But one venue that does stick out in my Sertraline-clouded mind is the Skull Woods of SNES classic The Legend of Zelda: Link to the Past. I will be the first to admit that I do not have quite the field of reference for Zelda dungeons, in fact, I’m not generally a fan of the dungeon-design template favored by many of the series’ titles (all of which remain excellent, regardless). In fact, it’s still fun today.Ĭhris Moyse – Skull Woods, The Legend of Zelda: A Link to the Past Seeing that web on the floor the minute you enter and breaking it once you gain enough altitude was a total thrill in 1998. It’s such a playful use of space, but it never felt gimmicky to me either. ![]() Meanwhile, the Deku Tree immediately hits you with distinct wooden walls and vertical level design that shows just what the series can do with its new 3D graphics. ![]() While they’re fantastic in their own ways, the reuse of tilesets made many of them visually blend together. Previous 2D Zelda games relied on very dungeon-y looking dungeons. Rather, I want to establish that even I recognize that the Deku Tree is a perfect way to start an adventure. I don’t say this to ruffle feathers, as I don’t enjoy being a contrarian. While I do really like the game, I simply wasn’t in the time or place for it to have an impact on me the way it did on so many others. In the past, I’ve expressed some potentially controversial opinions about Ocarina of Time. Timothy – The Deku Tree, The Legend of Zelda: Ocarina of Time
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