I have not felt that kind of child like joy playing video games for years, that moment where everything went total silent when you went above the storm gave me chill and diving down into the temple was amazing.
One thing I liked about the lightning temple is that they don’t start with the main puzzles right away. It’s a slow burn as you and riju have to build yourselves up to the main central hub. Avoiding classic pitfalls, traps and monsters while exploring secrets in the walls and floors beneath you Indiana Jones style
For people like me, the beauty of it was being able to see it, and just.. do the puzzles, ignoring everything else. I hate dungeons, passionately, so I appreciate being able to cut to *just* what I have to do to get through. With a decent if unchallenging boss fight at the end. Then again, none of the bosses other than phantom ganondorf have been challenging.... I've beaten them all and I'm struggling to remember some of them tbh. The blights from BotW were more memorable. If nothing else, they were more challenging and fun to fight than "shoot the exposed weak point three times to win"
Exactly! Despite the boss being easy, that has been the case in previous Zelda games as well. What seperates this is the boss theme. Having an iconic and fantasic OST makes this boss fight way more enjoyable. Colgera has one of the best boss themes the franchise has had.
@@theyokester3541 Yeah its weirding me out that were pretending that Colgera (who for all intents and purposes was the first boss of the game) is a bad boss. Compared to other bosses in Zelda Colgera with multiple ways of fighting and a kick ass theme is a great boss. All I can think of is people saying Argorok was a good boss and saying this was a bad one ugh.
The Lightning Temple was by far my favorite dungeon, but Colgera was my favorite boss. The hype was unreal and everything worked together beautifully, mostly the music.
I agree, Colgera is super fun to fight, especially subsequently underground. People saying he was a bad boss must not remember any old Zelda boss for example: WW - Gohma, just swing to win. Barrenaide, just pour water on it and it instantly dies TP - Gohma, arrow, hammer repeat. Argorok, literal on the rails fight Are all of a sudden pretending shooting an eye and then wailing on it with a sword was more fun than skydiving through a worm or shooting its underside?
Ultimately I think Mucktorok was my favourite boss. Not especially challenging either, but it had plenty of personality and was the only boss that gave you a real opportunity to flex your ultrahand a bit. Even just having him chased around the arena by three hydrant-carts is pretty fun.
I think the wind temple sets a good example of an introductory dungeon done right I don't think there will ever be another dungeon to ever capture that same first time feeling I had playing other zelda games.
i think it's intended to be the first one. when you get the regional phenomona main quest purah reccomends you go to rito village first. so makes sense why it's probably the easiest one
The lightning dungeon is the best but theres something so iconic about looking up at the swirling vortex in the air and seeing hints of this massive skyship’s silhouette illuminated by flashes of lightning. Like I want the lightning dungeon’s complexity and and layout with the air dungeon’s incredible buildup! I completely did not follow the fire temple at all tho I just parkoured around to cheat my way to the gongs.
colgera is a really fun boss if you do it the intended way. instead of just using arrows on the weak spots, you can just dive through them, which not only makes it more difficult, but also more fun, and gives you more time to enjoy the insanly epic music.
I did Gerudo Town last. (Went just clockwise) and read in the coments about it covered in a sandstorm. When i arrived there, i felt "Oh shit." And then i met the Gibdos. And during the town defense portion, my brother just yelled; "They put f-ing wings on these bastards and made them sprout from funghi?" And then the boss happened.....Combining the classic undead with moths was genius.
Dunno if it’s just me, but I’m of the mind that the lead-up to the dungeon is a part of the dungeon as well, since they feel so small without them, such as the Wellspring Islands, Thunderhead Islands, and Rising Island Chain
I woudl argue that the questline leading to dungeons probably should be counted as part of them in general. Tears of the kingdom just made that fact more noticeable by having sections like the ascent to the wind temple and the construct factory which greatly blurs the line between the dungeon and its questline.
@GoblinPink btw if you have full stamina and 10 hearts (to open the door) the thunder head islands are optional, you can glide straight there from the rabella wetlands skyview tower. this skips the kakariko and dracozu lake quests. (it also enables you to get mineru technically as your first champion in the entourage. (Provided you have done all the geoglyphs (requirement to start spirit temple))) I did this in my playthrough to skip ever "needing" to do the camera main quest the kakariko main quest and the lake main quest. (i still did all the other champions and dungeons first though) RTGame also did this in his playthrough to obtain mineru before sidon
One thing I like is that the dungeons are all in different layers. Rito is in high skies, Zora is in lower skies, HC is in really low sky, Gerudo is on the surface, Goron is in the depths, and I think Spirit might be in deeper depths?
nah it felt like the zora's higher tho, i ain't feeling less gravity when i'm in the wind temple, it prob was higher when you were on the top of the blizzard tho, but that ain't where the dungeons located
I'd wager the fire temple is lower down than the Spirit temple, based on the fact that the higher the altitude on the surface, the lower the altitude in the corresponding location in the depths. The mountains of Eldin and Hebra become massive underground canyons in the depths.
I really hated the fire temple, but I'm not entirely sure why. I just had absolutely no patience for the minecarts and found it really hard to navigate. I did really love the lightning temple!
I didn't Hate it personally, but it was definitely my least favorite. I found the map very difficult to read when it came to the minecarts, although I'm not sure how to make it better. I also prioritized hearts over stamina my first (and only) playthrough, so I literally Couldn't climb through it lol. It was the only one were a had a moment or two of "okay I'm just frustrated right now, instead of having fun."
Although the Lightning Temple was more challenging for me (man I gave up trying beat Queen Gibdo and went to get more hearts and the Master Sword), the Water Temple sequence was breathtaking, it breaked my heart to see Zora's Domain covered in sludge and helping them get rid of it and seeing how happy they were was truly rewarding
I can feel you bro, i did the water temple first for the same reason, i felt bad for them, its funny to me cuz the game wants you to go to rito village first so you start the glyphs mission too but that was the last place i went lmao
@@helenkouts9772 In my opinion, the Queen Gibdo was my favorite boss fight. The fact that you have to fight It and stop gibdos from spawning is also fun.
@@DCM0evil Did that too. Kinda sad realising that our guys were destabilised because of literally a shit-rain. It would've been way cooler if you had to save a flooded abandoned domain while zoras were hiding in a cave or smth like in gerudo town
I just noticed that with what you considered dungeons, there is actually 2 dungeons for each map levels: Sky: - Wind Temple - Water Temple Surface: - Lightning Temple - Hyrule Castle Depths: - Fire Temple - Construct Factory & Spirit Temple
Spirit temple gets bonus points for being how hidden it was. Stumbling upon it without knowing about it was a highlight of the game for me. On the other hand I'm disappointed we didn't get another end-game dungeon on par with the castle from the last game.
Not so sure i agree. It does not feel like one, but the lead up to the demon king's forces is arguably just as challenging as hyrule castle was in BotW, the only difference being how linear it was in comparison to better scale each challenge but make it much easier to run past them. If you show up unprepared, the gauntlet will decimate you. Show up ready to put ganondorf in his place and you can sprint past the entire thing (that you know about) with nothing more than chip damage. BotW's hyrule castle is an amazing experience if you either stick to the exterior road and fight guardians and lynels, or infiltrate the castle itself and stick inside until the very end with abundant enough high tier normal enemies to drain your resources, but it can also be entirely skipped simply by equipping the zora chest piece and finding the series of 3 waterfalls that bring you straight to the sanctum without any interference (except a few turrets just outside). Those 3 waterfalls were the exact reason i yolo'd ganon after 2 DBs when i was only there to attempt a raid for weapons, and it left me with a sense of "what now?" after succeeding. The DBs were the only reason i returned, thanks in part to my ignorance of how bad they were as dungeons without the aid of hindsight.
For me each Temples approach should be considered as apart of the Dungeon as a whole. This greatly affects the Wind, Water and Lightning temples as they have phenomenal build up.
It surprises me to see how many people have the sage avatars active all the time after obtaining them. I get that they are useful, but for the most time, having so many different characters around me all the time just irritates and confuses me, so I usually only activate them when I need them for something... mostly Tulin's air boost.
Idk but I absolutely loved the icicle puzzles in the wind temple and since I already loved breaking ice by jumping on it or diving thru it, the boss was a massive adrenaline rush for me and my absolute favorite in the game so far!
Lightning temple is just perfect. Perfect build up where you enter an empty gerudo town that gives damn chills just staying still in there, my god that was atmospheric. And the whole quest is the most interesting out of all and the dungeon itself is very strong with beautiful music and challenging boss at the end. Completing that was a blast. Goron dungeon was cool too. Wind temple had a great visual but the whole dungeon was underwhelming, the boss was laughably easy and only looked scary. Water temple was disappointing. It really was a missed opportunity to make a dungeon underwater and as a disaster maybe flood the zora's domain as an comparable threat gerudo had to suffer from. Idk i was promised to have a dark game, even darker that majora's mask and only part that was kinda creepy and scary was the gerudo town quest.
Only thing that breaks lightning temple for me is the boss fight, laser does way too much damage compared to its uptime and the fact that the tornadoes can be spawned on top of you before you have time to react and one shot at 12 hearts is pretty insane
My favorites were the wind temple and lightning temple. Water temple was a bit short and easy, while the hyrule castle was a bit of the same familiar territory. My least favorites were all the ones hidden in the depths. Having to search through the dark dealing with gloom was frustrating enough, but I was feeling tired by the time I reached the actual challenge that I tried my zonai parts and high stamina to ignore the challenges. What saved them were their bosses. I liked the spirit temple boss the most since I treated it like a boxing match with the partner.
I disagree tbh. not being able to see a thing is what makes the dephs fun and while gloom is annoying it never really became a problem(vehicles save ur life) as for the sprit temple it wasn't bad but not my fac
I feel the quests got more and more complex in the intended order you do them. Rito one is basically just one cave and then the rising island chain. Goron has you do a few mid bosses and some exploration. Zora had lots of quests, puzzles, an underground section, and THEN a full island chain. And gerudo of course has you do the puzzle to enter gerudo town, whole desert defense sections and then the puzzle to open the dungeon. Then the lower section before you even get to the main area of the dungeon
The Lightning Temple was my favorite dungeon by a mile, so I'm glad to see it at the top of your list. For me, the Water Temple is my least favorite out of the four main dungeons. I think it's part because the atmosphere was the weakest out of the four, making it not as interesting to traverse.
For me, the water temple was one of my favorites because it was open and easy to traverse. I hate the dungeons, full stop, so keeping it straightforward was greatly appreciated. The boss was annoying though. Not hard, just annoying.
@@stevenn1940 ... It's... It's a Zelda game... If you want a generic open world game that doesn't ask you to engage with puzzle solving or put any roadblocks in your way, there are a bajillion options out there...
