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No. 184741
Playing it for a dungeon and a half so far, they do seem quite short, and I miss getting the items form the dungeon. I'm still waiting for the opportunity to buy them at all, and don't like how there are situations where said items are absolutely required to progress before you can buy them, instead of making it optional. Don't think I'll be agreeing with >>183179 in that I always felt motivated to avoid dying anyway. It also means no mini-boss in the dungeon, which is probably a good chunk of why they feel so short. In fact, with how dungeons are structured, that's probably why they are shorter: In other Zelda games, the first half or so of a dungeon is mostly navigating without the aid of the dungeon's crucial item. Without that, it's harder get multiple uses out of a room. There's also the fact that you just get the dungeon map for everything automatically, though I'm not sure how much that affect gameplay, and story-wise it seems to check out.
At the moment, though, I'm in the House of Gales, second floor, and just jumped to the left right after entering just to see what was up. Turns out they give you a hint ghost to give for putting out the circle of fire, but not one to remind you that the tornado rod, which is mostly useless for climbing elsewhere, actually does take you high enough, you just can't maneuver in-air. When I saw the empty fire circle, my first thought was that I was supposed to stand in the middle, let it re-light around me, and use the tornado rod to ride up extra high on a thermal column. After that didn't work I just disregarded using the tornado rod at all. for a while.
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