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I fail to see where SS's dungeons break the mold, that is, if watering them down is mold breaking to you. Throughout every dungeon I was DEFINITELY just going through the motions, just with even less motions to go through. No matter how little thought a TP dungeon took, a SS dungeon took exponentially less.SS' dungeons break the mold at least much more than TP's, TP dungeons are just going through the motions, if you've ever played another 3D zelda you will literally never have to think in that game.
Yeah they aren't bad because of it, I mean they've always done it, just seems to lack in juxtaposition to all the detail they put into the world, the characters, and everything else.Tentalus' face was the only thing that was wrong.
But overall, I agree that the bosses are irrelevant. That doesn't make them bad though. I thoroughly enjoyed every boss fight. YES, even the scorpion.
Haha that is what my brother did when I was fighting him, though personally I don't mind his appearance at all.Well, it was. Surely, you don't think SS's dungeons provoked more thought. They were a joke entirely.
And Spire I feel the same way about Tentalus. One of my friends who's not a big Zelda fan came in the room while I was fighting it and he made fun of how silly Tentalus looked the whole time. Not one of the best bosses.
It is hard for me to accurately judge it with you guys since my Twilight Princess has been untouched ever since I beat it the week I got it from the Wii launch and then was borrowed from someone, then I moved several states over. O_O I suppose you are probably right though, the Ship was very small and basically was "Get the bow, get the timeshift stone on the mast, get the two engines running, get the boss key, kill boss." And Fire Sanctuary was based on digging and water droplets... and the Ancient Cistern pales in comparison to Ocarina's and Majora's water temples. From memory I think the dungeons were more difficult in TP and larger except the last two. I remember my cousin watching the map light up for the first dungeon, and he had beaten TP, going, "...Is that it?" So yeah, I suppose I agree.I fail to see where SS's dungeons break the mold, that is, if watering them down is mold breaking to you. Throughout every dungeon I was DEFINITELY just going through the motions, just with even less motions to go through. No matter how little thought a TP dungeon took, a SS dungeon took exponentially less.
Personally, I found TP's dungeons to be some of the most challenging (boss fights withstanding). Lakebed, Arbiter's Grounds, Snowpeak, Temple of Time, and the City in the Sky were all very well designed and took more then 45 minutes for me to complete, unlike SS dungeons. The only SS dungeon design that impressed me was Sky Keep.
Yeah, it was a subpar dungeon. I guess with the pirate ship aesthetic, I expected a bit more than an arbitrarily rectangular ship populated by ancient bokoblins. It had some variety in its denizens, like a few beamos but really, did Scervo lead a legion of bokoblins? I thought that bokoblins were far overused in this game, populating just about every area of the surface. I appreciated the advent of actual moblins later on in the game, but really, who ran that pirate fortress? Was it Scervo and a bunch of bokoblins? I expected to encounter Scervo and a bunch of renegade robots. Would have sealed the deal.sand ship was a subpar dungeon?
this thread is just offensive today
I do agree that tentalus' aesthetics were pretty weak though
Yeah, I was expecting some robot pirates, but there was one, and they were indeed lazy enough to use another one later on in a different dungeon, another good example of just repeating enemy designs and altering them a margin. Bokoblins were quite overdone as well, I did think that while playing. Though I really enjoyed Moblins who took like 20 slashes to kill. XP Weren't very hard to beat either, basically had to scale his shield and get behind him until it falls over.Yeah, it was a subpar dungeon. I guess with the pirate ship aesthetic, I expected a bit more than an arbitrarily rectangular ship populated by ancient bokoblins. It had some variety in its denizens, like a few beamos but really, did Scervo lead a legion of bokoblins? I thought that bokoblins were far overused in this game, populating just about every area of the surface. I appreciated the advent of actual moblins later on in the game, but really, who ran that pirate fortress? Was it Scervo and a bunch of bokoblins? I expected to encounter Scervo and a bunch of renegade robots. Would have sealed the deal.
