BogusMeatFactory wrote:To address the dungeon discussion, I feel like the developers of breath of the wild wanted to add context to the dungeons. In most 3d zelda games the dungeon is just a place that holds a series of maguffins and there is little context as to why they are there.
Here the shrines have context to the story in general and the "dungeons" that are there have more purpose and context. I think that people are viewing the dungeon conversation as if the machines are dungeons. They aren't.
This isn't a typical zelda game and I think coming in with trying to make it fit into the typical zelda mold is folly. I'm not saying you can't make any criticism, but I do feel that a lot of complaints come from making the comparison to a lot of the old zelda tropes that many viewed as being outdated in the first place.
I think you're on it. It's why I said what I did earlier. Once you get to that point where you're assigned the quest to drop the divine beast from the regional head, to me that's where the so called traditional dungeon starts, and bringing it back to the light is the ender. The size and scale of what you need to do fits the term, and the fact you still get some special power from the job plus an added heart container kind of seals the deal.
Truth is the old formula got boring and was played out. They tried to tinker with keeping the old style with an open world on the 3DS and it was hit/miss depending. Some loved it, some like me hated it and put the game down. This took the parts of that idea that worked and melded it into something truly special with meaning, and not a pack of dumb burned out tropes once more yet still with a hint of familiarity with it.
I really hope THIS is the future of the franchise completely right down to the new dungeon handling. I haven't had a Zelda I couldn't/didn't want to put down since Wind Waker and before that we're talking Ocarina for Time for awhile but truly the SNES and GB(Link's Awakening.)