The Unused Dungeons Hidden in Zelda: Tears of the Kingdom!

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  • เผยแพร่เมื่อ 21 พ.ค. 2024
  • Did you know that unfinished versions of the main dungeons exist in the files for this game? Learn more in the video!
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ความคิดเห็น • 124

  • @CaptBurgerson
    @CaptBurgerson 2 หลายเดือนก่อน +61

    This was so interesting.
    It makes sense if they used BOTW as a base that they began development having the dungeons be in separate maps. I'm actually glad they changed that part for the final game.
    Still, despite how unfinished and rudimentary it is, LargeDungeonSoul does highlight the missed potential of the spirit temple. I very much enjoy the construct factory, but there is still room to have integrated some more dungeon elements in-between finishing Mineru's Construct and fighting the boss. Something more curated like this could have been more interesting to go through rather than the trek through the depths that we got in the final build.
    This was really fascinating though. Considering how close the geometry of the other dungeons are to the final game, I can't help but wonder how far into development it was before they decided to change the dungeons from separate zones to being seamlessly loaded into the overworld. We may never know

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน +10

      Yeah the Spirit Temple definitely had missed potential. I personally suspect they cut the Spirit Temple stuff due to the length of the quest myself (Kakariko Village, then Faron, then Thunderhead/Dragonhead Isles, then Construct Factory, then this), but it would have been great to have more of a dungeon to use the Construct in for sure.
      And if I had to hazard a guess, I'd say probably about 70-80% into development.

    • @d3str0i3r
      @d3str0i3r หลายเดือนก่อน +1

      i think what we got in the release version fits better with the story, where the temples would have been repurposed structures that already existed because the sages had to set things up quickly, while fighting off ganondorf's still relatively strong forces, the spirit temple, then, would have been the last temple to be set up, the factory was needed in service for the other temples, only when they were completed could it be retrofitted for the production of mineru's construct and the protection of mineru's stone

  • @ShaunRF
    @ShaunRF หลายเดือนก่อน +23

    Regarding the Sprit Temple combat training, from what I recall of my playthrough, they seemed to implement most of theses concepts for the pathway from the Construct Factory to the Spirit Temple. They had different stops that contained different fuse attachments and different groups of enemies to face with those attachments.

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +2

      That's a good point. It definitely seems like many of the ideas they had for this cut dungeon got turned into that pathway instead.

  • @NathanTRousseau
    @NathanTRousseau หลายเดือนก่อน +22

    Wow, that Hyrule castle cutscene is Terrifying! Ganondorf just floating there, completely obscured besides his eyes in a misty blood-moon background. Super cool.

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +2

      Yeah it's awesome isn't it? Such great atmosphere!

  • @denischen8196
    @denischen8196 2 หลายเดือนก่อน +24

    I think the copies of dungeons are used for testing before integration into the main map.

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน +4

      That's a very real possibility for sure. Though given some of the changes, a lot would have been changed after being integrated too.

  • @itsmeike
    @itsmeike หลายเดือนก่อน +16

    I bet the dungeons were always intended to be part of the overworld, but they simply developed them in separate maps to make sure the dungeons worked and were well designed--they they ported them into the overworld

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +2

      That's definitely a possibility. I'd love to be able to ask the devs for a real answer here.

  • @SailorCheryl
    @SailorCheryl หลายเดือนก่อน +25

    Wished they had implemented divine beast mechanics inside the floating lomei labyrinths in the sky, for example turning them upside down. They are floating! Such a missed chance.

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +2

      Yeah that would have been nice to see. They could have made them feel more unique for sure.
      Though I kinda think the Depths labyrinths need more fleshing out compared to the sky ones... they're boss rooms and not much else.

    • @SailorCheryl
      @SailorCheryl หลายเดือนก่อน +2

      @@GamingReinvented I see the point, but to be honest, after I had to finish the labyrinths on the surface in totk AGAIN (mostly the same like in BotW) and then a whole "new" Labyrinth in the sky after, I was kinda relieved that I don't have to finish a third one in the depths, it was way too repetitive. Would have been ok, if they had been more unique in design and gameplay. Most disappointing is the fact that the bosses of these threepart labyrinths are just Flux constructs. This game had way too few different bossmonsters for a threelayer map.

