest version, the water temple was the only temple to feel both much easier, and much faster to complete
@@daniel_361 Yeah that was a turning point XD My older brother never played master quest because he said it was getting stupid and ridiculous as this point, and i persevered.
I feel the same way about the Fire Temple in Master Quest. Because of the early placements of the hammer and boss key, you can skip everything in the dungeon beyond the pillar.
For me, Skyward Sword's biggest failing was that there was virtually nothing to do in the sky. For all the emphasis put on the bond you have with this bird of yours, there's not much to do with it... a small handful of islands, each with a single thing on it that often isn't worth the trip out there, and one island where 98% of the game's population lives, where their whole society is within walking distance. To be fair to Tears of the Kingdom's 'cure Dragon Zelda', from her point of view, she spent centuries that way, if not millennia. I'd say the bigger problem was that Ganon's dragon form was even easier than his Dark Beast form in the previous game. This was basically an interactive cutscene. You can't fall, you can't miss landing on him (you're auto-rescued), and you're absolutely in no danger of dying unless you try to. I get that the "real" final boss fight was the multi-stage battle beforehand, which was a challenging test of skill, but for how intense it looked, I felt like they could have made the Dragon battle just as difficult. If you want to include a mercy to the player, let them restart on the Dragon phase if they die.
The worst part of the sky island for me was that if never told you to shake the Wii mote to fly higher. I was doing huge swoops to gain speed and gradually gain elevation for weeks.
Hard agree on the disconnect between the game telling you how important a loftwing bond is, and failing to give it any real meaning within the gameplay itself. Like it doesn't even accompany you when you're on the surface so it's not with you for over 90% of the game.
While i 100% agree the fact that with how much emphasis they put on Link's bond with the bird, there isnt much to do with it, i always saw them saying that as like them telling you that the bird also is the original Epona, like with Demise and Gaepora, but thats just how i saw it. would have been cool with more stuff to do with the bird tho :(
Temple of the ocean king isn’t as insanely bad as everyone makes it sound, like yes you have to go back several times and you’re always on the clock but it’s really cool to get deeper and deeper into it and work your way into entirely new areas. Making progress in it makes the agony less noticeable
you missed my favourite part abt it, going back with new items, its so fun to explore the previously blocked off parts that can make you skip an entire floor
I love Zelda II, I love the Thunderbird bossfight, and I would love the Dark Link bossfight if it wasn't so badly designed. I've defeated this boss legitimately and it just felt like a lottery of "Oh, when is he going to jump so that I can hit that tight stab which is the only way to hurt him?" Seriously, using the cheese strategy is perfectly fine here.
Same. Zelda II is easily my favorite in the entire franchise. Sure, it’s hard. That just makes the combat SO much more rewarding when you get consistent with it. The physics and combat feel crisp af and, although very difficult at times, very fair (barring a couple scenarios). Beating Zelda II is probably the most rewarding feeling I’ve ever had when finishing a game. Halo 1 on Legendary is a close second and probably Morrowind after that. That’s how highly I regard it.
@@joshisnot11 Zelda II easily has the best combat in the series. The only one to blame for players who are not good at it is themselves. There is no camera to screw you over like there is in 3d games. There is no targeting like in 3d games where a lot of times you have an enemy targeted and you're instead doing jumpstrikes on a wall in the opposite direction from the enemy. There's none of that. There is no cheap snipe bullshit that there is in Breath of the Trash or Trash of the Kingdom where lightning or some other crap you can't see can hit you. The game shows you everything you need to see so no complaints there. It's up to the player to learn the combat and master it and learn how to fight each enemy. For a game with as few moves as Zelda II, the combat is incredibly deep because certain enemies are best fought duck stabbing, others best fought with a standing stab, while others are best fought with jump strikes. And those fought with jump strikes can be attacked at the apex of the jump, before the apex of the jump or after the apex and depending on the enemy, it matters and certain styles are more effective. Then there are the down thrust & jump thrust moves you learn from the 2 respective knights. The last thing I have to say is that Zelda II should be played on an actual NES. Because free emulators & the Switch online crap emulator add input lag to the game is not the game's fault, yet most play it on crappy emulators and blame the game when it's incredibly fluid and precise when played on the proper hardware. The one thing some might complain about is getting hit by rocks as they leave a screen on certain side scrolling battle screens where rocks fly around. That's the one time in the game you can complain about not having enough time to react to something, though the good thing is that those rocks do very little damage thankfully, so it's not cheap.
I think Zelda II is one of my favorite games of all time. I'll play through it once every year or so. Can't stand the latest 2 entries. I really like that someone took Zelda II and added more to it.
25:29 yes the memories can be unlocked in any order, BUT Nintendo DID put an order if you were paying enough attention to the room of the forgotten temple. In the room with the map of Hyrule were you can see the locations of the glyphs, if you look at the walls they placed the glyphs in order left to right
@@zachtwilightwindwaker596 I know but the nitpick was that there wasn’t an order, when in fact there was. I just thought it would be worth mentioning it so more people could find this secret, I almost spoiled myself too… I just hoped the order was made clearer like in BotW you can follow the picture’s order.
It would have been easier to Et switches that unlock the memories in order no matter what glyph you find instead of always having the same memory tied to zje same glyph
@@Ryan64ytI’ve always thought Temple of Time from TP was a leftover from WW. I think it is a high probability that the idea of moving the statues in that dungeon was originally designed with the Command Melody from WW in mind.
@@andrewdyke5561 Yeah that's the only version I've played (or well, I've played ports, but not the 3DS version), it's just visually repulsive to look at
Worst part of Minish Cap for me was that the Light Arrows are not only part of a side-quest, but they're also... MISSABLE. Permanently. If you advance too far in the game without doing that one 'side-quest', you can never get the Light Arrows and will forever have that open inventory slot. 😢
@Evan64m I actually really enjoyed that. I wish they didn't keep some figures from being in the pool before you encounter them, but I get why they did that. I wish it could've been more like the Wind Waker figurine collection, though.
Back in the day we literally tried to burn every tree, bomb every wall, screen by screen, logging it on graph paper. And that's just it, you take notes. You take notes the game becomes far less overwhelming.
In Tears of The Kingdom, there is actually a way to know the order of the memories without a guide, though it is kinda hard to notice. In the area where you see the map of the geoglyphs, on the walls you can see the order going from left to right of the ones you are meant to do first
@@Ryan64yt Yeah, in my first play through I did them completely out of order which was a little annoying. I think it would’ve been better if you could just be obligated to do them in the right order, but in my comment I just wanted to point out that it is possible to know the order, even though it’s very unlikely anyone would realize that on their first playthrough
Hell no its supposed to be funny and it is. Something that short cannot possibly be the worst thing in the game. Something long and boring is much much much worse (the water temple)
I actually always liked Jabu's belly, my biggest issue with the game is getting inside him! Having to put a fish in front of Jabu is waaaay to cryptic of a moment in an otherwise intuitive game.
As someone who's played it many times, I'd argue "forgetting the Moon Pearl and only finding out once you defeat Agahnim and go to the Dark World" has to be on the list for LTTP
Honestly I don’t mind that they saved Zelda from being a dragon. Personally I did all the memories first and in order so I loved the story and since I played through everything else afterwards, I truly thought it was permanent (plus it was such a well done scene when she turned into a dragon) and it made me want to take revenge on Ganondorf since Zelda is one of my fav characters in the series, and I felt so relieved when she turned back. Also if she stayed a dragon, we would be depressed like Links awakening so I’m g with it. Great video as usual! Vid idea, best mechanic/item from each Zelda game, and have all those in a ranking
I think a lot of people don't consider the fact that especially so early in this kingdom's life, "draconification is irreversable" can easily just mean "we don't know how to reverse draconification". Hell Zelda's words at the end are clearly an attempt to explain how she got turned back despite it supposedly being impossible, and although it's not very clear what she meant, I feel pretty confident it's the same as her power in Breath of the Wild only it's her spirit being awakened this time. As someone who got the memories in order and was spoiled on the Light Dragon twist, I may not be the best to speak on this, but I feel the memories being out of order is only an issue during memory 15 which is very easy to access early on and where they straight up tell you Zelda becomes a dragon, ruining the mystery the present builds up around her location. Otherwise I can see the appeal of getting small bits of the lore and gradually piecing it together, like seeing Rauru mention that his hubris led to Ganondorf's rise to power, wondering what could've happened then seeing that moment in the throne room yourself.
@@speedude0164 I agree, while it worked for me, I would have preferred it if we got snippets throughout the regional phenomena quest, such as after the mini boss or after completing the secret stone, and no matter which one you went to, it would play the next chronological tear. Or at least if they kept the geoglyphs they would be played in order regardless of which one you went to
@@benjthewhite Yeah basing it on main quest progression maybe would've made more sense. I do think most issues would be solved if instead of flashing back to the moment with Mineru, memory 15 just had Zelda grab her secret stone or the Master Sword speak to her, hinting at what's coming but keeping it vague. Thus the only ways to confirm what happened to Zelda are memory 17 and Mineru to a lesser extent, both of which only become easily accessible near the end of the game. It's kinda tough though, cause when you get memory 15 last, I think learning about what Zelda did and then immediately seeing the Light Dragon shed the final tear is brilliant and easily the best way to learn of the twist. It's just a shame it hurts the storytelling of an out of order playthrough.
@@speedude0164 That would have been such a better idea than what they did. I do still wish that the order still existed since you can start the quest with something random like Ganondorf transforming after killing Sonia but if they simply cut out the Mineru section in the final tear, it would fix so many problems
Or, maybe, they could have made you work harder for that good ending and requiring players to go through a secret side quest, maybe completing a hidden dungeon in the sky or depths, learn about draconification while inserting some lore about Farosh/Naydra/Dinraal's origins, and unlock a spell or method to undo the process for Zelda... you know, like every other open world game on the planet would have done instead. The worst part of TotK's ending is how cheap and unearned it feels. They clearly did not give a d*mn about the story. I guess these 150 new shrines and over a thousand korok seeds were worth diverting attention and dev time away from the story...
Thanks for the shout-out! Oracle of Ages I would have to pick the goron mini game, it's required to progress and way too difficult. Also an honorable mention to the gibdo well in Majora's Mask. It's a part that is so stupid I just look up what I need every time.
hot take: oracle of ages' mermaid's cave is hell. i've always been annoyed at ages' time mechanic, not because it's bad, but because it can be annoying to navigate at times. mermaid's cave is essentially 2 dungeons combined, one in the present, and one in the past. not only is it long and obnoxious, but the dungeon item is... a mermaid tail. we did not need a better flipper.
WInd Waker: "NYEAH! HOY THERE SMALL FRY!" You have to hear that "NYEAH!" and read that text SO MANY TIMES because of the map piece deciphering aspect of the game and I STILL haven't forgiven the devs for that.
Ryan: The beginning of wind waker is bad, because I have to progress the story instead of going on the adventure I was promised. Also Ryan: The end of wind waker is bad, because I have to go on an adventure instead of progressing the story I was promised
Calling the triforce grind "an adventure" is the biggest insult you can give to adventures everywhere. It's more of slop around the map slowly, pulling up item after item after item, most just being 10 rupees or some bombs or arrows. Occasionally you can't pull up items because there is a fort with too many projectile firing enemies nearby so you have to get out and take them to clear them out before you can begin drudging up boring items again until you hit the triforce one. THEN after you do that 9 times or something, you have to grind for rupees to pay the extortioner manchild wearing pajamas with an annoying name. And if you haven't discovered a good strategy for earning rupees then it is *SLOW*. Most of the best advice outside of speedrunning communities that route all the 1-time big rupee hauls is simply just "go into a building and smash all the pots, then exit and repeat", quite the adventure indeed.
