Iridescence
Emancipated Wind Fish
- Joined
- May 11, 2014
- Location
- United States
- Sky Keep (SS) - One thing that's missing is the boss itself, though the apple didn't fall too far from the tree. It had lots of color, variety, and the dungeon itself was a puzzle. Loved it.
- Tower of Ganon (ALTTP) - Actions, bosses, puzzles. This one has it all.
- Level 9 (LOZ) - Was the half the size of the entire overworld combined. The other dungeons were simple, but this one was by far the most cerebral and difficult.
- Ganon's Castle (OOT) - Gives you a smorgasbord of different puzzles in different rooms and a great finale.
- Dark Hyrule Castle (TMC) - Nice darkish atmosphere. Kinda borrows from ALTTP, but has its own nice twist to it. All around fun.
- Hyrule Castle (TP) - Not the best dungeon in TP and the bosses were underwhelming, but the atmosphere was certainly there and it was full of various puzzles.
- Lorule Castle (ALBW) - It's segmented and by the numbers, but the elements themselves in it are good.
- Ganon's Tower (TWW) - It's like a stripped down version of OOT's final dungeon. The level design is so bad here. This was rushed, but it did have good bosses and an epic finale.
- The Moon (MM) - Nice atmosphere, story, some mini-dungeons, and the Majora battles, but not quite a dungeon.
- Wind Fish Egg (LA) - "Lost Wood" esque puzzles are stupid, but a great string of boss fights help.
- Black Tower (OOA) - Was really short, but the warping and light puzzle elements were kinda cool.
- Room of Rites (OOX) - The eyes concept and the boss battles were good, but way too short.
- Onox's Castle (OOS) - Cool dragon boss, but could a dungeon be any lazier and more perfunctory?
Overall Thoughts
- In ranking them, I considered the boss fights as a factor, but I graded them as dungeons first, so level design and atmosphere matter more
- The final dungeons in Zelda games tend to be far from the best in their respective games.
- It's possible that time constraints make the last dungeons rushed.
- Or it's also possible that by the end, the player just wants to fight the boss (and navigating through a large dungeon may ruin the moment)
- I excluded PH/ST (hub-dungeons aren't fair game) and AOL/FS/FSA for not having conventional dungeons.