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +1

      @@SailorCheryl That's a fair point. Having another full scale labyrinth might be a tad much.
      Agreed with the bosses though. It's better than Breath of the Wild with its 3 types total, but a few more boss types would be nice to see. Maybe 12 different ones instead of the 6-7 Tears of the Kingdom has?

    • @SailorCheryl
      @SailorCheryl หลายเดือนก่อน +1

      @@GamingReinvented absolutely! Would have been nice to have bosses like Aquamentus and Manhandla from LoZ on NES. We even have Dongos and sticky lizards in this game. As I saw them, I thought it was a teaser for King Dodongo in the depths or the helmasaur king from ALttp, whose design was the inspiration for the sticky lizard. They should have also reused Moragia and sludgelike for the depths a several times. There should also be aquatic bosses, which you can only fight with a vehicle to make more fighting use of the Ultrahand builds. Moragia was a nice addition, but too easy and the only one.

    • @KiTheMC
      @KiTheMC หลายเดือนก่อน +1

      I agree. This game isn't even a 70 dollar DLC. It genuinely feels like a romhack made by fans 70% of the time.

  • @skilarbabcock
    @skilarbabcock หลายเดือนก่อน +8

    We're in the days where people forgot what test areas are... Like they ever actually planned for these to be in these locations

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +1

      You could make a point for the Spirit Temple being a test area, though the others are close enough to the finished versions that I'm pretty sure they're unfinished versions of them.

  • @MyNameOnYoutube
    @MyNameOnYoutube 2 หลายเดือนก่อน +34

    I knew about LargeDungeonSoul, but not the other copies.

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน +6

      Yeah that one is the most interesting, but it's certainly not the only interesting inclusion here.

    • @ayanamiayachanJ
      @ayanamiayachanJ หลายเดือนก่อน +1

      @@GamingReinventedI’m actually in the Spirit Temple in Ocarina of Time right now as Kid Link.

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +1

      @@ayanamiayachanJ One of the best dungeons in Ocarina of Time, and possibly the series.

    • @ayanamiayachanJ
      @ayanamiayachanJ หลายเดือนก่อน

      @@GamingReinvented thanks

  • @lpfan4491
    @lpfan4491 2 หลายเดือนก่อน +16

    So Hyrule Castle went from being part of the world in Botw to being a seperate map in Totk beta, back to being part of the world in final Totk? Bizarre...

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน +3

      Apparently so. And only the sky version, the ground one is part of the main map in both games.

    • @DarkLink1996.
      @DarkLink1996. หลายเดือนก่อน +3

      I think it's likely they never intended for the final version to have them in separate maps, but just had the separated versions for testing reasons.

  • @TheBreadPirate
    @TheBreadPirate 2 หลายเดือนก่อน +11

    The Beta Spirit Temple is wild! I love seeing how they plan dungeons out.

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน

      Yeah it's always so interesting seeing what could have been, isn't it?

  • @Chubby_Bub
    @Chubby_Bub หลายเดือนก่อน +8

    Another weird thing about the Hyrule Castle map is that the shrine is still there, but for some reason instead of Serutabomac Shrine it's Isisim Shrine. It properly displays the shrine name on the outside and if you go inside it's like normal, and going back outside puts you at the real shrine at Death Mountain.

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +2

      Yeah that's a really good point, and one I completely forgot to include in the video. Seems like either they changed what shrine they wanted to have in Hyrule Castle, or the shrine IDs got changed in development.

  • @keithtorgersen9664
    @keithtorgersen9664 หลายเดือนก่อน +9

    During early beta testing, nintendo displayed concept art for what is now Ascending, and the Recall function. But they also had an unused feature of more advanced aerial combat where Link would have been able to rotate at least 180 degrees to fire his bow during freefall.

  • @JeremyKingTech
    @JeremyKingTech 2 หลายเดือนก่อน +7

    Thanks for the video, GR! It's always great to see beta/testing areas. It makes me wonder what else might be hidden away in this game that hasn't been discovered yet!

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน

      Oh there's actually quite a bit more hidden away there! I might make another video on that stuff, since while it's less interesting than the dungeons, it's cool nonetheless.