@@Milktube alright well there seems to an issue of perspective there. Cause I do agree, I too, struggle to enjoy the triforce quest. But you gotta keep in mind, most games are not designed with the speed running community as their target. They're designed to give you an experience and then you move on. Nintendo, is not banking on you making the wind waker your entire life for the next 10 years. All goes to plan, you play this game once, maybe 2 or 3 times. You get to a point where it feels like a grocery list because you've got the route down to muscle memory, that's not the game's fault. So, from the perspective of someone whose playing this for the first time, and doesn't already know what they're doing, yes, it is an adventure. Moreso the maps than the pieces themselves, but yes, figuring out where things are and solving the puzzles to actually obtain them is an adventure. Minecraft for example, is a game that's designed to be played 1000 times in 1000 different ways. Although the core mechanics remain the same, Everytime you start a new Minecraft world, your experience is gonna be a little different. Wind waker on the other hand, is design linearly. Which means that Everytime you play it, your experience is overall gonna be exactly the same. That being the case, of course it's going to get boring and slow if you play it enough times that nothing is new anymore. It doesn't matter how engaging or creative game design is in a linear format, you will eventually get bored of it.
Thank you so much for shitting on JabuJabus belly, I’ve always thought the water temple wasn’t that bad and that “Links Digestive Journey” was by far the worst dungeon in the game.
Imo, Jabu Jabu Belly is the only visually interesting child dungeon in Ocarina. Great Deku Tree and Dodongo's Cavern are exceedingly bland and boring by comparison and it always makes the beginning of the game such a slog to get through even if those two dungeons are the tutorial dungeons and are over in 40 mins tops.
It's really a great dungeon. It's just tedious on N64 with all the pausing. And that one part in the middle when you raise the water and may not realize that platform came up that you need to go under
Btw its not that obvious but the order of the memories in totk are shown on the walls of the forgotten temple. It would have been nice if the game mentioned that they were in some sort order but once you know, its really helpful.
I feel like if you aren't rushing through the game it's easy to notice it though. I played the game from day one and noticed it. I do wish I would have done the "dungeons" before all of the memories though, because doing the memories first was a spoiler.
Couldn't get into minish cap. Tried twice, and literally all I remember about it is the distinct feeling of being trapped in the bathroom. Constantly stonewalled, unable to move around and find the place where I'm allowed to progress.
I didn't know there was a bathroom in the game to get stuck in xD /jest My issue with the game is your HUGE collision box, it's much less lenient than in all the other top-down games. The other games let your character sprite marginally overlap with others before you're counted as colliding with an enemy/projectile, in Minish Cap the collision box size matches your sprite size. The swords range is also pathetic when attacking upwards.
Ignore the people who say that your struggles with the difficulty in A Link to the Past is a “skill issue.” I do think it’s a tad disheartening that footage of the Link’s Awakening remake was used and not the original, yet footage of both the original and remakes of Ocarina of Time. You do deserve to be clowned on for the poor judgment on Majora’s Mask remake. You say the bosses in Majora’s Mask are easy yet whine about Link to the Past, so disregard what I said about it up there before.
Watch the Majora's Mask section again. He never said anything about the difficulty of the bosses. His criticism was on the design changes from no obvious weak points to nonsensical eyes as weak points on everything.
Cool video and I agree with the most things. But I missed one thing and that is the freaking owl in Oot who keeps talking to you and then asks if you understand and they put the NO on top so you can hear the whole thing over and over if you try skipping to fast😅
I mean the original zelda did come with a map on nes. I think the intent was to use the map, take notes talk to friends etc. So when you take thay into mind it sounds really fun and not really an issue theres no direction. Genuinely figuring out your quest would be so rewarding. Obviosly if your just playing it on nso not the same but i think theres still something really rewarding about being given no direction and you just explore.
I personally think the gameplay and progression is fun enough on it's own without the "use the map to find your own way" gimmick. All this to say whenever I replay that game I just use a guide for where to go and get to playing it's a great time every time
The thing I hated the most about OoT wasn't the water temple (i did enioy that one too) It's mainly how empty hyrule field feels... I get that it's sort of the point, but I just wish there would be more to see there except like one rock with a hole under it with cow and 20 rupees in it, y'know? Which is also a point I make with Windwaker, while it's my second favorite Zelda game ever, I feel some parts of the ocean feel really lifeless and empty, and I GET that it's the point and part of the lore, it's just a little disappointing Though I guess that fits in your wasted potential point
If i'm not wrong, in Totk, when you finish the quest to get the paraglider in lookout landing and start the main quest regional phenomena, i think Purah says that we should maybe start with the rito village. If we do so and goes followings the paths, we come across the new serenne stable and here we have impa, giving us the drangon's tears quest. Next to her we have the first tear and if we follow what imap told us when giving us the quest and goes to the ancient temple as she asked, in the back of the temple behind where was before the statue of the godess, there is a room with a sculpture of hyrule, the location of the tears and on the wall, their order to not be spoiled. But yeah if you didnt saw that while playing, there is no way of knowing the order without getting spoiled by yourself.
Having Zelda returned to her Hylian form and Link getting his arm back kind of felt cheap. Like at the end the whole mess was just magically resolved? Some of the storytelling choices felt as permanent as the weapons...Oh wait 💀
In my opinion Wind Waker HD tried the wrong kind of fix for the triforce collection quest. Mostly they just removed some of the charts, but that wasn't addressing the real issue. In Twilight Princess, one of my favourite parts was coming back to town and putting money in the shop donation box. If they'd just paced out the charts so you get them steadily throughout the game, i would happily spend the whole time giving tingle all of my money to decipher them. The problem is that you get to the end of the game and suddenly it's like "go find all these charts then pay a ridiculous amount of money that takes multiple full wallets to carry, just so you can enter a place you've already been twice."
I haven't played the game in a while but were you not able to get the triforce shards whenever you wanted? I don't really remember doing it all at the end of the game
@@MarzipanCat. You 'could', sure, but you had no idea to even look for them until you suddenly needed all of them. I don't think most players found even a single shard before that point, you're typically not even aware they exist.
@@MumboJ i dont know about that! You're not aware they exist but most players do do some exploring and try to solve the mini puzzles on the islands I figure and some of them automatically reward you with a triforce chart. The ocean looks so big with all its islands, I cant imagine most players just blindly follow the main route. They might at first until they get stuck in a dungeon and then they probably go explore a little.
Zelda 2 has its flaws, but I actually really respect it for experimenting and trying new things. And I'd honestly love it if Nintendo tried making a Zelda game in that style again...but ironing out the issues the game has and making an all around better end product.
the double song of time was in the original majoras mask. but it didn't allow you to choose a specific time. it just went to the next 12 hour increment.
Man, I recently replayed Phantom Hourglass and I actually enjoyed the temple of the Ocean King. I think it's one of very few times where a game does backtracking and times challenges right. You often have more than enough time on your first playthrough to generally even worry about the timer. And the dungeon is set up in a way where you can take items you get later in the game and skip through parts of the dungeon. About halfway through there's a checkpoint where you can skip right to there from the start, and only take up the amount of sand you used during the first portion. And that's leaning into my favorite part. Doing my best to speedrun the dungeon, and strategically pick up the timer refills had to be my favorite part of this fun experience. It's actually possible to complete the dungeon with a full hourglass using the right moves. Trying to beat my best times was really fun. I think this dungeon is incredibly well made and it's always disappointing to see it so frequently misunderstood, I was dreading it when I went to replay Phantom Hourglass after so many years, but ended up loving the dungeon most of all, and I highly recommend you try it with the mindset I had! And the controls? Yeah I liked them. :3
I'm surprised that Bottom of the Well wasn't mentioned at all. It's the place where most of my OoT playthroughs end because it's just so annoying to play through, with all the traps and fake floors that drop you all the way to the bottom. I find it so irritating that more often than not I just stop playing there.
For Twilight Princess: everything after Zant (and possibly even Zant himself). Let me explain. Zant: goes from a stoic, seemingly all-powerful badass to a neurotic, wildly-flailing croney. The Ganondorf reveal wasn't bad, mind, but the sudden shift in personality with no indication that he's Actually Like This before was jarring at best. After Zant: the story completely stops making sense. So Zelda didn't die to heal Midna, despite all appearances? How did Ganondorf get her body? How is Zant back? How did he kill Ganondorf if Ganondorf was the source of his powers? WHAT THE FUCK IS GOING ON?!
Don’t know exactly Zelda is back but - they explain in game that Ganondorf can revive zant as many times as he pleases. I assume he might be able to do the same to Zelda - he revives zant so that he has a link to this world. If Ganondorf dies then he can use zant to come back again - which is why when Ganondorf is stabbed, zant kills himself so Ganondorf can’t revive
@@davidspring4003 I believe Zant says that his God can bring him back, we just took it as a lie but maybe he was right, also I think Zelda is turned into a spirit which Ganon can manipulate and revive if he wanted to
Dude, I didn’t even realize this was only your 4th video. I thought you’ve been doing this for years! Instantly became one of my favorite zelda TH-camrs, keep up the great work!
There arent many bigger Twilight Princess fans than me, but needing 5 heart pieces for every new heart container is always a BIG issue that none of these videos ever talks about.
i actually prefer the regular ending over the zero deaths one. The idea that all these people and places will only live on in your memories is much more powerful than if one of them randomly escapes the dream.
@@ashleyvanbeek7045 I kind of prefer the no death run simply from a gameplay perspective. Adds extra challenge without a use of Hero Mode. Knowing a single careless death can lock you out of a unique ending is a pretty cool challenge. Considering most Zelda games rarely have me worried about dying (only really happens to me in the NES and SNES games along with Botw/Totk) it's nice having a Zelda game that REALLY keeps me on my toes when managing my health.
I know why so many people dislike the temple of the ocean king as a kid I hated it too. It often took me 20 minutes to get through the first half as a kid because I was scared and overly cautious, but on a recent play through it only took me 5 with only 2 minutes gone on the timer. The whole nature of temple of the ocean king is a speed run kind of thing so there are a lot of skips you can do once you get new or better items. Also would suggest both ds title even if the controls or blowing into the mic sucks a lot of the bosses are super fun even if the dungeons are on the easier side still a very good set of Zelda games in my opinion.
Regarding Tears of the Kingdom: 1) the games DOES give you the order of the memories, it's in the Forgotten Temple and you are directed there after you get the first memory (I took a pic of the murals and searched them in order). It just gives you the freedom to do them out of order, but that's your choice, ultimately. 2) Zelda literally spent thousands of years as dragon (at least 10 thousand). And it being undone doesn't undermine her courage to do the ritual, because no one knew it would be possible to undone it (and it was a very unique thing what happened to Zelda).
Zelda turning into a dragon and the tale of the imprisoning war was the best part of Tears of the Kingdom. I also think it has the best ending in the franchise.
