1. Wind Waker – Open universe Zelda finished correctly. Proper story, dungeons, and lots of extra, discretionary locations to try that produce correct rewards. Lots of Epic moments, yet Molgera is substantially my favorite memory personification any Zelda game.
2. Skyward Sword – Arguably a best dungeons in a whole series. Absolutely a many personal and immersive story a array has ever done, with lots of good lore. The suit controls work good for anyone that cares adequate to indeed try. Yeah, it’s not “wiggle your wrist Twilight Princess”.
3. A Link Between Worlds – An alleviation on A Link to a Past in terms of cave pattern and a object placement creates a universe feel open from a get go. Great characters too.
4. Twilight Princess – The terrible initial few hours lead into a diversion that is pretentious in each other way. Beautiful art, good dungeons, characters, and story elements. Weird that Nintendolife talks about personification dungeons mixed times? That doesn’t happen, unless you’re perplexing to contend that switching from wolf Link to unchanging couple during a median in Arbiter Grounds is “playing it mixed times”.
5. Minish Cap – Just fun, not that long, importance on exploring as unchanging Link or minish Link, that is fun and rewarding. Kinda inferior pattern in story course infrequently though. Great environments and art, generally for a GBA game.
6. Ocarina of Time – I’d contend it only hasn’t aged good with all a improvements in cave pattern that array has done over a years. we hatred all of a immature Link dungeons, there’s some inferior design, yet there’s also unequivocally good dungeons and story sequences too. Lots of noted moments and good science for a whole series. Atmosphere altogether is amazing.
7. Phantom Hourglass – Mixed feelings about a secrecy cave that we revisit a whole game, yet a rest of a diversion is fundamentally slot sized Wind Waker. Dungeons are brief yet good adequate and trainer fights are great.
8. A Link to a Past – Feels a many enchanting and really a many tender “Zelda experience”. The start of a attempted and loyal collect 3 items, get story, get mastersword, get story, do a rest of a dungeons, get story, quarrel Ganon formula. A lot of Nostalgia for this one yet a cave designs devolve into mazes late in a game.
Those are a ones we caring many about.
And Breath of a Wild is an open universe diversion that is so dull and dull we legitimately can’t know how anyone finds it rewarding to play during all. 4 categorical dungeons that flattering most suck, sore bosses, and a story told in damaged collectable cutscenes that a diversion doesn’t even list in sequential sequence in a menu. The whole course of a diversion is harsh until we consider you’re prepared to take on Ganon, and once we succeed, there’s no reason to keep playing, since you’ve finished a solitary objective. All rewards in a diversion are alone tied to a ultimate goal, that if we can already accomplish, creates a rewards meaningless. Even as a sandbox game, it’s mechanics are not fun. Climbing is delayed and singular to stamina. Rain and rumble is stupid. Cooking is presumably offset by being absurdly clever yet a duty to indeed do?