DarkestLink
Darkest of all Dark Links
- Joined
- Oct 28, 2012
@JuicieJ
...I'm pretty damn sure you described them as dungeon like in a previous argument.
...I'm pretty damn sure you described them as dungeon like in a previous argument.
TMC maybe but not alttp's over world, SS' overworld seems to far removed from that style, the only region that comes close to it would be the skull woods even that is already a dungeon sort of.It's very reminiscent of ALttP and TMC's overworlds in that regard -- obviously not from an exploration standpoint, but from a content one. (I know I already brought those two games up from the puzzle-solving perspective, but that's only one of the traits they share.)
TMC maybe but not alttp's over world, SS' overworld seems to far removed from that style, the only region that comes close to it would be the skull woods even that is already a dungeon sort of.
I probably did, care to clarify?Nice of you to miss my point entirely.
I probably did, care to clarify?
So first scenario as in like alttp?This is something I've praised in A Link to the Past, The Minish Cap, and Skyward Sword. They each have mild puzzle-solving elements along the paths to their respective dungeons, which allows for a smoother and more believable overworld/dungeon transition.
However, I only praise just that kind of scenario. When it's something that sends you careening across the entire overworld to find something, I take up issue. Link's Awakening, as great of a game as it is, was terrible about this (there was always more to find than just the keys), and moments like the library book fetch quest in TMC severely irritate me, as they serve as nothing more than meaningless padding to the adventure.
So my answer to the OP is yes, but only when it's like the first scenario I brought up.
So wait you were talking about the content in general or just finding the next dungeon?I don't really know what else to say other than what I did initially. Skyward Sword's surface portions are very similar to ALttP and TMC's overworlds not just because there are puzzle-solving elements leading up to the dungeons, but because they're basically large gameplay spaces. There's always something to do in every nook and cranny, whether it be fighting enemies, discovering secrets, or overcoming obstacles. I can't make it any clearer than that.
So wait you were talking about the content in general or just finding the next dungeon?