The Legend of Zelda: A Link Between Worlds' dungeon design | Boss Keys
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Boss Keys is an on-going research project to analyse the level design of the dungeons in The Legend of Zelda. This time, we're looking at the 3DS game, A Link Between Worlds.
Miyamoto on A Link to the Past's story:
shmuplations.com/zeldalttp/
Contribute translated subtitles - amara.org/v/C3BEv/
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A Link Between Worlds was the first Zelda game in a decade that made me feel like I had to think. This was just because of the wall merge mechanic, it so integral to the game that it can be sometimes forgotten. Often in previous Zelda games I walk into a room and in about 3 seconds I have solved the puzzle in my head before moving a single step. however, in Link Between Worlds were I was genuinely stuck until I was like "duh well of course that's the answer" and that is a wonderful feeling.
@Werewolf914
4 жыл бұрын
A Link Between Worlds is my favorite Legend of Zelda, when I first got it I played it 18 hours straight and didn't stop till I finished it, I couldn't put it down, because wall merging was fun, completing Dungeons in any order after the first one was amazing, it wasn't super complex but it was still extremely fun, Breath of the Wild had the same excitement when exploring but lacked a few things like Traditional Dungeons, enemy variety, the music worked great for the theme and was cool, but had very few that really stood out as something memorable, though BotW is still my 2nd favorite Zelda.
@jacinpickledoge8545
4 жыл бұрын
I think it's great simply because it introduced me, a new fan at the time, into the Legend of Zelda series and I'll be forever grateful for that.
@chaosprime1629
3 жыл бұрын
i remember it took me a while to clear turtle rock. my biggest gripe with most of albw's dungeons is how small they are however their puzzles are pretty good. in twilight princess, i recall the only dungeons where i got stuck were in lakebed because of the boss room and city in the sky because of a hidden switch. tww dungeons overall were pretty simple and the fortress of winds was the only dungeon in TMC where i got lost.
@Bored_Overthinker
Жыл бұрын
What you just described is Zelda to me. I H A T E D the linear game design of games like Skyward Sword. Thinking is fun. Thinking you way through a game is peak Zelda!
That "hey listen" was super cheeky, Mark.
@firstsecond528
5 жыл бұрын
Hey! Looku! Hey! Hey! Watch out! Hey! Listen! Hey! Hey! Hey! Hey!
"Following a gps on a straight road" lmao
@loganneria396
5 жыл бұрын
lmfao
@TheQuashingoftheTub
2 жыл бұрын
While Fi pops in to tell you're on a straight road.
lock/key=courage puzzle=wisdom gauntlet=power
@charliesnark6535
5 жыл бұрын
Oh my gosh that's awesome lol
@scorpionsapprentice3248
5 жыл бұрын
@@charliesnark6535 that actually would make an interesting theme. lock and key are generally non linear with branching patches, puzzle boxes can be like the water temple and gauntlet can be more like the tower dungeons.
@cheesecakelasagna
4 жыл бұрын
Thank you! I was struggling to get a grasp on the gauntlet term when he said it's basically "follow path".
@sliverbox271991
4 жыл бұрын
nah
@anonyme4881
3 жыл бұрын
Water Temple is a super mix between Lock and Key lol Also saying that Puzzle Temple are the Most annoying when you show the Ancient Cystern and the Stone Temple is not convincing
Joseph Anderson in his souls borne critiques lists three types of level types in the series, 1.labyrinthian maze like areas, 2. Gimmick areas that have some strange different way of exploring the area And 3. Linear gauntlets that are combat focused. This sounds very familiar to the three types of Zelda dungeons you listed. Maybe these three types of level design can be seen in other games.
@hemangchauhan2864
6 жыл бұрын
Good observation.
@GMTK
6 жыл бұрын
Interesting. Though, I honestly can't think of another game that has anything like Zelda's puzzle box dungeons. Would love to be told otherwise!
