Merentha 说:
I am impressed, sir. I saw a thread on "Zelda 2" and felt my blood pressure rise, as I assumed that you were referring to the new Twilight Princess, having no knowledge of OoT or LttP. I should have checked the OP's name, I see.
I'm glad I'm becoming a byword for all-around knowledge.

Sorry to have raised your blood-pressure -- and yes, the new title's a bit much. As soon as I'm done with this post, I'll edit it. (Somehow, though, the discovery that you're an Old Zelda fan doesn't surprise me in the least. It
should, but somehow, I was expecting it...

)
If I had room, I'd alter the title to "Zelda 2 (the one where Ganon laughs, not where you want to invite him to a bleepin'
tea party)", but unfortunately there's not much room for editorializing in thread titles...
Right, my thoughts: It was a great game, but the change from top-down to sidescroller combat was jarring. I enjoyed it very much, but, as seems common, didn't feel it was "zelda-y". I am one of the ones that had "Link to the Past" define the Zelda series, and everything is measured by it and, later, Ocarina of Time.
I agree --
LttP and
OoT (familiar names are OK, right?

) did end up defining the series, but I'll always feel that that was a loss. Zelda II pointed in the direction of a Zelda series unified by story and atmosphere more than mechanics, but flopped for one or another or several reasons...
I would really prefer that Zelda series to the one we got, too. I've had an essay kicking around in my head the last week or so, talking about Zelda and its position in fantasy -- the first three games, at least, occupy what I think is an
extremely rare sub-genre, the same one as things like Disney's
Sleeping Beauty and (much as I hate to recall it to people's minds)
The Black Cauldron, the early
Wheel of Time novels, and of course Ridley Scott's
Legend: a style neither systematic and world-building in the manner of high fantasy, nor lighthearted in the style of "low fantasy" or "Swords and Sorcery" -- set in our world more or less, and built around its villains, who tend to be demonic in something very close to a this-world-demonic sense: thus Darkness, Maleficent, Ganon, all of whom are aligned to a considerable extent with the powers of Hell in the Christian cosmology -- and all of whom make explicit claim to it. Well, maybe not Darkness -- Ridley Scott doesn't quite get what makes this genre tick, though the red skin and horns leave very little room for doubt -- but the Japanese manuals of the first three Zelda games make it quite clear that Ganon is a Christian demon, and leaves open the question whether or not he's the Devil himself. And Maleficent, of course, talks about commanding "all the powers of Hell"...
But, that's getting into the essay. I should get a blog...
Also: Next time you hear someone talk about Nintendo censorship, see if they recognize the title
The Legend of Zelda: Triforce of the Gods -- the game 'cleaned up' for its United States release as
A Link to the Past. It's sort of
the anti-Xenogears...
(I had heard rumors of this picture existing, but I assumed as a matter of course that it probably didn't. I could hardly believe my eyes when I stumbled across it after all... It's from a Japanese artbook for Zelda 3. Yes, that's Link on the left, and I think that the figure on the right needs no introduction...