Ya know what really hurts about the fight with the imprisoned in SS? The fact you first play through it by going after the toes. Then in your second playthrough, you realize you can just fly up to the next level, jump on it's head, and then it hit the spike, making the fight extremely trivial...like the toes don't even matter once you realize you can do that. So you either choose the hard way and wack them little piggies, or the easy way by jumping on his head. I remember just raging at the imprisoned in my first play through...then I saw someone else's playthrough and they did it the easy way. I honestly felt so stupid...
I'm so glad YT recommended this video to me, I really enjoyed how you edited/voiced over this video it seemed less like a watch mojo sorta video and reminded me of old peanutbuttergamer and even AVGN both I obsessed over back in early YT days so it's really nice seeing someone doing videos like that now a days. Bit of a random comment but I just wanted to share my appreciation for the effort and fun-ness you put into this video ^^
The only issue i really have with BOTW was that it broke my heart with the Champions being dead. Mipha in particular. You don't create such a sweet and caring character just to kill her off immediately Nintendo.
That's probably why they made Age of Calamity. "Here, a timeline where they all live but now Sidon needs more therapy than he already did, are you happy now?!"
as a phantom hourglass lover, hear me out. the ocean temple isn't THAT bad because you unlock shortcuts with each new item you acquire. for example, there's a spot where you can use the tightrope walking mechanic to get to a previously inaccessible door that allows you to skip a large portion of what would be repeated. the temple itself began to feel homey in a weird way. and being able to go back and absolutely slaughter the phantoms in the last run through of it was INCREDIBLE. i also really enjoyed the "water on the floor makes noise so walk slowly" thing. the feeling of being chased by the phantoms was so cool. here are my candidates for the real worst part: 1. copying the map on the wall to your map. i actually really like this mechanic, but only because i actually figured it out. navi tells you to "press the maps together" to transfer the information. SO MANY people could not figure out what that meant. what did it mean, you ask? it meant to CLOSE THE NINTENDO DS. PRESS THE SCREENS TOGETHER BY CLOSING IT. if you didn't manage to have that lightbulb moment, you were dead stuck. you may have gotten it by accident from closing the ds and coming back later, but if you took care to always save the game and power the ds off (as you were SUPPOSED to for device care), you would never stumble upon it. 2. my pick: the dungeon music. it is literally ALL THE SAME. ALL OF IT. FIRST, LAST, MIDDLE, ALL THE DUNGEON MUSIC IS THE EXACT SAME TRACK. it got so obnoxious. the duh... duh duh DUH duh of it is STILL stuck in my head 17 years later. such a missed opportunity. hell, it may have made the ocean temple less obnoxious for people if the music changed slightly with each return, as i can't imagine the repetitive music had NOTHING to do with why that dungeon felt so tedious for people.
@@christophermartinez4104 basically there is a TH-camr named pbg Peanutbuttergamer and he used to do Zelda month and in one of his videos he’s playin wind waker and sailing and says “ADVENTURE YEAHHH”
this video is great, high quality to the point I genuinely thought I was watching a 100k youtuber, and im sure you will be, im just glad to be part of the journey :D
I'll stand by this belief until the end of time: if you hate the Temple of the Ocean King just because you have to keep returning to it, you missed the whole point of returning to it.
No; the dungeon sucks and anyone who thinks otherwise is objectively wrong. Same for that stupid tower in Spirit Tracks - those dungeons and the fact that you have to keep going back over and over again are why I gave up ever trying to finish those games.
@@KamenRiderGumo You're free to not like things but by God, insisting that anyone who likes those things or is even neutral to them is wrong is IDIOCY.
I've often found it odd that people complain about how long it takes to get a dungeon in TP, when it takes 4-5x as long to get to the first dungeon in BotW or TotK, but nobody complains about that. Personally I've never minded TP's intro and appreciate the groundwork it laid for the story.
@@Ryan64yt Fair point! TP is my personal favorite so I tend to give it the benefit of the doubt in most cases and not mind things that most people disliked about it.
@@Ryan64yt My only problem with Twilight Princess was that VERY early part of the game where you had to catch a fish with no bait. I don't know what I was doing wrong (perhaps my controller), but it took me 30 minutes to do it. I don't think I did ANY more fishing in TP after that.
Flaws that can be avoided with a high skill level are still flaws, and people need to stop pretending like they aren't. There is a difference between a game being challenging and a game being unfair. There is a difference between a puzzle that tests your intelligence and a puzzle with a confusing solution. Someone who first played one of these games since they were very young, as has done many playthroughs since, won't have much of a hard time progressing anymore. So when a newer player picks up the game for the first time and they hit a wall in a part of the game where the way forward is too cryptic, or where the game is too punishing, it can be easy for the veteran player to dismiss their complaints by saying that the new player is simply bad at the game. This is the wrong thing to do in that situation. People go about playing games in different ways, and it's up to the game to give the player the tools they need to succeed regardless of playstyle rather than just leaving them behind. Not all games are for everyone, but there's a difference between a game that doesn't appeal to everyone and a game that gatekeeps its players with its design.
Temple of the Ocean King was honestly my favorite part of Phantom Hourglass. Sure you back to it a lot but you always come back with a new tool to make it through the dungeon even faster than before. It's really unique in that way.
Same tbh, I never understood the hate for it. I honestly think my favourite part about phantom hourglass is doing the last run through the Temple and defeating every single phantom.
Nah, the flute in Spirit tracks is fine because it can be cheesed. Especially with the E word. The actual worst part of Spirit Tracks is the ice dungeon boss Frazz. First off, you have to be constantly moving to avoid his ice/Fire breath attacks. But in order to damage him you have to stop moving to direct your boomerang and hope that it hits him while he's moving after also hitting the fire/ice torches first corresponding to which attack he's about to use. Fucker also has five phases, and after the second one he destroys the two torches that are your only reliable way to deal damage. Leaving you with three phases of bullshit where you have to dodge attacks them quickly use the lingering damage spots they leave instead of the torches. And on top of all of that there's two phases where he splits apart into several single element shits that you have to one cycle and memorize which one was which element. And on top of it all there's barely any way to recover health in this fight. Each dungeon has a somewhat annoying gimmick boss fight, but they all felt doable if you could get the gimmick down. Frazz is just a massive sack of shit that almost made me quit the game.
The tldr is Frazz sucks, is a bunch of bullshit, and is the true worst part of Spirit Tracks. I wanted Zelda with trains not a rage induced brain aneurysm.
Really? His attacks take forever and memorizing which little tiny Frazz is which isn't that hard, especially when you can check the top screen at any time.
I think the worst thing about Link's Awakening is the controls. You have automatic blocking with the shield in the first three games. Then, they decided to make the shield an equitable item you need to activate. As you mentioned, the inventory system was not good, but they had to work around the two buttons. It's understandable, but still bad. However, the shield was just a bad decision. Minish Cap had a similar problem. They had two more buttons, and neither were used for items. The roll was not all that useful and probably could have been cut, but if you really wanted it (and the special attacks it allowed, not that I used them hardly ever), the kinstone button is indefensible. It could have been used from a talk menu. It did not need to have its own button.
Yeah, I just played through both of the oracles games, which has the same controls as Link's Awakening, and I NEVER used the shield unless I was dealing with those specific enemies that you have to knock over first, because I just couldn't waste a button on something that I wouldn't use very often. You can upgrade the shield, twice if you're played a linked game, and yet I have absolutely no idea what those upgrades do to improve the shield besides a name change because I just never used it enough to know what it could/couldn't do
Reasonable takes could have been: Mothula, given it negates any damage taken if it gets pushed into a spike. Cold Stare, it takes too much magic (without Bombos) to even start the fight without getting a refill before (unlike Trinexx), easily resulting in frustration on a first playthrough. (Moldorm, because skill issue gonna skill issue but at least we all fell down once). Instead we got these takes...
@@Ryan64yt I mostly think that complaining about a game mostly because of its difficulty is just stupid. Especially when that is SO subjective, I find Link to the Past to be quite easy, I also first beat it when I was like 5 or 6. Also you called the dungeons mediocre, how DARE you say that lol.
Goht can be killed in seconds. Gyorg can be completely camped out by back flippping at the right time when it crashes in the stage so you won't fall into the water. Which is why the second portion of the fight is now underwater. Twinmold honestly wasn't even a good fight for a fibal dungeon. Remove the eyeballs on all four bosses. But keep Odwala the same as it's N64 fight where anything can kill it.
I've attempted Zelda II three times, at age 9, 17 and 25(i'm 30 now) and I still haven't beat it. And I never plan to play it ever again lol. Also THANK YOU for saying Jabu-Jabu is the worst dungeon, it really is so bad and annoying. The boss is kinda fun, but thats it.
i love your content bro i hope you have a blessed day/night video idea: rank every zelda game based on difficulty or how fun it is. I hope you keep up the amazing content for as long as possible :)
Small "fun" fact, I've been traumatised by Jabu Jabu when I was younger, to the point I had to seek a therapist because I couldn't sleep for multiple days in a row at the time, or I'd just refuse to sleep because I had nightmares of it (I was around 8 I'd say). Seeing someone hating this dongeon as much as I do is somehow reasuring lmao.
That was a fun video! I'll be sure to check your previous videos later, I like what you're already able to put out, despite having just started pretty much. Keep it up :)
Link’s Awakening has by far my favorite Zelda story. I feel like it does a good job revealing that it’s all a dream about halfway through giving you enough time to accept what’s gonna happen. It perfectly captures the sadness that often follows dream imo
That post you included at 1:08... shame on whoever wrote that. What a terrible critique of a game: "The puzzles are different in 3D compared to 2D!" You don't say? "The twist is no longer a secret because I know about it!" No shit, that's how twists work, and the game was released 26 years ago 😂 Anyhoo, nice video. I would say my least favorite part of Wind Waker was how impossible it would be to figure out what to do next without the internet or a friend helping you out, much like your critique of the first Zelda game
They DID give you an order to follow for the TOTK memories. If you do what Impa asks you to do early in the game and meet her in the Forgotten Temple in the room behind the fallen goddess statue, there is a map on the floor and murals on the walls in order. I followed the order the game gave me and didn't have the game spoiled for me at all. They gave you an order for the memories in BOTW, too. The photos in the Sheika Slate correspond to the memories and are in order. TOTK made the process so much easier with the geoglyphs. I can understand why people might not have followed the order in BOTW because the memories were hard to find, but with the map, the murals and the geoglyphs it was super easy.
@@janerogers2101 it’s a terrible design choice in an open world game that encourages spontaneity and freedom to place potential spoilers that punishes you for doing so
great video, im glad it got recommended to me. im also happy you didnt pick the water temple as your least favorite part of oot cause its actually a good dungeon. keep making good content!
Holy smokes, there are a LOT more comments than I thought there would be! I won’t be giving everyone a written reply as I simply don’t have enough time for that but I will still be reading everyone’s comments and liking them. Thank you guys for watching :)
Bro you have 3 videos. Respond to your viewers if they comment when you can. I don't think you quite understand how lucky you are to have so many subscribers in only a few videos released in a month or so. You have great presentation, cover good topics, put your twist on things, and not an annoying voice. Want to help see you grow, just don't forget the people who Madd it possible :). I subscribed the 1st video mate
@@HellzReaper1192fax
When you make quality videos you get results. 🥰
• 4 Swords - It's good, make a friend and play it. Heck, I'll play it with you if you can't find anyone else lol
• Zelda 1 - I beat it without a guide, and actually I found the 8th dungeon before the second one because I figured I would see if the bush could burn or not because that one bush dividing the screen felt like it could be moved out of the way. As for the bombable wall above the starting square I found that without a guide too, specifically because I thought the outcropping of rock was weird so I bombed the otherwise flat wall around it.
