Re:Elden Ring Succeeds by Ignoring 20 Years of Open-World De...
by oneoff786 on Friday April 01, 2022 @10:13PM
(#30885299)
Eh. The original Zelda is vaguely non linear. But there are several sequential dependencies for dungeons. Once you’re done with the first 3 it’s pretty darn linear for things like the ladder and the bow and what not. And that game has a progression curve that makes it fairly punishing to do things out of order for normal players. I would say that game forces you to be lost whereas botw really allows you to enjoy exploring. The original isn’t that big and you’ll probably find yourself scouring the same few areas annoyedly over and over.
Zelda 2 was pretty linear too.
The twin mountains are spectacle rock. They have appeared in many games. Most notably, imo, they’re in the crater of death mountain in ocarina of time. If you squint at the way the fire temple is built (two towers) it’s sort of implied to be built inside of it. Very cool
Re:Elden Ring Succeeds by Ignoring 20 Years of Open-World De...
by Izkata on Saturday April 02, 2022 @02:06AM
(#30886168)
I don't remember that at all, but I do definitely remember the Dueling Peaks, which were visible as soon as you finished the tutorial (and were in the direction you had to go to continue the main quest): https://zelda.fandom.com/wiki/Dueling_Peaks
While quite different of course, they have basically the same goal: you first have to get lost in order to find your way.
The fun begins when you explore and stumble across things by mistake.
Also many landmarks in BOTW are straight up taken from the NES game, like the twin mountains in the gerudo desert.
After Ocarina of Time, the Zelda games went to a linear story with a dungeon formula almost copy pasted for 20 years. BOTW breaks this pattern to get back to its roots: exploration.
Just watch the interviews of Aonuma explaining this.