It was obvious they were trying to deviate from the concepts related to pirate ships—they should have tried harder. It was never too different or too original, thus a lukewarm experience. And lukewarm is subpar. The most interesting part of that whole dungeon (again, besides Scervo) were the puzzles that resolved by shooting the timeshift stone from beneath the deck. I thought, "oh wow, a good puzzle, keep it up Ninty!" And then Tentalus.
Definitely agree, the Timeshift stones were used really well there, in fact that is the only really new theme for a dungeon they had in the game beyond Sky Keep's room puzzle.Mining Facility was pretty good.
You forgot to add that Pirate Ships are waaaaaaay overdone and Nintendo's inclusion of it this time was nothing close to subtle. Where the hell does a robot captain come from, and since when do robots designed for mining decide to go on nautical adventures. That entire section of the game was sooooooo forced I couldn't stand it. Honestly, that entire section of the game seems thrown together lazily as if the designers themselves said, "I can't believe we have to make a ****ing pirate stage again."Yeah, it was a subpar dungeon. I guess with the pirate ship aesthetic, I expected a bit more than an arbitrarily rectangular ship populated by ancient bokoblins. It had some variety in its denizens, like a few beamos but really, did Scervo lead a legion of bokoblins? I thought that bokoblins were far overused in this game, populating just about every area of the surface. I appreciated the advent of actual moblins later on in the game, but really, who ran that pirate fortress? Was it Scervo and a bunch of bokoblins? I expected to encounter Scervo and a bunch of renegade robots. Would have sealed the deal.
It was obvious they were trying to deviate from the concepts related to pirate ships—they should have tried harder. It was never too different or too original, thus a lukewarm experience. And lukewarm is subpar. The most interesting part of that whole dungeon (again, besides Scervo) were the puzzles that resolved by shooting the timeshift stone from beneath the deck. I thought, "oh wow, a good puzzle, keep it up Ninty!" And then Tentalus.
Windfall isn't anything special, but first dungeons are never anything special.I think it's mutually agreed that Koloktos is one of the best bosses ever.
@Anth0ny- MM, best dungeons. Damn, I hated them all except Ikana.
Define a filler dungeon. Pirate ship, ancient cistern, fire sanctuary, and sky keep all qualify as filler dungeons to me.gyorg is no where near the hardest for me and I don't particularly like that fight, but I love great bay temple, second best water dungeon after ancient cistern
I like MM's dungeons a lot in general, SS trumps it but I like how both games have no filler dungeons, I always hate having to play the childhood dungeons in OoT. I've never liked the "only 4 dungeons!" argument, I'd rather have 4 good ones than 8-10 where 3 or 4 of them are filler
I would figure that the fires would be placed in places that were safe and hard to reach, and that they worked as a part of the trials the chosen one had to use to grow (like seriously, you get six heart pieces from doing them and almost all your items). And are you sure they all could just summon the triforce? I don't recall that... Ganondorf was always looking for the complete thing, in WW you had to collect each ****ing piece (I actually dropped the game at that point from how annoying it was to deal with Tingle and all that water). And I don't know, collecting all of the pieces in the "Spirit Realm" things were kind of neat to me at least.Define a filler dungeon. Pirate ship, ancient cistern, fire sanctuary, and sky keep all qualify as filler dungeons to me.
I mean really, if the goddess' plan is to help me save the world, she could at least do me a favor and not put every ****ing thing I need in a temple. "Hey Link, you gotta go find these sacred flames, but I put them in temples to unnecessarily waste your time. Better hope Demise doesn't break out of his seal while you solve this puzzle. Sorry about that."
Especially the obtaining the Triforce. SOOOOOO unnecessary because in earlier games people can call forth the triforce just by having all the marks on their hands.
Still, I dislike most of MM's dungeons. Especially Great Bay. However, Goht is quite possibly the most fun boss to fight. Right now, I'm trying to decide between him and Koloktos.
