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Are you growing weary of ice worlds, lava levels, water dungeons, etc. [roundtable]
 
Now, I understand why game designers utilize these tried and true settings: They're what we've got in the planet Earth of ours. But it gets a little tiring knowing that every Mario game, every Metroid game, every Sonic game from here until eternity will have this stuff.

I haven't really formulated full thoughts on this but that shouldn't stop me from posting and see what other people say to get things started.

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Posted: 12/07/11, 23:17:29
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PogueSquadron said:
They could even have a dungeon that takes place in Link's head, not unlike the Scarecrow sections in Arkham Asylum. The entrance to a dungeon could simply be Link taking a drink of some weird concoction and then going into a dreamworlds where everything is fucked up.

Link's Awakening sort of did this with the Dream Shrine, although it was a pretty tiny place. I kind of like the idea but I can't help but think about the logical inconsistencies bugging me--mainly with Link being able to take stuff out of that dungeon.

Other M's environments were kind of a letdown...three main sectors, each devoted to a standard game environment (forest, fire, ice).
Posted: 12/09/11, 19:49:28
@Mr_Mustache

Sure! Let's make up some Zelda dungeons! Here's what I can come up with in 10-minutes! Imagine a whole team of creative professionals who make money doing this as their job!

1. Mirror-based dungeon, not just a confusing fun-house theme, either, but with mirrors showing you paths as well as hiding them, exposing certain enemies from certain angles.

2. Underground petrified forest with heavy use of fog!

3. Dungeon based on, say, 3 different colored light spectrums that reveal different paths, enemies and walls. Link could perhaps change these via levers, some could be automated to change at intervals, and maybe even mix multiple spectrums at some points.

4. A dungeon that works upside-down as well as rightside up. On one side, you could have lots of water and small land-masses, when flipped, the water would come with you -- but would jellify and you could walk on it, meaning you'd have a water/land based stage. For added fun, you could bomb the jelly-water near enemies to get them sticky!

5. Hyrule is a world of magic and fantasy, why not have Link hear fairytales from time-to-time from NPCs, and then have an enemy that recreates those fairytales be an entire dungeon? Trudging through each one as Link, but the clothes he's wearing as part of the story could change his attributes. Maybe in one costume he could jump really far, and another included a gigantic hammer, and in yet another he could perhaps fly? The scenery could be whimsically twisted and quite varied as you jumped from one story to another, meaning the puzzles could get evermore devious and those who actually read through what the NPCs said previously would have a grasp of that particular story's logic.

6. Zelda always incorporates time traveling elements of some sort, but usually no matter what, the dungeons look nearly the same in past, present or future. How about a time-"slide" dungeon where you start off fighting Hyrule's version of dinosaurs, and as you work your way through, come closer and closer to the present? They could even have a few bits and pieces of what could be Hyrule's distant future, maybe a little crazy Zelda tech (Not like anything we have, obviously, that'd be lazy. I think a good example is that batshit crazy dude in SS who has a flying shop powered by his immense stupidity.) or even a glimpse at a future Link, IF you're looking hard enough and are willing to admit that it COULD'VE just been a green lump... This could also work backwards, with the end-boss being a Hylian T-Rex! Or maybe a future Link riding a Hylian T-Rex!

7. A clockwork dungeon. I love clockwork myself, and clockwork-style areas in games are always fun for me. Think Mario 64-style but on a bigger scale, with Link fixing/breaking/tweaking clocks to stop, speed up and slow down not just enemies, but different elements and also maybe even the effects of gravity in relation to himself, since he could always be the same speed. Even better, once items that he throws or fires cease contact with him, he could apply... additional powers to them. Stop time, throw a boomerang, it's frozen. Put a bomb on top of it, return time to normal, bomberang explodes an otherwise unreachable hidden wall that you could jump to, but couldn't destroy, meaning before it was a sheer drop, and now it's access to maybe a heart piece or better.

8. A dungeon with constantly shifting rooms. Enter one door, and the dungeon is shuffled, enter another, same thing. The dungeon could be interesting because shuffling could be totally random if designed properly and could theoretically be non-linear to the player, while still actually following a formula. The player could go back through the door he or she just entered through at any time to reset the shuffle and return to the main room, preventing players from becoming trapped. Access to things like chests could be done via obtaining, say, 3 special keys per chest, and those keys could be used on any chest you wished to use them on, with the "weapon" of that dungeon not being as important as the map and compass. (Which could be "enchanted" to show even the shuffled areas, making a potentially confusing dungeon seem much more manageable.)