  • @bernhardihammer14567
    @bernhardihammer14567 2 หลายเดือนก่อน +5

    Of course do the voids look weird and out of place. These are unfinished maps which lack the background instead of the voids. It probably would’ve included a low poly version of the surrounding area so we have the immersion that it takes place in one world. So all these maps are not complete at all

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน

      That's very fair. I do wonder how they would have connected the maps to the overworld though, I'd hope they'd have like a warp box defined around them which would load the main map when used, since it'd feel weird to void out at the edge of the Fire Temple or Lightning Temple.

  • @wert556
    @wert556 2 หลายเดือนก่อน +13

    Aint no way maximum hearts and maximum stamina

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน +7

      Well I had to mod my save file to reach these maps, may as well fill in the missing hearts too.

    • @Reaktron88
      @Reaktron88 2 หลายเดือนก่อน +3

      About that, that unused goddess dialogue is actually used in both games. If you glitch the game to get extra hearts for free, you can get this dialogue once you get max hearts

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน +1

      @@Reaktron88 Well true, but it's impossible without glitches or hacks. So for the intended way you play the game, it's not possible to see it.

  • @Kamens_Place
    @Kamens_Place 2 หลายเดือนก่อน +6

    I always like to see how games are developed, I'd really want to know what else we might be missing, maybe they started making the dungeons separate from the map and later integrated them once they were more polished to decide the layout or geography around them.

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน

      Yeah it's always fascinating to learn more about how games are developed isn't it? I'm also curious why they went from dungeons on separate maps to ones on the main map too.
      And yeah, if you want other unused content in Tears of the Kingdom, I may make a follow up video investigating that too. It's less interesting, but there are things like unused items, food effects, etc as well.

    • @Kamens_Place
      @Kamens_Place 2 หลายเดือนก่อน +1

      Go ahead, I'll eat that shit up, I love looking at anything like that because some day I wish to make my own game.

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน

      @@Kamens_Place Okay, I'll set up such a video for the future.

    • @PaulFisher
      @PaulFisher 2 หลายเดือนก่อน +1

      Something like this is my guess. The dungeons include extensive interactions and architecture, so developing them separately would probably be easier. You wouldn’t need to worry about any conflicts with changes made in the rest of the world.
      I also strongly suspect that keeping it all separate is a huge benefit for tooling-you only have to compile the relevant dungeon rather than some process that involves the entire map. This would make the edit-build-test cycle much faster, as well as saving lots of memory and storage on developer workstations.

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน

      @@PaulFisher That's an interesting point. Didn't consider that it might have been easier to setup the dungeons on separate maps initially for things like resource purposes.

  • @rockinggamerdude
    @rockinggamerdude 29 วันที่ผ่านมา

    6:21 there is some glitchy textures on a sky island in and around the Elden region. It’s kind of funny to see it.

  • @hippothehippo
    @hippothehippo หลายเดือนก่อน +1

    By far the most fascinating thing about this was finding out that the cutscenes weren't pre-rendered videos. I had no idea it was all being constructed on the spot, the alternate cutscene looked really cool yeah, but frankly I'm surprised they went that route in terms of loading it, I feel like it must be a little more efficient to just animate a few cutscenes as custom filmed animations no?

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน

      They do pre render some cutscenes, like the one with Ganondorf waking up and the one with Zelda and Link talking in the ending.
      But Nintendo likes in engine cutscenes wherever possible, likely so they can reflect things like whatever the character is wearing, has equipped, etc.

    • @Tustin2121
      @Tustin2121 หลายเดือนก่อน +1

      Any cutscene that can be played from the Purah Pad later is pre-rendered. Everything else is in-engine. It’s mainly to accommodate the fact that Link could be wearing any clothing in his cutscenes. The ending cutscene with Link and Zelda is in-engine too, as speedrunners glitch weapons to always be held in Link’s hand, and those weapons are still present in the ending cutscene. (The post credits cutscene could be pre-rendered, since they change Link’s clothing to something standard.)

  • @SailorCheryl
    @SailorCheryl หลายเดือนก่อน +5

    The british accent is strong in this one. 💂🏼‍♀️

  • @Mety333
    @Mety333 หลายเดือนก่อน +1

    great job covering all this, interesting points (:

  • @rockinggamerdude
    @rockinggamerdude 29 วันที่ผ่านมา

    5:17 if you fuse a star piece onto any rod type, which would shoot out three it will shoot out light beams so you can see

  • @xthriteenx
    @xthriteenx หลายเดือนก่อน +1

    What if you zuggle below the ground before the lightning temple rises?