@entitledOne
6 жыл бұрын
It was a long time ago that I played it, but doesn't Pandora's Tower follow the same 3 types of dungeons as Zelda? I remember the water tower being like a puzzle box dungeon. All of the towers always have a gauntlet element to them because the game is way more combat focused than Zelda, but they still feel like they fit in one of the 3 types.
@ScottSpadea
6 жыл бұрын
tomb raider, prince of persia, Darksiders, God of War
@lpslucasps
6 жыл бұрын
Mark Brown The first God of War has a very good puzzlebox dungeon, Pandora's Temple, that lasts for the better half of the game. Sadly, the series got a lot less smarter with each sequel.
You should put an entire metroid game on a graph
@GMTK
6 жыл бұрын
hmmmm!
@avideogameodyssey3204
6 жыл бұрын
That's the best idea I've heard all day! And it's 23:35
@Sebby_Nineteen
6 жыл бұрын
I'm sure its been done. I think I remeber seeing a graph the developers of Super Metroid made. Then again, it wasn't Mark's graph...
@GreaterPhenom
6 жыл бұрын
All the 2D games! So we can see how much Fusion sucks compared to the rest....
@Kaijudomage
6 жыл бұрын
Yes! Please do this with Super Metroid. Maybe even along with Symphony of The Night as those were the two that help coin the Metroidvania term, and even get into what makes a Metroidvania style game tick.
I think this series is the most interesting on youtube, and also the polish is something rarely seen. kudos to you man
Alternate dungeon categories: Lock & key = find the path Puzzle = make the path Gauntlet = follow the path
@TheQuashingoftheTub
Жыл бұрын
I also love how vastly different the puzzle styles are for such things. Lock and Key is an elongated puzzle where navigation itself is the challenge. Puzzle is a challenge in that you have to find a way to not just solve the path through the dungeon, but the dungeon layout itself, and Gauntlet is a chance for individual creativity, testing different puzzles in each room, or as previously mentioned since WW, steadily expanding upon a puzzle THEME.
This game is easily one of my favorite Zeldas to play. Being able to do the dungeons in different orders definitely adds to the replayability.
Would a compromise for the dungeon and overworld design be that the first few dungeons are linear giving a set of items that the player keeps then once those 3/4 dungeons are done some event happens that opens the world up to 4+ more dungeons to allow for that freedom of choice. This way the later dungeons can be more challenging than the earlier dungeons and can play with puzzles that require items that the player must have. Would love to hear your thoughts and love these videos!
@pvbferreira
6 жыл бұрын
Good one, mah boi. It's really a good idea.
@SerenGetter
6 жыл бұрын
So like BOTW with the Great Platau and the Runes?
@redsparton6
6 жыл бұрын
Hahaha I wasn't even thinking about BOTW but yeah that fits my description pretty well.
@SerenGetter
6 жыл бұрын
It could still work with an expanded version of the same idea, probably more than just the tutorial area.
@dstarr3
6 жыл бұрын
Dark Souls actually did this quite well. The game has two halves, and the halves are separated by acquiring a certain key item. All the areas in the first half, you can do in any order, and the same can be said of the second-half areas. But that means you still need to do the first half before the second half. What that means is that halfway through the game, it could be rebalanced because the designers could be certain that every player will have the same skills, experience, and equipment halfway through the game. So, the first half is a big, open go-anywhere-anytime game, then there's a mandatory checkpoint for all players, then second half just as big and open with a new difficulty curve, then the final mandatory checkpoint just before the final area/boss. It can make the difficulty curve a bit wonky if you do the areas in an order that isn't implied, but at least the difficulty curve resets and recalibrates halfway through instead of just being flat and uninteresting the entire time.
Part of why the dungeons are shorter and simpler is because they wanted them to be bite sizes for being a portable game
@gowzahr
5 жыл бұрын
And also because it seems like Nintendo is convinced that only small children play the 3DS.
