Hornet wrote:XoPachi wrote:
Awful.
Oh, this sounds disappointing. I've seen people complaining about the lack of "proper dungeons" and "puzzles" in BOTW and I was thinking "hey, maybe Nintendo just decided to go full Zelda 1 in the dungeon design" but, yeah, that's not it.
I must admit, though. BOTW still sounds more exciting compared to Wind Waker/Twilight Princess//Skyward Sword or the DS games.
BOTW is a great game. Sure there are lots of haters, but don't listen to them. I loved the game, and I normally dislike modern "open world" design. It's massively, infinitely better than Skyward Sword or the DS games.
Following Skyward Sword, it's really surprising how reluctant this game is to hold your hand, which felt unthinkable for modern Nintendo, but it's incredibly refreshing to be left on your own and discover the game's world and intricate sandbox-like mechanics. The first restricted area where you learn the ropes before getting the parachute sail is very barren and boring, but once you get let out into the full world, that's the most exciting part of the game.
But I agree the dungeons suck. They are a cool idea, but feel kinda half-assed and very un-zelda like.
The final dungeon is different though. It's really cool, feels mildly like a 3D Zelda style dungeon (best comparison is probably the fortress island from Wind Waker), with lots of corridors and rooms to explore.
The music is also an incredibly awesome medley of familiar Zelda tracks with a really ominous tone to them.
It doesn't have the same rigid progression structure that defines most Zelda dungeons though. If you know where to go, you can leg it straight to the final boss, which is too bad - but then again, that fits the general concept of the overall game.
I'd love to see another Zelda following the same open ended non-handholdy nature, but with classic big, rigid Zelda dungeons that don't rely on wonky physics puzzles, and with consistently challenging combat, sporting fewer ways to completely break the game once you figure out the mechanics.