The Legend Of Zelda Discussion Thread

Do you guys agree with this video?


The four elemental ones, I am about to go for the Master Sword quest. My favorite dungeon so far remains the wind temple, with its boss being my favorite in the game.
Mine are Fire and Lightning Temple as they felt like actual dungeons, or at least closer to it.

Wind Temple was an alright-first dungeon but I didn't like the structure of the inner dungeon layout. It was quite weirdly designed as a ship. It had barely rooms and it had big corridoors with few smaller rooms. In comparison to the Sandship in SS, it is a massively weak version of it.

Water Temple can't be called a dungeon. I even liked the Divine Beasts better than that. Whoever designed and developed this dungeon shouldn't design a dungeon again.

Also, as long as the progression issue isn't solved and future open world Zelda games still get dungeons with 5 random core puzzle elements, which are not related to each other at all, players will always feel a rather disconnection to the dungeon and lack of progression as you don't really feel you're genuinely moving forward except getting that message "Great! Now you have to look for the 3 other terminals". Come the fuck on.....

Why can they not simply add this concept:
Overworld = Complete open air openworld concept.
Mini dungeons/shrines = part of traditional + open world formular
Main dungeons = mostly focused on traditional Zelda formulars with clear restrictions in your movement but it's more focused on linear progression and exploration.

Nobody would complain for it. Elden Ring also has this concept.

All bosses were great in TotK and imo far better than the SS bosses. It's still huge BS that you fought Ghirahim twice in themed dungeons. I don't even get the first dungeon. It was such a cool forest temple, I would have liked seeing an elemental boss fitting for it. Like, Diababa from the Forest Temple in TP. The last fire dungeon was even more ridiculous.

My fav TotK dungeon was lighting, the whoke structure just felt like an actual Zelda dungeon, though Wind still had the best presentation by far lok
You know, that's also the issue I was having with the Wind Temple.

The presentation to it, how you traverse through several sky islands to reach the ship, which is inside a fucking tornado, then you reach the actual dungeon and it is just a better version of Vah Medoh. Nah. As I said to @Buusatan94, at least the inner layout should have a more complex design.

Also, a lot of progression issues would be solved if Nintendo adds keys to the main dungeons again. I don't understand why they cut off keys as key elements in dungeons but kept them for a few random ass shrines.
 
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There's rumors going around of a OOT remake Alla FF7R. Honestly this has the potential of being the best Zelda experience if they go above and beyond by expanding hyrule, adding new mechanics and providing a new take on the story.
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Any of you playing echoes of wisdom?
 
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Yeah, we're in dire need of a favorite tab. Regardless, I think this game strikes the balance between gameplay freedom and the traditional Zelda dungeons people want back.
I really think the Zelda team can even use this system between gameplay freedom and traditional Zelda dungeons for future titles. Like I said in my previous posts, a similar approach like Elden Ring, where the world is open world whilst having the dungeons "traditional Soulsborne style", wouldn't hurt the BOTW/TOTK experience at all and I think the EoW dungeons prove this perfectly. Especially since one of Zelda's abilities highly resemble the Ultrahand in TOTK and it still worked.

Edit: The dungeons were also really huge. Even the first dungeon. Honestly, there's no criticism on my part when it comes to the dungeons. Only the fire dungeon felt a bit short but nothing compared to the Water Temple experience in TOTK.
 
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I really think the Zelda team can even use this system between gameplay freedom and traditional Zelda dungeons for future titles. Like I said in my previous posts, a similar approach like Elden Ring, where the world is open world whilst having the dungeons "traditional Soulsborne style", wouldn't hurt the BOTW/TOTK experience at all and I think the EoW dungeons prove this perfectly. Especially since one of Zelda's abilities highly resemble the Ultrahand in TOTK and it still worked.

Edit: The dungeons were also really huge. Even the first dungeon. Honestly, there's no criticism on my part when it comes to the dungeons. Only the fire dungeon felt a bit short but nothing compared to the Water Temple experience in TOTK.
Fire dungeon wasn't great. But yeah, I was happy to get traditional dungeons again. I love ToTk but I understand the frustration.
 
Fire dungeon wasn't great. But yeah, I was happy to get traditional dungeons again. I love ToTk but I understand the frustration.
I'll maybe start a dungeon review in the upcoming days, describing my experiences to the dungeons and how impactful they are to me.

I can finally write positive reviews about modern Zelda dungeons. :suresure:
 
How was it? What is your opinion when it comes to TotK dungeons?

Tbh, I recently replayed Phantom Hourglass and I have to say, as much as I criticized TotK dungeons before, I have to say these dungeons are better than PH dungeons. They were just too boring overall.
I liked some of them, but this one was my least favorite, save for the Golem battle. My favorite TOTK dungeon remains the Wind Temple by far.

To be honest I haven't played many dungeon Zelda games so I can't judge.
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I finally defeated Ganondorf and finished the main story. Phew the first two phases of the fight were a real struggle, especially after not playing at the game for a while, but at least the third dragon part was a bag of fresh air in comparison.
 
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