The only other weaknesses I could say Breath of the Wild has other than somewhat uninspired
dungeon boss designs (but the boss fights themselves are amazing) is the story and the final boss.
The only other weaknesses I could say Breath of the Wild has other than somewhat uninspired
dungeon boss designs (but the boss fights themselves are amazing) is the story and the final boss.
Not exact matches
The aside of two well
designed dungeons with creative
boss encounters within makes this one of the most successful updates to ESO to date, but none of the updates come without their own issues.
Dungeons are multi-level areas and
designed in such a way that no backtracking is required to advance, so there's no need to go through it all again after the
boss has been defeated.
I'd like to see a return to traditional
dungeon design with unique themes and
bosses.
Fewer games are
designed as a pair whose play order is irrelevant and final
dungeon, final
boss, and story payoff make playing both mandatory.
It's a shame that both the
dungeons and enemies come across as lazy reskins because, as I mentioned above, the
boss designs are great in this game.
You'll also help us
design a feasible
dungeon boss.
The only couple of disappointments regarding this particular aspect of The Legend of Zelda saga, which is greatly revitalized here, are how the
bosses are a bit lackluster, given their
design is a bit repetitive; and how the
dungeons all look pretty much the same, offering neither unique visual cues nor mesmerizing architectural features.
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.
It doesn't help that I accidentally completed a
dungeon out of order, something
designed for above my level, and after chewing through a
boss that I wasn't supposed to fight yet (it did, admittedly, put up stiff resistance), the rest of the game's opposition was pitiful.
-- Enter a new special
dungeon, set in a new stronghold room
designed by wicked Kenashi builders, and defeat its final
boss, Dendrik the Marauder, to get Kenashi tickets.
Considering many of these
dungeons are
designed to be labyrinthine mazes, losing 20 + minutes of exploration to a death at the hands of a climactic
boss battle feels poorly judged.
So while Gohdan as a
boss doesn't particularly have a lot going on, his link to Sheikah
design adds a whole new layer the Tower of the gods as a
dungeon.