In prior Zeldas, dungeons were architecturally complicated and treasures would bring a new kind of ability.
In prior Zeldas, dungeons were architecturally complicated and treasures would bring a new kind of ability.
> Shrines and Korok leaves are chores
They’re designed to be fun if you discover them naturally instead of actively trying to get them all.
Getting 13 hearts and two stamina wheels only takes about half the shrines, and I felt like I had plenty of inventory space after 200 or so Koroks, not to mention the “reward” for going to the trouble of getting all of the Koroks
They are not as inventive or unique as in previous games. They all use the same textures, which is so tiring after a while.
As Nintendo and Monolith Soft (the secret MVPs of that game) develop sequels based on the formula, they’ll close the dungeon gap and give us even better games.
Looking at the trailers for the sequel, I’m pretty convinced this will be the big difference; unique dungeons based on their previous work.