Nostalgia can be a powerful tool but used incorrectly it can make a game feel derivative and uninspired. There’s a fine line between an engaging call back versus repetitive gameplay design. Tears of the Kingdom did an excellent job at using nostalgia and classic ideas from the traditional Zelda blueprint by making a game that blends the open world ideology of Breath of the Wild with the puzzle based and environmentally focused dungeon design seen in classic linear Zelda games. Certain areas in Tears of the Kingdom use those ideas and modify them to work with its open ended approach to gameplay. It’s most widely used in relation to the dungeons and the lead up to them. So today we’re gonna take a look into dungeons and just how they use traditional influence to capture the feeling of classic Zelda games.
Special shoutout to my boy Newbornkilik for letting me use some footage from his latest video on the Wind Temple! You should go check it out!
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Time Stamps
Intro 0:00
The Wind Temple 1:00
Ancient Zora Waterworks 3:36
The Fire Temple 5:59
Ancient Prison Ruins 9:03
Outro 11:07
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