@@parrot998 Yeah, and I love all the parts of zelda games *except* the dungeons. Which, one, doesn't include the bosses usually, and two, is actually less than half the game when you really actually think about it. The puzzles in zelda dungeons are a very specific kind of puzzle, and I hate them 90% of the time. I say that having played... most nintendo-made zelda games
wait, why would you break colgera's ice with arrows? its so much cooler to just drop down and smash right through, like youve been doing on the way up to the temple. that was my favorite boss for sure
There's no real indication that you can dive through the weak points, whereas "Shoot the glowing weak point with a projectile" is kind of a staple of gaming.
@@HamsterMaster8Yeah but also myself and a lot of people didn’t even attempt diving into it cuz we thought Link would just eat shit, so instead I always threw fire at the ice to melt it. I love Colgera’s presentation and the fun way to beat him is really fun, but the fact that you can beat him so easily with the arrows puts a huge damper on the experience for me
I remember when I entered Hyrule castle for the necessary story mission and when a dungeon map popped up on my screen I was HYPED. Followed by the letdown of a keepaway game, followed by quite possibly one of my favorite cutscenes in Zelda history.
i liked the fire temple a lot… not a lot of variety, but i actually needed to think about what i was doing and whether it was helping me get where i needed to be. the initial map also had that great zelda “oh my god this is huge where do i start” feel that BOTWs titans lacked. i hadn’t encountered hydrants before, so that was fun, and i loved how every new lock changes the music slightly. i noticed that the music was changing from chill to “okay something is definitely off here” after the third lock, and then by the fifth i was absolutely ready for that boss battle. it feels like the music made me feel what i imagined link felt… he originally went in thinking only about Zelda and this weird city, starts getting this sense of doom halfway through, and in the end just KNOWS that something is up and gets his best weapons out just in case. i was a little disappointed by the boss fight though…
I loved Fire Temple. It was the first dungeon/temple that I finished without any walkthroughs in this series. It wasn’t super difficult but still had a challenge.
God they are so close to creating the ideal dungeon experience in the new formula. Like the atmosphere and visuals are so much better than the divine beasts and the leadup to finding the dungeons are just as enjoyable but I'm still confused by the fact that every dungeon in this game has basically the same objectives. I get that these new games focus on open-ended freedom but I think the Zelda team forget that every dungeon in the previous games asked you to do something different which spiced up the variety. There were linear dungeons that either focused on combat or avoiding obstacles, there were puzzle box style dungeons that tested spacial awareness, labyrinths where navigation was the challenge, tower climbs that made use of the verticality for progression and spectacle, escort dungeons, the list goes on. When every dungeon in a Zelda game ask you to do basically the same thing everytime - they start to feel the same. Variety is key and I hope the devs take that to heart going forward because they're so close to creating great dungeons that rival the series best
I feel the same way as you dude. To me, the Lightning Temple felt the most dungeon like and gave me hope for the new formula. Along with variety, I hope the dungeons are more dense with enemies and puzzles leading up to the objectives opposed to just having a straight line towards them. If they can pull something like that off, then I’m all for this new format.
You can't have variety in a game where each dungeon is designed to be done in any order. This keeps things at a difficulty level close to the great deku tree. But for the whole game. These dungeons fail because they're non-linear, amd focus on making smaller puzzle boxes with open ended solutions, rather than a tightly woven thread of puzzles that have 1 or 2 solutions, that test the player gradually until the end. Therefore, these dungeons cannot possibly make players connect ideas between rooms and throughout the labyrinths - the only way to do it, with all the tools given at the beginning, is to make each dungeon easy and have isolated puzzles connecting back to the main hub just to access the boss and nothing more. It really is a sad tale. The rest of the game is fantastic, though.
To be fair, most Zelda dungeons have ALWAYS had the same structures. Find the room with the key, do it again and maybe again. Fight the mini boss to get the item. Now use the item to reach new rooms with keys to progress. Find the key to the boss room. Fight the boss the end. Zelda dungeons have always used this structure so having all dungeons in botw/totk to have same structure (the 4/5 terminal thing) is not surprising. I just think that lots of the puzzles this time is based upon the abilities you get at the start and things start to become muscle memory so there is very little variety in challanges.
@@shigerumiyamoto9612 that too but there were dungeons that attempted to change things up like the SnowHead Manor which had you collect ingredients for soup and Temple of time that made you complete the dungeon in reverse all under the framework of get dungeon map-get compass-get item- get boss key- fight boss. Innovation should always be encouraged
Not a popular take, but I like the Fire Temple. I think it being as open as it is gave a lot more options to go about it and I enjoyed messing around in it. But the build up to get to the temple? That's the creme of the crop. Was not expecting to take flight and yeet Yunobo at a big ol volcano monster. That and plummeting to the depths of Death Mountain were so energizing. I took forever exploring Death Mountain's depths before I tackled the actual temple. Fun stuff.
I think it would be so much better is yunobo didn’t teleport during the dungeon so you’d actually have to do the puzzles. Riju doesn’t teleport, why can’t yunobo?
Tbh I feel like you should of included (spoilers for the final dungeon) Gloom's Aproach in this list. It may not have puzzles but it definitely is the last dungeon. Its effectively Botw's Hyrule Castle but instead of allowing for open traversal, you are stuck in enclosed spaces as you travel further and further into the earth to face the final boss
Hyrule Castle was my favourite big dungeon from BOTW so it was quite the experience to see that the new "Big Dungeons" in TOTK were designed with a similar concept Huge, no loading screens, and completely flexible exploration
I think that if the lead ups to all the other dungeons count, then the lead up through Dragonhead island for the Spirit Temple should also count. Especially considering that’s where you find the owl helm which you have to lead into the depths to start constructing the body.
@jacobkirk1846 yeah one of my fav moments in the game so far was easily finding the owl helm and doing that whole thing. dunno why ppl are hatin on mineru, i loved every part of that one but the lead up is def the best part
The desert being the best area in a Zelda game once again! Not only was it already cool in Botw, but also in earlier games: Lanayru was the best area in Skyward Sword with the time shift mechanics and two amazing dungeons, Arbiter's Grounds is the best dungeon in Twilight Princess and also a very important spot for the lore of the game, Wind Waker's coolest boss Molgera could be considered a sand boss, obviously the Spirit Temple in Ocarina of Time with all of its build up...
I love Colgera as a boss, yea it’s an easy fight especially if you choose to use arrows but good lord does it have the best music and make such a cool experience if you fight it entirely by skydiving through the weak spots
Ironically, out of the five sage dungeons the wind temple was the last one I did, and I absolutely loved just how effing cinematic the fight was. I didn’t just blitz Colgera despite my maxed stamina and plethora of arrows, and it was such a cool experience.
Yeah, I found that to be more of a hassle than a help, in my case.......I tried beating him that way, only for him to shift positions at the last second and punt me aside, sending me into an inescapable spin (Believe me! I spammed the glider button, and nothing happened!) that sent me plummeting over the side of the Wind Temple. One time, and four hearts of damage was enough to tell me "Screw that method!"
The gibdo attack on gerudo town was this single coolest thing of any dungeon Quest in Zelda. So damn hype to hear riju telling you were they're coming from and where to go
What I love most about the Wind Temple is that you're not barred from it by story progression. I got all the way inside it before touching the Rito questline at all, so it was quite the thing to find by just fulfilling curiosity.
@@aaryaaswadhati5525 There are people who have done play throughs that show how to do it. First, you need to have full stamina and 10 hearts (to open the door). Secondly, you must have visited all the geoglyphs and collected their memories. Then, you can glide straight to the Thunderhead islands from the Rabella Wetlands Skyview Tower. From there, it's a "simple" matter of completing the quest to gather the construct's parts, assemble it and go down to the Spirit Temple to fight the Seized Construct so that you can unlock Mineru as a companion character.
The wind temple was actually my favorite with the climbing of the sky’s to the ship of myth. Then the puzzles were good and creative with wind and the boss has a killer theme with a fun fight if you do it as intended.
The lightning Temple is one of my new favorite dungeons of all time. Great puzzles, music and atmosphere and felt the most like an old traditional Zelda dungeon
My thoughts on the main 4 dungeons: Okay the best one is Lightning Temple, I gotta agree, it really did feel like I was playing end game Ocarina of Time again, the light puzzles, the redeads, and the music was so incredibly reminiscent of my favorite dungeon in OoT. 2nd place goes to Fire Temple: I never once used a mine cart in this dungeon, I just used lava and water to bridge my way across it all, I think the music was pretty alright, had a little bit of daruks theme in it, which was nice, and the boss fight was cool, I think they really let you solve the puzzles the way YOU wanted too. 3rd goes to wind, I thought exploring an air ship was cool, and the atmosphere was cool, the build up to It and the music that plays when it reveals the dungeon to you is really awesome, plus something named “The Legendary Stormwind Arc” is just too cool, but that boss was such a let down, it looked so cool in the trailers but it was a pretty lame fight. The water temple 💀: This was such a boring temple, the boss was lame and honestly just tedious rather then interesting and fun, sludge was such a lame idea, I thought the ancient zora water works was gonna be the dungeon, I really wish it was now because the water temple is so boring and it didn’t feel like it really had a theme, it felt all over the place.
I would swap the water and wind temple because I think the puzzles in the water temple were cooler and yes the boss was kinda annoying but at least it was you know a boss FIGHT
The temples are still underwhelming imo, divine beasts are harder than any of them and they don’t even have the most difficult puzzles in the game, those are reserved for shrines, why?
In hindsight I kinda regret a bit that I went around exploring for a long time before doing any of the dungeons, because at that point I was already a bit too well geared etc to make the boss fights really challenging. I still had fun, but I would probably recommend to someone, who is playing for the first time to not grind too much before doing the main story. You can still have fun exploring the world fully after fighting Ganon after all.
I know I've only finished the Wind Temple, but I really feel like the only differences between the Temples and the Divine Beasts is that you can't go back into the Divine Beasts after beating the boss there, so you end up missing out on chests if you didn't get them. Other than that, they're largely the same. Like, having to fix every gear felt a ton like activating those Sheikah pillar things.
I've just finished the 4 main temples. Skipped your segment on the Spirit Temple, because I've not done it yet. I definitely agree with the placement of Lightning - it was great to see the whole temple be a puzzle rather than an isolated thing we need to unlock like we did with the divine beasts. And while the carting around was fun - I really disliked Fire Temple - the obnoxiously long bridge to get Yunobo to smash one of the rocks just made me so mad that I couldn't enjoy anything else in the temple. The trial and error of going on a track and it just randomly stopping was also quite annoying, and the Gohma luck based Yunobo ceiling rolls topped it off to just be wildly unenjoyable. I would personally go (from the 4 I have finished): Lightning > Water > Wind >>>>>>>> Fire.
