The clever and
challenging dungeon design was a very welcome change when compared to the no - brainer dungeons in Phantom Hourglass, the touch controls were revamped so they actually worked, and the dynamics / interactions between Link and Zelda over the course of the game finally gave players a look inside the series» namesake.
Not exact matches
Some are much harder than others, with Sector Eridanus being the standpoint in terms of
dungeon design, but this
challenge is important both gameplay-wise and narratively.
The
dungeons themselves are well -
designed, with an adequate — but not insurmountable —
challenge, and plenty of secrets to find.
[17] GameSpot praised the
design of the
dungeons, the participation of Princess Zelda in this adventure, and the diversity of sidequests, but argued that the game wasn't too
challenging.
- demo has been downloaded over one million downloads - over 45k survey responses - run by pushing the analog stick all the way - hold B to run even faster (although random enemy encounters go up to balance this)- fast travel option - adjustments to
designs of the environment based on the issues with visibility, especially in
dungeons - traversable areas stand out, adjustments to wall and floor color, and visible landmarks, and more - radar that points players towards entrances, exits and important places - improved visibility - adjust screen brightness - adjust HD - 2D filters - fixed issue where it was too easy to accidentally overwrite your save - 9 save slots and 1 autosave slot - adjusted text size and streamlined the UI - skip scene option - option to replay cutscenes - option to change text speed - game balance refinement so that battles provide a good
challenge, but are not overly frustrating - battles with a full party of four and more important elements have not yet been shown
The game
design provides considerable
challenge, but level
design devolves to cruelty in the cave sequences approaching the final
dungeon (although players can exploit a bug in the overworld to counteract this).
It's employed constantly throughout the game, never in a way that feels cheap or forced, but in a manner that
challenges you to consider what is possible given this new ability, some well
designed dungeon layouts, and a plethora of items.
I could get past the horribly
designed «raid»
dungeons after you beat the game (Not talking about The Pitioss Ruins, that was fun /
challenging, sometimes annoying with clunky controls but different and rewarding in the end)
Dungeons may be briefer and lighter, but they are
challenging enough to cause sighs of amazement whenever their puzzles are solved, and also widely original in their
design.
Inspired by video games such as Dark Souls, Diablo, and Monster Hunters; Preta: Vendetta Rising is
designed to be a
challenging hack and slash
dungeon crawler with various multiplayer modes.
Luckily, the
dungeons are well -
designed and at times, somewhat
challenging.
Majora's Mask also includes some truly
challenging and exemplary
dungeon designs, several bosses likely to stick in your head, a plethora of fun minigames, a brilliant soundtrack and an amazing suite of masks, which both provide extra motivation for the game's already unmatched sidequests and house the major gameplay - defining hook of the whole adventure: the ability to transform into three of the most iconic races in Zelda history.
Despite the game becoming somewhat
challenging in later
dungeons, its simplistic nature would suggest its not ideal for players more accustomed to games with more intricate gameplay
design.
The overhaul of the game's
dungeon design also compliments the open world concept and allows players to tackle
challenges almost entirely how they see fit.
Main story
dungeons are something else entirely and much better
designed, with simple yet fun puzzles and
challenges centered around specific mechanics.
Making your way through the game you will explore randomized
dungeons and have special random encounters — custom - event
challenges that happen during the course of a mission,
designed to test your skill, nerve, and teamwork.