MisterGrey3000
Member
I thought that they put a major focus in the wall merging mechanic than the items used. Most temples need not only a required item (like almost all Zelda games) but also the wall merging (Since that is the power that the developers know the player will always have) and that lead to a puzzles and dungeons that are more fast paced but still fun and rewarding to beat, I think ALBW dungeons were perfect for the portable format.
And don't get me wrong, I really really love the dungeons of TP, SS and WW for their complexity and massive size but for a portable I think more short and focused dungeons hit that sweet spot, at least for me.
I'd agree with that and would be able to be more forgiving to that design decision if Minish Cap, PH, and Spirit Track's dungeons didn't exist.
Don't get me wrong, I don't hate ALBW and I think it's a great 3DS game but it feels like such a step backwards for me.
It feels pointless for them to have designed simple fast paced "2D" Zelda dungeons when they already figured out how to make complex OoT/TP/SS-caliber dungeon design portable in all the way back on the GBA.