My god, I was just at that point of the fire dungeon, and I gave up, and I’m not coming back to this awful temple. Yunobo’s gimmick is terrible. If I’m honest it makes me want to stop playing this game, I find it more frustrating than fun overall.
I only have the water temple out of the 4 main ones left to do, but I agree with this SO much. I HATED the Fire Temple with a passion. It was too confusing to traverse. I liked the boss though, mainly when it clicked for me how to aim at the perfect spots for when he was up on the ceiling. But yeah, otherwise I was complaining the entire time, and if I ever play this game again, it's definitely this section here that'll give me pause.
Haven't done lightning or spirit yet doing water now it's okay The wind was fine nice atmosphere but the fire temple was nearly old zelda water temple annoying ! I liked ghoma thats about it there
Having more friends makes the Gibdos easier, as ANY elemental attack will make them vulnerable. That includes Sidon's water and Yunobo's fire. I found Mineru as my 3rd sage. I was on my way to where I remembered seeing a Thunder Gleeok and a block fell from the sky. I thought to use it to glide to my destination, but at the top was a skyland with so much rain that I could only barely make out its outline. I found my way inside the structure on the island where I found her construct's head. She told me where to bring it and I completed the rest of her quest from there. After Hyrule Castle, I still did the stuff in Kakariko & eventually dispelled the storm, and I still chose to play through the climb to get up there at that point, but did so with Mineru's construct already. When I went back to Lookout Landing with all five & Purah mentioned the possibility of a 5th sage, there was an extra line of dialogue acknowledging that I'd already found her (and another for having found the Master Sword already). Giving Mineru lightning attacks is terrible. I was shocked a bunch of times because we reached for the same monster. Unlike the others, she gets friendly fire.
I would say that I really mostly agree with this. The only change I might make is swapping the water temple and wind temple, but that wind boss felt really bad and definitely soured the whole thing for me.
The wind boss was probably the best in the game. The music alone is all-time great territory and the fight is an awesome spectacle. Definitely on the easy side though.
... stamina? Colgera? I didn't need arrows, I just dove through the big fella a few times and he exploded lol. Insanely fun, I can't agree with how low it was
Wind Temple was my favorite, that climb up was amazing and I did it first in the game so I was just so into it. When I got to the top and looked down at the giant ship I was like "OMG THE TEMPLE HASN'T EVEN STARTED YET THANK YOU NINTENDO" and The Spirit Temple was fun but.. I wanted it to be much more like The Spirit Temple from Ocarina.. mysterious and scary and stuff. Anyway, loved all the temples but they could step it up next game for sure.
I loved the Water Temple a lot. I suppose as a Temple it is pretty easy, but between the music, vistas, and the low gravity, I just wanted to stay and climb all over it even after the boss was defeated…which I did in order to get to a certain…something. Lightning Temple jumps all over the place as I think about it. Do I love feeling like Indiana Jones running around a place that feels like it could have come out of a movie? Yes. Did my entomophobia make it difficult to look at the Gibdo Queen? Also yes. My heart turned to lead when I realized she wasn’t one and done (not counting her appearance in the Depths).
i think it‘s really great that the buildup to the wind temple is as simple as it is. the focus of that dungeon is more to set the scene and teach the player about the aerial physics. and it’s done so well that you don’t even notice. imagine if the lightning temple was the first one - just how overwhelming and out of place that would feel. also, i really, really wish the water temple would have been in a cave. how cool would it have been to go inside the mountains of lanayru with sidon to find the region‘s water source that the zonai made? i don‘t know, a sky island really feels like the least logical and scenic way there could have been for a water dungeon.
So I have inadvertently done the temples from lowest on this list first to highest last. That is definitely encouraging seeing as I should be starting the Fire Temple soon and going to the Lightning Temple last.
For me, the order from worst to best is Hyrule castle Fire temple Water temple Construct factory/spirit temple Wind temple Lightning temple I agree with everything you said about hyrule castle Fire temple just felt too confusing to me, I didn’t really know where to go and ended up climbing up the walls for much of it. Marbled gohma was a decent boss but the second phase was a bit frustrating to me. I grew more attached to it after some of the depths encounters. Water temple felt somewhat small but I like the open nature. It’s an interesting take. The puzzles were fun but the boss felt too easy, maybe since I had an opal weapon. The construct factory was a fun vehicle centric area, but while I liked piloting mineru’s construct, it just generally felt weak in terms of damage compared to the output of my weapons. Wind temple was my first one and felt quite fun. The puzzles were creative and the theming of the dungeon was great. Colgera is easy but I found the fight pretty thrilling, especially since at first I didn’t know you could shoot the weak points and was just diving through them. I agree that lightning temple was the best. I like mirror puzzles, the layout was the most fun to navigate imo, the boss was very solid, the atmosphere was cool, overall just a great dungeon.
This game cranked the temple vibes up to 11. Every temple in one way or another felt distinct and inline with their respective theme. Personally the approach the the overall environment of the wind temple was my favorite. With the lost city of Gordania in death mountain's caldera coming up as a close second. I remember being overjoyed to finally go inside death mountain and had my mind blown when i saw that massive structure in the blazing distance as i dived into the crater. However puzzle wise the technical puzzles of the spirit temple were my personal favorite, in my mind the limb depots were a seemless test of the main addition to the botw sandbox which is the freeform ultrahand creations in totk
went from "yes haha what a fun and funky time i love flying around without a care in the world" to "no arrows left no food left i have broken all my weapons by throwing them and i am just chucking bomb flowers wildly" but that was probably my fault i didn't want the queen gibdo to be the first boss i had to retry
This is actually very interesting as the wind temple is my favourite dungeon in the game and a lot of people I’ve spoken to also really live them wind temple. However I really hate the fire temple and I was renting with some friends about how much we hate it.
Wind temple was horrible through and through imo. Only one worse than it was the spirit temple because building the mech was super annoying, piloting it was so incredibly weak (it was doing about 1/5 the damage I was. Oh, and having to stop every like, 45 seconds to recharge my battery to *walk* was such a cool design feature), and that stupid ass boss fight.. Hyrule castle was easily one of the best, for both the exploring the castle, and fighting the phantoms.
Its not really that the wind temple is bad, its okay. The thing is that it pales in comparison to the expectations that the buildup to it provides. It really did just feel like another divine beast, and that's just kinda sad. It had a great idea, and with the ship I was expecting something more like the ship dungeon in skyward sword. Boss fight is definitely cool though. I completely agree with you on the fire temple. I cheesed that crap to avoid dealing with it.
@@aaryaaswadhati5525 nah, the wind temple was tedious and annoying, from start to end. Hyrule castle is at least open enough to let you traverse how you want, and actually challenging
I'm not sure what people classify as "traditional dungeons" after this game... the dungeons in totk are basically just divine beasts that don't walk or fly around. You still have the same objective by locating a random amount of activation terminals. There's no keys or dungeons progression. The stories of the dungeons are entirely environmental. All these aspects differ from dungeons pre botw.
the problem is they are all pretty same-y, and BotW meant they couldnt spend much time with the surface layer versions (to the point that the game spells out the correct path if you find the journal telling you about it.) The surface layer is almost entirely skipped (though i havent gone back to see if they are still as chest-filled as BotW), the sky layer has no enemies and a fully skydive set acts as speed up lvl5 (to the point it can be a bit hard to keep your bearings) whilst also telling you exactly where the nodes are if you set the associated quest, whilst the depths layer is just a single common overworld boss with very little to stand out other than the guaranteed reward after (the darkness does very little, and can be completely avoided by ascending to the nearby lightroot before taking the dive again from the surface). Just for the sake of humoring the idea, i would rank them together in the same spot and put them above the mindless hyrule castle gauntlet that doesnt hold a candle to BotW's take on the same place (to the point of being the only good dungeon in that game).
Using the sages to unlock the bosses in the 4 temples is an amazing feature. For once in a zelda game, I enjoyed all the temples. The divine beasts were so repetitive, so I am glad that they weren't repeated in this game. Every zelda game has the one temple that you hate, like the water one in ocarina of time, or some of the temples in majoras mask. But in this game, every temple was fun to go through and explore. And we all admit that cheesing the fire temple by building long bridges is so fun.
I loved the vibe of the lightning temple, but the gibdos' physical resistances got real old real quick for me. Such a pain, especially since Riju would constantly be nowhere nearby to start charging her power. I resorted to just throwing any elemental fruits I had basically, but that's also annoying in its own way imo. And tbh, similar for the water temple with Sidon. I think I whipped out a fire hydrant to fight the boss of it since he was never near when I needed him for his bubble to hit the boss with.
I absolutely loved the Wind Temple, but I do think a large part of that is because it was the first one I took on. Was a great introduction to TotK temples. I personally hated the Fire Temple but I think that was more out of frustration for how long it took me to figure out the mine cart puzzles.
Exactly how I feel. The fire temple was sooooo frustrating. I promised myself I wouldn't look ANYTHING up for the temples and fire was a PAIN. I was yelling at my TV for hours.
The most disappointing thing about Hyrule Castle to me was finding out that the fake Zelda was literally just Ganon pretending his little magic trick was at all effective (which is especially funny if you'd done all the other dungeons up to this point) and not a new character like a super loyal Gerudo or Yiga Clan member that was serving him and disguising themselves.
If the Water Temple was the only one with the "complete 4 objectives to unlock the boss" trope, it would actually be an incredibly good dungeon. It is very interesting to see a completely open area, and trying to tie it into the formula fit to be a dungeon. It is unfortunate that the saturation of the objective based trope has drastically reduced the impact of this dungeon.
I like this new video format. The old hat intro cutscene showing what number we're on getting removed is a nice change of pace, and shortened the video by approximately 30 seconds.
The wind temple was definitely my favorite it had the best music and the boss fight had a sprinkle of the Rito theme mixed in. It also had the best boss design.
I think you really underrate colgera. Zelda bosses arent always meant to be hard. But the theme, the music, the sheer intimidation colgera presents. The incredible atmosphere of the dungeon. Oh my gosh the wind temple is so good. The boss being easy shouldnt detract from that
Thunder temple is of course the best because it's the only traditional style dungeon. The dungeons were the most lacking part of BotW for me and it's a shame little changed in the sequel
the lightning temple reminded me so much of wind waker's earth temple and tower of the gods, the way it rises after activating 3 key points (wind wakers orbs and the triangle islands) and light and mirror puzzles (earth temple stuff) with an "undead boss" and light to help with the boss. it really made my liking for the lightning temple stronger (im a massive wind waker fan) and i love colgera
Sure, Colgera was laughably easy, but _every single Zelda boss_ has always been laughably easy, the atmosphere of the fight is where it thrives, that's why OoT's Ganondorf fight is so beloved.