I was potentially going to on my Hero Mode file until I saw that... I would have quit right then and there.Almost just activated that glitch. Do you know how MAD I would have been?!?! RAWRR
I really liked taking his swords! Tried to walk out of the room with it but it made me drop it. >__> I was like, "Awww... this totally beats the Goddess Sword..." I'm pretty sure it does loads more damage, in the Boss Rush mode I tried to hit him with the Master Sword at that part and it was either taking forever or not working and I had to switch to his big *** blades.I think it's mutually agreed that Koloktos is one of the best bosses ever.
@Anth0ny- MM, best dungeons. Damn, I hated them all except Ikana.
I agree that the scope was quite small compared to TP's final boss, and it was easy if you knew the lightning trick for the second half. (I didn't my first play through, not even my special guide mentioned it, I had to work around his electric blade. Think I went through four fairies. e_e) But yeah, the first part is easy and the second goes even faster if you know that "trick". But personally his scenes were too epic for me to care too much about that.Just finished the game, loved every bit of it. Except Demise was a joke. Damn that fight was a let down.
That's because you've played enough Zelda games to know when to expect a temple. I understand Nintendo's mindset about important ancient artifact needing to be in temples, but that doesn't mean it makes sense. The temples serve literally no purpose in the story world but ot waste time. Keeping them "safe" isn't exactly an issue. The Goddess Sword was pretty safe, and it didn't need to be in a temple to be obtained. And it's not as though the temples themselves kept evil out. Ghirahim got to the end of the Fire Sanctuary without much trouble (considering he can teleport), but he can't exactly DO anythign to the sacred flame there. The only thing he can do is stop Link, and that can be done without him needing to be placed as a boss in a meaningless dungeon. Starting from the first flame, ALL the dungeons serve no purpose to the story. They are not explicitly described as a trial, so there's no reason to assume they are one. And if they are, then goddamn Hylia, how many times do I have to prove myself to you?I would figure that the fires would be placed in places that were safe and hard to reach, and that they worked as a part of the trials the chosen one had to use to grow (like seriously, you get six heart pieces from doing them and almost all your items). And are you sure they all could just summon the triforce? I don't recall that... Ganondorf was always looking for the complete thing, in WW you had to collect each ****ing piece (I actually dropped the game at that point from how annoying it was to deal with Tingle and all that water). And I don't know, collecting all of the pieces in the "Spirit Realm" things were kind of neat to me at least.
I believe it was brosuke who said that in this game,the triforce is not bound to any spirits yet.In all other games,the triforce has been bonded to the three spirits that inevitable settle in the link-zelda-ganondorf trio of the time.Just as a refresher, in WW, at the end Ganondorf calls forth the triforce from the hands of Link and Zelda. He does not have to enter some secret realm, all that is required is the presence of the three marks of the people who hold the respective pieces. Assumedly, in OoT, Ganondorf was about to do the same thing in the final battle, he just had to defeat Link and Zelda before he could do it without resistance. It seems more than clear that the Triforce, in the future, can be called without entering the Silent Realm, even though the Triforce is a physical entity that can be obtained manually, as Ganondorf did in OoT when he entered the Sacred Realm, as Link does in WW searching for the pieces. So I see no reason for Nintendo to make Link go get i when he could easily just call it forth. It's just another reason for them to throw in another temple, AKA FILLER.
I believe it was brosuke who said that in this game,the triforce is not bound to any spirits yet.In all other games,the triforce has been bonded to the three spirits that inevitable settle in the link-zelda-ganondorf trio of the time.
The first time Link sees the mark in WW is when at the Tower of the Gods about to descend to Hyrule and fight Ganondorf. Ganondorf is at the bottom of the ocean, so I wouldn't consider that close at all.The triforce marks only appear in WW i believe when the three parts are near each other. same thing in OOT i believe. The only thing i can think of is that in SS the marks are more a showing that he has passed the trials and proven himself worthy of the Triforce.