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Helios said:
Just about at the end of Twilight Princess. I've been thinking more about the conceptual themes associated with each dungeon. The Arbiter's Grounds, for example, could be summed up as 'unearthing what is hidden.' The theme is applicable, on some level, to just about everything which happens in that temple; design, puzzle and story. The Temple of Time, on the other hand, communicates thoughts of balance, symmetry and a sense of recursion - perfectly in line with what we have been told about the way the goddesses judge merit, yes?

What then of the others? I like to categorize things based on themes or attributes

 

Did the junk between Deku Tree and Dodongo's Cavern today. The only boring part of having to run through this game twice is do all the stuff that's exactly the same. I did catch those adorable crayon drawings in Malon's bedroom, though



Monster Hunter: pissing me off since 2010.