@@leargamma4912 I've played Zelda 2 and LA already. Not just the 3D bosses, but the 2D bosses as well, the difficulty of these games come from enemies, not boss fights.
every single youtuber i've seen fight colgera has approached it upside down, shooting arrows into its belly rather than diving through the ice sheets from above, as (i think???) is intended. you're (probably) expected to fly above it, wait for its spike attack to expose the top of its weak spots, then dive through them, like how you break through the other thin ice sheets throughout the lead-up to the wind temple. i thought it was a fun boss, but that's probably because i had a different experience than you did :o
Gibdo boss was so fun. Dropped a construct head with a mirror attached to it right under a light beam. Was a little too overconfident, so wasn't a cakewalk, but was a lot of fun
I disagree with the verdict on Colgera. I was genuinely surprised to see someone who didn’t like him. Otherwise. I think the 4 main dungeons, and 5th secret, are genuinely great. The whole experience, the physical lead up, the dungeon crawling and puzzle solving itself, and the boss fights-all made for a memorable and satisfying experience. I think this style of dungeon honestly deserves more respect for how it properly iterates on the sandbox puzzle solving and free form progression of shrines and divine beasts, while maintaining the unique theming, puzzle designs and layouts, and boss fights of classic Zelda dungeons. I honestly think it’s the perfect type of dungeon for TOTK. No other game has had you consider the layout and physical space these dungeons and puzzles occupy quite like the ones present in TOTK. Classic dungeons can really be solved in auto pilot by just visiting rooms in a linear fashion, doing the straight forward puzzles/obstacles as you go, meeting a dead end, then going to other rooms thereafter. Most rooms contain simple navigation and one room puzzle solving. The majority of OOT’s dungeons are like this. There are exceptions, and those dungeons go on to be hailed as the best in the series, but on average they aren’t any better nor are they more suitable than the ones present in TOTK.
Colgera was designed to be attacked by diving through it's rings. That's why they teach you to do that during the moment where you climb up to the temple. Using a bow is the easy way out, but also very boring
Honestly I feel like the Colgera fight could have gotten much more use out of the fuse ability, like imagine you had to use bomb arrows to make an updraft to get to Colgera and then instead of just hitting it from the bottom, the bottom is also closed up so you have to get higher than it, and then dodge the icicles it throws at you and then hit it with a fire object attached to an arrow.
Colgera is built around the gimmick some players never discover. The best experience comes from doing the fight without wasting a single resource, so even its rematches are fun. If resources were required for the fight, it very likely would have become the single worst boss in the game, and yet you are proposing making the resource drain even worse? If anything, it is the fire weakness left unexplored. If bombs/fire arrows could take out each segment in 1, maybe i would agree with the risk/reward flow, but requiring it feels like a step too far. Ever try fighting queen gibdo without arrows? The fight is fun enough as the end of a dungeon, but the resource drain is not worth doing the re-fights unless you really want to know the contents of the guarded chest (or desperately need a "good" guster weapon, but even then, does a guster weapon really need attack power?). Suggesting fuse as a requirement for colgera would make the fight almost as unbearable as arrow-less queen gibdo, and that is before talking about how every dungeon boss in TotK has multiple ways to fight that requiring fuse would ruin for colgera. A boss doesnt have to be hard to be fun, and colgera embodies that philosophy. Remember that, when ignoring dungeons, every boss has to be fought before ganondorf, and during that rush there is no guarantee you have the associated sage to trivialize it. It might not matter much for colgera, but changing one starts walking a fine line, and the resource drain can make a huge difference when queen gibdo is still waiting in the wings for its turn.
@@cullenlatham2366 Dude I was just making a suggestion, no need to get worked up over it. What I was suggesting is that they make the fight a bit more difficult by adding in something to make it last longer. That’s it. No need to write a college essay on how I’m wrong when I didn’t even intend for this comment to be seen by most people. Just lay off it.
@@AwesomeGuy123 And you probably misread my tone, or at least it came off more harsh than intended. I was speculating on how the change could affect the game, and decided i was hesitant at best. It was not meant to be an essay completely debunking your idea, just showing my contrary opinion. I am a bit of an over-thinker, so essay-rants come a bit too naturally to me.
Colgera becomes infinitely more enjoyable if you beat it the "intended" way by skydive dashing through it's weak spots after it shoots it's spikes at you. i.e. if you use arrows on Colgera you are speed-killing the boss.
When you sort the key items, the vow of spirits are ordered in, what I can only call "the intended completion way", and you can kinda see it with the complexity of each dungeon and even the difficulty of the bosses (also with just how much the NPCs suggest you to go to Hebra first). Well, what I find funny here is that I somehow I went through the 4 dungeons in the exact opposite order, lol.
I found a way to ascend into the boss room in the Lightning Temple, gotta find out if the boss fight actually works because I went back to do all the puzzles though
Same thing happened with me when I was playing. I was tempted to stick around, try it out, and see what happened, but at the same time, leery of trying because I didn't want to risk getting soft-locked, screwing up my file or something.......So, I just went back down........Apparently, though, from what I've heard, nothing serious happens. All that happens is you being stuck in there until you warp out. There's also a block on initiating or triggering the boss fight unless Riju's in the room with you, and she can't go up with you if you use ascend, so.......No speed running using that strat!
Even though the colgera fight was easy just the music and overall atmosphere of the fight was an epic climax to the dungeon and enough for it to still be very enjoyable
Right with the lucky clover Gazette and impa being on your path there really cements the idea that you should do the trick first also Tulin has the best sage ability hands down
Somehow I think I'm the only one that did the colgera fight without using any weapons. When it starts shooting spikes at you, you can dive down past the spikes through the ice guts and shatter it. I didn't realize people were actually using bows for that fight lol
I'd consider the whole discovery of the dragon islands and traversal of the islands to be part of the Spirit temple as well, since you can't do any of the construct factory stuff without the mask. While you could just skip right ahead to the dragon head island, starting from the tail was a pretty fun experience all in it's own, playing around more of the sky mechanics that this game has, knocking enemies off to the ground below, and traversing between.
the wind temple's approach with the building music that reaches a crescendo as you crest over the storm and look down was unreal
Wind temple was definitely my favorite I love how the boss battle has the Rito theme mixed in.
@@waterzipper Boss sucked bad though
I have not felt that kind of child like joy playing video games for years, that moment where everything went total silent when you went above the storm gave me chill and diving down into the temple was amazing.
@@zic3le583 Worst take of all time
@@zic3le583 it was easy af but at least it was epic
One thing I liked about the lightning temple is that they don’t start with the main puzzles right away. It’s a slow burn as you and riju have to build yourselves up to the main central hub. Avoiding classic pitfalls, traps and monsters while exploring secrets in the walls and floors beneath you Indiana Jones style
Exactly bro that’s how I want the new dungeons to feel like
For people like me, the beauty of it was being able to see it, and just.. do the puzzles, ignoring everything else. I hate dungeons, passionately, so I appreciate being able to cut to *just* what I have to do to get through. With a decent if unchallenging boss fight at the end. Then again, none of the bosses other than phantom ganondorf have been challenging.... I've beaten them all and I'm struggling to remember some of them tbh. The blights from BotW were more memorable. If nothing else, they were more challenging and fun to fight than "shoot the exposed weak point three times to win"
@@stevenn1940 meh. tbh besides thunder blight, the blights are way too easy to stun with arrows because of their huge head hitbox
@@stevenn1940 many were new versions of windwaker bosses. Gorons had a new version of Gohma, Rito Village's boss was a new version of Molgera
@@Voltricity435 You had to hit the eye specifically to stun, not just the head. Even then, it took more than 18 hits within 45 seconds to kill them.
We need to give the colgera fight some respect
The theme was insanely nostalgic, yet new and a banger
Exactly! Despite the boss being easy, that has been the case in previous Zelda games as well. What seperates this is the boss theme. Having an iconic and fantasic OST makes this boss fight way more enjoyable. Colgera has one of the best boss themes the franchise has had.
its fun
It’s also a massive spectacle, it’s beautiful
@@theyokester3541 Yeah its weirding me out that were pretending that Colgera (who for all intents and purposes was the first boss of the game) is a bad boss. Compared to other bosses in Zelda Colgera with multiple ways of fighting and a kick ass theme is a great boss. All I can think of is people saying Argorok was a good boss and saying this was a bad one ugh.
@JEVIL_DELTARUNE yes, it was
The Lightning Temple was by far my favorite dungeon, but Colgera was my favorite boss. The hype was unreal and everything worked together beautifully, mostly the music.
Honestly, being able to beat the boss without a weapon has a lot of appeal and epitomizes the design philosophy of this game.
It may not have been difficult, but it certainly was cinematic. An ideal first boss in that respect.
yeah colgera was great. its very easy but it feels epic and cinematic. i wish more bosses in the game were as gargantuan
I agree, Colgera is super fun to fight, especially subsequently underground. People saying he was a bad boss must not remember any old Zelda boss for example:
WW - Gohma, just swing to win. Barrenaide, just pour water on it and it instantly dies
TP - Gohma, arrow, hammer repeat. Argorok, literal on the rails fight
Are all of a sudden pretending shooting an eye and then wailing on it with a sword was more fun than skydiving through a worm or shooting its underside?
Ultimately I think Mucktorok was my favourite boss. Not especially challenging either, but it had plenty of personality and was the only boss that gave you a real opportunity to flex your ultrahand a bit. Even just having him chased around the arena by three hydrant-carts is pretty fun.
I think the wind temple sets a good example of an introductory dungeon done right
I don't think there will ever be another dungeon to ever capture that same first time feeling I had playing other zelda games.
You're right, it captured that exactly
exactly what I hate about every single dungeon of every single previous zelda game.
Also sky bombing the boss’s weak points will never not be fun
i think it's intended to be the first one. when you get the regional phenomona main quest purah reccomends you go to rito village first. so makes sense why it's probably the easiest one
@@Voltricity435 you also get a set of cold resistance pants up in the intro if you explore well enough
@@dragonstouch1042 yup. i got that but somehow missed the skirt on the great sky islands lmao
The lightning dungeon is the best but theres something so iconic about looking up at the swirling vortex in the air and seeing hints of this massive skyship’s silhouette illuminated by flashes of lightning. Like I want the lightning dungeon’s complexity and and layout with the air dungeon’s incredible buildup!
I completely did not follow the fire temple at all tho I just parkoured around to cheat my way to the gongs.
colgera is a really fun boss if you do it the intended way. instead of just using arrows on the weak spots, you can just dive through them, which not only makes it more difficult, but also more fun, and gives you more time to enjoy the insanly epic music.
I did not use a single weapon :D
@@j.s.173 Same
I honestly don’t know how you do the unintentional method without stamina
should've forced the player to do it that way. I just shot it.
colgera was probably my favorite, i loved not having to use my weapons and it was SO fun it felt really epic too
Stumbling across a deserted Gerudo town was VERY atmospheric for me. Gave me a huge dose of OOT/MM nostalgia.