BONUS

9. EVIL CIRCUS
Posted: 12/09/11, 22:25:46
@Xbob42

Sorry bro, my ideas were better.
Posted: 12/09/11, 22:31:21
@stephen08 I didn't even see yours! Your could be for the next console Zelda and mine could be for the mind-blowing 3DS one!
Posted: 12/09/11, 22:34:12
@Xbob42

Awesome. Looks like the next Zelda games will be here much faster. You're welcome Negative World.
Posted: 12/09/11, 22:38:31
They already claim the next one won't take 5 years, but I find that a tough pill to swallow. First time doing HD content and it took them 5 years to make a game with tech they were VERY comfortable with.
Posted: 12/09/11, 22:46:36
stephen08 said:
@Mr_Mustache

-A dungeon that is suspended over a canyon chandelier style
-A surrealist dungeon (MC Escher style)
-A lighthouse
-An industrial dungeon (ie an enemy production line or something)
-A common area turning in to a dungeon like setting (ie A village)
-An Airship

Those are off the top of my head at 4 in the morning, I'm sure a group of designers with much more time and sleep would be able to come up with dozens of appropriate settings.

1. How big could you make it though? What is suspending it? Why is it suspended?
2. Didn't they kinda do that with Ocarina of Time's Foreset Temple?
3. How long can a lighthouse be? Wouldn't you just go up (spiral staircase)? Lighthouses aren't very big, right?
4. Kinda like, uh..Geonosis, Star Wars Episode II style? Haven't seen that. Zelda doesn't use many "manufacturable" enemies though, right? Pretty much everything they have is living and breathing. I suppose they could be making other things though.
5. People already complained about these (for some reason) in other games; Gerudo stuff in Ocarina of Time, something about Pirates in Majora's Mask? Its around here somewhere. I think you're thinking like Resident Evil 4 stuff though? I'm not opposed to it, but whatever.
6. What would make the airship special though? Wouldn't it just be normal rooms? If you're "flying" but you can't tell that you're flying (or underwater, or suspended), whats the difference?


Xbob42 said:
@Mr_Mustache

Sure! Let's make up some Zelda dungeons! Here's what I can come up with in 10-minutes! Imagine a whole team of creative professionals who make money doing this as their job!

1. Mirror-based dungeon, not just a confusing fun-house theme, either, but with mirrors showing you paths as well as hiding them, exposing certain enemies from certain angles.
So, are enemies sometimes unhittable if they're standing right in front of you? Would it be fully comprised of mirrors? Would it be one giant room, like a huge maze?

2. Underground petrified forest with heavy use of fog!
Sounds a lot like "on your way to the first temple" in Twilight Princess..except you're overground, and the trees are alive.

3. Dungeon based on, say, 3 different colored light spectrums that reveal different paths, enemies and walls. Link could perhaps change these via levers, some could be automated to change at intervals, and maybe even mix multiple spectrums at some points.
Isn't this essentially the same thing as every other water temple iteration, but instead of mixing/adding water / changing flow, you're mixing light?

4. A dungeon that works upside-down as well as rightside up. On one side, you could have lots of water and small land-masses, when flipped, the water would come with you -- but would jellify and you could walk on it, meaning you'd have a water/land based stage. For added fun, you could bomb the jelly-water near enemies to get them sticky!
I feel like they tinkered with this a bit in, again, the Forest Temple in Ocarina of Time. I like that stuff though; its just HARD to find a room that works equally well upside down and rightside up.

5. Hyrule is a world of magic and fantasy, why not have Link hear fairytales from time-to-time from NPCs, and then have an enemy that recreates those fairytales be an entire dungeon? Trudging through each one as Link, but the clothes he's wearing as part of the story could change his attributes. Maybe in one costume he could jump really far, and another included a gigantic hammer, and in yet another he could perhaps fly? The scenery could be whimsically twisted and quite varied as you jumped from one story to another, meaning the puzzles could get evermore devious and those who actually read through what the NPCs said previously would have a grasp of that particular story's logic.
This reminds me of Power Rangers for some reason. I'm not entirely sure why, but its the FIRST thing I thought of. I feel like some huge sorceror has trapped him here or something? I also think of Breath of Fire II; did somebody else mention a dungeon taking place inside of someone's mind? I saw it somewhere.

