Quite frankly, I don't think a challenge that is designed to have as many solutions as possible is a "puzzle" - the very first thing you try will, most likely, get the ball in the hole. They're more like..chores, I guess, or tasks? That's kind of a shitty word for it, but what comes to mind is one shrine near the beginning where it wants you to move a ball over a bunch lasers, and you can just launch it across the gap with stasis. And like, any Zelda game worth it's salt would just put a wall up, force you to figure out the intended solution, and this one just doesn't even bother to fight back. It wants you to win by any means necessary.
zelda in the past was defined by getting "stuck" on puzzles. Each was a lock, that fit one or maybe two keys. These shrines are locks that pop open when you knock on them. I've played this thing for quite a bit at this point and I haven't really "figured out" a puzzle once! I just do whatever and it works. If I put any worth into self expression with the mechanics this would be amazing; it asks a question and
YOU , the player, get to decide the answer. I can say "Ha ha! Fuck you shrine! I'll just stack crates instead of solving the riddle!" But like...I play these things because I
like the puzzle design. I don't get my rocks off when they make the puzzles I paid money for worth skipping. I don't play this series skirting around puzzles like brussel sprouts on the dinner plate. That's the main dish. Or was, I guess.
I see shrines as a polar negative of dungeons, not their evolution. These puzzles dont accomplish the same gameplay function as those of prior zelda's, and that's why people enjoy them, not due to their similarities. Puzzles make you feel stupid. Shrines make you feel big brain. It's a genius turn in accessible game design that has alienated me utterly. I love feeling stupid.