I did Gerudo Town last. (Went just clockwise) and read in the coments about it covered in a sandstorm. When i arrived there, i felt "Oh shit." And then i met the Gibdos. And during the town defense portion, my brother just yelled; "They put f-ing wings on these bastards and made them sprout from funghi?" And then the boss happened.....Combining the classic undead with moths was genius.
Most of the towns give me heavy Majora’s mask vibes when the dungeon isn’t completed yet. Maybe it’s the distorted music and the curses set upon them.
Dunno if it’s just me, but I’m of the mind that the lead-up to the dungeon is a part of the dungeon as well, since they feel so small without them, such as the Wellspring Islands, Thunderhead Islands, and Rising Island Chain
I agree. The sequence getting into water and wind temple were insane
And the underground portion/ ascent up death mountain with the mini boss, and the whole connecting the lights for the lighting temple
I agree, the lead up’s feel like part of the dungeon to me
I woudl argue that the questline leading to dungeons probably should be counted as part of them in general. Tears of the kingdom just made that fact more noticeable by having sections like the ascent to the wind temple and the construct factory which greatly blurs the line between the dungeon and its questline.
@GoblinPink
btw if you have full stamina and 10 hearts (to open the door) the thunder head islands are optional, you can glide straight there from the rabella wetlands skyview tower. this skips the kakariko and dracozu lake quests. (it also enables you to get mineru technically as your first champion in the entourage. (Provided you have done all the geoglyphs (requirement to start spirit temple)))
I did this in my playthrough to skip ever "needing" to do the camera main quest the kakariko main quest and the lake main quest.
(i still did all the other champions and dungeons first though)
RTGame also did this in his playthrough to obtain mineru before sidon
note about colgera: The boss is the second best in terms of presentation if you fight it without using a single arrow
Wait how do you beat it with arrows
Fly above the boss and let it shoot the icicles on it’s back and when there is cracked ice you can skydive though it to damage the boss
@@jacoboloughlin7869 shit that sounds hype as hell
@NotWesley RIGHT?!
with the exception of the finale phase of the final boss it is the best spectacle in the whole game
don't even get me started on the music ❤️
One thing I like is that the dungeons are all in different layers. Rito is in high skies, Zora is in lower skies, HC is in really low sky, Gerudo is on the surface, Goron is in the depths, and I think Spirit might be in deeper depths?
nah it felt like the zora's higher tho, i ain't feeling less gravity when i'm in the wind temple, it prob was higher when you were on the top of the blizzard tho, but that ain't where the dungeons located
I'd wager the fire temple is lower down than the Spirit temple, based on the fact that the higher the altitude on the surface, the lower the altitude in the corresponding location in the depths.
The mountains of Eldin and Hebra become massive underground canyons in the depths.
you realise you guys can literally just go in-game and check the altitude level instead of debating it here?
There are only 3 different height zones, sky, floor and depths..
@@ImoowhenIPoothe sky has multiple different height levels with differing levels of gravity.
I really hated the fire temple, but I'm not entirely sure why. I just had absolutely no patience for the minecarts and found it really hard to navigate. I did really love the lightning temple!
I didn't see most of the fire temple as I used 3 springs fused together to jump around and avoid all the mine cart stuffs :p
Me too! It’s like I knew I had to use the rail carts and change the tracks but I didn’t feel like doing all of that
lmfao i just climbed
I just climbed and since I did it second to last I had max stam
I didn't Hate it personally, but it was definitely my least favorite. I found the map very difficult to read when it came to the minecarts, although I'm not sure how to make it better. I also prioritized hearts over stamina my first (and only) playthrough, so I literally Couldn't climb through it lol. It was the only one were a had a moment or two of "okay I'm just frustrated right now, instead of having fun."
Although the Lightning Temple was more challenging for me (man I gave up trying beat Queen Gibdo and went to get more hearts and the Master Sword), the Water Temple sequence was breathtaking, it breaked my heart to see Zora's Domain covered in sludge and helping them get rid of it and seeing how happy they were was truly rewarding
I can feel you bro, i did the water temple first for the same reason, i felt bad for them, its funny to me cuz the game wants you to go to rito village first so you start the glyphs mission too but that was the last place i went lmao
yeah i hated the queen gibdo fightt... like to the point where beating it didnt even feel satisfying
@@helenkouts9772 In my opinion, the Queen Gibdo was my favorite boss fight. The fact that you have to fight It and stop gibdos from spawning is also fun.
@@infinitevalrath7767it was easy for me tbh, the gloom queen gibdo tho.... no
@@DCM0evil Did that too. Kinda sad realising that our guys were destabilised because of literally a shit-rain. It would've been way cooler if you had to save a flooded abandoned domain while zoras were hiding in a cave or smth like in gerudo town
I just noticed that with what you considered dungeons, there is actually 2 dungeons for each map levels:
Sky:
- Wind Temple
- Water Temple
Surface:
- Lightning Temple
- Hyrule Castle
Depths:
- Fire Temple
- Construct Factory & Spirit Temple
Great to see some actual Zelda bosses in this Zelda game.
Spirit temple gets bonus points for being how hidden it was. Stumbling upon it without knowing about it was a highlight of the game for me. On the other hand I'm disappointed we didn't get another end-game dungeon on par with the castle from the last game.
Not so sure i agree. It does not feel like one, but the lead up to the demon king's forces is arguably just as challenging as hyrule castle was in BotW, the only difference being how linear it was in comparison to better scale each challenge but make it much easier to run past them. If you show up unprepared, the gauntlet will decimate you. Show up ready to put ganondorf in his place and you can sprint past the entire thing (that you know about) with nothing more than chip damage.
BotW's hyrule castle is an amazing experience if you either stick to the exterior road and fight guardians and lynels, or infiltrate the castle itself and stick inside until the very end with abundant enough high tier normal enemies to drain your resources, but it can also be entirely skipped simply by equipping the zora chest piece and finding the series of 3 waterfalls that bring you straight to the sanctum without any interference (except a few turrets just outside). Those 3 waterfalls were the exact reason i yolo'd ganon after 2 DBs when i was only there to attempt a raid for weapons, and it left me with a sense of "what now?" after succeeding. The DBs were the only reason i returned, thanks in part to my ignorance of how bad they were as dungeons without the aid of hindsight.
For me each Temples approach should be considered as apart of the Dungeon as a whole. This greatly affects the Wind, Water and Lightning temples as they have phenomenal build up.
And the whole dragon head island spirit temple thang
It surprises me to see how many people have the sage avatars active all the time after obtaining them. I get that they are useful, but for the most time, having so many different characters around me all the time just irritates and confuses me, so I usually only activate them when I need them for something... mostly Tulin's air boost.
I just have Tulin activated lol
I just love the chaos lol
Nah I love the sages, it’s nice to have a team by my side. And some times we get some cool combos in from everyone.
I put over 300 hours into Xenoblade Chronicles 2 and over 160 in Xenoblade Chronicles 3, I have nothing to fear
Idk but I absolutely loved the icicle puzzles in the wind temple and since I already loved breaking ice by jumping on it or diving thru it, the boss was a massive adrenaline rush for me and my absolute favorite in the game so far!
Lightning temple is just perfect. Perfect build up where you enter an empty gerudo town that gives damn chills just staying still in there, my god that was atmospheric. And the whole quest is the most interesting out of all and the dungeon itself is very strong with beautiful music and challenging boss at the end. Completing that was a blast. Goron dungeon was cool too. Wind temple had a great visual but the whole dungeon was underwhelming, the boss was laughably easy and only looked scary. Water temple was disappointing. It really was a missed opportunity to make a dungeon underwater and as a disaster maybe flood the zora's domain as an comparable threat gerudo had to suffer from. Idk i was promised to have a dark game, even darker that majora's mask and only part that was kinda creepy and scary was the gerudo town quest.
how about the Rito threatening to go extinct by freezing to death? thats how i felt when i went to rito villiage before i beat the boss.
personally im gald the water temple isnt underwater, my thalassophobic ass wouldnt have able to even play.....
@@Da_Sire I can imagine the lake bed temple in TP really caused you issues
Only thing that breaks lightning temple for me is the boss fight, laser does way too much damage compared to its uptime and the fact that the tornadoes can be spawned on top of you before you have time to react and one shot at 12 hearts is pretty insane
Ambatublou
My favorites were the wind temple and lightning temple. Water temple was a bit short and easy, while the hyrule castle was a bit of the same familiar territory. My least favorites were all the ones hidden in the depths. Having to search through the dark dealing with gloom was frustrating enough, but I was feeling tired by the time I reached the actual challenge that I tried my zonai parts and high stamina to ignore the challenges. What saved them were their bosses. I liked the spirit temple boss the most since I treated it like a boxing match with the partner.
I disagree tbh. not being able to see a thing is what makes the dephs fun and while gloom is annoying it never really became a problem(vehicles save ur life) as for the sprit temple it wasn't bad but not my fac
As long as you either use an elixir or have the outfits that either cause you to glow or resist gloom, the depths become pretty much a non-issue tbh.
The whole gerudo quest felt way longer than the other 3 too. While the other ones were doable within 2 or 3 hours this one took me an entire day
I feel the quests got more and more complex in the intended order you do them. Rito one is basically just one cave and then the rising island chain. Goron has you do a few mid bosses and some exploration. Zora had lots of quests, puzzles, an underground section, and THEN a full island chain. And gerudo of course has you do the puzzle to enter gerudo town, whole desert defense sections and then the puzzle to open the dungeon. Then the lower section before you even get to the main area of the dungeon
It was amazing, though. The Gibdo Invasion was probably one of the most fun moments in the game for me
i found the gerudo one the most boring cause of how long it takes not to mention the side quests that involves more sidestuff
The Lightning Temple was my favorite dungeon by a mile, so I'm glad to see it at the top of your list.
For me, the Water Temple is my least favorite out of the four main dungeons. I think it's part because the atmosphere was the weakest out of the four, making it not as interesting to traverse.
For me, the water temple was one of my favorites because it was open and easy to traverse. I hate the dungeons, full stop, so keeping it straightforward was greatly appreciated. The boss was annoying though. Not hard, just annoying.
@@stevenn1940 ... It's... It's a Zelda game... If you want a generic open world game that doesn't ask you to engage with puzzle solving or put any roadblocks in your way, there are a bajillion options out there...
@@parrot998 Yeah, and I love all the parts of zelda games *except* the dungeons. Which, one, doesn't include the bosses usually, and two, is actually less than half the game when you really actually think about it. The puzzles in zelda dungeons are a very specific kind of puzzle, and I hate them 90% of the time.
I say that having played... most nintendo-made zelda games
@@stevenn1940 It is still an integral part of Zelda's identity.
that was funny, weak atmosphere while the dungeon is a 0gravity zone
wait, why would you break colgera's ice with arrows? its so much cooler to just drop down and smash right through, like youve been doing on the way up to the temple. that was my favorite boss for sure
The boss fight goes by faster with arrows.
