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Divine Beast Appreciation Thread

Joined
Jul 7, 2014
Those poor Divine Beasts. They catch a lot of flack for not being the traditional dungeons most of us know and love. While it's true that there a number of aspects about them that could've been better, typically this all people focus on when discussing them.

So instead of what what was subpar or missing, what aspects of the Divine Beasts did you appreciate and enjoy? What did they get right?

And are there any aspects of their design that you would like to return in future dungeons?
 

Doc

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Their presence in the world was honestly really cool for me, and something I would not mind in future titles. Vah Medoh and Vah Rudania especially, because you could see those from almost any location on the map. It felt intimidating and exciting to look out in the distance and see them moving around. For a lot of them, you could feel their presence and it reminded you of the goal of defeating them all.
 

Jirohnagi

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I disliked the boss' of each Divine beasts as they could've gone for something spectacular for them but i did enjoy the "Living" dungeon aspect of the Divine Beasts, by this i mean that what you did actually affected the entire dungeons, opening new ways or closing other ways, it was really also nice to see that they used actual elements inside each beasts, that you had to use the Water coming from Ruta's trunk to turn the waterwheels within or alter Medohs flight to access more rooms or change how the air flowed in the current room.
 

Azure Sage

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They were thematically amazing, each of them. Battling them was really awesome, and then entering and controlling them was really unique. The puzzles inside each were pretty satisfying for me. I really appreciate Vah Ruta the most; in design, in battle, in music, and in puzzles, it's my favorite. Mipha is also my favorite Champion, too. The Divine Beasts really felt like a special part of the game and the series. I can't think of many other things in the series that are so visually striking and interesting.
 

Deus

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I'd have been all for them if they weren't the only 4 dungeons. I think having one big puzzle room/dungeon like that is a good idea for some dungeons and I like the fact you fight them first. I just wish they had had the proper themed dungeons too.
 
Joined
Jul 7, 2014
I'll throw in my 2 cents. My favorite aspect of the Divine Beasts was being able to manipulate them on the fly from the dungeon map. Controversy time: I actually think this mechanic was more fun than having a dungeon item. The only downside was not gaining an item that you can take with you the rest of the game, though the champion abilities arguably compensate for this.
 
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I think Vah Naboris has the best music, and the beginning piano theme of Vah Medoh. The coolest looking is Medoh of course, since it's the only one that can fly. Looks so badass flying in the distance!!
 
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The best thing about the divine beasts were that they were different to the dungeons of old. With shrines occupying spaces all over the map the divine beasts were great for having a much more in depth puzzle scheme. Being able to manipulate them each differently and using this to solve the puzzles (Particularly Vah Naboris' rotating interior) as well as having multiple puzzles per beast as oppose to one puzzle per shrine.

The music was atmospheric, the bosses had a challenge to them depending on the order in which you fought them and having them visible from afar meant the were a living part of the world you could interact with being both menacing and really cool at the same time.

I'm a fan of the classic dungeons but a change of pace every so often is always welcome especially when done so well.
 

CraftyLuminaryObject

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Jul 14, 2019
My favourite aspect of them was the change from the old style of puzzles. Previously, most puzzles in a Zelda game were simply a case of finding the missing piece. A switch or a ladder to be felled or even enemies to be defeated. Most dungeons, to me, felt like a case of continually searching for these missing pieces and often I'd stumble upon them of I just kept walking long enough.

The divine beasts had a very different philosophy. Often the puzzles showed you outright exactly what needed to happen. There's a pressure switch there, here's a heavy ball to weight it down, go figure out a way to get it there. I had all of the puzzles pieces from the get go and solving the mystery was a case of using the tools I had available to get the task done.

This was also one benefit of the reduced item roster. While I did miss items like the hookshot and boomerang in its more traditional form, it allowed for a much more streamlined process of elimination. If ever I found myself stuck on a puzzle it wasn't because I'd completely neglected to think about a particular item. I'd thought about them all, it was simply a case of my imagination not being flexible enough to imagine how to use them.

There's definitely some use of the old style "find the missing piece" design. BotW made use of it with things like the eyeballs on the pools of malice. Having now experienced a game more free of such constraints though I think I'd struggle to go back to a game with them.
 

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