I honestly suggest you read this. It's a short read but pretty much sums up why he's so good. I really wish we could get a Zelda game fully directed by him tbh, just to see what he could do.
Gameplay-wise, sure. Story/cutscene-wise though, it's the most stoned-faced and plain boring Link I've seen in a while, and I thought it was a huge downgrade coming from Skyward Sword and Wind Waker.
"Oh, but Zelda's diary explains why he's like that and blah blah...". Well, that felt like a total cop-out to me so it doesn't count imo.
Edit: I meant to say stone-faced but that typo is kinda hilarious so I'm keeping it =P
Exactly. The cutscenes feel so flat. Especially when for some of the characters, the only interactions you have with them are flashbacks 'showing' Link's relationship and history with them. It was really hard to feel connected to them when Link is blankly staring at them.
In game he has some great little expressions and animations. A lot of detail went into that. But they wanted to push the Link is just an avatar thing, even though avatars often express accordingly.
OoT, MM and WW are still the high point for me in story telling in the series. They struck the right balance when it came to traditional narrative beats and story telling without relying on a great deal of dialogue and exposition to tell their tales or provide emotional and evocative scenes. Some of the most striking moments in the series come from those games and are usually devoid or feature very little actual dialogue. It's all about the scene direction and use of audio/visual queues. That to me is what I want out of Zelda the most story telling wise. In terms of content, yeah side content as seen in MM is still a highlight in the series. Those smaller, more personal stories can be really powerful. But OoT and WW with their strong central plots are good too.
As someone who has loved the series from the beginning, my "understanding" of what LoZ should be is heavily informed by the early titles. So as a result I feel there should be virtually no overt storytelling or cutscenes, etc., and any themes, tone or story should be suggested and implied via what you see and do. For a modern example, think Shadow of Colossus.
But Spirit Tracks did it better than any other game yet. Best Princess Zelda in the series and the co-op mechanics are well done.Since Skyward Sword played up the personal relationship between Link and Zelda, and BotW further revisited this idea in its flashbacks and backstory, I want a Zelda game with Link and Zelda adventuring together (that's not Spirit Tracks) with partner co-op mechanics. Wind Waker showed off some of this type of idea in its dungeons and what kinds of puzzles could be built with it.
For me, getting to see characters play off of each other and interact is one of the things I enjoy most about game stories these days. Every time I got a flashback in BotW, I wished I was playing through that adventure of Link and his companions traveling through Hyrule, not just Link by himself.
https://www.wired.com/2007/12/interview-super/
Not only a genius on the gameplay front, but I'm firmly in the camp that he could be the "chosen one" regarding Zelda lore/story.
I honestly suggest you read this. It's a short read but pretty much sums up why he's so good. I really wish we could get a Zelda game fully directed by him tbh, just to see what he could do.
It really is!OoT, MM and WW are still the high point for me in story telling in the series.
I think the magic of the narratives here is that they follow a Hero's Journey kind of arc but they keep it minimally complex. It's a boy who sets out on a journey for a macguffin, in Wind Waker's case that would be Link's little sister, which quickly turns out to be more of a hurdle than was anticipated which set up the actual conflict of the plot, which is Ganon. Then the hero has to go through trials in the form of dungeons which takes the most complex deliberations to get to in terms of writing and after he has finished those trials he is taken to a further expansion of the scope, then crosses the threshold to get his sister out for good, but still can't touch Ganon. Then you have to get the magic elixir which is the Master Sword, point of no return as you set back into the area which culminates the plot, rise to defeat Ganon and become the hero.Some of the most striking moments in the series come from those games and are usually devoid or feature very little actual dialogue.
There seems to be a fairly even split on this topic:
People who want Nintendo to double down on the Skyward Sword approach, with a linear story told through cinematic cutscenes.
People who want a minimalistic story told mainly through gameplay, reminiscent of a Ueda or Souls game.
I'm firmly in the latter camp, but it highlights the dilemma Nintendo have going forward.