There's no real indication that you can dive through the weak points, whereas "Shoot the glowing weak point with a projectile" is kind of a staple of gaming.
@@tortoiseoflegends4466they teach you on the climb up that you break ice platforms by landing on them
@@HamsterMaster8Yeah but also myself and a lot of people didn’t even attempt diving into it cuz we thought Link would just eat shit, so instead I always threw fire at the ice to melt it.
I love Colgera’s presentation and the fun way to beat him is really fun, but the fact that you can beat him so easily with the arrows puts a huge damper on the experience for me
I remember when I entered Hyrule castle for the necessary story mission and when a dungeon map popped up on my screen I was HYPED. Followed by the letdown of a keepaway game, followed by quite possibly one of my favorite cutscenes in Zelda history.
@@SailorCheryl yeah construct factory and gloom’s approach deserve to have maps. As they ARE dungeons.
i liked the fire temple a lot… not a lot of variety, but i actually needed to think about what i was doing and whether it was helping me get where i needed to be. the initial map also had that great zelda “oh my god this is huge where do i start” feel that BOTWs titans lacked. i hadn’t encountered hydrants before, so that was fun, and i loved how every new lock changes the music slightly. i noticed that the music was changing from chill to “okay something is definitely off here” after the third lock, and then by the fifth i was absolutely ready for that boss battle. it feels like the music made me feel what i imagined link felt… he originally went in thinking only about Zelda and this weird city, starts getting this sense of doom halfway through, and in the end just KNOWS that something is up and gets his best weapons out just in case. i was a little disappointed by the boss fight though…
I loved Fire Temple. It was the first dungeon/temple that I finished without any walkthroughs in this series. It wasn’t super difficult but still had a challenge.
God they are so close to creating the ideal dungeon experience in the new formula.
Like the atmosphere and visuals are so much better than the divine beasts and the leadup to finding the dungeons are just as enjoyable but I'm still confused by the fact that every dungeon in this game has basically the same objectives.
I get that these new games focus on open-ended freedom but I think the Zelda team forget that every dungeon in the previous games asked you to do something different which spiced up the variety.
There were linear dungeons that either focused on combat or avoiding obstacles, there were puzzle box style dungeons that tested spacial awareness, labyrinths where navigation was the challenge, tower climbs that made use of the verticality for progression and spectacle, escort dungeons, the list goes on.
When every dungeon in a Zelda game ask you to do basically the same thing everytime - they start to feel the same.
Variety is key and I hope the devs take that to heart going forward because they're so close to creating great dungeons that rival the series best
I feel the same way as you dude. To me, the Lightning Temple felt the most dungeon like and gave me hope for the new formula. Along with variety, I hope the dungeons are more dense with enemies and puzzles leading up to the objectives opposed to just having a straight line towards them. If they can pull something like that off, then I’m all for this new format.
Yeah the dungeons were a let down for me
You can't have variety in a game where each dungeon is designed to be done in any order. This keeps things at a difficulty level close to the great deku tree. But for the whole game. These dungeons fail because they're non-linear, amd focus on making smaller puzzle boxes with open ended solutions, rather than a tightly woven thread of puzzles that have 1 or 2 solutions, that test the player gradually until the end. Therefore, these dungeons cannot possibly make players connect ideas between rooms and throughout the labyrinths - the only way to do it, with all the tools given at the beginning, is to make each dungeon easy and have isolated puzzles connecting back to the main hub just to access the boss and nothing more. It really is a sad tale.
The rest of the game is fantastic, though.
To be fair, most Zelda dungeons have ALWAYS had the same structures. Find the room with the key, do it again and maybe again. Fight the mini boss to get the item. Now use the item to reach new rooms with keys to progress. Find the key to the boss room. Fight the boss the end.
Zelda dungeons have always used this structure so having all dungeons in botw/totk to have same structure (the 4/5 terminal thing) is not surprising. I just think that lots of the puzzles this time is based upon the abilities you get at the start and things start to become muscle memory so there is very little variety in challanges.
@@shigerumiyamoto9612 that too but there were dungeons that attempted to change things up like the SnowHead Manor which had you collect ingredients for soup and Temple of time that made you complete the dungeon in reverse all under the framework of get dungeon map-get compass-get item- get boss key- fight boss. Innovation should always be encouraged
Not a popular take, but I like the Fire Temple. I think it being as open as it is gave a lot more options to go about it and I enjoyed messing around in it. But the build up to get to the temple? That's the creme of the crop. Was not expecting to take flight and yeet Yunobo at a big ol volcano monster. That and plummeting to the depths of Death Mountain were so energizing. I took forever exploring Death Mountain's depths before I tackled the actual temple. Fun stuff.
I think it would be so much better is yunobo didn’t teleport during the dungeon so you’d actually have to do the puzzles. Riju doesn’t teleport, why can’t yunobo?
Tbh I feel like you should of included (spoilers for the final dungeon)
Gloom's Aproach in this list. It may not have puzzles but it definitely is the last dungeon. Its effectively Botw's Hyrule Castle but instead of allowing for open traversal, you are stuck in enclosed spaces as you travel further and further into the earth to face the final boss
Wasn't a dungeon at all, if I'm honest. It's nothing but a trudge through a linear cave to reach a wave of monsters then the final boss.
it definitely didn't feel like a dungeon
Eh. The whole thing took me 5 or so minutes, not including bosses, and I just ran past every enemy down there, up to and including the Lynel.
There weren't any puzzles, there weren't any secrets, just a (largely skippable) gauntlet of monsters on the way to Ganondorf.
Yeah it’s considered a dungeon. Some people might not realize it as there isn’t a map. I kinda wish it had a map too.
Hyrule Castle was my favourite big dungeon from BOTW so it was quite the experience to see that the new "Big Dungeons" in TOTK were designed with a similar concept
Huge, no loading screens, and completely flexible exploration
I think that if the lead ups to all the other dungeons count, then the lead up through Dragonhead island for the Spirit Temple should also count.
Especially considering that’s where you find the owl helm which you have to lead into the depths to start constructing the body.
@jacobkirk1846 yeah one of my fav moments in the game so far was easily finding the owl helm and doing that whole thing. dunno why ppl are hatin on mineru, i loved every part of that one but the lead up is def the best part
My favorite temple was definitely the fire temple. The absolute freedom i felt when going through it was unmatched by any other temple.
Colgera was actually a really fun boss imo, i didn't use my weapons at all though and just dive through the weak spots
The desert being the best area in a Zelda game once again! Not only was it already cool in Botw, but also in earlier games: Lanayru was the best area in Skyward Sword with the time shift mechanics and two amazing dungeons, Arbiter's Grounds is the best dungeon in Twilight Princess and also a very important spot for the lore of the game, Wind Waker's coolest boss Molgera could be considered a sand boss, obviously the Spirit Temple in Ocarina of Time with all of its build up...
I love Colgera as a boss, yea it’s an easy fight especially if you choose to use arrows but good lord does it have the best music and make such a cool experience if you fight it entirely by skydiving through the weak spots
I never used arrows but yeah it's not too bad. I think Fire temple boss is defiantly the easiest though. That thing is a joke
Ironically, out of the five sage dungeons the wind temple was the last one I did, and I absolutely loved just how effing cinematic the fight was. I didn’t just blitz Colgera despite my maxed stamina and plethora of arrows, and it was such a cool experience.
I can't believe that it's taking everyone forever to figure out that the Colgera fight can be beaten by diving straight through it with no arrows!
Yeah, I found that to be more of a hassle than a help, in my case.......I tried beating him that way, only for him to shift positions at the last second and punt me aside, sending me into an inescapable spin (Believe me! I spammed the glider button, and nothing happened!) that sent me plummeting over the side of the Wind Temple. One time, and four hearts of damage was enough to tell me "Screw that method!"
That’s what I did, I discovered it on my own as I beat the wind temple the day TotK came out. (I was sick and nothing else to do)
The gibdo attack on gerudo town was this single coolest thing of any dungeon Quest in Zelda. So damn hype to hear riju telling you were they're coming from and where to go
Here is my list
1: Wind Temple
2: Water Temple
3: Lightning Temple
4: Construct Factory/Spirit Temple
5: Fire Temple
6: Hyrule Castle
That just looks like the order you did them in lmao
Y'all out there having beat every dungeon meanwhile I am chilling with the chickens and feeding dogs
What I love most about the Wind Temple is that you're not barred from it by story progression. I got all the way inside it before touching the Rito questline at all, so it was quite the thing to find by just fulfilling curiosity.
but dont u need tulin?
@@aaryaaswadhati5525 There are people who have done play throughs that show how to do it. First, you need to have full stamina and 10 hearts (to open the door). Secondly, you must have visited all the geoglyphs and collected their memories. Then, you can glide straight to the Thunderhead islands from the Rabella Wetlands Skyview Tower. From there, it's a "simple" matter of completing the quest to gather the construct's parts, assemble it and go down to the Spirit Temple to fight the Seized Construct so that you can unlock Mineru as a companion character.
The wind temple was actually my favorite with the climbing of the sky’s to the ship of myth. Then the puzzles were good and creative with wind and the boss has a killer theme with a fun fight if you do it as intended.
The lightning Temple is one of my new favorite dungeons of all time. Great puzzles, music and atmosphere and felt the most like an old traditional Zelda dungeon
Definitely had some OOT vibes
@@TraceguyRune yea especially with the light puzzles
Cant say i agree tbh. Its still really short, and the puzzles are kind of obvious. But they nailed the atmosphere
My thoughts on the main 4 dungeons:
Okay the best one is Lightning Temple, I gotta agree, it really did feel like I was playing end game Ocarina of Time again, the light puzzles, the redeads, and the music was so incredibly reminiscent of my favorite dungeon in OoT.
2nd place goes to Fire Temple: I never once used a mine cart in this dungeon, I just used lava and water to bridge my way across it all, I think the music was pretty alright, had a little bit of daruks theme in it, which was nice, and the boss fight was cool, I think they really let you solve the puzzles the way YOU wanted too.
3rd goes to wind, I thought exploring an air ship was cool, and the atmosphere was cool, the build up to
It and the music that plays when it reveals the dungeon to you is really awesome, plus something named “The Legendary Stormwind Arc” is just too cool, but that boss was such a let down, it looked so cool in the trailers but it was a pretty lame fight.
The water temple 💀: This was such a boring temple, the boss was lame and honestly just tedious rather then interesting and fun, sludge was such a lame idea, I thought the ancient zora water works was gonna be the dungeon, I really wish it was now because the water temple is so boring and it didn’t feel like it really had a theme, it felt all over the place.