@sofaris576
3 жыл бұрын
I am not that deep in to Zelda yet and honestly I the lenght of the dungeons and the games as a whole was perfect fore me.
I wish Link Between Worlds had given me the option of starting with the hard mode without playing through the game once. I don't understand why some developers lock more difficult game modes behind a 2nd playthrough. I don't necessarily want to play the game a 2nd time after just finishing it, but I would have appreciated being able to choose the harder difficulty for the 1st playthrough.
@NoNameC68
5 жыл бұрын
I never really thought about it before, since I tend to play on the default difficulties for my first play through of games, but that's a pretty good point. What's more difficult than playing a game on hard? Playing a game blind on hard! Why not offer players that option?
@Metaphysician2
4 жыл бұрын
@@NoNameC68 The problem is players blindly choosing the hardest difficulty setting, finding the game unplayable ( because they haven't mastered the skills needed ), then blaming this on the game ( possibly loudly and in public ). All difficulties unlocked from the start is the kind of thing that might work, if there weren't people whose ego is tied up in their alleged mastery. As is? Much better to gate off every difficulty setting not intended for use without a full play through worth of experience, until after a full play through.
Theres an optional key in Twilight Princess isnt there? Hyrule Castle has a treasure chamber you have to get the extra key to access. I thought.
@General12th
4 жыл бұрын
LITERALLY FOREVER
As always, Mark, a masterful breakdown - as enjoyable to watch as it is informative. Yours is one of the few KZread names that I see as a brand of guaranteed quality, and considering that these videos are free to watch, thanks again.
When will you do the CDI games?
@skiddy529
6 жыл бұрын
when they stop haunting his dreams.
@youreallinsane
6 жыл бұрын
Did the first two even have dungeons?
@zackmhuntr25
6 жыл бұрын
He should do it on April 1 as an April fools joke.
@jonnyrussell9806
6 жыл бұрын
Better be soon.
@SuperNickvid
6 жыл бұрын
That’s not funny at all, and they have no dungeons, just memes.
What I learned from this episode is that I really like lock & key design :p I also have to say that the thing that bothers me the most in ALBW is the dungeons ever only using the one or two items they require you to have, I like having to figure out what "key" is required between my many items for the "lock", but the wall merging thing actually provides a lot of interesting situations, and the game plays so smooth and is just "fun" to play so I really like it overall.
The Japanese name of this game is Kamigami no Triforce 2, so it is actually a direct sequel to a Link to the Past, not just an inspiration.
Great episode! I always feel like I learn a lot after watching these, which speaks to how well you inform your audience about game, mechanic, concept, and level design. Keep it up!
My favourite part of this series is watching Mark's theoretical model mature and evolve
Your boss keys series is fantastic! Excited for the next entry :)
Favorite series on youtube. Always a great day when the newest is released. Keep it up.
The graphs are amazing! These are really interesting to watch, always freeze frame and analyze them!!
As a zelda fan since I was 5, I absolutely love this series and I have followed it since te TP ep. Keep it up man, your vids are one of my favourites on youtube
Heyo Mark! I recently just found your channel in my recommended earlier today, and I'm glad that I had! Cannot wait for your next upload!
Hi, excellent video, as always; but it surprised me a little bit that you didn't show how this dungeons compares with A Link to the Past dungeons, it's interesting to see how some dungeons that looks quite similar (and you may be expecting a remake of the original ALTTP counterparts) ended being completely different once you are playing them. Also I think it's a good way to see how the dungeon design in Zelda has evolved since then. I was hesitant about getting ALBW because I don't like most of the ALTTP dungeons with their bullethell-ish focus and its "puzzles" of trying to push all the statues, light all the torches, or guess the correct lever; but after seeing some gameplay footage of ALBW dungeons, I decided to give it a shot and I loved it.
Your videos are just so good. I love them. Thanks again!