6. Zelda always incorporates time traveling elements of some sort, but usually no matter what, the dungeons look nearly the same in past, present or future. How about a time-"slide" dungeon where you start off fighting Hyrule's version of dinosaurs, and as you work your way through, come closer and closer to the present? They could even have a few bits and pieces of what could be Hyrule's distant future, maybe a little crazy Zelda tech (Not like anything we have, obviously, that'd be lazy. I think a good example is that batshit crazy dude in SS who has a flying shop powered by his immense stupidity.) or even a glimpse at a future Link, IF you're looking hard enough and are willing to admit that it COULD'VE just been a green lump... This could also work backwards, with the end-boss being a Hylian T-Rex! Or maybe a future Link riding a Hylian T-Rex!
Would this be "too much" for most Zelda fans though? We've seen some pretty goofy stuff, but nothing like any of this. I wouldn't mind seeing this in another game at all. Heck, I LOVED Secret of Evermore (and Chrono Trigger!). What a great game!

7. A clockwork dungeon. I love clockwork myself, and clockwork-style areas in games are always fun for me. Think Mario 64-style but on a bigger scale, with Link fixing/breaking/tweaking clocks to stop, speed up and slow down not just enemies, but different elements and also maybe even the effects of gravity in relation to himself, since he could always be the same speed. Even better, once items that he throws or fires cease contact with him, he could apply... additional powers to them. Stop time, throw a boomerang, it's frozen. Put a bomb on top of it, return time to normal, bomberang explodes an otherwise unreachable hidden wall that you could jump to, but couldn't destroy, meaning before it was a sheer drop, and now it's access to maybe a heart piece or better.
Just trying to figure this out..so, Link ISN'T affected by the same time stuff as everyone/everything else? Why? I guess if he is Mega Man or something, its ok. Its not a bad idea though, the whole clock deal. Must be a pretty big clock?

8. A dungeon with constantly shifting rooms. Enter one door, and the dungeon is shuffled, enter another, same thing. The dungeon could be interesting because shuffling could be totally random if designed properly and could theoretically be non-linear to the player, while still actually following a formula. The player could go back through the door he or she just entered through at any time to reset the shuffle and return to the main room, preventing players from becoming trapped. Access to things like chests could be done via obtaining, say, 3 special keys per chest, and those keys could be used on any chest you wished to use them on, with the "weapon" of that dungeon not being as important as the map and compass. (Which could be "enchanted" to show even the shuffled areas, making a potentially confusing dungeon seem much more manageable.)
Have you seen The Cube? Its creepy.

Here is a trailer for Cube 2: Hypercube!:



BONUS

9. EVIL CIRCUS
Hey, that just sounds like Batman Forever and Circus Caper!
Posted: 12/10/11, 22:51:46
Yes, I've seen the Cube, fun little movie! Never saw the sequel, as apparently it killed the mystery that the first one never solved.

And of course Link isn't effected the same way as everyone else is! He's the Hero of (x)! He'll have a magic talisman or a magical rat in his backpack or something.

Largely what I'm saying is that the idea of just a "one-element dungeon" is simple and not very exciting. Sure, a lot of these dungeons could incorporate elements into them, but if the entire gimmick is "It's cold!" then I kind of lose interest.

Now, if it was cold, and you had to keep Link warm by keeping a torch lit or just staying near bats-that-are-on-fire, and then in a flash it was super hot and you had to keep Link cool or hydrated, that could be interesting, so long as they didn't fudge it up and make the feature really annoying as opposed to exciting and fun to manage. I feel like if a dungeon has a gimmick, it shouldn't have to follow the same flow of other dungeons. In this example, there could be very few enemies, and your main focus is Link and keeping him safe from the elements, enemies would just make it frustrating.

