[quote name='javeryh']My problem with The Minish Cap was the fundamental "big/small" mechanic they implemented throughout the game. I didn't think moving around as the little sprite was fun at all. Also, the game design was poor - sections of the overworld were only accessible after finding an item or something you needed to get over an obstacle. Most Zelda games let you explore quite a bit and see things where you think "how do I get there?". The Minish Cap was extremely linear - I never had the sense of "oh - when I find Item X I'm definitely coming back here." It was more like, "now that I have Item X let's see which part of the map I can open up." Big difference. Finally, the dungeons were fun but the overworld was really really small and the game in general was way too short, which I think really hurts it IMO. Again, I enjoyed the game overall but it was a poor effort based on the high standards set by the previous games in the series.[/quote]
I am in complete agreement with all of your critiques. I think the linear nature of the game contributed to its shortness. I was only quibbling over whether it could be considered a Celda title.
[quote name='Ruahrc']I agree that WW was my favorite Zelda, although I have only played the Zeldas from WW on, and admit that as my first Zelda game, I was probably biased towards WW's style. Nevertheless I was always a fan of cel-shaded graphic style in games and WW is one of the most stylistic games I have ever played it was awesome. Also, contrary to popular opinion, I actually really liked the free-sailing mechanic. It was relaxing and fun, and really lent a sense of freedom to the game.[/QUOTE]
+1 I loved the sailing in WW and PH, probably because I enjoy sailing in real life. There aren't enough games that feature that kind of a mechanic. It works really well as a method of open exploration. And right around the time it gets tiresome in both games, you're given the ability to warp around.