This series is turning into a big (and frankly great) masterclass on dongeon design in general. I would not be surprised this serves as inspiration in a lot of academic game design courses. I would be *very* interested to see you try to take your analysis grid into another game to see how useful it is outside of Zelda. But I'm also really hype for the video which will conclude the series and tie this up into a coherent essay. Very nice work.
Thanks for doing an episode on this A Link Between Worlds is my favorite 2D Zelda game and I want more modern Zelda games that play like this
Lovely video, as per usual :) I love the content you create! Precise, structured and interesting. Keep it up, man :D
Speaking of the overworld and the puzzles and sequencing we experience out there I wonder if you'll make a video or three about the way the different overworlds work. I like the feeling I get role playing as Link having a position in the community and also the personalities/back stories they have. The fact that events not just after dungeons but in the openworld itself can open up trading, items, upgrades, rewards, mini games, Easter eggs, lore, hints, in some cases secrets, code systems, etc. All these can be made into the overall richness of the Zelda experience. I like a break between dungeons especially when dark and damp to go be in the bright light doing the little tasks to strengthen our hero, I hope to see more of the overworld change in isolated areas after taking care of side quests, much like we see happened in Majora's mask after completing dungeons, changes in environment and NPC attitudes, as well as new opportunities and openings even if novel and minimally rewarding, the environment change gives a feeling of accomplishment.
Thankyou for covering this game! I just feel like jumping in and playing again!!
Mark never disappoints, every video is better than the previous one. Amazing.
Oh yeah! If you want more information on the graph system - and the assets to make your own for whatever reason - it's all here: www.patreon.com/posts/how-my-boss-key-13801754 Edit: Also! The graph for Turtle Rock is incorrect. Here is the actual version - imgur.com/a/oKYeO
@d-dan-dan7744
6 жыл бұрын
Thanks for pinning the link, Mark! :D With all the other comments having so many likes, I'm glad it didn't become *A Link Between Comments.* ;p
@Afifi96
6 жыл бұрын
1:30 iirc, wind temple can be done before the earth temple in ww.
@NeckBreakingStunts
6 жыл бұрын
Afifi96 Actually, although there's zero reason you shouldn't be able to, you're forced to do the Earth Temple first. I played through WW recently thinking the same thing and was shocked to find out I couldn't when I tried to do the Wind Temple first.
@ihaveasticknmyi
6 жыл бұрын
Thanks, Mark!! I really appreciate the work you put into this research. These graphs are a really nice tool, even if there are people too closed minded to see their value.
@TheViolaBuddy
6 жыл бұрын
I think I read somewhere that you could do the Earth and Wind Temples in either order in the Japanese version, but are forced to do the Earth Temple first in the Western releases. I could be wrong; it's been a while.
I suscribed to your channel for boss keys and I must say, I don't regret the journey !
These videos are super interesting, and honestly I think they got me back into Zelda games. A lot of games can get me immersed in a story, but only Zelda games make me feel like I'm on an adventure and these episodes really help to quantify that (Plus the Zelda 1 and BotW video) Good stuff mark, keep it coming :)
I love the puzzle box dungeons. I absolutely loved Water Temple the first time I played it.
You're really locking down the terminology! Have you considered doing a general dungeon design series after this? The patterns you've developed could be extremely useful.
These are, quite literally, my exact thoughts on A Link Between Worlds. In fact, I'm pretty sure I might have written a fair bit about it in a comment on another one of your videos that aligns with everything mentioned in this one. Excellent analysis.
link between world is my first Zelda game and the only one I've played, so this is the first Boss Key I have a perspective on and feels more relatable. Great Video as usual
Hey bro love your videos always watch them as soon as they come out
My first Zelda game was Ocarina of Time, and at the time I first played (I was about 7 or 8) I hadn't learned English yet. So I explored everything because I didn't know where I had to go, and it was one of the best feelings I've had when I was a kid. It was magical to accidentally discover that if I played Zelda's Lullaby at the graveyard, I'd open the Royal Family Tomb and things like this. I've loved every second of it, and I think that's the kind of magic that other games of the series were lacking. Still, I didn't play Breath of the Wild, so there's some hope.
