Whilst receiving plenty of praise, it's hard to deny how the reception for pales in comparison to its predecessor. 's huge scale and level of freedom provided for the player is unparalleled in the franchise. Moreover, the game's use of experimental abilities such as the Ultrahand no doubt had an influence on the Echo ability in, yet there's one area in which falters and shows its true strength: the dungeons.
Dungeons are not only a beloved part of the franchise, but a necessary inclusion for each game. The dungeons best illustrate the elements that are core to the series as a whole. They encapsulate the exploration, action, and sense of discovery that the franchise was built upon. Therefore, as is tradition, both and feature dungeons of their own, though there are notable differences between each game. Not only do these differences show how succeeds where struggles, but it also shows the potential for dungeons included in future entries.
's dungeons, while impressive in terms of scope, often provide little for the player to do within them. The game is committed to guiding the player through the dungeons at all times. Every dungeon map in is given immediately to Link, with glowing objective markers clearly showing the player where each activation point is to reach the boss. It makes for a repetitive structure that loses any sense of mystery or excitement that dungeons should provide.
The puzzles within 's dungeon themselves leave a lot to be desired. Many of the puzzles blocking the activation points are incredibly simplistic, with clear visual cues telling the player which of Link's abilities should be used. It makes for a sense of progression that feels unsatisfactory as the player isn't challenged to use any sense of critical thinking.
This frustration makes the simplistic puzzles all the more agonizing for the player.
This is made more infuriating by 's obsession with creating large areas to explore, which can be a detriment to the dungeon's overall enjoyment. 's
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