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.
Not exact matches
The comic book feel to how the game presents itself is unlike any other game in the franchise, but it's
also the
design of the
dungeons and locales within Tokyo you'll visit, as well as the monster
designs.
Hero mode slightly improves another issue with this game and that is that you actually have reason to spend money do to the game having no fairy fountains (throughout most of the game) and not hearts being dropped, this
also showed that the game has a desperate need to refill your bombs and arrows through sets found in chests, I think if there was some sort of shop at the entrance of each
dungeon it could be a better
design choice.
You can
also design your own
dungeons with the Dungeon Creator and upload them to the internet for others to experience.
Also the middle
dungeon, while well
designed, still takes up a lot of the game and even the best puzzles don't save it from feeling tired by the end.
You'll
also help us
design a feasible
dungeon boss.
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.
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 does this through the story and a difficulty curve built into its
dungeon design, but
also through music.
Link's latest outing has some of the best aspects in any Zelda title — like the overworld
design, freedom to explore, and art style — but
also has some of the worst
dungeons and storytelling in the series.
Though it teaches a great deal without feeling like a tutorial, it
also sets a precedent for simplified, streamlined
dungeon design some Zelda fans deride.
There is a main quest that constantly guides you along, and we do have side quests that give players really interesting mini stories to experience, but we've
also designed a ton of
dungeons for players to find and complete.