Dungeons in the Legend of Zelda have evolved massively over the years - it's dangerous to go alone, take our retrospective: TearsOfTheKingdom TheLegendofZelda TOTK retrospective
. For 37 years, dungeons have been a highlight of almost every entry in the series and simultaneously the most enjoyable, iconic, and notorious parts of each instalment. We’re looking at you, Water Temple.
It also features enemies with attack patterns that would make a Souls boss look like a pacifist and mobs that would test the patience of a saint… Everything feels like an evolution of what was in the original Zelda, however, non-linearity is sacrificed for more coherent storytelling. This is reflected in the dungeons which now have to be completed in a specific order, as you require the equipment from one to open the next. For example, the Power Glove must be obtained from the Desert Palace before you can get to Hebras Tower, and you must have the three pendants before you can get the Master Sword.
The final evolution in dungeon design is something that had a major impact on future entries: Dungeons didn’t need to be a temple. They could be a tree, the belly of a whale, or the depths of a volcano. A dungeon could be anywhere. So why couldn’t everywhere act like a dungeon?Twilight Princess is known for having some of the best traditional Zelda dungeons in the entire series, none more so than the Snowpeak Ruins, which is a dungeon masquerading as a mansion.
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