
A couple of days ago I posted my own ideas for "freshening up" the Zelda franchise. They were minor suggestions, at least compared to some other ideas I've seen 'round the fandom (how do you feel about Zelda steampunk?), but even minor suggestions are necessary. A collect-a-thon while you're wearing a wolf pelt is still a collect-a-thon.
Miyamoto knows he needs to give Zelda a bit of a spit-shine, and he said the same about Super Mario Galaxy. It's true that Twilight Princess was a bit close to Ocarina of Time in ways, but Super Mario Galaxy was, for me, a pretty unique experience--or if there's some game out there that lets you relive anything close to the space-faring adventures of The Little Prince, by all means please let me know.
That said, how do we get more "original" than forcing Mario to stomp Koopas while he's hanging upside-down?
By special request, I am going to stand up and yell my opinion once again. I personally would like to see the elimination of the "level hub". In Mario 64, you had to reach levels by jumping through paintings situated around Princess Peach's castle. At the time, it gave us a real sense of exploration and freedom. In Super Mario Sunshine, the sunny Delphino Square served as a level hub and it was less thrilling--especially since Mario was somehow travelling to other parts of the island by jumping through appointed walls instead of visiting new worlds within a world.
Super Mario Galaxy's space station hub didn't feel nearly as sloppy. It makes sense that we'd visit other planets from a space station, right? Even a space station made of gingersnaps and candy?
Alas, it was still a hub, thus pulling me out of the world I had chosen to explore and forcing my groove to change direction. That, and it was also kind disappointed that Mario accessed planets through Princess Rosalina's kitchen and bedroom, but we never got to see her bathroom. I'm not a pervert, I just wanted to see if her toilet was made of marshmallows.
It'd be interesting if Mario returned to a progression of levels within world maps, not unlike Super Mario Bros 3. Then again, Super Mario World used the same idea, as did New Super Mario Bros. We'd rejoice the return, then get tired of it within a couple of games.
Maybe Nintendo should switch its methods of world navigation. Gamers wouldn't notice the pattern: we have short attention spans. Bunny bunny bunny...
Related Links:
Miyamoto Says Something Was "Missing" From Twilight Princess. We Know It.
Not Quite 4D But Close: The History of 3D Gaming
Games and Motion Sickness: The Struggle To Not Toss Your Cookies