@herbasvardas5197
6 жыл бұрын
Eduardo Bordinassi My thirst zelda game is a link between worlds and i started playing it and finished it this year (2017)
@ActionGamerAaron
6 жыл бұрын
Maybe you should just never read anything and you can relive that "magic" of wandering around not knowing what to do.
@cryobust2951
6 жыл бұрын
Eduardo Bordinassi my first was wind waker, four swords and four swords adventures and got every Zelda game there on
@AdityaKumar-xu6ug
6 жыл бұрын
Eduardo Bordinassi If you're looking for a good Zelda game, play windwaker. IMO my favorite game of all time. Way better on Wii U
@bready709
6 жыл бұрын
Same, though my father finished the game when he gave it to us. By then, the whole world is pretty much accessible. One of the most fun i had when exploring is using the mask of truthon the gossip stones. We managed to learn some small bits (like how zelda is tomboy, or butterflies turn to fairies with the stick), not to mention attacking the stones in different ways (my favorite is bombing it)
rewatching this series, the most heartwarming part has been seeing your number of top-tier supporters skyrocket
All of your videos are great
You really have to appreciate the polish in all his videos. Caps off to you Mark Brown, ole chap!
Best series on KZread. Thanks for make. :D
Personally Mark I love the flowcharts. It was honestly a new take on dungeon design that I had never considered before. All of your vids are excellent but that nugget was fantastic as a way to look at my own dungeon design in future projects.
I do like the new dungeon-style-names a lot more then the old ones. Gauntlet and Lock&Key describe what's going on better in my opinion and sound a lot more objective than Find / Follow the Path. Plus the addition of Puzzle Box seems pretty acurate. Also I really do enjoy the graphs.
All of your videos are amazing. You've swiftly become one of my favorite content creators. Suggestion: Find a way to talk about Hellblade: Senua's Sacrifice. It's amazing and very original
You got yourself a subscriber! Your channel is one of the best on youtube!
As always, your channel and insights are the best ones!!!! thanks ;)
Watching this season after the fact is quite interesting to see how your perspective on the Zelda dungeons shifts over time
This might be my favorite Zelda game and helped inspire me to start making games again myself. I did it sometimes as a kid, and picked it up again 1 year afer playing it.
man, your videos are great!
I love the dungeons in this so much I don’t know why but I always come back to this game
FINALLY I WAS WAITING FOR THIS!!
Boss keys is my favorite series on youtube to rewatch! this is the 5th time ive seen this series!
Great video! I might replay this zelda because of this video👏👏 subbed
I think the new Dugeon categorys work much better than the old ones. My personal favourite category is the Puzzlebox, wich looking back is reflected in my favourite Zelda games.
I remember getting stuck in the ice dungeon because I didn't figure out something between floors, but it felt really good I figured out I was missing something, but it wasn't that frustrating, and maybe for this era it was actually hard enough since my patience has been reduced hah
I missed this series so much
Adventure of Link blows up the dungeon structure with the Fairy spell and its ability to let you slip through locked doors without getting a key. It's an incredibly well executed risk-reward dynamic that is totally unique among Zelda games. One of my life goals is beating Zelda II without picking up a single key.
I love your work. Keep it up please.
Another fine video, thanks Mark. :)
Can I just say, that Patreon animation at the end is beautiful.
Favorite Zelda game ever! Like link to the past but even better.
I LOVE these videos. I watched like 10 already!
went into this so excited to hear ravios theme and There It Is!!
