First of all, my personal thoughts, along with some other relevant things, are already written here:
http://plebegaming.wordpress.com/2014/07/21/hyrule-warriors-does-the-musou-genre-really-hurt-zelda/
After reading about the Hyrule Warriors post by Tom McShea, I have to ask myself, are people just looking at Hyrule Warriors wrong, and are they blinded with Zelda Nostalgia goggles? It's clearly a Warriors game through and through, but from watching streams of gameplay and such you can tell it has basic Zelda elements.
A lot of my fellow Zelda fans don't want to admit it, but Zelda isn't exactly revolutionary any more. Every single console Zelda game to come out in recent memory seems to follow the exact formula. Go from point A to point B, slaughter a handful of weak enemies, fight the occasional tough enemy, get a treasure, use the treasure to overcome a "puzzle", and then defeat a boss with your new found treasure. Repeat until done. This rote formula is exactly why Zelda U is trying to get rid of these established tropes.
Not counting the recent ALBW, most of the puzzles in Zelda games have been pretty lackluster and usually involve using the item you just got. Exploration is there, but it's usually hampered by a preset order you follow. The only other big functional difference is the seeming lack of side stories.
Look at Hyrule Warriors. Is it really all that different from the bare skeleton of a typical Zelda game? You go from point A to point B (battlefield messages tell you where to claim/support), slaughter hundreds of weak enemies (bokoblins), fight the occasional tougher enemy in the form of an officer (Redead Knight), get a treasure (Hookshot), use the treasure to overcome an obstacle (Hookshot across broken bridges), then defeat the boss with your new found treasure (Argorok).
That looks similar to me.
You press combo's mindlessly for most enemies in Hyrule Warriors, but most early enemies in Zelda games are weaklings where you run up in their face and slash them to death. What's the difference between HW Link wiping out twenty out of hundreds of extremely weak enemies with his spinning attack, or WW Link killing three out of a few dozen slightly less weak enemies with a spin attack? Not much beyond cosmetics.
More interesting to me is the lack of Musou experience. Most players in the West have never encountered this type of game and are likely to focus on peons instead of using them as meter/combo building fillers between officers and bosses. Maybe the game would seem more appealing if players were running about fighting more of those Redead and Dodongo encounters that require real effort instead of mowing down every filler enemy on their path. Usually when you play Warriors games you learn to ignore the weaklings and focus your efforts on the vastly more fulfilling boss encounters instead.
This isn't an attack on the article or its writer. I simply think people are approaching the game as a Zelda title instead of a love letter to Zelda from the guys who make Warriors games, and they feel disappointed because of their misaligned expectations.
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