Also a hot coffee mod where Link gets it on with Tingle!
Posted: 12/11/11, 01:08:15
@Mr_Mustache

1. How big could you make it though? What is suspending it? Why is it suspended?
Well, they just did a game about a giant floating island, I'm sure they could figure something out, haha. Maybe it just floats? Maybe you're going in and out of the cliffs of the canyon, criss crossing it or something like that.
2. Didn't they kinda do that with Ocarina of Time's Foreset Temple?
They had a couple of rooms that twisted but never really did anything beyond that. I love this idea. It would be like that twisty room from OoT combined with Stone Tower Temple. Sections where Link is walking on the ceiling. Taking nods from Mario Galaxy in regards to running up walls and what have you.
3. How long can a lighthouse be? Wouldn't you just go up (spiral staircase)? Lighthouses aren't very big, right?
Lighthouses can be however big Nintendo makes them. It could be an ENORMOUS lighthouse not unlike the Tower of the Gods. It wouldn't have to be spiral staircases. It could simply be a dungeon that is several stories high. Golden Sun had huge lighthouses. Maybe you activate the lighthouse at the top, but doing so attracts a large monster that is attracted to strong light sources, like a giant bug or something.
4. Kinda like, uh..Geonosis, Star Wars Episode II style? Haven't seen that. Zelda doesn't use many "manufacturable" enemies though, right? Pretty much everything they have is living and breathing. I suppose they could be making other things though.
It depends on the story. Why do Zelda enemies have to be the way they've always been? Also, I think there was an element of this in Final Fantasy 9, where a certain race of characters was basically manufactured, assembly line style. The level could be full of conveyer belts and what have you. I mean, they made a level based on a mining facility, so I don't think it'd be too big of a leap.
5. People already complained about these (for some reason) in other games; Gerudo stuff in Ocarina of Time, something about Pirates in Majora's Mask? Its around here somewhere. I think you're thinking like Resident Evil 4 stuff though? I'm not opposed to it, but whatever.
See, I would imagine it more like Snowpeak Ruins in TP. It's a house, yeah, but there are lots of puzzles inside. Maybe it could be a village where certain houses are locked. You'd have to find ways to get in some of them, maybe find a mysterious tunnel system underneath the houses. Maybe the village is occupied by Ganon zealots or something, and the villagers there are all basically in a cult, guarding some sort of magical item or secret.
6. What would make the airship special though? Wouldn't it just be normal rooms? If you're "flying" but you can't tell that you're flying (or underwater, or suspended), whats the difference?
Maybe it's not just that it's an airship, but it's an airship en route to a forbidden continent or something. The airship gets put off course,and you have to make your way to the controls to put it back on course. You do that, and the finale of the dungeon is you reaching the continent that you're trying to arrive at.

There could also be the ever popular story trope where you find out that the "ship" you're on isn't really a ship at all....but is actually alive and sentient. The boss of the dungeon would literally be the dungeon itself. FF6 did this when you were on the Phantom Train I believe?


I really think that even the most basic of dungeons (a giant tree, a warehouse) can be made amazing simply by:

1.) Adding story/context to the dungeon - If you find a dungeon that is basically an assembly line for weapons or actual enemies, it fills you in on what is going on in the story, and serves a purpose beyond "puzzle solving for puzzle solving's sake." Old SNES RPGs are littered with areas that are caves or haunted forests and stuff...but they're simply weaved into the game seamlessly.
2.) Making the dungeon on the journey, not making the dungeon a destination (that is, a dungeon is between points A and B, and isn't simply a dead end)
3.) Adding a twist - perhaps a dungeon seems like a lighthouse to light the way for far away ships...but you find out that it awakens an ancient monster that is guarding something. Things on the surface aren't what they seem. A village seems like a bunch of normal people...but maybe they're housing a secret integral to the plot, or protecting a magical item or person that needs to be retrieved. Hell, maybe in a dungeon Link actually has to KIDNAP someone who's been brainwashed or something.

The possibilities for a Zelda dungeon are literally infinite, and I think it would be a real shame if Nintendo limited dungeons to what they've always been in the past. I think it would be a huge step in the right direction for the series.
Posted: 12/11/11, 01:40:02  - Edited by 
 on: 12/11/11, 01:42:52
To the people saying Zelda should do a dungeon where the rooms are constantly shifting around.... ........



.............yeah. .......
Posted: 12/11/11, 02:27:51  - Edited by 
 on: 12/11/11, 02:28:46
It sounds like a lot of what you guys want from Zelda dungeons is indeed similar to the way SNES (and some later) RPGs handled progression.

-You don't go there because you need to find something, you go there for story-related purposes, either because it's "in the way," or for a greater purpose like shutting down a major source of trouble (FF3's Vector/Magitek Facility, CT's Tyranno Lair, most Zelda games' final dungeons).