• Zelda 2 - Yeah, you can blame Nintendo of America for the difficulty. They kinda butchered it out of fear that people would rent it from stores rather than buy it.
NOA made a few things easier/better, but overall they wrecked the pacing of the game.
Also it was a platformer because videogames were a new concept and creatives were more interested in experimenting with new things. It's actually really common for the second title of many series from this era to be a bit of a black sheep for changing things up before the third game refines what worked in the first.
• ALTTP - Actually agree, this game is super overrated. It's got some good moments and fun ideas, but it's clumsy, has subpar dungeons, too many items that either do nothing or essentially double up on the same concept, and mostly bad bosses. It's still fun enough, but I honestly think it's just about the bench mark for the most perfectly average SNES game.
I would rather play Marvelous or Spike McFang tbqh.
• LA - I think that LA DX is close to perfect, outside of the touching rocks text stuff. And the fish boss.
• OOT - I'm one of those rare Zelda fans that doesn't think this game is flawless. I actually think it has a ton of problems and serious shortcomings, and I think that what people mistake for the game being flawless is just its uncanny ability to present a timeless adventure atmosphere.
It's sort of like Castlevania: Symphony of the Night in that way.
Both of these games do have genuinely serious problems and a lot of clumsy aspects, but something about them makes them greater than the sum of their parts and allows them to shine through their failings.
But yeah, Jabu Jabu is low-key soul draining. 🫠
• MM - Nothing to add from me, you got this one right.
• OOS - Fun Fact: It's actually partially a remake of Zelda 1.
• OOA - It would be nice to see even the original GBC games in a collection that adds context-sensitive actions and multiple buttons for items.
• WW - Honestly I think getting to Forest Haven is more dull than Forsaken Fortress. It's honestly super short and easy and you can skip most of it.
As for the scrapped dungeons reappearing, that wouldn't work because you've already played them by this point.
Basically the Zelda team recycles item and dungeon ideas that don't make it into the final product in a future title. There wouldn't really be anything for them to add because they were used in another title.
• MC - Minish Cap is surprisingly difficult.
• TP - Oh, finally we have a big disagreement haha
This game has almost nothing to do outside of its main story. Hawk whistle exists for no reason after you're forced to use it once in the beginning. The Slingshot is worthless. Too many bottles. Walking bombs are worthless. Spinner is worthless outside of its dungeon, and to this day it is the only Zelda item that suffers active nerfs outside of its dungeon_(seriously, go compare the speed inside its dungeon and outside)._ Dominion Rod is basically worthless. Double Clawshots are a fun idea but they're severely under utilized in interesting ways, and the only thing they really get used for are long drawn out timing sections where you wait forever.
The bosses are all spectacle and no substance, especially the boss of the Goron Mines _(whom you can literally chain hits to death on)._ That first Forest dungeon is super dull and takes too long. The tears of light collecting stuff is bad. Hyrule Castle is super empty, and Ganon just sitting there for no reason as you slowly resolve everything he did makes him come off like a total chump.
Honestly I think it's the weakest, most uninspired 3D Zelda by a wide, wide, wide margin. The original box even had a magic meter image make it onto its final design, it just feels incredibly by the numbers with fake depth. It gets even more annoying by how many things were completely cut from pre-release trailers... seriously, almost nothing from the original video or most game magazine screenshots of the time made it into the final product. The whole ghosts in the sewer and genuinely oppressive atmosphere leading up to meeting Zelda goes nowhere and makes no sense in the context of the game we got, it's very clearly stuff from a much darker build that we never received.
So yeah, to me it's by far the biggest disappointment in the entire series and I could verbally dissect it for literal hours. The only saving graces are a few good items and several top tier dungeons in the middle.
• PH - Pretty much.
• ST - Also yes.
• SS - Motion controls are fine.
I think the Imprisoned is okay, but boring. Definitely didn't need to be so many fights.
For me the worst parts of SS are:
a.) the arbitrary removal of the day and night cycle
b.) the fact that there is so little to do in Skyloft and above the clouds despite having all that room
c.) the fact that the clouds that separate Skyloft from the land below don't seem to exist from down there whatsoever
d.) nothing about the world below feels like a place where the Demon King essentially won and forced Hylia to flee
• ALBW - Baseball game is fine, just takes a bit to learn it.
• BOTW - Agree, also too few enemy types. Definitely would prefer if there were a third as many shrines and they instead made them each three times as big with expanded takes on everything.
• TOTK - Those are both good points, and also the Depths are very mediocre.
I think the ending should have been something the player does, a major side quest, maybe a reward for beating all shrines? 🤔
You didn't mention one problem with ANY of the 3 CDI Zelda games, therefore, you must think that they are perfect.
If i had a nickel for every time nintendo sold me on a zelda game based around sky islands and then failed to put enough content on those sky islands, i'd have two nickels. Which isn't a lot but it's weird that it happened twice.
That is so true
Putting enough content on islands in general is a problem.
Also having (part of) the story be at the very beginning of the timeline.
nice reference
Minecraft does it better somehow
The worst thing about Twilight Princess is that the song "Midna's lament" is interrupted every time you come close to an enemy which completely destroys the atmosphere which would have been one of the best ones in any Zelda game.
This is so true, especially since there are so many enemies you can encounter
what about low HP on 2d zelda? im thinking making custom level oneday where its EXATLY that. whole temple no enemys just puzzles but set to half heart under ANNOYING peeping noise, your given 999 rupees, you can eaither spend them on a SINGLE heart (not container) to make it STFU or play thugh temple with the ANNOYING noise and keep the rupees, but i will go the extra mile and the temple will play ALL THE GOOD music.
@@NightmareRex6 That's so evil. I love it.
It would have made the situation feel even more urgent!
Another story detraction from the Midna's Lament moment in the game is putting the Poe ghosts sidequest right in the middle of rushing Midna to Zelda before she dies. Like, why? Why on earth would a developer ever think to put that sidequest introduction during a pivotal story telling moment in the game!?
The original Legend of Zelda for NES came with a map in the box with the cartridge showing most of the overworld. Most of the dungeon locations were revealed, and it showed places with secrets by showing a ? on that area. Using that as a starting point, I used that to figure out most of the game. Sure, there still was a bunch of trial and error, but without all of the contents of the original game box, you're not really experiencing the game as it was when it came out.
Bingo. Manuals were *incredibly* important. It's like complaining about an old PC game having stupid anti-piracy peripherals because you don't have said anti-piracy peripheral.
Man I had no idea, obviously I never played the game when it came out because I wasn’t even alive but that’s really interesting
@@Kylora2112 Things is that these things become problematic if you buy it second hand because you wont always buy the game with the box and all it contained.
@@toumabyakuya Or if you play the digital rerelease where they don't give you access to the stuff you were expected to have with the original. Ask a Startropics fan sometime about what that game is like without the manual.
Didn't Nintendo add all this stuff just to the western release because they thought we were too stupid to figure it out? 😅
I noticed the CDI games aren't on here. That just goes to show how perfect they were. They were truly a master class of game design!
You better be being sarcastic or we're gonna talk.
Oh, that’s so cool man, such masterpieces of art in this world can’t compare to those games, I still can’t get why people said it was shit
or... now hear me out.. he figured that EVERYTHING about the games was shit so their was no point in bringing it up
@@hotshot2472010 or hear ME out... No u
Golly! Look at all those heads!
I have never in my life heard someone complain about the difficulty in Link to the Past.
Honestly, the whole Link to the Past part of this video completely ruined my opinion of Ryan's take on it. Like, HOW IN THE HELL did you miss out on playing this game!? I understand missing out on it somehow, but the fact that Ryan bashed on the dungeon design is insane to me.
Sorry bro :(
@@Ryan64yt consider this: A Link to the Past was the first game to give each dungeon a design that made it unique from the other dungeons. In the first two games, you could only tell the difference in the dungeon based on the color pallet associated with the dungeon. In A Link to the Past, you have environmental textures (sandbox in the Desert Palace, the dreaded ice textures in the Ice Palace, lava in Turtle Rock, etc). The dungeon designs were varied between linear (Tower of Hera), non-linear (Skull Woods), and a combination of both (Turtle Rock). This is the game where items played a big role in the progression of the dungeon (hammer the moles blocking paths). There is just too much to appreciate from the dungeons and their design to simply dismiss the way you did, in my opinion.
@@Ryan64yt it's fine.
thats new to me. too I understand that maybe it is something about being used to the new gameplay styles and controllers. Back in the days even my most casual hommies enjoyed ALTTP
Hot take: the worst parts of OOT are the reward for getting all 100 gold skultullas and how useless the ice arrows are. Those two aspects just get to me.
The ice arrows were lame af I agree..
@@Ryan64yt forever thankful majora made them incredibly useful
@@EKIButtersand then 3D removed the coolness :(
Wait until you find out the prize for all the korok seeds in BOTW/TOTK
Luke warm take: I actually like the general Zelda approach to collectibles - around 50-60% of the collectibles usually yield you the best reward, and if you still decide to 100% everything you do it simply for the sake of completing it anyway. It would be way more annoying if you actually had to get _every single Skultulla_ to get some really awesome and useful reward.
dont get me started on that heart piece on minish cap where you need to get every figure from the gacha machine
My god I completely forgot about that one, buying all the figures took SO LONG
Fax
I'm never doing that again.
I’m literally doing this right now 😭
Yup 😂
Ryan. What if I told you that you can completely bypass the Improsioned's feet. As soon as the fight starts run over to a wind shaft and go up to the next level. Jump on the imprisoned head and smash the seal. You can also go to the middle of the arena and ride the huge wind shft and fall down on the head. You can do this for every fight and makes the second fight way easier after you use Groose to knock him down.
Groose's cannon is so slow to recharge and hard to aim, though. Trying to hit the Imprisoned feels unnecessarily hard and if you miss once you lose.
Right? Who bothers attacking the feet after the first time you did the third fight and it showed that you could just completely ignore them and go straight for the Imprisoning Spike on his head instead?
The Imprisoned fights are an easy way to replenish a few hearts (from the plants in the arena) while taking no damage from the boss in the Thunder Dragon's challenge.
I did know that, but unfortunately i learned it during the boss rush and not during the actual game…
You will have to rely on Groose's cannon at some point since he can shake you off.
Well Said. I actually don’t mind fighting the imprisoned that much in Skyward Sword. He is however, my least favorite giant boss in Hyrule Warriors because you actually have to destroy his toes to reveal his weak point gauge. But your mileage may vary depending on the mission or your warrior of choice. The Imprisoned has single-handedly ruined my chance of getting an A Rank for certain missions before. But I never hated fighting it in Skyward Sword.
