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JakDaSnack said:
SvennoJ said:

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.

Lol, I saw the torch on the ground and figured I had to light it.  Then noticed the wind and thought hey why don't I follow that and see what happens lol.  I personally loved it, my concerns with your suggestions is that it would then be similar to the shrine quests that are already in the game.  I personally like variety.   And to me, it fit with the rest of the game because it was simply a puzzle, and like you've seen in this thread there are multiple ways to solve it just like most of the other puzzles in the game.  So I don't see how you can say it didn't fit with the rest of the game design.

The torch mechanic is not the real problem, it's "cross this line, reset to start" which doesn't fit with the rest of the game. That's a weak cop out instead of implementing a maze puzzle in a satisfying way. Invisible / artificial barriers do not fit with the game design. The shrouded shrine quest area does allow you to fly into its area and then lets you figure out how to get out of it again. Lost woods can only be approached through a designated corridor with artificial barriers, doesn't fit.