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t3mporary_126 said:

I like the idea that hidden skills could make enemies more difficult if learned. I don't really think of how Zelda enemies worked harmoniously to provide difficulty but I think it's true! It made the classic 2D games more difficult and promoted more reflexive gameplay that was enjoyable.

I think one feature that recent 3D Zelda games lack (haven't played Skyward Sword or Majora) are traps and deterrents in dungeons. A Link to the Past had a variety of these in the game including plenty of spikes blocks, holes in floor that even send you a floor down to impede progress, blocks that shoot fireballs, a trail of fireball, invincible jnyxes that steal tiny amount of your magic and health, and moving floors.

And if you think about, dungeons are suppose to have traps and deterrents! The only dungeon that seemed to have plenty of traps and deterrents in 3D Zelda was the Shadow/Sheikah temple in Ocarina of Time (haven't played MM or SS). 3D Zelda games seem to replace traps and deterrents with puzzles instead. However I think a good balance between traps, deterrents, and puzzles would make 3D Zelda dungeons more challenging and new!

Edit: Sorry for not formatting my wall of text earlier!


I don't like the idea of needing to unlock the moves throughout the game, because it artificially limits what enemy you can fight when. I think the best solution would be to have all of the skills available from the beginning. Then they could either have all of the tutorials for it in the "first" town, or they could have them all spread out between numerous different towns. All the tutorials are optional though and all you're really doing is collecting some sort of acheivement for "learning" them all. This way, it's possible to figure out these techniques on your own and have a fighting chance against toughter enemies in the beginning if you so choose.

I actually debated whether or not I should bring up the design of the dungeons in detail, because that is what has really changed drastically about the series. The shift from "dungeon" to "temple" or "sanctuary" has shifted the focus from mazes, finding short cuts, traps, and hazards to puzzles. In some of the games, the Stalfos are used as deterents, though they are usually defeatable. Same with the Wizzrobes.