  • @thatonearanara
    @thatonearanara หลายเดือนก่อน +1

    Zelda’s torch is used ingame, you can literally find it

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน

      Not that version. It's a normal torch when collected at Gloom's Origin. Not sure why they didn't use the unused version for that instead.

    • @thatonearanara
      @thatonearanara หลายเดือนก่อน

      @@GamingReinvented oh yeah you’re right

  • @BradTheDead
    @BradTheDead 16 วันที่ผ่านมา

    I imagine these maps were all just ways to test the dungeons, and that they aren't really indicative of Nintendo originally meaning to cut them off from the overworld or anything.

  • @echocolatowo
    @echocolatowo 2 หลายเดือนก่อน +3

    oh hell yeah I'm totally expecting LargeDungeonSoul to be in the video hehe

    • @M.P.D.G
      @M.P.D.G 2 หลายเดือนก่อน +1

      Hi Echo!

    • @MyNameOnYoutube
      @MyNameOnYoutube 2 หลายเดือนก่อน +1

      Hi Echo!

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน +2

      It definitely is! Quite far in though, lol

  • @JM-xu3cr
    @JM-xu3cr หลายเดือนก่อน +1

    Very interesting. I'd love to see a basic tutorial on how you found and accessed those.

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +3

      i can provide a video on that

    • @JM-xu3cr
      @JM-xu3cr หลายเดือนก่อน

      @@GamingReinvented Would like to see that, thanks.

  • @ChaosShadowZero89
    @ChaosShadowZero89 หลายเดือนก่อน +1

    The one mod I'd love to have for this game is to remove the "you can't go any farther" walls. This was a very interesting video! I love unused and beta content!

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +1

      Oh I'd love a mod to remove those too. It'd be so cool to see

    • @echocolatowo
      @echocolatowo 18 วันที่ผ่านมา

      doable but only works on yuzu until we have better tools to edit those files​@@GamingReinvented

  • @GhostladAaron
    @GhostladAaron หลายเดือนก่อน

    I agree with what others have said about them only being separate maps for testing purposes. It would not be efficient to have them be in the overworld until they are mostly finalized.

  • @rockinggamerdude
    @rockinggamerdude 29 วันที่ผ่านมา

    The construct dungeon thing makes sense to be scrapped because one the depths is practically the obstacle course to those gimmicks aren’t really used often anyways so what’s the point?

  • @M.P.D.G
    @M.P.D.G 2 หลายเดือนก่อน +1

    This is great stuff ❤️❤️❤️

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน

      Thank you! Glad you like it!

  • @diegomedina9637
    @diegomedina9637 หลายเดือนก่อน +1

    I'm pretty sure the dungeons are in their own maps not because they were using Breath of the Wild as a template but for testing purposes. Easier for devs to test dungeon stuff In their own enclosure rather than having to accommodate every change to the rest of the map. Which is why the Spirit Temple looks like that. It's not like the Spirit temple was bigger than it was in development. It's more like the whole trek to the spirit temple in the depths is part of the dungeon as well and what we see is the developers testing that part of the game in its own map before integrating it to the rest of the open world.

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน

      It definitely seems like the path to the Spirit Temple is counted as part of its design, though I still suspect there's a chance that could have been inside the dungeon proper at some point.

  • @yousefalyami5478
    @yousefalyami5478 หลายเดือนก่อน +2

    21:05 two minerus?

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +1

      The unused Spirit Temple has a second version of Mineru's Construct, which your version can appear alongside.

    • @yousefalyami5478
      @yousefalyami5478 หลายเดือนก่อน

      @@GamingReinvented I didn't know that

  • @datnastysalad5616
    @datnastysalad5616 2 หลายเดือนก่อน +3

    This is definitely a dumb question, but why are the dungeons in the source code listed with English names? Does Nintendo (and other non-english developers) code in their non-native tongue? Or is it translated in post? Kind of a silly question but it's always intrigued me
    Also great video :)

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน +2

      Ah interesting question. Basically though, they're file names, and file names for things in games, websites and computer programs tend to be in English, since lots of engines and programming languages and things don't really cope well with Unicode characters in said names.
      And on a more general note, almost all programming is done with English language variables, functions, classes, etc. English is the defacto default language for tech work, regardless of what region it's being done in or what languages are spoken in the area.