Exactly how I’d rank them👍
I would swap the water and wind temple because I think the puzzles in the water temple were cooler and yes the boss was kinda annoying but at least it was you know a boss FIGHT
The boss fight with Colgera is so much better once you figure out that the you can skydive through each of Colgera's segments
The temples are still underwhelming imo, divine beasts are harder than any of them and they don’t even have the most difficult puzzles in the game, those are reserved for shrines, why?
In hindsight I kinda regret a bit that I went around exploring for a long time before doing any of the dungeons, because at that point I was already a bit too well geared etc to make the boss fights really challenging. I still had fun, but I would probably recommend to someone, who is playing for the first time to not grind too much before doing the main story. You can still have fun exploring the world fully after fighting Ganon after all.
I know I've only finished the Wind Temple, but I really feel like the only differences between the Temples and the Divine Beasts is that you can't go back into the Divine Beasts after beating the boss there, so you end up missing out on chests if you didn't get them. Other than that, they're largely the same. Like, having to fix every gear felt a ton like activating those Sheikah pillar things.
I did feel like it had those similar mechanics too, but also mixed a bit with the feel of the old classical dungeons to an extent.
The construct factory and the Spirit Temple are two parts of one thing. One sequence. One temple.
I've just finished the 4 main temples. Skipped your segment on the Spirit Temple, because I've not done it yet. I definitely agree with the placement of Lightning - it was great to see the whole temple be a puzzle rather than an isolated thing we need to unlock like we did with the divine beasts. And while the carting around was fun - I really disliked Fire Temple - the obnoxiously long bridge to get Yunobo to smash one of the rocks just made me so mad that I couldn't enjoy anything else in the temple. The trial and error of going on a track and it just randomly stopping was also quite annoying, and the Gohma luck based Yunobo ceiling rolls topped it off to just be wildly unenjoyable. I would personally go (from the 4 I have finished): Lightning > Water > Wind >>>>>>>> Fire.
My god, I was just at that point of the fire dungeon, and I gave up, and I’m not coming back to this awful temple. Yunobo’s gimmick is terrible.
If I’m honest it makes me want to stop playing this game, I find it more frustrating than fun overall.
I only have the water temple out of the 4 main ones left to do, but I agree with this SO much. I HATED the Fire Temple with a passion. It was too confusing to traverse. I liked the boss though, mainly when it clicked for me how to aim at the perfect spots for when he was up on the ceiling. But yeah, otherwise I was complaining the entire time, and if I ever play this game again, it's definitely this section here that'll give me pause.
Haven't done lightning or spirit yet doing water now it's okay The wind was fine nice atmosphere but the fire temple was nearly old zelda water temple annoying ! I liked ghoma thats about it there
Having more friends makes the Gibdos easier, as ANY elemental attack will make them vulnerable. That includes Sidon's water and Yunobo's fire.
I found Mineru as my 3rd sage. I was on my way to where I remembered seeing a Thunder Gleeok and a block fell from the sky. I thought to use it to glide to my destination, but at the top was a skyland with so much rain that I could only barely make out its outline. I found my way inside the structure on the island where I found her construct's head. She told me where to bring it and I completed the rest of her quest from there. After Hyrule Castle, I still did the stuff in Kakariko & eventually dispelled the storm, and I still chose to play through the climb to get up there at that point, but did so with Mineru's construct already. When I went back to Lookout Landing with all five & Purah mentioned the possibility of a 5th sage, there was an extra line of dialogue acknowledging that I'd already found her (and another for having found the Master Sword already).
Giving Mineru lightning attacks is terrible. I was shocked a bunch of times because we reached for the same monster. Unlike the others, she gets friendly fire.
I would say that I really mostly agree with this. The only change I might make is swapping the water temple and wind temple, but that wind boss felt really bad and definitely soured the whole thing for me.
really? I mean it was easy sure but it was by far the biggest spectacle in the whole game
The wind boss was probably the best in the game. The music alone is all-time great territory and the fight is an awesome spectacle. Definitely on the easy side though.
... stamina? Colgera? I didn't need arrows, I just dove through the big fella a few times and he exploded lol. Insanely fun, I can't agree with how low it was
I personally count the paths to the dungeons as part of the dungeon. The Water Temple was my favorite.
It's like the dungeons progress in stages
I love all the zora stuff. Actual temple part is kinda wierd but it's great. Fire temple was defiantly my least fav and that boss is super easy.
Wind Temple was my favorite, that climb up was amazing and I did it first in the game so I was just so into it. When I got to the top and looked down at the giant ship I was like "OMG THE TEMPLE HASN'T EVEN STARTED YET THANK YOU NINTENDO" and The Spirit Temple was fun but.. I wanted it to be much more like The Spirit Temple from Ocarina.. mysterious and scary and stuff. Anyway, loved all the temples but they could step it up next game for sure.
I loved the Water Temple a lot. I suppose as a Temple it is pretty easy, but between the music, vistas, and the low gravity, I just wanted to stay and climb all over it even after the boss was defeated…which I did in order to get to a certain…something.
Lightning Temple jumps all over the place as I think about it. Do I love feeling like Indiana Jones running around a place that feels like it could have come out of a movie? Yes. Did my entomophobia make it difficult to look at the Gibdo Queen? Also yes. My heart turned to lead when I realized she wasn’t one and done (not counting her appearance in the Depths).
i think it‘s really great that the buildup to the wind temple is as simple as it is. the focus of that dungeon is more to set the scene and teach the player about the aerial physics. and it’s done so well that you don’t even notice.
imagine if the lightning temple was the first one - just how overwhelming and out of place that would feel.
also, i really, really wish the water temple would have been in a cave. how cool would it have been to go inside the mountains of lanayru with sidon to find the region‘s water source that the zonai made? i don‘t know, a sky island really feels like the least logical and scenic way there could have been for a water dungeon.
So I have inadvertently done the temples from lowest on this list first to highest last. That is definitely encouraging seeing as I should be starting the Fire Temple soon and going to the Lightning Temple last.
yall better put some RESPECT on Colgera's fight, it easily the MOST epic fight of all of them
For me, the order from worst to best is
Hyrule castle
Fire temple
Water temple
Construct factory/spirit temple
Wind temple
Lightning temple
I agree with everything you said about hyrule castle
Fire temple just felt too confusing to me, I didn’t really know where to go and ended up climbing up the walls for much of it. Marbled gohma was a decent boss but the second phase was a bit frustrating to me. I grew more attached to it after some of the depths encounters.
Water temple felt somewhat small but I like the open nature. It’s an interesting take. The puzzles were fun but the boss felt too easy, maybe since I had an opal weapon.
The construct factory was a fun vehicle centric area, but while I liked piloting mineru’s construct, it just generally felt weak in terms of damage compared to the output of my weapons.
Wind temple was my first one and felt quite fun. The puzzles were creative and the theming of the dungeon was great. Colgera is easy but I found the fight pretty thrilling, especially since at first I didn’t know you could shoot the weak points and was just diving through them.
I agree that lightning temple was the best. I like mirror puzzles, the layout was the most fun to navigate imo, the boss was very solid, the atmosphere was cool, overall just a great dungeon.
I did the exact same with the fire temple. I don’t really feel like I solved any puzzles because I was just that confused with it.
Yeah, the fire temple was too confusing for me as well. Just kinda cheesed it by only taking a couple minecarts and abusing ascend and climbing.
This game cranked the temple vibes up to 11. Every temple in one way or another felt distinct and inline with their respective theme.
Personally the approach the the overall environment of the wind temple was my favorite. With the lost city of Gordania in death mountain's caldera coming up as a close second. I remember being overjoyed to finally go inside death mountain and had my mind blown when i saw that massive structure in the blazing distance as i dived into the crater.
However puzzle wise the technical puzzles of the spirit temple were my personal favorite, in my mind the limb depots were a seemless test of the main addition to the botw sandbox which is the freeform ultrahand creations in totk
I did the Wind Temple first and the Lightning Temple second, and holy hell the difficulty spike between Colgera and Queen Gibdo was *insane*
From "killed in 45 seconds" to "one of the only challenging boss fights" yeah, that's a bit of a spike
Same here I actually kind of struggled with queen gibdo honestly
went from "yes haha what a fun and funky time i love flying around without a care in the world" to "no arrows left no food left i have broken all my weapons by throwing them and i am just chucking bomb flowers wildly" but that was probably my fault i didn't want the queen gibdo to be the first boss i had to retry
The Lightning Temple's opening sequence felt like something right out of the NES Zelda promo art for me. I was over the freakin' moon.
💓
Lightning Temple was definitely my favorite dungeon, I just loved the Indiana Jones vibes it gave me.
When I first did the Zora quest I thought the ancient waterworks area was the water temple… now I kinda wish it was
This is actually very interesting as the wind temple is my favourite dungeon in the game and a lot of people I’ve spoken to also really live them wind temple. However I really hate the fire temple and I was renting with some friends about how much we hate it.
Wind temple was horrible through and through imo. Only one worse than it was the spirit temple because building the mech was super annoying, piloting it was so incredibly weak (it was doing about 1/5 the damage I was. Oh, and having to stop every like, 45 seconds to recharge my battery to *walk* was such a cool design feature), and that stupid ass boss fight.. Hyrule castle was easily one of the best, for both the exploring the castle, and fighting the phantoms.
Have you played any other Zelda games than BOTW or TOTK? The wind temple pales in comparison to the literally any dungeon from pre-BOTW Zelda
Its not really that the wind temple is bad, its okay. The thing is that it pales in comparison to the expectations that the buildup to it provides. It really did just feel like another divine beast, and that's just kinda sad. It had a great idea, and with the ship I was expecting something more like the ship dungeon in skyward sword. Boss fight is definitely cool though.
I completely agree with you on the fire temple. I cheesed that crap to avoid dealing with it.
@@stevenn1940 aint no way u said hyrule castle was good it was like ok but windtemple buildup was so good
@@aaryaaswadhati5525 nah, the wind temple was tedious and annoying, from start to end. Hyrule castle is at least open enough to let you traverse how you want, and actually challenging
I'm not sure what people classify as "traditional dungeons" after this game... the dungeons in totk are basically just divine beasts that don't walk or fly around. You still have the same objective by locating a random amount of activation terminals. There's no keys or dungeons progression. The stories of the dungeons are entirely environmental. All these aspects differ from dungeons pre botw.
I would consider the labyrinths as dungeons, 4 terminals that you need to activate to fight a boss at the end definitely seems like a dungeon to me.
the problem is they are all pretty same-y, and BotW meant they couldnt spend much time with the surface layer versions (to the point that the game spells out the correct path if you find the journal telling you about it.)
The surface layer is almost entirely skipped (though i havent gone back to see if they are still as chest-filled as BotW), the sky layer has no enemies and a fully skydive set acts as speed up lvl5 (to the point it can be a bit hard to keep your bearings) whilst also telling you exactly where the nodes are if you set the associated quest, whilst the depths layer is just a single common overworld boss with very little to stand out other than the guaranteed reward after (the darkness does very little, and can be completely avoided by ascending to the nearby lightroot before taking the dive again from the surface).
