Last time, we talked about how Breath of the Wild makes use of its shrines as a short-form, handheld-friendly take on the Zelda series’ dungeoneering.
There’s another major part of the game that provides an interesting twist on this traditional aspect of the franchise, however, and that’s the Divine Beasts.
Providing significant, dramatic, story-critical challenges for Link to overcome, the Divine Beasts may, once again, be a bit of a deviation from Zelda’s previously established norms, but they’re still very cool.
Continue reading The Zelda Diaries: Part 6 – A Beast of a Time
A good dungeon crawler has two aspects it has to nail in order to be successful: combat and exploration.
Japanese takes on the genre often tend to incorporate a strong sense of narrative and characterisation to the experience, too — and certainly MeiQ: Labyrinth of Death is no exception to this — but at its core, a dungeon crawler is about 1) navigating your way through a series of increasingly complicated mazes, and 2) kicking the snot out of any monsters who appear to block your path.
We’ve already talked about MeiQ’s interesting and unconventional combat, progression and equipment mechanics. So now let’s take a closer look at its approach to dungeon design.
Continue reading MeiQ: Building a Better Dungeon