If you have played previous entries in the Persona series, then you will know that
the dungeon areas of the game have a variety of rare monsters hidden in their depths.
Not exact matches
The Wolf Link figure opens a new
area called the Cave
of Shadows, which is a new bonus
dungeon for the
game.
Fighting through the final
dungeon wasn't simply the last step in reaching the boss, it was your party's chance to showcase a mad display
of power as a result
of having totally cleared out the toughest
areas the
game had to offer and emerging victorious.
The update will upgrade the size
of several
game zones, adds a new Greyhollow Island
area, and introduces a series
of set
dungeons that players can tackle once they've got all six pieces
of their class set gear.
And speaking
of dungeons, the
game contains over two dozen
areas for the party to explore, done so through a surprisingly cohesive first - person POV.
There's also an issue where the
game doesn't automatically force players to go somewhere if the majority
of the group wants to progress, as one could easily stall out in an
area of the
dungeon and waste everyone's time.
Explore and defeat the enemies lurking through each
dungeon with your A.I. companion and another human player to get through difficult
areas of the
game.
Don't expect traditional
dungeons with keys and locked doors or hidden Heart Containers either, instead tasking you with visiting key
areas and completing dozens
of Shrines - which you get a taste
of early in the
game - for new Spirit Orbs to trade for permanent upgrades and other abilities.
The full
game will offer a mix
of open - exploration
areas and smaller, more challenging
dungeons, where you'll be able to get parts to customize your synthetic new pals.
- 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
Having more than one
area in some
of the
dungeons to fast travel to would have helped: many are lengthy, and the
game forces you to go back to your ship often to buy new weapons and fuse new monsters.
The main incentive behind picking up the Gold Edition over the base
game is, not surprisingly, the inclusion
of the four DLC packs that have been released so far; Imperial City, which adds a brand new
dungeon and currency system as well as a dedicated PvP
area and new questlines, Thieves Guild, which introduces players to Abah's Landing in Hammerfall and the titular guild's questlines and Orsinium, which sees players take on a new solo
area dubbed the Maelstrom Arena, as well as adding two new
dungeons and yet another questline.
One
of the coolest aspects
of Zelda
games was the inclusion
of an overworld, a hub that linked all levels,
dungeons and
areas together.
In addition to being a huge open world filled with a variety
of dungeons and other
areas for Link to explore, the
game will also have voice acting beyond small vocalizations that are normally used in Zelda
games, as seen in the trailer that was shown to the public on the reveal
of the Nintendo Switch.
As tradition, Link is only armed with a simple sword and shield at the beginning
of the
game, but with progression through the
game's signature
dungeons, our hero's arsenal will expand, allowing him to reach previously unreachable
areas by clearing obstacles in his path.
The first couple
of dungeons can be toppled with minimal effort, but it's towards the middle
of the
game that equipping your party with the absolute best stuff available becomes necessary to stand any chance in the next
area.
You and three other friends team up to explore
dungeons and
areas of the main
game in smaller bite sized chunks.
This requires players to, at times, spend time farming enemies in one
area of a
dungeon, lest they get installed killed by enemies in a later part which Adol can't touch with gaining more levels and grabbing enough gold to get the best weapons for that period in the
game.
While the open
areas between
dungeons provide the illusion
of freedom, Darksiders II for all intents and purposes a linear
game, albeit one packed to the gills with quality content.
The
game also keeps itself fresh with randomised loot in the
dungeons, enemies who scale up with your level, a load
of secret
areas and items to find as well as hidden treasure.
Game progression follows a very tried and true pattern
of letting the player explore a new
area, wander into and through a
dungeon, and reporting back to the hub world to progress the story further.
Alongside the
areas more pertinent to the
game's progression are a number
of optional locations — some more friendly than others — to explore, such as guild towers,
dungeons, and towns.
The only complaint I would levy against the
game in this regard is that the interior
dungeon areas are too repetitive in terms
of their makeup.
Venturing out to to explore the many
dungeons and other
areas on the world map (creepy forests, decrepit mines and ruined cities) puts up a visible timer to work around, and you need to complete all main and side objectives as well as the boss
of the
area before time's up, otherwise it's
game over — and you have to restart the chapter.
On the other hand, certain
areas, including the
dungeons, can look pretty boring and repetitive, and the frame rate occasionally suffers some lag because
of high amounts
of activity — especially given the high number
of in -
game characters present.
Each town,
dungeon, or region are pulled straight from a Final Fantasy
of past, relying heavily, in
areas, from Final Fantasy VII and VIII (yet each
game is, in fact, visited).
Most players will likely appreciate the help - although parties revisit the
game's set
of six locations, each
dungeon gradually modifies elements, allowing players to explore new
areas filled with one - way hallways, spinning floors, and the intermittent deceptive element.
With dozens
of dungeons and other subterranean
areas to journey through you will have to master all
of the
game's tactics, magic, and big swords if you hope to emerge victorious against the forces
of chaos.
Battle Royale
games can do something similar: have a sort
of dungeon master watching the entire map, picking and choosing potential skirmishes on the map and directing the camera to focus on those
areas.
It is possible to challenge Ganon right after leaving the starting
area, though the
game does encourage exploration in order to solve Ancient Shrines (and thus gaining additional Hearts or Stamina), find useful and powerful equipment, and defeat the
game's own version
of dungeons, the Divine Beasts.
Its an amazing
game none the less, if it would
of had 7
dungeons themed to each
area then it would
of defiantly took the crown... maybe next time.
In The Legend
of Zelda, the
dungeons retained the same format as the rest
of the
game: the player, as Link, maneuvers each
area from a top - down perspective, facing everything from dead ends to invincible and usually strong enemies to complex traps, puzzles, and maze - like passages.
The
game's world is small in size but rich in content; each
area of the
game, whether it be a cave system,
dungeon, or town, is located on a small island that players explore from a top - down perspective.
Initially, gameplay focuses mainly on exploration
of the
game area (both its surface and
dungeons) in search for better and better resources, and constructing more advanced tools.
The Fungeon (bonus
dungeon) changed it's layout to random locations for each floors whereas the Playstation Version was a mix
of previous
areas from the
game and from Dragon Quest VII.
The final Cauldron in the
game, this
dungeon is located to the southwest
of the Meridian
area.
The
game's world is comprised
of three main
areas: a sprawling citadel and fortress, an extensive network
of catacombs and
dungeons, and a demon realm reached through a portal.