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The Legend of Zelda: Breath of the Wild

PhantomDigiPhantom

07/22/2017 11:02 PM ·Spoilers

I feel like the labyrinth shrines, especially the Hebra labyrinth, are the closest the game comes to emulating the dungeon style of Zeldas 1 + 2. First, the dungeons in the first Zelda didn't HAVE puzzles so much as they WERE puzzles, just getting around them and working out the dissonance between the way the rooms appeared on the map and the way they actually connected with each other in reality.

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  • Related to the first point, the 1986 dungeons weren't all that hard to "solve," so to speak. What made them feel difficult was that they were teeming with enemies. Choosing which room to try next was a high-stakes game; Every move was costly, and choosing wrong could prove disastrous. It was a race against time, and you had to fight for the right to stay just a few moments more, and choose again.

    Yeahs0
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  • You couldn't just wander the rooms forever. You'd die. Eventually, maybe quickly. But you'd die. I get shades of this feeling in the Hebra Labyrinth, being hounded by a troop of Black Lizalfos and burning through my rations of cold-resist food. I get shades of it in the Lomei Labyrinth, sneaking past a Guardian in a claustrophobic corridor, risking a deadly game of Pac-Man should I wake it up.

    Yeahs0
    Played
  • And while for the most part the Labyrinths are fairly safe, I can't help but walk away with a prodding feeling, a tantalizing sense of what could be. Maybe the next Zelda will do for dungeons what this game did for the overworld. Here's where they might start.

    Yeahs0
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