The reason I say I might be near the midway point is because I've heard rumors about a low number of dungeons in this game. I should be in the third one right now, but I have to say that I'm having mixed feelings about liking the game.
It's a cool idea being able to explore the ocean. After a while, though, the actual places where you can walk around on dry land make this feel like one of the smaller 3D Zelda games. Many times, I can sail right through a coordinate on the "overworld" map and totally miss the island location. It was exciting to go to Windfall Island, because there are an overwhelming number of nonplayable characters. Depending on the type of islands you visit in other parts of the map, it might just be a fairy fountain, or a triangle where you open up the next dungeon, or a reef where I haven't seen many NPCs.
There are 49 total locations, so I could be wrong, or I might be visiting the ones without a bunch of activity. I do have a glider item, but it's hard to see places for using it. Either that, or I did float to that place, and there was a barrier where you needed another item to move it out of the way.
I did start a few sidequests, like how you can take pictures. I still need to open up the gallery where someone can make figurines from your pictures. The weird crown things on Windfall Island look like you can decorate them with tradeable flowers. I agreed to help a shop owner find new business contacts and trade with them, but that only happened once so far. It took me until maybe yesterday to get a second empty bottle (for a mere 500 rupees!). I'd just have to navigate back to the one location that has special water, plus remember where withered trees are planted.
In this current dungeon, I still wouldn't say it's that "hard" to figure things out (sometimes on the third or fourth guess? LOL). There was a weird puzzle where I saw three circles on the floor. Well, I could definitely carry two statues and cover the circles with them. What about the third one? Were you supposed to guess by how you can stand on them one at a time that you're the "item" to activate the third switch? It wasn't that "logical" to me, because why would the elevators stay active once you walked away from the circle/switch? It seems like all you need to do is press them simultaneously one time, and then the elevators are activated for the rest of your time in the dungeon.
There was a miniboss who intimidated me in earlier games, but he went down SO EASILY. That felt kind of cheap. All you basically do is wait for a prompt to press A, and your special technique will stun him or turn him around to where you can hack away at the gap in his armor, or the armor just falls off.
In this dungeon, there's a way to move statues around, but since I played "Twilight Princess" many years ago, that didn't exactly feel "new." Link is supposed to be "mute" or not speak any lines, but it's kind of funny for him to yell, "Come on!" in a high-pitched voice, and the statue actually obeys.
I still don't think I've died even once! I have maybe a maximum of seven heart containers, which doesn't seem like that much. Most Zelda games that I recall had up to twenty. It's not that I haven't lost most of my hearts a few times, but I usually have something like elixir soup to recover them.
The exploration part of sailing around has been a little tricky to figure out. I have probably seven to ten treasure charts already. They are only showing a small fragment of a larger map, or the outskirts of an island. Apparently, you have to match them up with the sea chart, and mine is maybe 25% complete, because it requires bait to attract the talking fish. Now I see the bait as useful, but how are you supposed to carry around huge amounts of it? I think your bait bag has eight slots, and you buy three servings at a time, but I also try to keep a few pears for the seagulls, too. Then, when you see some shining lights, and you dig those out of the water, almost every reward is a purple rupee. I don't mind that, but why are there areas with about four or five lights bunched together, and they're all the same reward? Would it be easier to put two orange rupees or one silver rupee in those areas and be done with your treasure hunt in fewer steps?
So, I don't know. I wouldn't consider myself a Zelda "expert." There are 2D games in the series that I haven't played yet. This game just feels like, OK, I understand the idea of "relaxing" on the ocean (with rain and lightning in the distance?) or spreading out the locations and giving you ways to change the pace or stay on the main track of completing dungeons. The dungeons have just been feeling like, didn't I already light torches two dungeons ago? Now I just have to do it without touching some water? I like how the third dungeon is still using an item you got from Dragon Roost Cavern. It feels like you should use an item from before you can enter the second dungeon, but it's probably optional. Why would the combat be pretty easy, then?
I'll have to keep playing to form a complete opinion. It's even hard to tell if I judge this game more harshly because the ideas and the items have already been in other games. There is a Hero mode, but I still haven't turned it on for my save file. It feels like they should START you at that difficulty, and then give you an option to calm things down for players who might get too frustrated by the "hard" settings.
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