The part where link reqches out to zelda in TOTK actually made me cry a bit because it reminded me so much of link reaching for her in Skyward Sword. This time he actually catches her, so many years and iterations later❤
me too
Real, I was texting my bf in all caps about that part when I played
The fact the the worst part of links awakening is that the ending envokes genuine emotion really shows how amazing it is
Link's Awakening benefits from not being tied to the Triforce storyline with Zelda and Ganon. It was able to do it's own thing; if you're like me and didn't have parents that spoiled you with game consoles, Link's Awakening was your first Zelda game, and you had no idea who Zelda was or what the Triforce is. I didn't play another Zelda game until college and emulators were a thing.
I think the worse part of it is its length and difficulty, but well the ending sucks too
As someone who will glaze totk till he dies, there is one simple thing they could have done for the memories. LOCK THEMA. When the game staters, make the first memory (the rauru one by the Serene stable) the only one you can get. Then you do the whole forgotten temple stuff with Impa, and she tells you, “You should check out the geoplpyh in the Hebra mountains.”
That way, only one memory gets unlocked at a time(not spoiling the story), and it also gives Impa a bit more use as a character.
I get the whole open world desire, but do not do that for a story.
I 100% agree with this, like how hard was it to do this??
The order was LITERALLY ON THE WALL
@@themagnificentsansandmylaz4115 I know! AND THEY’RE A MAIN QUEST. And yet despite that it’s very easy for a ton of people to just ignore that and accidentally do them on their own.
@@AdrianHernandez-rn1sq it doesn't take rocket Science to connect the two, and I am nit the smarrest person, literally i have to google soultions for every second zelda dungeon i play
@@themagnificentsansandmylaz4115The geoglyphs on the wall looked like they were placed there so that the player can see them better! I only paid attention to the map on the ground and took a picture of only that map so I can find them! I didn't knew that the geoglyphs on the walls are the actual order until a TH-cam comment told me that AFTER I found all of them and was just missing the one you get after finding them all!
Majora's Mask is such a beautiful-yet-controversial entry in the series. On one hand, they gave you a grim-yet-beautiful world full of vibrant characters with lives and troubles that link can get involved in. That, or you can just explore and take in the environment using the multitudes of movement options given to you throughout the game.
On the other hand, youre not really given all the time to do so since the f*ckin apocalypse is hanging right over your head about to delete everything in a few irl hours. I love the dichotomy though. You only have so much time to do what you want or need to before starting over. I love the way Majora's Mask really makes you feel like your time is valuable.
Thankfully there's the Inverted Song of Time, which on the N64 slows time to 1/3rd the normal rate, giving you 3x more time to do things (on DS it only slows it to 1/2).
The only real issue with Majoras is that there's only 4 dungeons. A good Zelda game balances main quest and side quest. Only 4 dungeons means the majority of the game is just heart piece/mask collecting.
@@Nidoking4Life And story telling, most of them are accompanied by a quest involving NPC's final moments (whether they realize it or not).
I'll give you one for Oracle of Ages, when you acquire the mermaid tail, you stop being able to swim by simply holding on the d pad where you want to go. Now you have to repeatedly tap on the d pad the direction you want to go
Jeez that sounds rough…
There's actually a mod that fixes that. It also came with a mod that removes the underwater effect which I personally don't have an issue with. You do hear a rapid swimming noise when you use the mermaid tail.
This! I so hated that. It was fine before so why the heck would you change this just because of an upgrade? Upgrades are supposed to make it easier, not more annoying.
Kids in the 80s beat Legend of Zelda without Nintendo power, because the game came with the instruction manual that gave you some starter hints that helped you to figure out how to play through the rest of the game, and it also came with pretty decently sized map of the overworld.
What amused me the most about Ocarina of Time is that when playing the Master Quest version, the water temple was the only temple to feel both much easier, and much faster to complete
on the other hand, in master quest Jabu Jabu's Belly is even more gross, as there is a cow being digested alive
@@daniel_361 Yeah that was a turning point XD My older brother never played master quest because he said it was getting stupid and ridiculous as this point, and i persevered.
I feel the same way about the Fire Temple in Master Quest. Because of the early placements of the hammer and boss key, you can skip everything in the dungeon beyond the pillar.
One of the things I hated about Twilight Princess is how they just threw Ganondorf into the story for no reason
@@johnolmos8670 But he still had better characterization then totk Ganondorf
@ sure but it’s still pretty dumb to just throw Ganondorf in the story when you already had a good villain in the game.
@@johnolmos8670 I still liked it because Ganondorf is my favorite character, but we're entitled to our own opinions.
For me, Skyward Sword's biggest failing was that there was virtually nothing to do in the sky. For all the emphasis put on the bond you have with this bird of yours, there's not much to do with it... a small handful of islands, each with a single thing on it that often isn't worth the trip out there, and one island where 98% of the game's population lives, where their whole society is within walking distance.
To be fair to Tears of the Kingdom's 'cure Dragon Zelda', from her point of view, she spent centuries that way, if not millennia. I'd say the bigger problem was that Ganon's dragon form was even easier than his Dark Beast form in the previous game. This was basically an interactive cutscene. You can't fall, you can't miss landing on him (you're auto-rescued), and you're absolutely in no danger of dying unless you try to. I get that the "real" final boss fight was the multi-stage battle beforehand, which was a challenging test of skill, but for how intense it looked, I felt like they could have made the Dragon battle just as difficult.
If you want to include a mercy to the player, let them restart on the Dragon phase if they die.
The worst part of the sky island for me was that if never told you to shake the Wii mote to fly higher. I was doing huge swoops to gain speed and gradually gain elevation for weeks.
Hard agree on the disconnect between the game telling you how important a loftwing bond is, and failing to give it any real meaning within the gameplay itself. Like it doesn't even accompany you when you're on the surface so it's not with you for over 90% of the game.
While i 100% agree the fact that with how much emphasis they put on Link's bond with the bird, there isnt much to do with it, i always saw them saying that as like them telling you that the bird also is the original Epona, like with Demise and Gaepora, but thats just how i saw it. would have been cool with more stuff to do with the bird tho :(
The worst part of Minish Cap is honestly how unforgiveable the "Collect all the figurines" heart piece is.
Gotta agree. Can't wait to replay that thing though lol.
Temple of the ocean king isn’t as insanely bad as everyone makes it sound, like yes you have to go back several times and you’re always on the clock but it’s really cool to get deeper and deeper into it and work your way into entirely new areas. Making progress in it makes the agony less noticeable
you missed my favourite part abt it, going back with new items, its so fun to explore the previously blocked off parts that can make you skip an entire floor
I love Zelda II, I love the Thunderbird bossfight, and I would love the Dark Link bossfight if it wasn't so badly designed.
I've defeated this boss legitimately and it just felt like a lottery of "Oh, when is he going to jump so that I can hit that tight stab which is the only way to hurt him?"
Seriously, using the cheese strategy is perfectly fine here.
Same. Zelda II is easily my favorite in the entire franchise. Sure, it’s hard. That just makes the combat SO much more rewarding when you get consistent with it. The physics and combat feel crisp af and, although very difficult at times, very fair (barring a couple scenarios). Beating Zelda II is probably the most rewarding feeling I’ve ever had when finishing a game. Halo 1 on Legendary is a close second and probably Morrowind after that. That’s how highly I regard it.
@@joshisnot11 Zelda II easily has the best combat in the series. The only one to blame for players who are not good at it is themselves. There is no camera to screw you over like there is in 3d games. There is no targeting like in 3d games where a lot of times you have an enemy targeted and you're instead doing jumpstrikes on a wall in the opposite direction from the enemy. There's none of that. There is no cheap snipe bullshit that there is in Breath of the Trash or Trash of the Kingdom where lightning or some other crap you can't see can hit you. The game shows you everything you need to see so no complaints there. It's up to the player to learn the combat and master it and learn how to fight each enemy. For a game with as few moves as Zelda II, the combat is incredibly deep because certain enemies are best fought duck stabbing, others best fought with a standing stab, while others are best fought with jump strikes. And those fought with jump strikes can be attacked at the apex of the jump, before the apex of the jump or after the apex and depending on the enemy, it matters and certain styles are more effective. Then there are the down thrust & jump thrust moves you learn from the 2 respective knights.
The last thing I have to say is that Zelda II should be played on an actual NES. Because free emulators & the Switch online crap emulator add input lag to the game is not the game's fault, yet most play it on crappy emulators and blame the game when it's incredibly fluid and precise when played on the proper hardware.
The one thing some might complain about is getting hit by rocks as they leave a screen on certain side scrolling battle screens where rocks fly around. That's the one time in the game you can complain about not having enough time to react to something, though the good thing is that those rocks do very little damage thankfully, so it's not cheap.
I think Zelda II is one of my favorite games of all time. I'll play through it once every year or so. Can't stand the latest 2 entries. I really like that someone took Zelda II and added more to it.
@@knightman718
I'll be real, the N64 and GameCube Zeldas are goated too.
25:29 yes the memories can be unlocked in any order, BUT Nintendo DID put an order if you were paying enough attention to the room of the forgotten temple. In the room with the map of Hyrule were you can see the locations of the glyphs, if you look at the walls they placed the glyphs in order left to right
Not everyone is going to follow or find that.
@@zachtwilightwindwaker596 I know but the nitpick was that there wasn’t an order, when in fact there was. I just thought it would be worth mentioning it so more people could find this secret, I almost spoiled myself too… I just hoped the order was made clearer like in BotW you can follow the picture’s order.
It would have been easier to Et switches that unlock the memories in order no matter what glyph you find instead of always having the same memory tied to zje same glyph
14:55 the scrapped dungeons have been confirmed to have been used for other Zelda games, most likely TP, so that would not be posible.
Neat, I wonder which ones?
@@Ryan64ytI’ve always thought Temple of Time from TP was a leftover from WW. I think it is a high probability that the idea of moving the statues in that dungeon was originally designed with the Command Melody from WW in mind.
@@Ryan64ytI believe the iron boot magnet sections Goron mines (and possibly more) were originally planned for the dungeon on stovepipe island
The ship in Skyward Sword also
I thought I heard that.
Finally someone acknowledging Jabu Jabu's belly is worse than the Water Temple
I agree as well even the n64
@@andrewdyke5561 Yeah that's the only version I've played (or well, I've played ports, but not the 3DS version), it's just visually repulsive to look at
I watched a streamer who fully said so.
stop the cap bro
@@LUCASWREYFORD the water temple fucks and I'll die on this hill
Worst part of Minish Cap for me was that the Light Arrows are not only part of a side-quest, but they're also... MISSABLE. Permanently.
If you advance too far in the game without doing that one 'side-quest', you can never get the Light Arrows and will forever have that open inventory slot. 😢
I totally missed getting that and hated it. I hate all missables in any game I play
THERE ARE LIGHT ARROWS!?!?!?!
The guy with the minifigures where you have to gamble with mysterious shells is so much worse
@Evan64m I actually really enjoyed that. I wish they didn't keep some figures from being in the pool before you encounter them, but I get why they did that.
I wish it could've been more like the Wind Waker figurine collection, though.
Came here to say this^^
Back in the day we literally tried to burn every tree, bomb every wall, screen by screen, logging it on graph paper. And that's just it, you take notes. You take notes the game becomes far less overwhelming.
