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As a make my way through Twilight Princess, I going to go on and say that Zelda's dungeons are actually devoid of puzzles nowadays. I mean really. Lighting torches to open a door or make a treasure chest appear, or stepping on floor switches to make doors open, or putting statues or blocks over floor switches to keep them suppressed so the door will stay open isn't really a puzzle to me. I understand that, these things are series staples and very obvious to the Zelda vet - yet Twilight Princess is full of these types of "puzzles".

I think other old-school action/RPGs like Alundra really did a great job with having well thought-out (and challenging) puzzles - much more ingenious than many of the puzzles we find in a Zelda game (though I'd have to play it again to really be sure - I'm going strictly off of memory here). I think Zelda's dungeons are more challenging due to it's well thought out layouts. i.e. knowing exactly which room is directly overtop of you or below you (most of ALttP's challenge stemmed from this mechanic), figuring out how a change made in one part of the dungeon effects other parts of the dungeon (good example would be the pillar in OoT's Fire Temple, raising water levels in OoT's Water Temple, or flipping Rockvale in MM), etc.