    • @Chubby_Bub
      @Chubby_Bub หลายเดือนก่อน +2

      The files in this game are primarily in English but there's a decent mix of Japanese words and "Engrish", and a lot of spelling mistakes. Something interesting I noticed is that some files use the English localization's name for characters instead of the Japanese names, but even then this isn't consistent. Like some files will have "Tulin" or "Riju", while some will have "Chuuri" or "Rouge". (In BotW it was pretty much entirely Japanese names, which makes sense as the localization probably wasn't done yet.)

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน

      @@Chubby_Bub Wonder if any of the devs speak English? I know at least one person who worked on Breath of the Wild had English as their primary language, so perhaps some folks that played the game in English coded stuff with those names in mind.
      Feels like consistency isn't exactly a high priority with Nintendo games and internal names after all...

  • @jebfallen
    @jebfallen หลายเดือนก่อน

    Please do an expose on The Lost Woods !
    So many mysteries

  • @jockson7574
    @jockson7574 หลายเดือนก่อน +1

    If I’m correct wasn’t there an unused shrine in the golden sky area?

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +1

      Golden sky area?
      I don't remember one there. There is a shrine difference in Hyrule Castle though.

    • @jockson7574
      @jockson7574 หลายเดือนก่อน +1

      @@GamingReinvented the area where Zelda rises link up into the sky and pulls the master sword

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน

      @@jockson7574 Hmm I'll need to check that. Maybe I'll use a modded file with all 150 shrines cleared and see if it's still unused.

  • @JustJamesNotJerry
    @JustJamesNotJerry หลายเดือนก่อน

    I think the dungeons should have been on separate maps tbh, it means you can get more detailed and it can give you more room. The dungeons definitely could have used having more room.

  • @Gowther1999
    @Gowther1999 2 หลายเดือนก่อน +1

    Very interesting.

  • @ElickFlash
    @ElickFlash หลายเดือนก่อน

    I'm pretty sure these are just the build maps for the dungeons before they importing them into the overworld. Because it would be honestly stupid to design the dungeons in the overworld. The same flags get triggered because it's literally the same levels. With the only tweaks are item drops and enemies.

    • @ElickFlash
      @ElickFlash หลายเดือนก่อน

      Also as for the "Soul" dungeon map, it was cleary just a test room for the construct mechanics. Honestly really disapointed. The construct factory in the base game honestly felt slap dashed in the base game anyway. But still it is what it is. Cool to see the a peak behind the curtian on how they built things though.

  • @tyg-zw7nn
    @tyg-zw7nn หลายเดือนก่อน +1

    Definitely interesting but there isn't much different at all really. These must be from very late in development.

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน

      Probably from late enough that the first four temples were mostly finished anyway. Hyrule Castle still has enough differences to make it seem like there was work to be done, and the Spirit Temple looks more like an early prototype.

  • @girofello9969
    @girofello9969 หลายเดือนก่อน +1

    Great video, would be great if you find a method for obtain infinite hearts and stamina

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +1

      Thanks! And if one is found for Tears of the Kingdom we'll definitely cover it, but no one's been lucky enough to find one yet.

  • @Sansational69Sansational-iz5dy
    @Sansational69Sansational-iz5dy 18 วันที่ผ่านมา +1

    4:35 nuh uh I did fire first

  • @fatalwaffle1715
    @fatalwaffle1715 2 หลายเดือนก่อน +2

    Cool Video!

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน +1

      Thank you!

    • @fatalwaffle1715
      @fatalwaffle1715 2 หลายเดือนก่อน +2

      No problem. I wonder if there will be something like this in Sonic's version of Tears Of the Kingdom.

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน +1

      @@fatalwaffle1715 Ah Sonic Frontiers? Hmm good question!

    • @fatalwaffle1715
      @fatalwaffle1715 2 หลายเดือนก่อน +1

      @@GamingReinvented Sonic Frontiers is Breath Of The Wild. Sonic's version of Tears Of The Kingdom would be the sequel.