In Tears of The Kingdom, there is actually a way to know the order of the memories without a guide, though it is kinda hard to notice. In the area where you see the map of the geoglyphs, on the walls you can see the order going from left to right of the ones you are meant to do first
I guess that true, I just didn’t like how it was possible at all to do it out of order
@@Ryan64yt Yeah, in my first play through I did them completely out of order which was a little annoying. I think it would’ve been better if you could just be obligated to do them in the right order, but in my comment I just wanted to point out that it is possible to know the order, even though it’s very unlikely anyone would realize that on their first playthrough
@SirKnightDoge idk, I feel like it's easy to notice if you aren't trying to rush through the game. I got the game at launch and noticed that.
@@Ryan64yt Like in BoTW
King Zora is something everyone can UNANIMOUSLY agree with
nah I like it!! I like it because it's comedic
@vrowed7422 true. comedic effect is real
I think it's funny, but yeah, I can get impatient waiting for him to move his fat butt! 🤣
It's the game mandating a water or bathroom break
Hell no its supposed to be funny and it is. Something that short cannot possibly be the worst thing in the game. Something long and boring is much much much worse (the water temple)
That cut to Eren when talking about spoiling the story for yourself was great 😂
Glad people appreciate that, gotta show my respect to my favorite show 🙏
@@Ryan64yt Shinzou wo sasageyo!
That reference was 👌
I actually always liked Jabu's belly, my biggest issue with the game is getting inside him! Having to put a fish in front of Jabu is waaaay to cryptic of a moment in an otherwise intuitive game.
As someone who's played it many times, I'd argue "forgetting the Moon Pearl and only finding out once you defeat Agahnim and go to the Dark World" has to be on the list for LTTP
Flashing Eren Yaeger on the screen when you said "The story can be spoiled for you, by you" was an inspired joke.
Bro I’m ngl this was completely unintentional but works so well 😅
Honestly I don’t mind that they saved Zelda from being a dragon. Personally I did all the memories first and in order so I loved the story and since I played through everything else afterwards, I truly thought it was permanent (plus it was such a well done scene when she turned into a dragon) and it made me want to take revenge on Ganondorf since Zelda is one of my fav characters in the series, and I felt so relieved when she turned back. Also if she stayed a dragon, we would be depressed like Links awakening so I’m g with it.
Great video as usual! Vid idea, best mechanic/item from each Zelda game, and have all those in a ranking
I think a lot of people don't consider the fact that especially so early in this kingdom's life, "draconification is irreversable" can easily just mean "we don't know how to reverse draconification". Hell Zelda's words at the end are clearly an attempt to explain how she got turned back despite it supposedly being impossible, and although it's not very clear what she meant, I feel pretty confident it's the same as her power in Breath of the Wild only it's her spirit being awakened this time.
As someone who got the memories in order and was spoiled on the Light Dragon twist, I may not be the best to speak on this, but I feel the memories being out of order is only an issue during memory 15 which is very easy to access early on and where they straight up tell you Zelda becomes a dragon, ruining the mystery the present builds up around her location. Otherwise I can see the appeal of getting small bits of the lore and gradually piecing it together, like seeing Rauru mention that his hubris led to Ganondorf's rise to power, wondering what could've happened then seeing that moment in the throne room yourself.
@@speedude0164 I agree, while it worked for me, I would have preferred it if we got snippets throughout the regional phenomena quest, such as after the mini boss or after completing the secret stone, and no matter which one you went to, it would play the next chronological tear. Or at least if they kept the geoglyphs they would be played in order regardless of which one you went to
@@benjthewhite Yeah basing it on main quest progression maybe would've made more sense. I do think most issues would be solved if instead of flashing back to the moment with Mineru, memory 15 just had Zelda grab her secret stone or the Master Sword speak to her, hinting at what's coming but keeping it vague. Thus the only ways to confirm what happened to Zelda are memory 17 and Mineru to a lesser extent, both of which only become easily accessible near the end of the game. It's kinda tough though, cause when you get memory 15 last, I think learning about what Zelda did and then immediately seeing the Light Dragon shed the final tear is brilliant and easily the best way to learn of the twist. It's just a shame it hurts the storytelling of an out of order playthrough.
@@speedude0164 That would have been such a better idea than what they did. I do still wish that the order still existed since you can start the quest with something random like Ganondorf transforming after killing Sonia but if they simply cut out the Mineru section in the final tear, it would fix so many problems
Or, maybe, they could have made you work harder for that good ending and requiring players to go through a secret side quest, maybe completing a hidden dungeon in the sky or depths, learn about draconification while inserting some lore about Farosh/Naydra/Dinraal's origins, and unlock a spell or method to undo the process for Zelda... you know, like every other open world game on the planet would have done instead. The worst part of TotK's ending is how cheap and unearned it feels. They clearly did not give a d*mn about the story. I guess these 150 new shrines and over a thousand korok seeds were worth diverting attention and dev time away from the story...
Thanks for the shout-out!
Oracle of Ages I would have to pick the goron mini game, it's required to progress and way too difficult.
Also an honorable mention to the gibdo well in Majora's Mask. It's a part that is so stupid I just look up what I need every time.
as someone who [only] beat Ages, i’d say Head Thwomp from the Wing Dungeon. i fucking hate that guy
@@mintycookies1327 im playing through the oracle games rn and i indeed hate that guy
hot take: oracle of ages' mermaid's cave is hell. i've always been annoyed at ages' time mechanic, not because it's bad, but because it can be annoying to navigate at times. mermaid's cave is essentially 2 dungeons combined, one in the present, and one in the past. not only is it long and obnoxious, but the dungeon item is... a mermaid tail. we did not need a better flipper.
No way! How on earth did you see this video?? Gibdo well was a huge missed opportunity, that part was super lame
@@Ryan64ytI like me some Zelda ranking videos so been watching, keep up the great work!!
WInd Waker: "NYEAH! HOY THERE SMALL FRY!"
You have to hear that "NYEAH!" and read that text SO MANY TIMES because of the map piece deciphering aspect of the game and I STILL haven't forgiven the devs for that.
And then, that’s all I got to say, if you want to hear it again you got to throw more bait, can’t fight evil on an empty stomach
Ryan: The beginning of wind waker is bad, because I have to progress the story instead of going on the adventure I was promised.
Also Ryan: The end of wind waker is bad, because I have to go on an adventure instead of progressing the story I was promised
Yes, technically true. But saying it is a lot different than playing it. Also peak lain pfp 🙏
@@Ryan64yt let's all love lain
Calling the triforce grind "an adventure" is the biggest insult you can give to adventures everywhere. It's more of slop around the map slowly, pulling up item after item after item, most just being 10 rupees or some bombs or arrows. Occasionally you can't pull up items because there is a fort with too many projectile firing enemies nearby so you have to get out and take them to clear them out before you can begin drudging up boring items again until you hit the triforce one.
THEN after you do that 9 times or something, you have to grind for rupees to pay the extortioner manchild wearing pajamas with an annoying name. And if you haven't discovered a good strategy for earning rupees then it is *SLOW*. Most of the best advice outside of speedrunning communities that route all the 1-time big rupee hauls is simply just "go into a building and smash all the pots, then exit and repeat", quite the adventure indeed.
@@Milktube alright well there seems to an issue of perspective there. Cause I do agree, I too, struggle to enjoy the triforce quest. But you gotta keep in mind, most games are not designed with the speed running community as their target. They're designed to give you an experience and then you move on. Nintendo, is not banking on you making the wind waker your entire life for the next 10 years. All goes to plan, you play this game once, maybe 2 or 3 times. You get to a point where it feels like a grocery list because you've got the route down to muscle memory, that's not the game's fault. So, from the perspective of someone whose playing this for the first time, and doesn't already know what they're doing, yes, it is an adventure. Moreso the maps than the pieces themselves, but yes, figuring out where things are and solving the puzzles to actually obtain them is an adventure. Minecraft for example, is a game that's designed to be played 1000 times in 1000 different ways. Although the core mechanics remain the same, Everytime you start a new Minecraft world, your experience is gonna be a little different. Wind waker on the other hand, is design linearly. Which means that Everytime you play it, your experience is overall gonna be exactly the same. That being the case, of course it's going to get boring and slow if you play it enough times that nothing is new anymore. It doesn't matter how engaging or creative game design is in a linear format, you will eventually get bored of it.
Thank you so much for shitting on JabuJabus belly, I’ve always thought the water temple wasn’t that bad and that “Links Digestive Journey” was by far the worst dungeon in the game.
Lmao I love that name
So funny, that part of the game was the only thing I forgot about in that game.
Imo, Jabu Jabu Belly is the only visually interesting child dungeon in Ocarina. Great Deku Tree and Dodongo's Cavern are exceedingly bland and boring by comparison and it always makes the beginning of the game such a slog to get through even if those two dungeons are the tutorial dungeons and are over in 40 mins tops.
Finally someone who doesn't bash the OoT water temple to hell and back. I love it.
One of my favorites dungeons in the franchise actually
@@Ryan64ytSame!
It's really a great dungeon. It's just tedious on N64 with all the pausing. And that one part in the middle when you raise the water and may not realize that platform came up that you need to go under
@davidrognlie9714 I'm fine with the pausing because I've played link's awakening dx. I do not think it detracts from how good the water temple is.
Btw its not that obvious but the order of the memories in totk are shown on the walls of the forgotten temple. It would have been nice if the game mentioned that they were in some sort order but once you know, its really helpful.
I guess that’s true, I had completely missed that on my play through
I feel like if you aren't rushing through the game it's easy to notice it though. I played the game from day one and noticed it. I do wish I would have done the "dungeons" before all of the memories though, because doing the memories first was a spoiler.
I believe Impa gives the hint about the specific order in the Forgotten Temple
@@yertetheturtle9432 ah that would make sense it would be weird to just include it with no hint whatsoever
Couldn't get into minish cap. Tried twice, and literally all I remember about it is the distinct feeling of being trapped in the bathroom. Constantly stonewalled, unable to move around and find the place where I'm allowed to progress.
I didn't know there was a bathroom in the game to get stuck in xD /jest
My issue with the game is your HUGE collision box, it's much less lenient than in all the other top-down games. The other games let your character sprite marginally overlap with others before you're counted as colliding with an enemy/projectile, in Minish Cap the collision box size matches your sprite size.
The swords range is also pathetic when attacking upwards.
Ignore the people who say that your struggles with the difficulty in A Link to the Past is a “skill issue.”
I do think it’s a tad disheartening that footage of the Link’s Awakening remake was used and not the original, yet footage of both the original and remakes of Ocarina of Time.
You do deserve to be clowned on for the poor judgment on Majora’s Mask remake. You say the bosses in Majora’s Mask are easy yet whine about Link to the Past, so disregard what I said about it up there before.
Watch the Majora's Mask section again. He never said anything about the difficulty of the bosses. His criticism was on the design changes from no obvious weak points to nonsensical eyes as weak points on everything.
Cool video and I agree with the most things. But I missed one thing and that is the freaking owl in Oot who keeps talking to you and then asks if you understand and they put the NO on top so you can hear the whole thing over and over if you try skipping to fast😅
My thoughts exactly. Fan opinions on the dungeon in OoT vary wildly, but everybody hates Kaebora Gaebora!
I think most hardcore fans excuse it because of its lore
Man I used to hate that guy when I was younger, but luckily I’ve tuned him out as I’ve played it more recently
Your the first youtuber I genuinely get so excited when I see that you uploaded, only 4 videos and already one of the best in the buisness
Nice "English"
@@jarlwhiterun7478Dude it may not be their first language. You don’t have to be rude about it.
