The focus on a set
of main dungeons has been toned down, leaving hundreds of optional shrines in their place (for the most part).
The demo provides the opening gameplay areas available in the full title, including the introduction, initial mini-dungeon (Old Forest Mine), first skyship area (Windy Plains), and areas of the
first main dungeon (Lush Woodlands).
All but one of Ravio's items are pretty much available from the get go, meaning by your
second main dungeon — you could be packing a bow, bombs, a hookshot and more besides providing you have enough rupees.
This item appears in the
final main dungeon, the Desert Temple / Sand Temple (depending on what regional version of the game you are playing), and forces you to think about your sandy surroundings in an entirely new way.
The game's four
main dungeons are clever and house one - of - a-kind characters.
DLC 1 does help make the game more enjoyable with stuff like Hero's Path and Master Mode but DLC 2 hasn't done a thing for me yet since, well... It can't be played until I beat
the main dungeons.
6
main dungeons is a sweet spot.
A new farm, each with indigenous plants, is opened every time you complete that region's
main dungeon.
For just $ 9.99 you get to explore 10 levels in
the main dungeon, plus another 5 levels in the trials dungeon.
One acts as
the main dungeon where the storyline plays out and the other is aptly named «Trials» which serves more of an exploration and leveling function.
The game's four
main dungeons are clever and house one - of - a-kind characters.
You're given gentle direction between the game's
main dungeons, but what you find on the way there always feels like a discovery, rather than something you were led to.
Players will have open access to engage in a variety of sidequests in
the main dungeon, along with the complete set of equipment, skills, and classes available in this portion of the full title.
I really dig the structured dungeons this time around, with all
the main dungeons being more about the set pieces than just random hallways.
With only four
main dungeons, each has a unique aesthetic and feel so you'll never feel like the game's repeating itself.
Battle monsters, explore an exotic island, and tackle eight
main dungeons (with just as many secret dungeons and special dungeons) in any order you want, all on a quest for loot and a magic raft.
With only four
main dungeons, a relatively small overworld, and a handful of sidequests and mini dungeons, Secret of the Nameless Kingdom can feel disappointingly short once you take away the time you spent aimlessly wandering about for your next objective.
If you want to use randomly generated dungeons to help flesh out the game with optional content, be my guest, but please, hand - craft
your main dungeons.
There are 5 mini dungeons that are linked with each of the four
main dungeons that you need to purify, which consist of maze - like dungeons that contain one Black Beast at the end of each one.
There's certainly plenty on offer here aside from
the main dungeon areas.
You can teleport to the hollow world and tackle those quests, you can take on and clear floors in
the main dungeon, you can take special side mission requests (in both the dungeon AND the hollow world), you can help out other players who email you when they get into trouble, you can buy, sell and craft weapons, you can pick partners and even foster a little romance with them and, of course, you can do plenty of that sweet, sweet level grinding.
What I liked most about Spirit Tracks were the difficulty of
the main dungeon, which is like an improved version of the Tower of the Ocean King, except you don't have to repeat the same parts over and over.
There are three
main dungeons that need to be explored, and the game builds up to a boss fight against Oceanhorn, which is a robot fish monster or something.
Not least among them is the second of only two dedicated dungeon tracks in the entire game (for reference, the game has five
main dungeons).
In addition to
the main dungeons, there are also a series of special Ex dungeons which are more difficult.
For the first type, it is simply longer and more imposing that any of
the main dungeons, often consisting of a very high number of rooms, and even sporting new enemies and features.
Some of
the main dungeon puzzles in the are new (e.g Link needing to remove obstacles in the Dark Palace for light to reach the bottom floor as this allows access to the boss), whilst some are recycled from previous titles (e.g Having to manipulate water currents to reach new places in the Swamp Palace, much like the Lakebed Temple).
The main dungeons are the most important, as they are directly related to the game's plot, and are usually the largest and most difficult to conquer, not to mention the mandatory presence of a boss in each of them.
The dungeons also start featuring Big Keys, required to open
the main dungeon items» chests and to access the bosses» rooms.
They may be required to complete for reasons not as prominent as those that motivate the young hero to complete
the main dungeons.
The main dungeon area Kowloon consists of 5 floors of blocky shapes and a heavily repeated glowing blue floor effect covering almost everything.
Like the sequels following it, The Legend of Zelda had the system of making the player venture into eight
main dungeons, where within each dungeon lie ingenious puzzles that serve as obstacles to challenge Link's progress and past that lurks the main boss that must be defeated to acquire a certain artifact, in this case a piece of the Triforce of Wisdom.