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Metrium said:
S.Peelman said:

Agree, but Din's Fire is necessary to complete the game already, you need it twice; once to open the door to the Shadow Temple, and once inside the Spirit Temple. You can get by with glitching though, but that's not really how it's done. In the Master Quest it's actually quite important because you need to light a lot of torches which are just out of reach or on the other side of walls.

I agree Nayru's Love (the invincibility spell) is pretty useless, but Farore's Wind (the teleport spell) can be quite useful. It meant to be used in places you like to come back to later, like a certain room in a dungeon after you had quit the game, but it's also useful to quickly and efficiently navigate the Water Temple.


True, and if this rumor is true (about the dongeons being a hundred times bigger) I could imagine Farore's Wind being quite usefull.

Nayru's love could be added into boss fight mechanics. Some phase into the boss fight where it would be a insta kill if you dont use it. Or just make the game harder so I feel the need to use it sometimes to get away from dangerous situation.

For Din's fire, I used it sometimes to kill ennemies when I felt lazy, but I agree that other than lighting some torches, it was pretty useless. But they can add ennemies that can only be killed by fire, or send us hordes of ennemies (like at the end of SS) so we could use Din's fire to wipe them out with a bang!

My point is that I do agree that spells were useless in OoT, but the idea was cool and Nintendo could bring them back as long as they design the game in a way that they (and maybe other new spells) can end up usefull

Truer words have never been spoken.