@@jarlwhiterun7478 my bad LOL it was 3am when I typed this, and I didnt look over it
@@Linkathon yeah im from spain :D I still dont see what spelling mistakes I made though, I Know some grammar but thats kinda on purpose
Literally!!!
I mean the original zelda did come with a map on nes. I think the intent was to use the map, take notes talk to friends etc. So when you take thay into mind it sounds really fun and not really an issue theres no direction. Genuinely figuring out your quest would be so rewarding. Obviosly if your just playing it on nso not the same but i think theres still something really rewarding about being given no direction and you just explore.
100%, honestly I still think Zelda 1 is a good game even nowadays, as long as you have a map 😂 But it honestly has great exploration
I personally think the gameplay and progression is fun enough on it's own without the "use the map to find your own way" gimmick. All this to say whenever I replay that game I just use a guide for where to go and get to playing it's a great time every time
The thing I hated the most about OoT wasn't the water temple (i did enioy that one too)
It's mainly how empty hyrule field feels... I get that it's sort of the point, but I just wish there would be more to see there except like one rock with a hole under it with cow and 20 rupees in it, y'know?
Which is also a point I make with Windwaker, while it's my second favorite Zelda game ever, I feel some parts of the ocean feel really lifeless and empty, and I GET that it's the point and part of the lore, it's just a little disappointing
Though I guess that fits in your wasted potential point
If i'm not wrong, in Totk, when you finish the quest to get the paraglider in lookout landing and start the main quest regional phenomena, i think Purah says that we should maybe start with the rito village. If we do so and goes followings the paths, we come across the new serenne stable and here we have impa, giving us the drangon's tears quest. Next to her we have the first tear and if we follow what imap told us when giving us the quest and goes to the ancient temple as she asked, in the back of the temple behind where was before the statue of the godess, there is a room with a sculpture of hyrule, the location of the tears and on the wall, their order to not be spoiled.
But yeah if you didnt saw that while playing, there is no way of knowing the order without getting spoiled by yourself.
Having Zelda returned to her Hylian form and Link getting his arm back kind of felt cheap. Like at the end the whole mess was just magically resolved? Some of the storytelling choices felt as permanent as the weapons...Oh wait 💀
doing a three heart run with the green tunic to spice ALBW up is some of the most fun i’ve had
Might have to give that a try soon
In my opinion Wind Waker HD tried the wrong kind of fix for the triforce collection quest.
Mostly they just removed some of the charts, but that wasn't addressing the real issue.
In Twilight Princess, one of my favourite parts was coming back to town and putting money in the shop donation box.
If they'd just paced out the charts so you get them steadily throughout the game, i would happily spend the whole time giving tingle all of my money to decipher them.
The problem is that you get to the end of the game and suddenly it's like "go find all these charts then pay a ridiculous amount of money that takes multiple full wallets to carry, just so you can enter a place you've already been twice."
Well to ne fair i guess they assumed you would do some adventuring of your own instead of only following the main quest the whole time
I haven't played the game in a while but were you not able to get the triforce shards whenever you wanted? I don't really remember doing it all at the end of the game
@@studentstudent9913 yes you could definitely ship around and collect the triforce charts and shards whenever
@@MarzipanCat. You 'could', sure, but you had no idea to even look for them until you suddenly needed all of them.
I don't think most players found even a single shard before that point, you're typically not even aware they exist.
@@MumboJ i dont know about that! You're not aware they exist but most players do do some exploring and try to solve the mini puzzles on the islands I figure and some of them automatically reward you with a triforce chart. The ocean looks so big with all its islands, I cant imagine most players just blindly follow the main route. They might at first until they get stuck in a dungeon and then they probably go explore a little.
Zelda 2 has its flaws, but I actually really respect it for experimenting and trying new things. And I'd honestly love it if Nintendo tried making a Zelda game in that style again...but ironing out the issues the game has and making an all around better end product.
Yippee, new channel to binge before work 😂
the double song of time was in the original majoras mask. but it didn't allow you to choose a specific time. it just went to the next 12 hour increment.
I meant that the update to the song was good, not the addition of it
13:10 love the pbg reference! 😊
My TH-cam inspiration 🙏
@@Ryan64yt hes definitely an OG
I was hoping other folks noticed 😭😭
The double and inverted son of time were present in the original Majora's Mask. 🙌🏽 Another reason to love the original
Yeah, I was gonna say.
I meant that it was way better in the remake (choosing an exact time to skip to)
@@Ryan64yt ah, understandable. It sounds like a more efficient way of traveling to a more preferred time.
Great job man. The analysis was top notch. Keep up the stellar work!
Man, I recently replayed Phantom Hourglass and I actually enjoyed the temple of the Ocean King. I think it's one of very few times where a game does backtracking and times challenges right. You often have more than enough time on your first playthrough to generally even worry about the timer. And the dungeon is set up in a way where you can take items you get later in the game and skip through parts of the dungeon. About halfway through there's a checkpoint where you can skip right to there from the start, and only take up the amount of sand you used during the first portion.
And that's leaning into my favorite part. Doing my best to speedrun the dungeon, and strategically pick up the timer refills had to be my favorite part of this fun experience. It's actually possible to complete the dungeon with a full hourglass using the right moves. Trying to beat my best times was really fun. I think this dungeon is incredibly well made and it's always disappointing to see it so frequently misunderstood, I was dreading it when I went to replay Phantom Hourglass after so many years, but ended up loving the dungeon most of all, and I highly recommend you try it with the mindset I had!
And the controls? Yeah I liked them. :3
I'm surprised that Bottom of the Well wasn't mentioned at all. It's the place where most of my OoT playthroughs end because it's just so annoying to play through, with all the traps and fake floors that drop you all the way to the bottom. I find it so irritating that more often than not I just stop playing there.
Did you use the lens of truth?
I disagree, the Bottom of the Well is fine in my opinion.
@@Linkathonbottom of the well is where you get it.
@@vrowed7422 Yeah but it’s not too hard to get to without falling in a bunch of holes
@@Linkathon Personally I agree, but it can be very easy to just forget where the holes are and you have to fall in them first to know where they are.
For Twilight Princess: everything after Zant (and possibly even Zant himself).
Let me explain.
Zant: goes from a stoic, seemingly all-powerful badass to a neurotic, wildly-flailing croney. The Ganondorf reveal wasn't bad, mind, but the sudden shift in personality with no indication that he's Actually Like This before was jarring at best.
After Zant: the story completely stops making sense. So Zelda didn't die to heal Midna, despite all appearances? How did Ganondorf get her body? How is Zant back? How did he kill Ganondorf if Ganondorf was the source of his powers? WHAT THE FUCK IS GOING ON?!
We desperately need more Zant background
Don’t know exactly Zelda is back but
- they explain in game that Ganondorf can revive zant as many times as he pleases. I assume he might be able to do the same to Zelda
- he revives zant so that he has a link to this world. If Ganondorf dies then he can use zant to come back again
- which is why when Ganondorf is stabbed, zant kills himself so Ganondorf can’t revive
@@Sully-dt5ox when is that explained?
@@Ryan64yt you know what? Totally fair.
@@davidspring4003
I believe Zant says that his God can bring him back, we just took it as a lie but maybe he was right, also I think Zelda is turned into a spirit which Ganon can manipulate and revive if he wanted to
Dude, I didn’t even realize this was only your 4th video. I thought you’ve been doing this for years! Instantly became one of my favorite zelda TH-camrs, keep up the great work!
Thanks! I really appreciate it!
24:50 "TOTK feels like a sequel"... GUESS WHAT
I’ve been watching all your vids recently and they are awesome! Keep it up!
'How the hell are you supposed to know where to go?'
You're not. You're supposed to figure it out as you go.
Which can take a very long time…
@@Ryan64ytyeah, it’s called playing the game
The MLB Link home run joke had me laughing out loud. Another great video!
That joke took me forever to edit, I’m glad you enjoyed it!
Thank you! Everyone who understand the Majoras Mask remaka ruined the bosses is worthy of my subscription :D
Not enough friends to play four swords with?
I don't believe you, you're too much fun to listen to
Hate to break it to you man but it’s true
There arent many bigger Twilight Princess fans than me, but needing 5 heart pieces for every new heart container is always a BIG issue that none of these videos ever talks about.
Specifically the worst part of Link's Awakening is dying and having to reset the entire game because you need zero deaths to save Marin
True. That alt ending always hits
i actually prefer the regular ending over the zero deaths one. The idea that all these people and places will only live on in your memories is much more powerful than if one of them randomly escapes the dream.
@@ashleyvanbeek7045 I kind of prefer the no death run simply from a gameplay perspective. Adds extra challenge without a use of Hero Mode. Knowing a single careless death can lock you out of a unique ending is a pretty cool challenge. Considering most Zelda games rarely have me worried about dying (only really happens to me in the NES and SNES games along with Botw/Totk) it's nice having a Zelda game that REALLY keeps me on my toes when managing my health.
I know why so many people dislike the temple of the ocean king as a kid I hated it too. It often took me 20 minutes to get through the first half as a kid because I was scared and overly cautious, but on a recent play through it only took me 5 with only 2 minutes gone on the timer. The whole nature of temple of the ocean king is a speed run kind of thing so there are a lot of skips you can do once you get new or better items.
Also would suggest both ds title even if the controls or blowing into the mic sucks a lot of the bosses are super fun even if the dungeons are on the easier side still a very good set of Zelda games in my opinion.
Regarding Tears of the Kingdom:
1) the games DOES give you the order of the memories, it's in the Forgotten Temple and you are directed there after you get the first memory (I took a pic of the murals and searched them in order). It just gives you the freedom to do them out of order, but that's your choice, ultimately.
2) Zelda literally spent thousands of years as dragon (at least 10 thousand). And it being undone doesn't undermine her courage to do the ritual, because no one knew it would be possible to undone it (and it was a very unique thing what happened to Zelda).
Zelda turning into a dragon and the tale of the imprisoning war was the best part of Tears of the Kingdom. I also think it has the best ending in the franchise.
Ya know what really hurts about the fight with the imprisoned in SS? The fact you first play through it by going after the toes.
Then in your second playthrough, you realize you can just fly up to the next level, jump on it's head, and then it hit the spike, making the fight extremely trivial...like the toes don't even matter once you realize you can do that. So you either choose the hard way and wack them little piggies, or the easy way by jumping on his head.
I remember just raging at the imprisoned in my first play through...then I saw someone else's playthrough and they did it the easy way. I honestly felt so stupid...
I'm so glad YT recommended this video to me, I really enjoyed how you edited/voiced over this video it seemed less like a watch mojo sorta video and reminded me of old peanutbuttergamer and even AVGN both I obsessed over back in early YT days so it's really nice seeing someone doing videos like that now a days. Bit of a random comment but I just wanted to share my appreciation for the effort and fun-ness you put into this video ^^
Not having friends is clearly a skill issue
Lmao true 😢
You can cheat the impression by jumping on the head and slashing the pike.
I found this out way too late..
The only issue i really have with BOTW was that it broke my heart with the Champions being dead. Mipha in particular. You don't create such a sweet and caring character just to kill her off immediately Nintendo.
True like what the hell??
The worst part of Breath of the Wild was the rain 🌧️
That's probably why they made Age of Calamity. "Here, a timeline where they all live but now Sidon needs more therapy than he already did, are you happy now?!"