Great video as always! You speak of a new hypothetical dungeon structure, I would love to hear what idea you might have for a new style of dungeon beyond the 3 basic ones you've discussed (I assume your idea isn't just boss / enemy difficulty scaling with progression, even though it seems silly that that wasn't done to begin with in this game). I did think to myself why they didn't they offer an empowered version of the item in the dungeon or give you a new skill or way of using that dungeons key item as a mid dungeon reward to offer more puzzle complexity and sense of reward.
I'm loving both this series and Gamemaker's Toolkit! I also love all of the graphics, logos, and typography you do - the Boss Keys logo is just genius. Are you a graphic designer by profession?
@GMTK
6 жыл бұрын
Nope, this is my profession!
@Elonyx.studios
6 жыл бұрын
He isn't, his previous profession was in games journalism. The Boss Keys logo is just a very ingenious in it's simplicity
Twillight Princess' last dungeon had an optional key (unless he considers that 'a million year ago). it had an entire optional area just to get it.
Great video... very interesting
A link between worlds is the first Zelda game I ever finished (even though I played every game since N64 before that). So since then I've gone back to a ton of Zelda games and fell in love with the series. I'm glad it revived my love for the franchise.
Btw, you do run an AMAZING channel! Good work :3
Thank you. LBW is one of my favorites, but so many people tend to compare it to LTTP that they can't enjoy it. The gameplay and freedom makes it so much more enjoyable than LTTP.
ALBW was definitely a good step in a new direction. I did feel like advertising the key item at the beginning took away a bit of the surprise of each labyrinth, but it was still fun to play.
I find it interesting that all my favourite and most played Zelda games were all in the Gauntlet category. What would each category mean to people who love those kinds of games I wonder?
ALBW was the best Zelda game since MM.
@Werewolf914
4 жыл бұрын
ALBW is my favorite Zelda, and I love Majoras Masks story, dark depressing tone, but overall it's lower on the list of my favorite Zeldas, I found having to go back 3 days in time kind of annoying, there's only 4 Dungeons which weren't exactly the best in my opinion though Stone Tower Temple is awesome, and I suppose it does have a bunch of side quests, but overall I think there's a ton of better Zeldas. Again though love the tone, and Song of Healing and Oath to Order are 2 of my favorite Zelda songs, and turning into a Deku Scrub, Goron, Zora, and Fierce Deity are amazing so I still love the game just not my favorite.
I think a great way of adhering to ALBW's dungeon non-linearity is having certain items make rooms easier to clear (maybe having only the bow means you'll have to time the snapping of a moving rope with a chest where the hookshot can simply jank it towards you, some Zelda games already do this), but also putting in certain secret pathways and chamber secrets that can only be unlocked with certain other items, maybe creating other pathways which will then play a different jingle to show the player they've unlocked something better to aid them for thinking outside the box
This game is one of my favourite Zelda games
It'd be cool if they made a set of dungeons that were linear so you could get all the items and then a set of free form dungeons so you could then do whatever you like. It would kinda be like Breath of The Wild where you get the runes before you can leave plateau.
Well made video and analysis. The strongest argument that makes the game amazing due to its non-linear design is replayability. For the first time ever in my experience with the series since the original game, I'm immediately encouraged to replay the game after my first completition. I wanted to jump into Hero Mode as soon as I was done because I had a more optimized route in my head to make my playthrough more managable, especially in a challenging setting like Hero Mode.
This is actually my favorite Zelda, and favorite video game as well.
"hey listen" nice one ;). Dungeon graph is great to analyse Zelda's Level Design ^^.
One thing I love doing in Majora's Mask is getting the bow (or arrow types) from one dungeon, leaving and completing the next one. You can do them all in complete reverse order
Early in the video you say that rupees are everywhere in the game (making rentals not that big of a cost) but towards the end you say that rupees don't feel like a consolation prize because they're so important. Having never played the game, this seems a bit contradictory. Could you elaborate?
