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Kakadu18 said:
HoloDust said:

Well, hopefully they are not like BotW "dungeons", aka Divine Beasts. From what I understand there are

Spoiler!
5 dungeons and one castle

we're yet to see do they lean more toward classic Zelda dungeons/temples or half-hearted attempts like Divine Beasts.

I have not seen them in detail, but I've read impressions and they are that the first dungeon already is significantly better than any divine beast and a ton of fun.

Classic Zelda dungeons usually had puzzles with only one possible sollution, which is something I hope never ever returns in any future Zelda game. A mixture of Hyrule Castle and puzzles like in the shrines and the divine beasts in BotW is what I hope it will be like.

While the divine beasts were very samey and short, they did have some great puzzles. Something bigger, with a mini-boss in the middle and more intricate level design and genuinely great bosses would be what I'd want. That huge golem shown in one of the trailers apparently is an incredible boss fight early on, but I haven't seen it myself.

Well, hopefully TotK dungeons are significantly better than BotW's. I don't know - I'm one of those who don't like BotW very much, and, IMO, Nintendo did a piss poor job at communicating that they improved on its flaws - most of what they were interested in showing was more of " physics shenanigans in Hyrule".

I fully support multi-solutions to problems, after all that is what I'm used to in decades of properly done RPGs. For example, location I liked the most in BotW, Gerudo Town, annoyed me to no end with its "one solution to enter" problem, which is more than fine for me if the whole game is like that, but most irritating if parts of game are all about multiple solutions and other parts are restricting you completely, like BotW was.

curl-6 said:
HoloDust said:

Oh, it was certainly expected that they would continue in BotW direction - after all they are most interested in sales. Then again, I have no problem imagining in my mind Zelda that is open world AND has a lot of designs that defined Zelda for decades. Not that I actually expected they would fully listen to people that were dissatisfied with BotW, but I was hoping they would listen to at least some of the critique.

But, I haven't seen that much, maybe some 10-11 hours, and that only in bits and snippets. It is possible there are things later in the game that are much more like classic Zeldas that I don't know nothing about at the moment. As I said, knowing there is underground is enough for me to decide to play it, though I would probably try to play it with as little as possible usage of crafting/physics shenanigans - akin to that guy that played BotW without climbing.

It wasn't just the open world that made BOTW so insanely popular though, the physics stuff and freeform approach to gameplay were a big part of it too. The lock and key progression style of classic Zelda would run counter to that and would risk not appealing to the new players who made BOTW so successful.

Yeah, I guess there is no turning back after BotW and the sales it made. For many, BotW is the first Zelda they ever played, just like for many Fallout 3 is first Fallout they ever played (fairly descent game, pretty shoddy Fallout game), so there's that market as well. For me BotW is fairly descent open world game, but not a very good Zelda game - maybe TotK will be better, I don't know, one way or the other, they have a sale from me cause my son likes it, so I have no option but to buy it (well, technically I do have an option, but I'd be teaching him the wrong lesson that way).