-They don't all follow the same "rules" (like they each need a treasure within), several don't have a boss at the end, the game doesn't make any effort to really separate them from the overworld, and players don't keep track of them numerically.

-They're generally less labyrinthine and could really be composed of anything. FF3 alone has numerous caves, a phantom forest, a ghost train, a couple mountain areas, an underwater on-rails part, a haunted art gallery, a dream world and a couple towers.

The thing is, I think if we go TOO far in that direction, Zelda will get a bit too RPGish and not feel enough like...well, Zelda. I want them to incorporate more sensible story elements into the dungeons, but there's a big reason why RPG dungeons are less memorable than Zeldas, in general. I also feel it's easy to overlook the dungeon-like areas of Zelda games that aren't actually dungeons: OoT's Gerudo Training Grounds, MM's Gerudo Fortress, SS's shipyard and most of the "main" pre-dungeon areas, etc.
Posted: 12/11/11, 02:35:10
Well then we could get back into the argument of me not thinking Zelda dungeons are memorable at all aside from being annoyances that make me go "Dammit, ANOTHER dungeon!"

I just find them to be really unfun. They feel like arbitrary roadblocks to me. They last too long, they often require lots of backtracking, and the puzzles could be solved by a half-dead chimpanzee, no matter how clever they appear on the surface.

A dungeon should be an excuse for the game designers to try out really cool ideas, not adhere to a strict formula for no reason.
Posted: 12/11/11, 04:47:17
@Xbob42
lolwut?
Posted: 12/11/11, 04:54:47
Mr_Mustache said:
Lets hear, oh, I dunno; how about 8?

Here I'll give you more than 8:

New Junk City
Andy Asteroids?
What the Heck?
Big Bruty
Down the Tubes
Tube Race
Snot a Problem!
Level 5
Who Turned Out the Lights?
For Pete's Sake
Intestinal Distress
ButtVille
Posted: 12/11/11, 04:56:51
@Xbob42

I like your responses here. I also like that no matter how heated/whatever/"mean" it gets in here that we can laugh about stuff right after, haha. Good stuff. And that Hot Coffee mod? Killer Ap, no?


Cube stuff: I don't know if its this movie or Cube 2, so just take a quick glance and re-spoil it if it is. If I spoil something, and you intend to see it, my apologies!! There is one part in this movie where someone is looking through a room, like, almost climbing through it to check things out. The guy F'n SEES himself (the back half of him). How are you looking into the room you're in!? Its crazy! And another time, some guy sees himself killed. Man, thats awful. So yeah, 3am and HBO do not mix well..


@PogueSquadron

We're getting long here; I thought of the City in the Sky, too, as I was writing about the chandelier thing. And I also thought of the Tower of the Gods thing, too, with the lighthouse. Lighthouse of the Gods??


--MY main gripe with the whole dungeon stuff (and the answer is always "uh, its a game.") resides within locked doors behind locked doors. So, you're telling me that all of these guys just SIT HERE in these rooms, and the boss NEVER leaves at all...EVER? What if someone (Ganon, etc.) wants to come in and check on things? HE has to clear the dungeon? And then lock up with that GIANT lock only opened by the Big Key...that he PUTS in a chest, and then locks all kinds of doors behind it? Really? I'd find things more believable if there were something BEFORE the dungeon that you had to take care of / accomplish, and THEN you're awarded the Big Key, or something. That, of course, would make the giant lock on the Boss Door pointless (since its in place to make sure you don't get to the end before you finish the dungeon), but it would be a mark of finality or something, and still set you up for "ok, this is it!"


Back to your stuff though (and everyone's stuff), when does changing Zelda dungeons simply become "changing the game?" Why does the name "Legend of Zelda" have to be attached to it? Okami is BASICALLY Zelda without Link, and its a great game. I understand that slapping "Zelda" on a box helps move some merchandise, but why not just start a brand new IP with these new things? Couldn't Nintendo / The Wii / Wii U benefit from stuff like that? Some of these ideas aren't bad; surely they can handle TWO Adventure series??

@TriforceBun

Whoa! We wrote the same thing in different words! Sorry, dude, didn't see ya there!


@Zero

So, Legend of Zelda: Earthworm Jim. Sounds like a hit..

