Arbiter's Grounds is my favorite from the game but that is because of the atmosphere, the mid-boss, and the obstacle course for the Spinner to use in the two or so rooms it is ever relevant in. I love Snowpeak because of the concept behind exploring a couple's haunted home but so many of the doors are locked behind "plot", you can't really explore the dungeon how you would like. In the Minish Cap video he points out how he likes the "follow the path" style as he calls it when done with more creativity and request more engagement from the player. The point to take away from the linearity vs non-linearity argument in this particular video is that all the Zelda titles prior to Twilight Princess had a mix of the two types TP's are entirely linear with Lakebed being a possible outlier. They're not about how immersive the atmosphere is or how imposing the set pieces of the dungeons can become but how they function as puzzles or mazes for the player to navigate, learn, and master. The main purpose of these videos is about the complexity and encouraging the sense of exploration in dungeons, which was at the core of Miyamoto's inspiration for the series. That might be on me but it's the only 3D dungeon I dread revisiting upon replays. I'll take OoT's water temple over TP's anytime. I've never been able to make a mental map of that dungeon and as a result its navigation is a nightmare to me, with the rotating stairs. (As an aside I'm not a fan of Lakebed so there's that. But in Twilight Princess they all felt like architecturally sound spaces to me, with puzzles that make sense outside of a "trial" context. It's a formula not to dissimilar to Wind Waker's, but it doesn't work as well in that game because the puzzles tend to be not nearly as complex.Īnother thing I really adore about Twilight Princess is that most of its dungeons feel like believable places to a degree that hasn't been seen in the Zelda series' past, though 3D Zelda has excelled at this on occasion. Complex dungeon layouts are to be appreciated, but does a similarity in the order you go through a dungeon's rooms matter when the individual rooms impress? Especially if it goes unnoticed? ![]() These maps are a good way to showcase complexity for sure, but it doesn't work when the individual rooms are complex little beasts of their own. There are puzzles in Twilight Princess that are so ingenious they still wow me to this day, they're that good to me, but in Boss Keys this isn't showcased because the focus is on overall dungeon layout. These elements aren't to be underestimated. It's too reductive here.Ītmosphere and individual clever moments are addressed briefly, but it comes across as dismissive by the briefness (and I'm under the impression that's how he feels about that stuff anyway but I can't be sure with how it's presented in the video). He barely touches upon what makes these dungeons beloved by reducing them to the usual flowcharts. Gotta say I thought this was a weak episode.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |