Saucestin_Roast
Member
I use "dungeons" as shorthand, but like I've repeatedly said in the thread, the magic of Zelda when it comes to level design is in having uniquely themed and memorable stages where you discover the use of a new tool or weapon, use it to solve puzzles to progress, and then get to a sort of "exam" with the boss where you have to use what you learned to defeat it. It's a very compelling formula which very few games do right. That's why even in weaker Zelda titles, there's a satisfaction I get from them I can't get anywhere else.
I totally agree. If the unique themes are gone I will be very disappointed. Some of my fondest memories are tied to some of the more eclectic dungeons, finding those wonderful weapons and using them to take down the big baddie at the end. The unique vibe of each of these is very important to me in terms of creating an atmosphere that sets the tone for each challenge. I feel that if the puzzles in the main dungeons have a similar aesthetic then something very key to Zelda's magic will be lost. Just hoping that isn't the case. The shrine and guardian look is great but I want that to be separate. We'll see come release.