For a franchise as lengthy and storied as that of The Legend of Zelda
, we're honestly surprised that Nintendo has managed to keep things fresh and engaging throughout each of the titles. Take Wind Waker
, for example, which was quickly met with cries of "Cel-da!" and "This looks like utter crap!" by many internet-faring folks following its unveiling, but managed to be one of the best entries to date (it was our favorite before Twilight Princess
hit the scene, to be honest).
But, for as much as Nintendo has tried to keep the franchise alive and well, The Legend of Zelda
games have always maintained a set of core features and values, becoming a bit formulaic lately. Hey, don't get us wrong, we love the games, but you have to admit that it's becoming old hat in the way that they are doing things, always sidetracking you with another task when all you want is entry into one area of the game (see: where you need to go). This "gopher" way of doing things (go for this, then you can go for this) is kind of becoming a problem with the franchise.
One of the ways Wind Waker
was better than its predecessors and tried to nip this in the bud a bit was the inclusion of its open seas, allowing the player to go wherever they wanted from the get-go. Sure, the fields and other locales that made up Hyrule proper in these titles (even in Twilight Princess
, which released several years after Wind Waker
) were accessible and presented an illusion of a game world that was freely navigable from the outset. The reality was, in fact, different.
So, what does this have to do with Phantom Hourglass