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Re: Dungeon length and frequency.
I liked how there were three easy dungeons in OOT and the real dungeons were harder. Though gannondorf's castle was a bit of a disappointment. Take down the barriers, beat up the bad guys, climb the stares, fight gannon, save the day. *yawns* I'd rather do a barrel roll in starfox XD
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Re: Dungeon length and frequency.
The last level of basically any game is usually very sloppily made and brings down the quality quite a bit. It would be amazing if Nintendo would get their act together and create a great last level, we haven't had any true last levels since ALttP.
The exception to this rule would have to be the Mario series. The last level is usually brutal in the main Mario games compared to the regular levels.
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Re: Dungeon length and frequency.
...ALttP was brutal, and I expected OoT to do the same. TWW and TP didn't even try. :C
I actually almost gave up on Ganon's Castle while playing OoTMQ...that was ridiculous.
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Re: Dungeon length and frequency.
The problem is that there's too much build-up to allow the player to find himself stuck at a puzzle while he REALLY feels he should be busting down doors and beating the hell out of Ganon. I always found Ganon's Castle to be almost pro forma, and while I'd like it to be a little more complex, I perfectly understand why they did that. Beats facing every other boss, anyway.
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Re: Dungeon length and frequency.
Quote:
Again not like metroid, but like you need a certain item you couldn't get to without the tools you find in the next dungeon, though you would only go back ONE dungeon. Rather than metroid where you have to backtrack several areas for certain items.
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Re: Dungeon length and frequency.
I chose the one like TP. But I'd like it to be harder.
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