Genuinely awful take 😭
We'd lose
- The comics
- The fangames Sega would allow
- The openness to collaborate with relatively unknown artists or 'out there' picks.
- Games being multiplatform
- Good movies
No matter how hard I try, I just can’t get into Mario 64. The game is full of jank, shitty camera and controls. Like, how the fuck am I supposed to control something that’s OUT OF CONTROL?
@16x55 That alone doesn’t make a good dungeon. Aside from the inverted mechanic, there’s not really much structural benefit to most of it. Time travel is a good example: you barely engage with it. It’s mostly just “do this part as Child Link, then do this part as Adult Link.”
I believe someday everyone will wake up and realize that Wind Waker’s dungeons are genuinely great, and that being easy doesn’t automatically make them bad.
And honestly, the dungeons are better than OCARINA OF TIME’s.
@16x55 Then what would you actually consider difficulty? Why is a dungeon in OoT considered difficult while WW’s isn’t? Is it really just the amount of locked doors? Because I don’t see how having more locked doors automatically makes a dungeon more difficult.
@16x55 If so, I don't really get your point. WW has pretty much everything Ocarina has to offer, but does it better, on top of the two new items and the A-button counter, which makes the combat a lot better too.
@16x55 It’s too different from controlling Ruto. Ruto returns to a specific room whenever you mess things up, you can’t really tell where you’re throwing her, and she doesn’t give you any unique movesets. In WW, your control over the characters was much clearer and more intentional.
@16x55 It’s not about the items having more functions, but how well they integrate with other systems. The Command Melody is a great example: using Makar to grow the trunks you aim for with the Hookshot, or using the Mirror Shield with Medli for double reflection.
@16x55 And every one of them had more meaningful uses in WW, especially with the addition of the Command Melody. It made the gameplay more dynamic and environment-focused, rather than “use this item in this specific place” with no other purpose.
@16x55 The combat is a lot better than its predecessors, especially because of how expressive and interactive the enemies are. The items are also incredibly fun, and the dungeons actually build around them and bring out their full potential, even when they’re easy.