This is true. I haven’t seen that video, but I got a good grasp. Individual shrines didn’t really incorporate all three challenges very well. Dungeons do. But removing shrines completely doesn’t sound fun. There were some shrines that only had a boss, and some shrines that were so well hidden that they simply rewarded you for finding it, but it’s not really enough. The boss shrines should have more of a variety of combat challenges instead of just one category of enemy, and for exploration? Maybe the inside of shrines could be designed in a way that it’s not always the same internal environment or structure, I dunno what Nintendo has up their sleeves about thatElaborating on that, I think a variety of shrine and dungeon types would vastly improve the game.
I believe it was Boss Keys (The youtube channel) which identified three types of Zelda dungeons.
1. Puzzle boxes
BotW's shrines and dungeons made for good puzzle boxes but stank at combat and exploration.
Combat shrines are repetitive and exploration was non-existent practically!
I think the sequel should incorporate a better balance of the three.
They were. It slipped my mind. But bread pirate has a point. Divine Beasts had the exploration and puzzles down, but not much for combat except for the bosses. I’m not saying that makes them bad dungeons, but stuff like mini bosses is something to at least consider even if they can’t implement themBut what would you consider to be dungeons? What makes the Divine Beasts not dungeons?