| DanneSandin said: Did you just quote my post twice? :p regarding ur answer to my TP example of enemies being mini puzzles; what I liked about them, and is present in both OoT, and to a lesser extent the original LoZ, is that you had to learn a new technic to take them down. In LoZ u had to stab the darknuts in the back, and this is only a continuation of that. Learn how to take down certain enemies. Trick to attack you, roll to the side and stab them in the back. That kind of thing. I dont see how we cant both have the kinds of dungeons u describe with a few puzzles thrown in? I to would line big, maze like dungeons with intiminating atmosphere and enemies, but Id also like to use my brain once in a while solving certain problems. |
I did lol. The thing is, those aren't puzzles. Attacking an enemy from the back isn't a puzzle, it's just where that particular enemy is vulnerable. If that's all you meant, then we're in agreement. But I still don't think specific items should be the only way to kill some enemies. Every weapon you get past the sword and arrow should be placed there to diversify your arcenal. Some enemies can be killed easier with bombs, for example, but if you wanted, you should be able to beat the entire game with just the sword, shield, and arrows.
I have many issues with puzzles in Zelda dungeons. They're hardly ever even good, challenging, or satisfying. They depend on lock and key item gimmicks that only evaporates any tension that could have been built in that dungeon. There's nothing scary or intimidating about sitting down and solving a puzzle. They force linear dungeon design. The only truely great ones are ones like the water temple in OoT (3D) where the puzzle spanned the entire dungeon instead of just in isolated rooms, which works completely against the brutal maze-like dungeon design that Zelda dungeons should be.
If they were called something else, didn't focus on combat at all, was just one huge, complex, and intricate puzzle that spanned through the entire area, and didn't depend on item gimmicks like even the Water Temple did, then I wouldn't mind their inclusion as a side objective to the standard 8 dungeons. Maybe they're specifically called Temples, there are only 3 of them, and they're created by the Godesses to test the wits of the hero, and you get some completely optional, yet extremely useful, items or upgrades there. I'd be down for that.
But no puzzles in the main dungeons.









