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JakDaSnack said:
SvennoJ said:

There are better ways to handle being lost like taking the radar away as in the sandstorm, or reduce your visibility as in the ruins near the lost woods. Taking your ability to explore away by introducing invisible walls that reset your position is a drastic change from the rest of the game. The game doesn't let you learn how to safely traverse the woods, it simply turns it into trial and error gameplay.

The lost woods has always been a maze, where if you make the wrong turn you have to start over.  It's never been as smooth as botw though.

I have played OOT, Windwaker, TP and SS, the lost woods never stood out as not fitting in with the rest of the game design. The mechanic is nice and in the spirit of Zelda, yet after 160 hours of the wind never having been used like that it feels out of place. The torch mechanic is easily missed (at least 2 others here missed it) which could have been avoided if there were a few unlit lanterns around. (And apparently there is an npc with a clue in an inn somewhere, never met him)

The area also felt cramped which is probably why it needed corridors to make it more difficult. It would have been better situated at the edge of the map with no defined outer borders. Radar disabled as in a sand storm with the game actually letting you get lost and giving you time to figure out the clues. Use the torch to burn through barriers as in previous zelda games to give you a reason to carry one. Add difficult to spot bogs covered by fog to make it more dangerous when straying off the path. Add dangers in the trees to discourage Ravoli's launch or using big bonfires to fly over the forest. (Or thicker fog over the trees with wind lowing you off course as in other areas in the game) Yet never simply reset the player, that's a cop out.

Searching the desert in a sandstorm, the mazes, shrouded shrine quest, all handled it better than the lost woods. The game is still a 10 for me, lost woods just wasn't as awesome as the rest.