--Oh, and Butts / Snot / Dumps / etc. aren't really family friendly and don't fit the wholesome Nintendo/Zelda image.
Posted: 12/11/11, 04:58:45  - Edited by 
 on: 12/11/11, 05:00:01
@carlosrox Yeah. I don't like the Zelda dungeons. I hate how formulaic they are. I really dug it up until, I'd say right after Minish Cap. Then I just started to get annoyed by it and it's been becoming a worse feeling ever since. I think my favorite part in Zelda was being in that bubble of color underneath the ocean in The Wind Waker where everything outside in sunken old Hyrule is in black-and-white, it felt so DIFFERENT and at the same time completely like Zelda. That was awesome in every way.

I know it's like, sacrilege or something, but I think the overworld sections of Zelda really beat out the dungeon parts. With Skyward Sword, I dunno how to feel, the entire "area" you go to kind of feels like a dungeon, which is cool, but then Skyloft becomes just a big kind of weird hub that, to me, isn't all that fun to explore, despite riding a gigantic neon-colored retarded bird. I love what they did with the combat, though. Absolutely fantastic.

@Mr_Mustache I think that's Cube, because I could swear I remember that scene, and I remember loving it. Although... That may have just been a video I saw for Cube 2, which I still haven't seen. Cube's an awesome film, though!
Posted: 12/11/11, 05:03:30
I'm not talking about Zelda, I'm answering the question of the OP of what other types of stages there could be in video games.

But even Zelda, there is a lot of potential to move beyond the tropes. Xbob already brought up a lot.

@Zero@Xbob42 It's not sacrilege, it seems how people feel about this is split right down the middle. I'm a dungeon man myself, but Skyward Sword has some seriously great areas leading up to the dungeons so maybe this will change in the future.
Posted: 12/11/11, 05:06:07  - Edited by 
 on: 12/11/11, 05:09:11
@Xbob42

I find it far too creepy for me. I can't do that stuff. Haha, what IS that genre? Neo-surrealistic horror?


Zelda dungeons: are they handled differently on handhelds / do they treat you differently? NES/SNES ones don't feel like N64 and beyond to me. I wonder if your views of dungeons are somehow impacted negatively by the handheld games.


The B&W - COLOR stuff in Wind Waker was BY FAR my favorite moment, too. Totally unexpected at it exploded my nostalgia bone.

--That would be like the "funny bone," not something else...
Posted: 12/11/11, 05:06:49
@Zero Oh yeah! Totally forgot about that thread! Didn't realize it was so split...

@Mr_Mustache Don't get me started on the handheld games. I was so looking forward to the DS one (That eventually became Phantom Hourglass.) because I was ready to have nice big 3D Zelda on the console, and classic, top-down 2D Zelda on my DS. Then they made it into some lame hybrid that looked 100x worse than Wind Waker while using the style, with the stylus controls that I absolutely DESPISED.

I still have yet to beat Phantom Hourglass. I have Spirit Tracks sitting here unopened, waiting to be played, but I absolutely refuse to play it until I get through PH. It's not that I really hate PH or anything, I've just had a lot of other games to play. Before that, it was the Oracle games, which while great, were still made by what, EA? Or was it Capcom? I think it was Capcom. I just didn't dig those all that much. I was hoping for a return to a Link's Awakening style of handheld game, which was so incredible back in the day and still holds up like a mighty champ.

I dunno, it feels like we're kind of being flooded in Zelda titles, but at the same time, they're all kind of similar. I mean, you can say "This one's really different from this one!" but for me that's always qualified with "...for a Zelda game." I wish they'd really just go all-out creatively. Wind Waker showed us that the spirit of a Zelda game is far more important to the player than the mechanics or the formula. Try something new, try something that'll get fans mad at first glance.


Also, a non-sequitor... I totally wouldn't mind if the next Zelda game had a similar graphic style to Trine 2. What an immensely, unbelievably gorgeous game!
Posted: 12/11/11, 05:21:38
PogueSquadron said:
They could even have a dungeon that takes place in Link's head, not unlike the Scarecrow sections in Arkham Asylum. The entrance to a dungeon could simply be Link taking a drink of some weird concoction and then going into a dreamworlds where everything is fucked up.

Link's Awakening says hi. So does Phantom Hourglass. *Both* those games were all in Link's head.

Mr_Mustache said:
Maybe a Dungeon comprised ENTIRELY of Bottles?

Link's Awakening says hi again! Kinda- Level 2, Bottle Grotto
Posted: 12/11/11, 06:18:00
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