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And here our story ends, more or less. Throughout this series, I’ve looked at the ways The Legend of Zelda balanced total player freedom in an open world with subtle (and sometimes overt) clues on how to advance. The game hasn’t always done a perfect job of it, with erratic spikes in difficulty and a [...]

So, my original intention for the Anatomy of Zelda was to combine multiple later dungeons into single entries. That obviously hasn’t worked out, because, well, the game has more varied and interesting design than I gave it credit for. Which is fine. I’m not going to complain about a well-crafted game, although it does mean [...]