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Originally Posted by OneHungryHippo I can see why people wouldn't like the save system, however it wasn't intended to be a "save system". More so a check-point. Due to the length of areas. As for the dungeons not being any good, how so? You can tell me all you want how they were poorly executed, but how? Give examples, or else I can't find any sort of respect in your opinion. |
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Originally Posted by Save Owl Perhaps some people only compare the dungeons and their puzzles to the ones that were presented in OoT or any other predecessors, but OoT being the stronger focus since it's the only 3D counterpart before MM. The dungeons were purely challenging in my opinion, but I may just have a weak intellect, I played the game on and off for several years because I was constantly obstructed by The Great Bay temple.
Overall, I agree with the quoted post as I'd like to see backbone to that claim. |
That doesn't excuse the ultimately inconvenient and largely forced-upon effects they had on the areas, espeically considering the lengths.
SS simply did the entire concept of static save points in an adventure game on a much grander level and in an overall more convenient and less consequential manner; I really doubt at least one or two owl statues in the middle of any one of
MM's dungeons would've been impossible hardware-wise.
Secondly, I'm not necessarily looking for respect towards my opinion on these matters, and I can just as easily ask the same question to any and all (of the thousand) equally 'backless' claims of
MM being this grand, open-ended and timeless gem, and that goes just as much for any claim of mindless complaining to certain points in the same manner as the arguments against aforementioned article.
But, to avoid an irrelevent tangent, one point comes from just taking the actual substance of the dungeons into consideration, the dungeons are VERY minimally based on puzzles and more around overemphasized use of the game's mechanics that feel finnicky at best and really only artificially lengthen the dungeons to begin with. Even the earliest stages through something like Great Bay Temple is composed of what're leaps of faith in order to land a jump to a narrow pipe or get the right passage in a constant whirlpool. None of this becomes challenging when 1. The only real impedements offered are born SOLELY from these things, and 2. As someone who's played through the game no less than a dozen times in my life, I can say this sense of "challenge" stops being a challenge and just becomes a really bland trudge-fest that only feels uneven; If unevenness counts as a testament to challenge, then
MM certainly does have "challenging" dungeons, but if that's the case, then the game is still as piss-easy as any other 3D Zelda and whatever it is that other Zeldas do in place of this unevenness still makes a much more genuine feeling of challenge.
The dungeons stop being about puzzle-solving (what puzzles there are only ever being solve through what are practically scripted events ie purifying the water in Woodfall or any moment of Goron Link's rolling in Snowhead Temple) and just become treks that are laid with the most arduously uneven aspects of a certain form of Link's that's prone to error based more on faulty design of the levels and faulty handling of the forms' main gimmicks than genuine challenge, which is only made worse so due in no small part to an often-times cheap sense of enemy placement ala Woodfall temple where ever flying as Deku Link was an objective, which was more often than puzzles that made any worthwhile use of the items which belonged to dungeons in question, a problem that's consistent in the entirety of
MM's dungeons AND its boss fights, which brings me to a second point; What incentive does Goht offer to use the fire arrows when actually fighting him to do so effectively? None at all, instead focusing on the most one-dimensional use of the Goron mask in an equally one-dimensional excuse for a fight that's done better in other games as partially scripted sections like the final boss in Sonic Colors. Where do the Ice Arrows become a deciding factor in any moment of Gyorg? They don't--instead, you're playing a waiting game for a few minutes until you get a chance to acutally take the offensive, and even that gets shot down when considering how pivotal the swimming and poor-camerawork during swimming actually becomes when actually trying to hurt him. Who the hell wouldn't find the entire process to make fighting Twinmold smoothely to be the most tedious and artificial pre-requisites in Zelda bos history, besides blinded fanboys, and even then, HOW does that excuse the fact that there's as much strategy and variety to fighting Twinmold as there is to any regular mid-tier enemy. Darknuts in
TP and WW had more sense of strategy to them than Twinmold did. No where do the bosses ever truly fulfill what's otherwise a series standard for bossfights, and nowhere do they make up for it with what they do attempt, considering how much they can exploit how poorly the alternate forms actually control. The only boss in the game that offers any genuine challenge, variety, or strategy whatsoever is the final boss, which is a good one I'll more than readily admit, but considering it's what composes one positive point of the three to four points out of ten that I'd give
MM as a score, it doesn't exactly carry the game.
TL;DR--
MM's collective dungeon design stops being immersive and just becomes forced and lazy when it becomes clear how much they actually abandon from what
defines the dungeon-crawling aspects of Legend of Zelda, that is to say genuine puzzle-solving, coherent progression BASED UPON puzzle-solving, pivotal and prominent use of the items obtained for later puzzles-which again, were lacking in general with
MM in favor of poor out-of-place platforming-and the completely butchered excuses for boss battles.
Should that not suffice, I can go on.