balgajo
Koopa
One thing I like in the original Zelda is that it doesn't stick with any philosophy and with this it always surprises the player.
You don't have the formulaic every dungeon has an item that will be used to solve half of dungeon puzzles, kill the boss and help advance in the game.
It also doesn't spoil the player in the sense that sometimes you don't have the requirements to advance on a certain location. The game doesn't give a fuck for your expectations:
Sometimes the dungeon item helps with the boss, sometime it doesn't.
Sometimes the dungeon item is necessary to open more dungeons, sometimes it doesn't.
You can even finish the games without finding some of the dungeon items.
I'd like them to expand on this idea. I mean, entering a dungeon and discovering it has a souls like structure. Other puzzle focused. Others where there's only the boss room. Others with no boss. Some with items and others without them. Some reached through a story driven path and others where you discover by accident.
I hate the idea of knowing what to expect after a few hours in. Most of Zelda games are really predictable in this sense. And BOTW didn't improve on this. After the first dungeon you know how the others will be handled. I really enjoy, for example, when Wind Waker breaks your expectation and just give you Nayru's Pearl. I know they needed to ship the game without all the intended dungeons but after this point I had no idea of what to expect from the game anymore.
You don't have the formulaic every dungeon has an item that will be used to solve half of dungeon puzzles, kill the boss and help advance in the game.
It also doesn't spoil the player in the sense that sometimes you don't have the requirements to advance on a certain location. The game doesn't give a fuck for your expectations:
Sometimes the dungeon item helps with the boss, sometime it doesn't.
Sometimes the dungeon item is necessary to open more dungeons, sometimes it doesn't.
You can even finish the games without finding some of the dungeon items.
I'd like them to expand on this idea. I mean, entering a dungeon and discovering it has a souls like structure. Other puzzle focused. Others where there's only the boss room. Others with no boss. Some with items and others without them. Some reached through a story driven path and others where you discover by accident.
I hate the idea of knowing what to expect after a few hours in. Most of Zelda games are really predictable in this sense. And BOTW didn't improve on this. After the first dungeon you know how the others will be handled. I really enjoy, for example, when Wind Waker breaks your expectation and just give you Nayru's Pearl. I know they needed to ship the game without all the intended dungeons but after this point I had no idea of what to expect from the game anymore.
Last edited: