Tag: Dungeons

As with many things that have to do with The Legend of Zelda franchise, we can spend quite a bit of time talking about Dungeons! There are many reasons fans become hooked on the Zelda series, whether it is the lore that inspires you, the characters, or the gameplay, there are many things that keep us coming back time and time again. It is all a part of a fantastic little puzzle that began long ago, and dungeons are an…

Forest Temple, Fire Temple, Water Temple; each of these is an example of the themes Zelda dungeons have explored in the past. Every game features a collection of labyrinths that carry a specific motif, whether they are natural, spiritual, or otherwise. It may seem that the Zelda series has covered every imaginable dungeon theme, but I’m sure we can think of more that deserve to be centered around a dungeon…

We all have that level, puzzle, or dungeon that stands out in our memory.  Perhaps it was a dungeon that took the combined forces of you and a friend to beat, or a puzzle that forced you to consult a walkthrough.  Maybe the level that you remember most dearly wasn’t ever a challenge, but was such a pleasant experiences that you’d go back through it without hesitation. In a general discussion of the myriad temples and dungeons of the Zelda series, however, the level of challenge of said trial and its puzzles…

Kotaku’s Stephen Totilo recently interviewed Zelda series director Eiji Aonuma about the process of constructing dungeons in different Zelda games, as well as the rather dark mature nature of Majora’s Mask. In the interview, Aonuma talks about the different strategies and considerations for the creation of a Zelda dungeon. He also gives insight into the inspiration of the Lover’s Quest in Majora’s Mask and explains why the game strays so far from the typical Zelda atmosphere. Alexis S. AndersonAlexis S….

IGN got the opportunity to sit down with Legend of Zelda director Eiji Aonuma and ask him all about his experience in remaking Majora’s Mask. They discussed a wide variety of subjects, from the remake of the water temple and boss fights to what were actual teasers for Majora’s Mask 3D. Aonuma reveals all, telling how he approached trying to improve the swimming mechanics and make the game easier without making it easy. Hit the jump to find out more….

In an interview with Kotaku, Zelda series producer Eiji Aonuma discussed how Zelda dungeons are designed and revealed that he was initially responsible for Ocarina of Time‘s dungeons.

Though many of Aonuma’s answers to Kotaku’s questions (through a translator and conducted over Skype) were vague, he did provide some insight into what initial steps Zelda‘s developers take when the begin designing a dungeon…

During the development of Zelda titles, there are many concepts of various mechanics and locations that are scrapped from the final product. Some of the most interesting of them all to look into is the scrapped dungeons- The Beta Dungeons. And let’s be honest; there are quite a few Beta Dungeons out there. So let’s talk about them here! Hit the jump to check out more on the subject! Liam OrthHeyo. My name’s Liam! And I’m a huge Zelda fanatic….

Hello everyone! For those who don’t know, this article is a continuation of a series started last week about level design in Zelda games. I’ll be looking at every single dungeon in these Zelda games: Link’s Awakening, Ocarina of Time, Wind Waker, Twilight Princess, Skyward Sword, and A Link Between Worlds, seeking to find which dungeons are examples of excellent level design, and then bringing that analysis to you fine folks.

Today I’m talking about Ocarina of Time’s Forest Temple. I’ll be honest, I’ve never been a huge fan of the Forest Temple. It was okay, but only stood out to me because you get the Fairy Bow in it. Since I’ve been replaying games seeking out great dungeons, it was a perfect opportunity to take a fresh look at Ocarina of Time’s Forest Temple. After playing through it with an open mind, I’m still not personally a fan of it, but I have much more appreciation for what it does right in terms of level design, which is quite a lot. Let’s dive in, shall we?

At E3 2014, Eiji Aonuma explained that the new Zelda title for the Wii U was going to provide a more open and accessible world while rethinking the conventions of puzzle solving in the series. But just how far is too far? Click the jump and join the Daily Debate!

Welcome back to another issue of Milk Bar Mornings, the show where we analyze various songs from the series through story and technicalities. This week we will be looking at the various dungeon themes present in Lorule, an alternate world ventured through in A Link Between Worlds. Lorule’s dungeons are highly similar to those in the Dark World in the games predecessor, A Link to the Past, some dungeons serving as remakes of A Link to the Past, and others serving as…