The new Zelda that is currently in development seems to be a proper open world, moving away from the hub zone -
dungeon layout of Skyward Sword and providing that feeling of an expansive world to travel through that many 2D Zelda fans feel have been missing from 3D Zeldas.
Not exact matches
You'll be in a
dungeon with a sense
of deja - vu about the
layout and once you figure out a stairway, door, exit is in the exact same place you will know that your assumption was well founded.
As the simple
dungeon layouts and low difficulty level suggest, the game is mostly aimed towards a younger, less experienced audience, but veterans
of the Final Fantasy series shouldn't be put off by this, as the well - implemented fan service more than makes up for it.
Equally terrific is the
layout and design
of the game's villages,
dungeons, and assorted islands.
In Skyward Sword, not only does the
Dungeon Map show the
layout of the
dungeon, but it also takes the use
of the Compass, and also shows all the Treasure Chests and other notable stuff on the map itself.
All
of the
dungeon layouts are procedurally generated and are comprised
of both randomly generated rooms as well as precrafted experiences.
-
dungeon maps are a 3D model - specific locations you need to pursue are marked - can't see a floor - by - floor
layout - no compass -
dungeons are smaller and less labyrinthine -
dungeons have a friendly voice guiding you that offers general hints and warns you
of the boss - this voice is not heard outside
of the
dungeon, and Nintendo has not mentioned who the voice belongs to -
dungeons do not hide items that are required to complete the
dungeon - bosses won't be based around a singular
dungeon - focused item - when you find a
dungeon, you need to make sure you have everything you need, and lots
of it - one
dungeon has pockets
of a poisonous, sentient liquid that hurts to touch - this substance is called malice, and little eyeballs will sprout from these patches - attacking the eyeball will clear away the malice and sometimes constituted a small puzzle - diamond - shaped switches that can be activated with an attack are present, and still react to your sword, bombs or arrows - in one
dungeon, after activating a switch with his Sheikah Slate, Link was able to control the
dungeon slightly - when looking at the map, he could tilt the
dungeon in order to open new paths or to make blocks and switches slide around
The position
of the levels remain relatively the same (desert, Kakariko village, death mountain, etc.), but the
dungeons have been given a whole new
layout, with some similar traps to their ancestor
dungeons.
There are only a few different kinds
of rooms the game generates and, while the enemy variety, item placement, and
dungeon layouts keep things interesting, there's only so many times you can go through the darkened cave or lava maze before a «been there, done that» feeling sinks in.
When re-ordered, the
layouts of the first five
dungeons will spell «ZELDA».
In place
of dungeons consisting
of a series
of corridors with the occasional trap, the new games»
dungeons feature more varied
layouts, traps and even some simple puzzles such as warping through the right devices, activate contraptions with the help
of Chims, defeat enemies located nearby select locations to unlock the final reward and more.
Positioned as two games in one, the reworked Heroes
of Lagaard adds revised
dungeon layouts, graphics and system improvements, while the Untold portion refers to a newly penned story mode that sees players adventure with a fixed party, voiced dialogue and animated cutscenes.
Along the way, players can find
dungeon maps to show floor
layouts and collect a variety
of collectibles ranging from ducks to cassette tapes.
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.
Chasm is a Metroidvania with a promise
of a kind
of random
dungeon layout.
World maps are generated from a 6 - letter world seed, which determines the
layout of the overworld and
dungeons.
But for the most part,
dungeons consist
of the same few enemy types and
layouts.
With Persona 4's
dungeons, each one boasted their own aesthetic variances and visual design, but each floor and respective section
of a
dungeon felt decisively repetitive and stagnant, with the actual floor
layout being procedurally generated.
The huge cast
of fighters all sport stand out designs and the
dungeon layouts they run through are filled with grand creatures.
Yet some
of the really cool puzzles in Four Swords have not been seen since, the semi-random
layout of each
dungeon every time you re-enter it makes for some nice replay value and the competitive - cooperative slant Nintendo is so good at pulling off is on full show in this title.
New content in Ragnarok Odyssey ACE includes the Tower
of Yggdrasil, an enormous ever - changing
dungeon that will challenge players with different
layouts and enemies each time they enter.
Granted, in traditional roguelikes there was no guarantee
of an interesting run with a diverse
dungeon layout and exciting secret rooms, but there was enough variety in the procedural generation that interesting or exciting runs were much more common.
Carve out your
dungeon — design its
layout and create an underground fortress filled with a wide variety
of rooms, traps and minions.
However, not only are some
of the
dungeons» locations mixed up in the second quest, but they are generally more difficult, with a different
layout, the items being hidden more carefully and stronger enemies and bosses introduced sooner.
The
layout of the world, towns, and
dungeons were completely remade, creating an entirely new game.
In other games, the final
dungeon is multi-elemental, and is divided into paths or routes that mimic (both in
layout and in content) most
of the previous
dungeons in the adventure, mimicking the corresponding bestiaries as well.
That's a planning
layout of one
of the
dungeons.
Some
of them will be things that can be expected based on the
layout of the
dungeon (like the pit trap in our gameplay video).
Key to the adventure is the exploration
of progressively more dangerous
dungeons, each
of which features randomized
layouts and content, forcing the player to rely on turn - based tactical thinking rather than simply following a step - by - step guide to victory.
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.