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DanneSandin said:

What would they add in dungeons that would break up all the fighting? It would be boring if all you ever did was killing in the dungeons, that would make that whole section hack'n'slash. That kind of thing work well in Zelda 1, but doesnt really cut it in newer games. Dont get me wrong, I'd still like to see more enemies in tve dungeons, but even more so, I'd like to see more challanging enemies. Enemies that are mini puzzles in and of itself, where you need to master certain skills to take them down, kinda like in TP.

And I'd like "hot spots" where there is enemies in the Overworld as well, but maybe not as tough as those in the dungeon they're guarding


If it worked well in Zelda 1, why can't it work well in Zelda U? Those dungeons weren't boring at all. Were they primative to what they can be now? Of course they were. They were, however, still engaging. I keep bringing up Dark Souls because it's such a great example. The labrynthine level design of Dark Souls never gets boring. You're trying to find your way through a world. Make being inside a dungeon about finding your way out of it. You should be encouraged to exploit your way through a dungeon, just like in Zelda 1. Bombing your way through walls was great in Zelda 1 because you hardly ever had to. It was a way to skip entire sections of the dungeon. You were outwitting the game using logic. It's not a key. You didn't need to do that to progress. You chose to do that to make progression easier. "If these two rooms are next to each other, I should be able to blast my way through the connected walls." That feels awesome, and there's so much room to expand upon that. Add those elements with what Dark Souls already does with level design, and you have got the best dungeons in Zelda hystory. No predictable item "key" gimmicks or puzzles required.