@DrTimes99
6 жыл бұрын
I have played this game, and I understand what he means. Rupees are found everywhere, but more so later in the game. At the beginning of the game, you can only rent items, and the cost is pretty inexpensive. You get enough rupees to rent the ones you "need", several times over, but you can also rent items that you don't "need" such as the fire rod or bombs. Once you move into the Lorule section, you can buy the items for about 10x the cost to rent. Once bought you won't lose them when you die. "Why then would I want to buy them?" you ask. The Mother Maiamai side quest. First you have to open the cave she is in with a bomb, unprovided because it's just a side quest. Inside the cave is a giant pink squid, Mother Maiamai. She's lost her 100 babies and asks you to find them. For every 10 you bring back, she'll upgrade one of your items, but she can't upgrade rented items. (Find all 100 and she'll upgrade your spin attack). Rupees make good consolation prizes because you can then purchase your items to have them upgraded. You can also buy potions made from monster pieces that you collect. However, rupees can seem over-abundant if you don't plan on completing the game 100%. (Personally, I love the upgraded fire rod. Turns a little fireball into a giant flame-nado)
@TheBriguy1998
6 жыл бұрын
This is an old thread, but I thought I'd just chime in to say that when playing through the game I never actually rented any of the items. By the time I was ready to go to the next dungeon, I had naturally accumulated enough rupees to just buy and own the item require for that area. I guess if you really wanted to have multiple items early on to make certain puzzels/enemies easier, you could rent the items. Otherwise though, you could just buy them one at a time and it felt like a normal Zelda game, just with the items outside of the dungeons that they are used in rather than found inside.
Boss Dungeons is probably my favorite series
Who did your animated Patreon logo, Mark?
Running past that blue rupee at 3:30 HURTS me
You should analyse the Castle Rock level from Rayman Legends. I was blown away by how everything in the stage matched up with the music. Brilliant!
About being a sequel to A Link to the Past with the same map and stuff: I thought it was great! If you don't know the first game, you get a new world. But if you do (like I did from years) ago, it feels a bit like coming home. Most of the stuff is new, but the feeling of getting dropped in a new world gets switched by the feeling of revisiting a former known place. Everything is a bit different, but you still know your way arround. Seeing many known things but discovering all the new secrets. Awesome!
I really loved this game. It just felt a joy to play
Eeee I have been waiting for this
A link between world's is probably my favorite game I've played in the last decade at least. With a link to the past being my favorite Zelda previously, a sequel of sorts easily made it my most anticipated game, and it didn't disappoint at all. I remember it released the same day the xbox one did, and everyone was at gamestop for a midnight release for the xbox except me, who was there to get this game....lol
ALBW is my second-favourite Zelda game. It's *so* snappy, and the dungeons have both great flow and a good challenge level.
The last optional key I remember was in Twilight Princess, with that supply room at the end of Hyrule Castle.
Excellent video Mark!!! You're teasing your thoughts on BotW so much it's driving me crazy!!! Haha I'm very curious to see if you'll cover triforce heroes!
Who else loved the thief dungeon in this game. Felt creative and fun. Also liked the dungeon with the invisible walls
Correction, there are 2 dungeons that have dungeon items that affect the game, desert palace and Ice palace. Ice palace has a few areas you cannot reach as a painting without getting the increased stamina bar.
@scorpionsapprentice3248
6 жыл бұрын
apparently the scroll is optional.
LBW was fantastic, but I agree it was often quite easy. I actually challenged myself to play through the entire game only holding two items in my inventory at a time (the lantern and the current dungeon's item), killing myself before getting new items, and it was still no problem. In the main dungeons you literally never need to have more then one item, even for optional rewards, except for the final dungeon, which IIRC you could beat in stages, killing yourself periodically and coming back with the next item you need. That said, I loved all of the dungeons, and the bosses were all great. One thing I especially loved was that your willingness to spend rupees and look for treasure would modulate the game's difficulty. The Desert Palace becomes much easier when you upgrade the Sand Rod, for example.
1:30, you can actually chose if you can do the earth or wind temple first in wind waker