Tag: dungeon week

It’s been fun, but today marks the official end of ZI Dungeon Week!

Please vote in the poll (after the jump) so that we can truly decide which of these dungeons was the best!

We’ve all really enjoyed ourselves for these past seven days, especially among the writers, who managed to spend the whole week writing about all of their favorite dungeons, songs, and puzzles in the series.

The articles were all wonderful (said the completely unbiased observer), and were honestly a great breath of fresh air, and a good way to celebrate what we love about the series in its core.

Follow after the jump for a poll and a discussion on the future on themed weeks at ZI!

Today is the last day of Zelda Informer’s Dungeon Week!

We’re closing up this week’s series with the brilliant Lorule Castle, the final dungeon from the newest title in the series, The Legend of Zelda: A Link Between Worlds.

Had you asked me a month ago what my favorite dungeon of the Zelda series was, I highly doubt that I would have chosen this one. Not because I don’t love it, obviously – heck, I’ve chosen it now, haven’t I? – but more because my focus has always been on the 3D games. From my first time playing Ocarina of Time to my latest run-through of Skyward Sword, the worlds and the gameplay of those have always enthralled me far more than the top-down look of handhelds and earlier titles. But when I ran through the list of dungeons from across the entire series, weighing each one’s merits and charms and difficulties and disappointments, I surprised myself by continually coming back to the Tower of Spirits.

Delve into this massive dungeon with me after the jump!

When I think of a traditional dungeon in a Zelda game, I think of multiple rooms resting within some kind of structure or mountain found somewhere on the world map, places that are just sitting there, waiting for a Hero to come solve their many puzzles. While that’s all fine and dandy, and probably one of my favorite parts of the series, this formula feels a bit stale after so many visits. What really makes a dungeon stick out in my eyes is when the dungeon blends in with the environment or just feels natural to what you’re doing in your quest. Yes, once you’ve entered a dungeon, you’re in the dungeon, but that doesn’t mean a dungeon has to feel like what we’re familiar with. A particular favorite dungeon that does all this is Skyward Sword‘s Sandship.

Head inside for more!

It was always going to be difficult to pit these dungeons against one another. The Legend of Zelda has a long history of extraordinary dungeon design and prides itself on constantly reinventing the challenges our hero has to face, while hearkening back to the staples of the genre whenever it can. The ever-changing advancements in technology and gameplay capability have had a direct effect on the way that dungeons look and play, not only in Zelda but in video games on all platforms.

The Ancient Cistern is a prime example of how far dungeon-making has come in 25 years of Zelda. Its name may arouse notions of a very old sewer system, but it is nevertheless a masterful depiction of daring aesthetics and thought-provoking motifs, delightfully dipped into the heart of Skyward Sword.

I have talked at length on many occasions about my fondness

for Zelda II: The Adventure of Link. Some admire that I enjoyed the game thoroughly,

and others are still baffled how it flip flops around in my top 3 Zelda games

in the series, occasionally occupying the top spot. One of the primary reasons

this happens is because I absolutely love the Dungeons, and thus it may be no

surprise that my favorite dungeon (at least, from the 2D games) is The Great