)
And then what do we get in
Ocarina of Time, when the censorship policy's finally gone and graphics are up to their task? Stupid no-history no-context *goddesses* and a Ganon so harmless you want to invite him to a tea party...
*sigh*
(Also, also: Those fairies in
Sleeping Beauty? Apparently they have
a real Eastern European analogue...)
In general, I would say that games have always been getting easier. There is a large trend towards making games for the lowest common denominator, something that naturally includes making games easier. One of the biggest complaints about the newer Ninja Gaiden games, for example, is that they are too difficult, while an NES player looks back at the original NG games and wonders. Almost every Zelda game has been easier than the one that preceded it, with (supposedly) Twilight Princess being an exception.
Deep in the recesses of the curmedgeonly part of my soul, there's a voice whispering -- well, screaming actually, but he's muffled by several hundred layers of mental content, so it
sounds like a whisper -- that this is all the fault of the move to 3D playing spaces and the pursuit of versimilitude within. Think about it: If
The Legend of Zelda were to be remade, project starting tomorrow, infinite budget and time but limited to existing hardware, how could it ever reproduce the battles with roomfuls of eight blue Darknuts/Wizzrobes in Death Mountain? You can't with modern technology -- either the fight would be stupid (eight Darknuts in a room, all taking turns to fight like
Ocarina's Stalfos) or stupidly hard (imagine for a second those same eight Darknuts in
Mount and Blade 
)...
I think it'll be a pretty long while yet -- well, long by game development standards, probably a decade or so -- before someone manages to figure out how to reproduce the genuinely heart-pounding action of the NES on modern-style systems. Until then, we're stuck with the insanely easy and the insanely difficult...
Then again, maybe not. Maybe the trick is just to limit the 'degrees of freedom' the PC commands -- what are your thoughts on the remake of
Sid Meier's Pirates!, or especially on
Prince of Persia: The Sands of Time? (Speaking of which, wow. Between being the first game since
The Legend of Zelda to handle like
The Legend of Zelda -- the fight with spoiler-really-important-character about a third of the way through the game is how
The Ocarina of Time's battles *should* have played, right down to the music -- and having a control scheme that's an almost perfect fit with the Wii, either Nintendo should buy Ubisoft or Ubisoft should buy Nintendo. They're going to go together like peanut butter and chocolate...)
And, off topic, is there a place to find the original Prince of Persia online? I played it for a good year before being frustrated to no end. I got to the part where you have to fight your double and figured out how to kill him (I won't tell, don't worry) but then couldn't figure out where to go! I had maybe eight minutes left on the clock at that point, with a pretty clean run-through, so I assume I was very close to the end. Any help?
Yes, try
here -- Abandonia. (By the way: I do own a copy of the original game.)
Now
there is a 2d platformer. The more I think about it, the more I conclude that no one gives graphics enough real credit, particularly not in a game like this one -- it wasn't about the technology, it was about the art. PoP's animations were fluid,
beautiful -- and still perfectly playable. Excuse me while I go burn an hour...
And speaking of the importance of animations in a game -- take a look at
this: differences between Zelda II in its Japanese and English forms. It's amazing how much the translation/localization process improved it -- quite a contrast with the usual at-least-partially-accurate stories about SNES RPGs...
Pnakotus:
Yes, you're a small minority. A
very small minority.
However, the more I think about the Zelda series, especially its storytelling, the more I think you might be right. I thought the intro to OoT was reasonably good, though I do understand how it could seem inordinately long; the fairy was annoying but not pathologically so (not even on Jar-jar levels, let alone, say, Ewoks...); but on the other hand...
Yes, the combat ended up too easy. Z-targetting was a brilliant idea, but the only point where it worked
right was with the Ironknuckle fights in the Spirit Temple -- the ordinary, 'fencing' enemies were a little too simple to take on. (I seem to recall playing through the entire game without Z-targetting a single fight, which made things much more interesting -- and at any rate, switching from 'lock' to 'hold' made things better, but if that's the case it should've
shipped that way.)
I also thought that the game was more or less right in terms of linearity, but it lacked human interest. This was a
64-bit system we were using, and it couldn't do much better than Myst? There were a few brilliant sequences (escaping Ganon's tower with Princess Zelda, or anything in which Malon appeared), but no overarching storyline -- far too much of 'Look,
Link! The cloud over
Death Mountain is
red, not
blue! We should find out what's wrong!'
My biggest objection to the game ends up being on storyline (not coincidentally, the area I always pay the most attention to in games

) -- it might be fancifully be called "What They Did to the Spirit World." I thought that the 'goddesses' creation account felt both censored and
passé, like something out of Disney's character-assassination of Poacahantas or something, and that was before I had even a
hint of the existance of what I linked to above -- before I knew that certain themes in the early parts of the series were anything more than coincidence.
Still, though, that was almost nothing compared to what they did to Ganon. Of all the Zeldas I've played -- which end with
OoT, unfortunately -- this is the one in which he's least present, least interesting, and certainly least frightening.
The Ocarina of Time did to him what
Super Mario RPG did to Bowser; Ganon goes from an awe-inspiring demon with an origin somewhere in the mists of time, to an ambitious Arab with a wierdly deep laugh and a good sense of humor. In this one, we see Ganon kneeling to the king of Hyrule, Ganon riding a horse, Ganon laughing at a little kid, Ganon making schemes, Ganon being flustered, Ganon desperate, Ganon
playing an organ...
As I said above, after this game, I felt like I could practically invite the guy to a tea party. How the mightily characterized have fallen...
And, of course, this was Ganon at his least
present as well as his least
menacing -- particularly in the second half. You would think that the wielder of the Triforce of Power would be able to do
something to keep the wielder of the Triforce of Courage from traipsing around Hyrule screwing up his plans, but no... Likewise, where were his footsoldiers? No Lynels, no Moblins, no Wizzrobes, Darknuts, virtually no Stalfos -- all the miscellaneous troops we've come to know and love (well, in the case of Blue Wizzrobes, make that 'hate') were
absent. Ganon had
no army, just some random guardian monsters and a curse on the landscape, and the few times he did actually make a difference in the story -- abducting Zelda being the biggest example -- were hugely anomolous...
So, in sum, *sigh*.
But, of course,
Wind Waker was worse. "I... coveted that wind, I suppose." THIS is the "Lord of Darkness" of the original game, the pig-faced demon whose appearance no one has lived to describe, vulnerable only to silver, commander of an army of
evil spirits from Hell itself (see bottom of page, or control-F for "Makai"), who can be revived from death by sacrificing his killer and sprinkling the blood over his ashes? Basic principle of this genre of fantasy, about as basic as 'do not throw an armed hand grenade straight up in the air': NEVER show your villain
melancholic, overweight and middle-aged!
Credit where credit's due, though: I did like the Miyazaki-esque 'archaic' introduction to
The Wind Waker. I'm always partial to that sort of thing, I suppose...