Between the main story locations you will find smaller
dungeon areas which will require you to clear the area of enemies in order to reach a large treasure chest.
Not exact matches
The player carries a creature within the
dungeon walls,
which lights up the surrounding
area.
The
dungeon sounds less of something you'd explore for new content and more of a challenge
area,
which we suppose is okay since such an uproar was had over figure - based DLC content.
The good thing about going to different times and places is that nothing looks too similar and each new
area you explore has something different
which keeps the game feeling quite fresh
which includes caves,
dungeons and other outdoor
areas.
The Wolf Link figure opens a new
area called the Cave of Shadows,
which is a new bonus
dungeon for the game.
Dungeons are a part of the
area which is covered with Dust, a Dark Zone as we've seen it in The Division (not the only component that reminded me of the Massive Entertainment online open world, I must say) where you constantly need to check your oxygen out in order to stay alive.
A completely separate
dungeon area called Mementos is procedurally generated, looks almost exactly the same no matter
which section you're in, and has a lovely, quick - loop monotonous background score for when you want to complete quests and pick up missed demons from past
dungeons with absolutely no frills.
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 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.
Riptide also offers new
areas called Dead Zones,
which play out every similar to your typical
dungeon arena.
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.
This new DLC pack allows players to explore the floating city of Idylla and the hazardous Teeth Of Naros map
area,
which contains new
dungeons, items and twists of fate.
That said, one of the best ways to accrue gold and experience is to take advantage of «hiding spots»,
which are scattered in tucked away
areas in each
dungeon.
PSP is first and foremost a
dungeon - crawler in
which you travel from
area to
area collecting «keys» to unlock the door to the next
area.
For example, the monster - generating pentagrams are also used to expand your «influence»,
which determines the
area within
which you can expand and add new things to your
dungeon.
Everything I had ever expected from a modern day JRPG is still present in Final Fantasy XII - the open - ended exploration, well - designed interconnected
areas, sprawling cities with various NPCs
which change as the story progresses on, and seemingly endless side - quests and optional enemies,
dungeons and hidden treasures.
This feature is appreciated as players no longer have to pause the game to work out
which rooms they have yet to visit in a
dungeon but can overwhelm some people trying to manage both screens in a particularly monster - heavy
area.
Abyss Odyssey counts with a procedurally generated
dungeon which changes every time you die, although each «
Area» basically consists of the same deal: sections are blocked off until you defeat baddies, boxes containing a bit of loot here and there, an altar where you may raise a check point and merchants and secret
areas.
With Chapter 8: Uncharted World, players will be able to challenge themselves and discover 6 new secret
areas,
which are lore - based exploration
dungeons.
Each little
dungeon,
area, or anything all suffers from this same labyrinthine feel,
which makes me feel it is intentional.
Nevertheless, it's a helpful feature that shows
which dungeon areas contain water and fields.
For example the first
area is a forest type setting,
which you must explore before getting to the first
dungeon.
Most of the action takes place in instanced
areas which can be open outdoor locations,
dungeons, caves, sewers, crypts etc..
Notably, the overworld (
which underwent several alterations as well) is explored akin to the
dungeons, as Link has to make use of his tools and skills to make his way through the
areas, as well as to meet the various conditions and items to gain access to the actual
dungeons.
These master
dungeons are rather large, and Link must visit them between regular
dungeons to acquire Sea Charts and Rail Maps, respectively,
which guide him to previously unexplored
areas.
Better than most
dungeon - crawls, Dark Revenant evokes a feeling of claustrophobia as players skulk its labyrinthine levels, an effect that's amplified once players tread through the Dark Zone, an
area which restrains your visual reach.
It enables players to lower the Alertness Meter as you traverse
dungeons,
which can be helpful both for avoiding enemies and avoiding any locked
areas due to increased security.
The story has you team up with other members to create the SFV, and from here on you'll be tasked with missions in
which you'll go through
dungeons and various
areas to take care of the deadly virus.