I am fine with that. I just dislike so much stuff about the game, that even if I would dislike it, it wouldn't bother me that much
We barely knew them, I can't really talk since I hate that game but it's one reason I hate it
Hating the single Zelda story that doesn't end with "Link saves the princess/kingdom and they live happily ever after" is a crazy opinion
Your narration through the video is a excellent, your channel will explode if you keep this up 👍🏼
Thanks I really appreciate it!
In Oracle of Ages, a mandatory series of goron minigames that is the worst part for me. Few people complain so it is probably just a me thing.
as a phantom hourglass lover, hear me out. the ocean temple isn't THAT bad because you unlock shortcuts with each new item you acquire. for example, there's a spot where you can use the tightrope walking mechanic to get to a previously inaccessible door that allows you to skip a large portion of what would be repeated. the temple itself began to feel homey in a weird way. and being able to go back and absolutely slaughter the phantoms in the last run through of it was INCREDIBLE. i also really enjoyed the "water on the floor makes noise so walk slowly" thing. the feeling of being chased by the phantoms was so cool.
here are my candidates for the real worst part:
1. copying the map on the wall to your map. i actually really like this mechanic, but only because i actually figured it out. navi tells you to "press the maps together" to transfer the information. SO MANY people could not figure out what that meant. what did it mean, you ask? it meant to CLOSE THE NINTENDO DS. PRESS THE SCREENS TOGETHER BY CLOSING IT. if you didn't manage to have that lightbulb moment, you were dead stuck. you may have gotten it by accident from closing the ds and coming back later, but if you took care to always save the game and power the ds off (as you were SUPPOSED to for device care), you would never stumble upon it.
2. my pick: the dungeon music. it is literally ALL THE SAME. ALL OF IT. FIRST, LAST, MIDDLE, ALL THE DUNGEON MUSIC IS THE EXACT SAME TRACK. it got so obnoxious. the duh... duh duh DUH duh of it is STILL stuck in my head 17 years later. such a missed opportunity. hell, it may have made the ocean temple less obnoxious for people if the music changed slightly with each return, as i can't imagine the repetitive music had NOTHING to do with why that dungeon felt so tedious for people.
I've never really understood peoples hate for the temple of the Ocean King. I honestly enjoyed that dungeon and found the concept interesting.
13:10 the most goated reference ever
@@ecstacy8393 what is the reference?
@@christophermartinez4104 basically there is a TH-camr named pbg Peanutbuttergamer and he used to do Zelda month and in one of his videos he’s playin wind waker and sailing and says “ADVENTURE YEAHHH”
this video is great, high quality to the point I genuinely thought I was watching a 100k youtuber, and im sure you will be, im just glad to be part of the journey :D
I'll stand by this belief until the end of time: if you hate the Temple of the Ocean King just because you have to keep returning to it, you missed the whole point of returning to it.
It's really not a bad dungeon!
You have to repeat the same floors over and over which is really annoying.
@@zachtwilightwindwaker596 And get better and better at them each time though
No; the dungeon sucks and anyone who thinks otherwise is objectively wrong. Same for that stupid tower in Spirit Tracks - those dungeons and the fact that you have to keep going back over and over again are why I gave up ever trying to finish those games.
@@KamenRiderGumo You're free to not like things but by God, insisting that anyone who likes those things or is even neutral to them is wrong is IDIOCY.
I've often found it odd that people complain about how long it takes to get a dungeon in TP, when it takes 4-5x as long to get to the first dungeon in BotW or TotK, but nobody complains about that. Personally I've never minded TP's intro and appreciate the groundwork it laid for the story.
Botw and TOTK have so much more to do prior to the dungeons though. Whereas twilight princess isn’t nearly as exciting
@@Ryan64yt Fair point! TP is my personal favorite so I tend to give it the benefit of the doubt in most cases and not mind things that most people disliked about it.
@@Ryan64yt My only problem with Twilight Princess was that VERY early part of the game where you had to catch a fish with no bait. I don't know what I was doing wrong (perhaps my controller), but it took me 30 minutes to do it. I don't think I did ANY more fishing in TP after that.
Flaws that can be avoided with a high skill level are still flaws, and people need to stop pretending like they aren't. There is a difference between a game being challenging and a game being unfair. There is a difference between a puzzle that tests your intelligence and a puzzle with a confusing solution.
Someone who first played one of these games since they were very young, as has done many playthroughs since, won't have much of a hard time progressing anymore. So when a newer player picks up the game for the first time and they hit a wall in a part of the game where the way forward is too cryptic, or where the game is too punishing, it can be easy for the veteran player to dismiss their complaints by saying that the new player is simply bad at the game. This is the wrong thing to do in that situation. People go about playing games in different ways, and it's up to the game to give the player the tools they need to succeed regardless of playstyle rather than just leaving them behind. Not all games are for everyone, but there's a difference between a game that doesn't appeal to everyone and a game that gatekeeps its players with its design.
Temple of the Ocean King was honestly my favorite part of Phantom Hourglass. Sure you back to it a lot but you always come back with a new tool to make it through the dungeon even faster than before. It's really unique in that way.
Same tbh, I never understood the hate for it. I honestly think my favourite part about phantom hourglass is doing the last run through the Temple and defeating every single phantom.
Nah, the flute in Spirit tracks is fine because it can be cheesed. Especially with the E word.
The actual worst part of Spirit Tracks is the ice dungeon boss Frazz. First off, you have to be constantly moving to avoid his ice/Fire breath attacks. But in order to damage him you have to stop moving to direct your boomerang and hope that it hits him while he's moving after also hitting the fire/ice torches first corresponding to which attack he's about to use.
Fucker also has five phases, and after the second one he destroys the two torches that are your only reliable way to deal damage. Leaving you with three phases of bullshit where you have to dodge attacks them quickly use the lingering damage spots they leave instead of the torches.
And on top of all of that there's two phases where he splits apart into several single element shits that you have to one cycle and memorize which one was which element.
And on top of it all there's barely any way to recover health in this fight. Each dungeon has a somewhat annoying gimmick boss fight, but they all felt doable if you could get the gimmick down.
Frazz is just a massive sack of shit that almost made me quit the game.
The tldr is Frazz sucks, is a bunch of bullshit, and is the true worst part of Spirit Tracks. I wanted Zelda with trains not a rage induced brain aneurysm.
@@SeanJones-j6u nah, just a bunch of rage I'm still venting out(I beat the fucker last march)
I still need to play this game, maybe I’ll use the E word and play it…
@@Ryan64yt It is very worth it. After Frazz the worst it gets is mildly annoying with some gimmicks
Really? His attacks take forever and memorizing which little tiny Frazz is which isn't that hard, especially when you can check the top screen at any time.
I think the worst thing about Link's Awakening is the controls. You have automatic blocking with the shield in the first three games. Then, they decided to make the shield an equitable item you need to activate. As you mentioned, the inventory system was not good, but they had to work around the two buttons. It's understandable, but still bad. However, the shield was just a bad decision.
Minish Cap had a similar problem. They had two more buttons, and neither were used for items. The roll was not all that useful and probably could have been cut, but if you really wanted it (and the special attacks it allowed, not that I used them hardly ever), the kinstone button is indefensible. It could have been used from a talk menu. It did not need to have its own button.
Yeah, I just played through both of the oracles games, which has the same controls as Link's Awakening, and I NEVER used the shield unless I was dealing with those specific enemies that you have to knock over first, because I just couldn't waste a button on something that I wouldn't use very often. You can upgrade the shield, twice if you're played a linked game, and yet I have absolutely no idea what those upgrades do to improve the shield besides a name change because I just never used it enough to know what it could/couldn't do
The Link to the Past section has legitimately one of the worst takes I've ever heard.
Reasonable takes could have been:
Mothula, given it negates any damage taken if it gets pushed into a spike.
Cold Stare, it takes too much magic (without Bombos) to even start the fight without getting a refill before (unlike Trinexx), easily resulting in frustration on a first playthrough.
(Moldorm, because skill issue gonna skill issue but at least we all fell down once).
Instead we got these takes...
@@Vendetta444is this not all tied to the games difficulty?…
Worst takes ever eh?
@@Ryan64yt I mostly think that complaining about a game mostly because of its difficulty is just stupid. Especially when that is SO subjective, I find Link to the Past to be quite easy, I also first beat it when I was like 5 or 6.
Also you called the dungeons mediocre, how DARE you say that lol.
Zelda 1 came with a map that tells you where most of the dungeons are and had question marks where secrets were located
Goht can be killed in seconds.
Gyorg can be completely camped out by back flippping at the right time when it crashes in the stage so you won't fall into the water. Which is why the second portion of the fight is now underwater.
Twinmold honestly wasn't even a good fight for a fibal dungeon.
Remove the eyeballs on all four bosses.
But keep Odwala the same as it's N64 fight where anything can kill it.
I've attempted Zelda II three times, at age 9, 17 and 25(i'm 30 now) and I still haven't beat it. And I never plan to play it ever again lol. Also THANK YOU for saying Jabu-Jabu is the worst dungeon, it really is so bad and annoying. The boss is kinda fun, but thats it.
i love your content bro i hope you have a blessed day/night
video idea: rank every zelda game based on difficulty or how fun it is.
I hope you keep up the amazing content for as long as possible :)
Good plan, thanks for the idea!
Small "fun" fact, I've been traumatised by Jabu Jabu when I was younger, to the point I had to seek a therapist because I couldn't sleep for multiple days in a row at the time, or I'd just refuse to sleep because I had nightmares of it (I was around 8 I'd say). Seeing someone hating this dongeon as much as I do is somehow reasuring lmao.
That was a fun video! I'll be sure to check your previous videos later, I like what you're already able to put out, despite having just started pretty much. Keep it up :)
Link’s Awakening has by far my favorite Zelda story. I feel like it does a good job revealing that it’s all a dream about halfway through giving you enough time to accept what’s gonna happen. It perfectly captures the sadness that often follows dream imo
That post you included at 1:08... shame on whoever wrote that. What a terrible critique of a game: "The puzzles are different in 3D compared to 2D!" You don't say? "The twist is no longer a secret because I know about it!" No shit, that's how twists work, and the game was released 26 years ago 😂
Anyhoo, nice video. I would say my least favorite part of Wind Waker was how impossible it would be to figure out what to do next without the internet or a friend helping you out, much like your critique of the first Zelda game
great presentation on this video, immediate sub !
Hell yeah Water Temple isn't bad but Jabujabu suuuuucks
They DID give you an order to follow for the TOTK memories. If you do what Impa asks you to do early in the game and meet her in the Forgotten Temple in the room behind the fallen goddess statue, there is a map on the floor and murals on the walls in order. I followed the order the game gave me and didn't have the game spoiled for me at all. They gave you an order for the memories in BOTW, too. The photos in the Sheika Slate correspond to the memories and are in order. TOTK made the process so much easier with the geoglyphs. I can understand why people might not have followed the order in BOTW because the memories were hard to find, but with the map, the murals and the geoglyphs it was super easy.
@@janerogers2101 it’s a terrible design choice in an open world game that encourages spontaneity and freedom to place potential spoilers that punishes you for doing so
great video, im glad it got recommended to me. im also happy you didnt pick the water temple as your least favorite part of oot cause its actually a good dungeon. keep making good content!