By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Alkibiádēs said:
MTZehvor said:
 

...except for...you know...all of the upgrades that you can only get in the light world, and the boss battles that can only be fought in the light world, and the temples that can only be accessed in the light world, and basically every single objective that is limited to the light world, along with the fact that some areas may be blocked off by certain powerups within the dakr world (i.e. super missile door or spider ball track or something). The player should be going to the light world because they need to do so to get something there, not because they need to navigate around an obtusely designed dark world.

You just said you were against artificial roadblocks... What do you think those are? It's a rather straight forward design anyway. A Link between Worlds and A Link to The Past did the same. And it made them better games for it. It adds to the exploration.

Let me quote a previous post of mine, since it's apparently been forgotten.

The artificial blocks I'm talking about are the Ingworms; there will frequently be a completely blockaided section of territory that is totally invulnerable to all weaponfire.

In addition, those aren't "roadblocks." They're things to find in a different location. You go to the light world because something you need is in the light world, as opposed to going to the light world when the thing you want is in the dark world, but you have to use the light world to get around a blocked off section. I'm (usually) all for game developers placing obstacles that can be worked around at some point or another, but the Ingworms just block off big sections of the game and serve little purpose other than to artificially extend the length of the end game fetch quest.

To simplify; when I say roadblock, I mean an actual object placed in my way to prevent me from getting to a specific objective. Placing the objective in another location to begin with is not a roadblock.