Just for the sake of humoring the idea, i would rank them together in the same spot and put them above the mindless hyrule castle gauntlet that doesnt hold a candle to BotW's take on the same place (to the point of being the only good dungeon in that game).
If they’re dungeons then they’re definitely the weakest ones in the game
I dont know why but i enjoyed the water temple so much as well as the puzzles leading up to it probably my favourite temple yet
Using the sages to unlock the bosses in the 4 temples is an amazing feature. For once in a zelda game, I enjoyed all the temples. The divine beasts were so repetitive, so I am glad that they weren't repeated in this game. Every zelda game has the one temple that you hate, like the water one in ocarina of time, or some of the temples in majoras mask. But in this game, every temple was fun to go through and explore. And we all admit that cheesing the fire temple by building long bridges is so fun.
I loved the vibe of the lightning temple, but the gibdos' physical resistances got real old real quick for me. Such a pain, especially since Riju would constantly be nowhere nearby to start charging her power. I resorted to just throwing any elemental fruits I had basically, but that's also annoying in its own way imo.
And tbh, similar for the water temple with Sidon. I think I whipped out a fire hydrant to fight the boss of it since he was never near when I needed him for his bubble to hit the boss with.
I absolutely loved the Wind Temple, but I do think a large part of that is because it was the first one I took on. Was a great introduction to TotK temples. I personally hated the Fire Temple but I think that was more out of frustration for how long it took me to figure out the mine cart puzzles.
Exactly how I feel. The fire temple was sooooo frustrating. I promised myself I wouldn't look ANYTHING up for the temples and fire was a PAIN. I was yelling at my TV for hours.
The most disappointing thing about Hyrule Castle to me was finding out that the fake Zelda was literally just Ganon pretending his little magic trick was at all effective (which is especially funny if you'd done all the other dungeons up to this point) and not a new character like a super loyal Gerudo or Yiga Clan member that was serving him and disguising themselves.
If the Water Temple was the only one with the "complete 4 objectives to unlock the boss" trope, it would actually be an incredibly good dungeon. It is very interesting to see a completely open area, and trying to tie it into the formula fit to be a dungeon.
It is unfortunate that the saturation of the objective based trope has drastically reduced the impact of this dungeon.
This! I ended up hating the "every dungeon is just finding the 3-5 spots to use your partner's power" gimmick that they all followed.
I like this new video format. The old hat intro cutscene showing what number we're on getting removed is a nice change of pace, and shortened the video by approximately 30 seconds.
Hey, glad to see you again! I haven’t heard much about this game! (And first.)
Fire temple has a pre temple boss too just like Lightning Temple does. That dragon thingy you shoot your Gordon friend at
Everything about the gerudo in Tears of the Kingdom is amazing.
And they actually show you respect for your efforts!
Definitely love that the Gerudo have been given their own unique culture including their own language.
I would say that the spirit temple is not only the depths. It is the sky also before finding the head. It is the best sequence in the game imo
The wind temple was definitely my favorite it had the best music and the boss fight had a sprinkle of the Rito theme mixed in. It also had the best boss design.
I think you really underrate colgera. Zelda bosses arent always meant to be hard. But the theme, the music, the sheer intimidation colgera presents. The incredible atmosphere of the dungeon. Oh my gosh the wind temple is so good. The boss being easy shouldnt detract from that
Thunder temple is of course the best because it's the only traditional style dungeon. The dungeons were the most lacking part of BotW for me and it's a shame little changed in the sequel
the lightning temple reminded me so much of wind waker's earth temple and tower of the gods, the way it rises after activating 3 key points (wind wakers orbs and the triangle islands) and light and mirror puzzles (earth temple stuff) with an "undead boss" and light to help with the boss. it really made my liking for the lightning temple stronger (im a massive wind waker fan) and i love colgera
Sure, Colgera was laughably easy, but _every single Zelda boss_ has always been laughably easy, the atmosphere of the fight is where it thrives, that's why OoT's Ganondorf fight is so beloved.
Play links awakening, zelda 2, or oracle of seasons. Then get back to me on all of them being easy. It's mostly the 3D bosses that are easy.
@@leargamma4912 I've played Zelda 2 and LA already. Not just the 3D bosses, but the 2D bosses as well, the difficulty of these games come from enemies, not boss fights.
I really like that the water temple approach had the water level shenanigans so that the temple proper didn't need to.
every single youtuber i've seen fight colgera has approached it upside down, shooting arrows into its belly rather than diving through the ice sheets from above, as (i think???) is intended. you're (probably) expected to fly above it, wait for its spike attack to expose the top of its weak spots, then dive through them, like how you break through the other thin ice sheets throughout the lead-up to the wind temple. i thought it was a fun boss, but that's probably because i had a different experience than you did :o
Gibdo boss was so fun. Dropped a construct head with a mirror attached to it right under a light beam. Was a little too overconfident, so wasn't a cakewalk, but was a lot of fun
I wonder if DLC would add a dungeon or two… maybe a new area. A large graveyard hiding the shadow temple or something similar…
I disagree with the verdict on Colgera. I was genuinely surprised to see someone who didn’t like him.
Otherwise. I think the 4 main dungeons, and 5th secret, are genuinely great. The whole experience, the physical lead up, the dungeon crawling and puzzle solving itself, and the boss fights-all made for a memorable and satisfying experience. I think this style of dungeon honestly deserves more respect for how it properly iterates on the sandbox puzzle solving and free form progression of shrines and divine beasts, while maintaining the unique theming, puzzle designs and layouts, and boss fights of classic Zelda dungeons.
I honestly think it’s the perfect type of dungeon for TOTK. No other game has had you consider the layout and physical space these dungeons and puzzles occupy quite like the ones present in TOTK. Classic dungeons can really be solved in auto pilot by just visiting rooms in a linear fashion, doing the straight forward puzzles/obstacles as you go, meeting a dead end, then going to other rooms thereafter. Most rooms contain simple navigation and one room puzzle solving. The majority of OOT’s dungeons are like this. There are exceptions, and those dungeons go on to be hailed as the best in the series, but on average they aren’t any better nor are they more suitable than the ones present in TOTK.
Colgera was designed to be attacked by diving through it's rings. That's why they teach you to do that during the moment where you climb up to the temple. Using a bow is the easy way out, but also very boring
Honestly I feel like the Colgera fight could have gotten much more use out of the fuse ability, like imagine you had to use bomb arrows to make an updraft to get to Colgera and then instead of just hitting it from the bottom, the bottom is also closed up so you have to get higher than it, and then dodge the icicles it throws at you and then hit it with a fire object attached to an arrow.
Colgera is built around the gimmick some players never discover. The best experience comes from doing the fight without wasting a single resource, so even its rematches are fun. If resources were required for the fight, it very likely would have become the single worst boss in the game, and yet you are proposing making the resource drain even worse? If anything, it is the fire weakness left unexplored. If bombs/fire arrows could take out each segment in 1, maybe i would agree with the risk/reward flow, but requiring it feels like a step too far.
Ever try fighting queen gibdo without arrows? The fight is fun enough as the end of a dungeon, but the resource drain is not worth doing the re-fights unless you really want to know the contents of the guarded chest (or desperately need a "good" guster weapon, but even then, does a guster weapon really need attack power?). Suggesting fuse as a requirement for colgera would make the fight almost as unbearable as arrow-less queen gibdo, and that is before talking about how every dungeon boss in TotK has multiple ways to fight that requiring fuse would ruin for colgera. A boss doesnt have to be hard to be fun, and colgera embodies that philosophy. Remember that, when ignoring dungeons, every boss has to be fought before ganondorf, and during that rush there is no guarantee you have the associated sage to trivialize it. It might not matter much for colgera, but changing one starts walking a fine line, and the resource drain can make a huge difference when queen gibdo is still waiting in the wings for its turn.
@@cullenlatham2366 Dude I was just making a suggestion, no need to get worked up over it. What I was suggesting is that they make the fight a bit more difficult by adding in something to make it last longer. That’s it. No need to write a college essay on how I’m wrong when I didn’t even intend for this comment to be seen by most people. Just lay off it.
@@AwesomeGuy123 And you probably misread my tone, or at least it came off more harsh than intended. I was speculating on how the change could affect the game, and decided i was hesitant at best. It was not meant to be an essay completely debunking your idea, just showing my contrary opinion. I am a bit of an over-thinker, so essay-rants come a bit too naturally to me.
@@cullenlatham2366 Oh ok, it just came off as a bit antagonistic.
Colgera becomes infinitely more enjoyable if you beat it the "intended" way by skydive dashing through it's weak spots after it shoots it's spikes at you. i.e. if you use arrows on Colgera you are speed-killing the boss.
When you sort the key items, the vow of spirits are ordered in, what I can only call "the intended completion way", and you can kinda see it with the complexity of each dungeon and even the difficulty of the bosses (also with just how much the NPCs suggest you to go to Hebra first).
Well, what I find funny here is that I somehow I went through the 4 dungeons in the exact opposite order, lol.
I found a way to ascend into the boss room in the Lightning Temple, gotta find out if the boss fight actually works because I went back to do all the puzzles though
Same thing happened with me when I was playing. I was tempted to stick around, try it out, and see what happened, but at the same time, leery of trying because I didn't want to risk getting soft-locked, screwing up my file or something.......So, I just went back down........Apparently, though, from what I've heard, nothing serious happens. All that happens is you being stuck in there until you warp out. There's also a block on initiating or triggering the boss fight unless Riju's in the room with you, and she can't go up with you if you use ascend, so.......No speed running using that strat!
Even though the colgera fight was easy just the music and overall atmosphere of the fight was an epic climax to the dungeon and enough for it to still be very enjoyable
Since Rito is the first place you push to the Wind Temple was my first temple and fits my favorite. The run up alone
Right with the lucky clover Gazette and impa being on your path there really cements the idea that you should do the trick first also Tulin has the best sage ability hands down
Hated the run up, hated the dungeon, and the boss took less than a minute. Second worst imo.
Somehow I think I'm the only one that did the colgera fight without using any weapons. When it starts shooting spikes at you, you can dive down past the spikes through the ice guts and shatter it. I didn't realize people were actually using bows for that fight lol
I really don't care about any critique of the wind temple. That goddamn theme makes it S tier for me!
I'd consider the whole discovery of the dragon islands and traversal of the islands to be part of the Spirit temple as well, since you can't do any of the construct factory stuff without the mask. While you could just skip right ahead to the dragon head island, starting from the tail was a pretty fun experience all in it's own, playing around more of the sky mechanics that this game has, knocking enemies off to the ground below, and traversing between.