Legend of Zelda thread - Lorefags GTFO!

If you wanted to make OoT a little less linear, a really easy way to do so is just to remove the boulders blocking Zora River as a kid. I actually think the devs intended the player to be able to do Dodogo's Cavern or Jabu-Jabu in either order at first and then later added those boulders at the last minute to force an order, because nothing past them requires the bombs or anything else from the Goron section of the game. The boulders also just seem kind of out-of-place, and not really referenced by anyone as a roadblock.
 
If you wanted to make OoT a little less linear, a really easy way to do so is just to remove the boulders blocking Zora River as a kid. I actually think the devs intended the player to be able to do Dodogo's Cavern or Jabu-Jabu in either order at first and then later added those boulders at the last minute to force an order, because nothing past them requires the bombs or anything else from the Goron section of the game. The boulders also just seem kind of out-of-place, and not really referenced by anyone as a roadblock.
You kind of can, if you want to dip as soon as you get bombs and go straight to jab for... some reason. You can do same with Fire and Water once you have the bow, and with Hammer and LS do Shadow and reach Spirit. Without time travel from actually beating Forest you can't actually do Spirit though. At least I think I'm remembering this all right.
e. I'm not because I remembered you cannot normally reach Shadow without Nocturne by beating Forest/Fire/Water first.

In any case, if you want to make it less linear you could take the route of having to backtrack on dungeons before beating them by putting their items elsewhere i the world and between times or something. Ocarina kind of codified the whole design principle of putting the item needed for the dungeon in the dungeon.
 
You kind of can, if you want to dip as soon as you get bombs and go straight to jab for... some reason.
That's true of most obstacles keeping dungeon order in early games. If you're willing to just leave a dungeon partway through it with the dungeon item, then technically the only enforced order in the NES games was the final dungeon since both had a barrier at the entrance that only disappeared if every previous dungeon was completed. If you do that in ALttP, the only enforcement is that you need to do Eastern Palace first in the LW since Sahasrahla won't give you the Pegasus Boots until you have the Pendant of Courage in hand, and Ganon's Tower has to be last in the DW since the rest need to be completed so the rescued maidens can open the entrance for you. You can technically complete the latter half of LA dungeons in any order by doing this, though the first half of the them have story stuff locking you into doing them in order. It wasn't until WW that it became the norm for them hard lock dungeon order in by tying everything to story event flags.
You can do same with Fire and Water once you have the bow, and with Hammer and LS do Shadow and reach Spirit. Without time travel from actually beating Forest you can't actually do Spirit though. At least I think I'm remembering this all right.
e. I'm not because I remembered you cannot normally reach Shadow without Nocturne by beating Forest/Fire/Water first.
The Megaton Hammer isn't actually needed for the Spirit Temple. All it's used for is a couple switches that open shortcuts, which aren't necessary to complete it. You can hold off ever even entering the Fire Temple until Forest, Water, and Spirit are done if you want.
If you willing to leave a temple partway through, then technically the only hard obstacles are those two you mentioned: Forest, Fire, and Water needing to be done for the cutscene to happen where you learn Nocturne of Shadow, and the Forest Temple needs to be done so you can go back to past after learning Requiem of Spirit so you can start the Spirit Temple. Playing legitimately anyway. There are bugs/exploits you can use to enter those dungeons early if you really want to.
 
A way to make OoT less linear in a potential remake is that once you pull the Master Sword is to probably have key items be tied to smaller, sub dungeons rather than within the main dungeons themselves. You can then tackle the temples in any order you prefer, though it'd probably be easier to do them in the recommended Forest, Fire, Water, Shadow, Spirit order.
 
Playing legitimately anyway. There are bugs/exploits you can use to enter those dungeons early if you really want to.
For sure, my favorite way to play oot is glitched lol.
@Cnut thanks for that AoL recommendation btw that PC version has been super fun so far.
 
Adding more elements to puzzles/dungeons that involve different times could be cool. One of the coolest bits was the Spirit temple which was probably the best example of OOT fulfilling the conceit of the game which was time travel and young/adult forms.
 
Adding more elements to puzzles/dungeons that involve different times could be cool. One of the coolest bits was the Spirit temple which was probably the best example of OOT fulfilling the conceit of the game which was time travel and young/adult forms.
This is why I always enjoyed the Mermaid's Cave in Ages and why it's probably my favorite dungeon from that game. I'm surprised for a game focused on Past/Present dynamics they only used the gimmick once.

On the Spirit Temple, I love how Master Quest expected you to use the Longshot to get to the "child side" as Adult Link. I alway liked doing that on my own in the base game so it was really neat that they incorporated it. Overall I think MQ is very overrated, many of the dungeons feel gutted with optional routes added; only existing for Skulltulas.
 
Soon, from the looks of it:
They really are speeding through it, it will be open source before fall I bet, just in time for the anniversary. Eat your heart out goytendo. The costumes alone will be worth it, widescreen, 60fps, and difficulty options will be icing on the cake. I expect combat mods like an expanded cave of ordeals too. I want to use Link's anti-twink skin for a playthrough. and the Midna mods... the sheer amount of Midna mods a-comin'.
GZ2E01_2024-02-16_15-05-10.png
And the sheer brilliance of an OOT Link Mod which works perfectly because in-game he also has his own golden wolf form. I expect a variant where he's wearing the Hero's Shade armor.
1775689870196.png
 
Is it just me or did Hudson pick a really, really bad spot to build Tarrey Town? That outcropping is the end result of centuries of erosion and only needs one really fat person doing jumping jacks to finish the job.
 
Is it just me or did Hudson pick a really, really bad spot to build Tarrey Town? That outcropping is the end result of centuries of erosion and only needs one really fat person doing jumping jacks to finish the job.
The first time I played BOTW, I didn't know you could buy a house or build a town at all. That's despite the fact I beat all four divine beasts and got a good 80% of the shrines. I talked to someone else who missed Eventide Island on their first playthrough. At the end of the day, I think that's probably one of the games biggest strengths in terms of replay value. You're gonna miss something the first time through.
 
Last edited:
I'm trying to get the fucking Cap of Twilight to complete the set but the game keeps giving me Eponas instead
screenshot.jpg
 
Last edited:
of the zeldas ive played
LTTP - coolest top down game ever
OoT - best atmosphere & story
MM - Fever dream but mostly in a good way, alien invasion is AIDS
WW - Its just fun and cute
TP - my favourite, best gameplay and side kick
SS - Its like an indieslop unreal engine platformer. Hateful pidgeon side kick.
Link between worlds - Its OK, 3d effect are cool.
BoTW - So good that it made me go hiking so I could larp as an adventurer
 
best gameplay and side kick
I agree. I find it interesting how the triforce isn't disregarded but is underplayed in that game. Zelda is gone for the majority due to her sacrifice, Ganondorf is only a major factor at the end, and Link's entire mission is simply to rescue village children. And the village kids are basically confirmed "safe" by dungeon 2. I'm someone who'd usually argue for the importance of the triforce and the dynamic of its wielders, but my favorite game isn't focused on that at all. I suppose that's what makes it unique in the series. It isn't really about Zelda, it isn't really about Ganondorf, and it isn't even really about Link... it's about the little imp sexy lady little imp/sexy lady on your back.
b0b02db282e340be4181298a5b1bc411.jpg
 
Back
Top Bottom