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน +1

      @@fatalwaffle1715 Oh fair point. Didn't realise that.

  • @MrCheeze
    @MrCheeze 2 หลายเดือนก่อน +1

    EDIT: This was false, you might still find it interesting though.
    So, first of all, this is incredibly interesting stuff. I have a different interpretation of what you showed here, though. The dungeons look to me like they might actually be the FINAL versions of the dungeons in question, rather than unused or beta content. Based on what you showed, it seems like the geometry is all there, and the actors too - but the actors are inexplicably ignoring some of their parameters (enemies all being their most basic form, chests having what seems to be a default item). I am thinking that this may be a bug that just happens because the maps are not intended to be loaded directly, and are instead supposed to be automatically "embedded" within the main field or depths.
    This could be tested in a couple ways: 1) checking whether the game data itself has the proper enemy parameters, chest contents, etc; 2) checking whether or not the actor definitions are duplicated in the main field or only in the LargeDungeons; or 3) actually deleting some of the LargeDungeon data and seeing whether it affects the dungeon on the main map or not.
    Of course even if I'm right, the Spirit Temple is very clearly an exception to what I'm saying, being blatantly different from what actually appears in the final game (being apparently replaced by a walk through the depths themselves). That one seems accurate to describe as an unused dungeon for sure.

    • @GamingReinvented
      @GamingReinvented  2 หลายเดือนก่อน +1

      That's an interesting hypothesis, and one I didn't think about. Personally I'm not sure though, since the object map has data for both these maps and the normal overworld, and the latter has the proper chests, enemy setups, weapons, etc while these ones do not. It feels like they would change that stuff in a more dynamic way if they were loaded in directly.
      It also feels weird since some actors don't get loaded in both versions, like the Horriblins in Hyrule Castle.
      I would be interested in testing that other stuff though.

    • @MrCheeze
      @MrCheeze 2 หลายเดือนก่อน +3

      ​@@GamingReinventedI had a look for myself at the data. It does seem like you were right and I was wrong. The actors are indeed duplicated into two different files (e.g. MainField/LargeDungeon/LargeDungeonThunder*.byml vs LargeDungeon/LargeDungeonThunder*.byml), and the ones in the latter are just incomplete in various ways, such as the chests being filled with ore like you said (there is no such thing as a "default item"). My theory is disproven.
      ...well, I can't disprove it for the world geometry (I don't understand the file formats for that), but since it's not true for the actors I do highly doubt it's true for the geometry either.

    • @echocolatowo
      @echocolatowo 2 หลายเดือนก่อน +1

      @@MrCheeze The chests do have Opals as their default actor at least, it's in their BlackboardParam, I'm assuming they do use it when no drop actor is specified. Although the chests in Banc/LargeDungeon may just be set with opal as the drop actor. I don't remember, dt13269 and I were more preocuppied by the Exterminator behavior than by the LargeDungeon themselves (which are side discovery we made when investigating the behavior of Exterminator)

    • @MrCheeze
      @MrCheeze 2 หลายเดือนก่อน +1

      @@echocolatowo Where can I hear more about this Exterminator?

    • @echocolatowo
      @echocolatowo 2 หลายเดือนก่อน

      @@MrCheeze I made a gdocs about Hyrule Bounds, which include Exterminator, are you interested?

  • @christopherallen6915
    @christopherallen6915 หลายเดือนก่อน +1

    Nintendo has made great Zelda titles for the switch but still missed the mark. We NEED true dungeons and bosses back. We need items again and not abilities, and we need actual challenging fights for the bosses not hack n slash like BOTW/TOTK

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +1

      I feel like TotK is a step up from BoTW there (at least I though the bosses felt a lot more Zelda like, and the dungeons had themes), but you're right in that there's still a ways to go.
      Gotta lean more into making the dungeons more unique in terms of mechanics and items and obstacles again.

    • @asra-5180
      @asra-5180 หลายเดือนก่อน

      Dunno. I didn't really see them to be much different. They're just bargain bin botw divine beasts. Guess you can blame the find x and interact with them, but this time using sage abilities! Yaaaay... Wooo... /s

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน

      @@asra-5180 At least they don't all look the same anymore, and the bosses aren't near identical manifestations of Ganon's malice.

    • @garb8933
      @garb8933 หลายเดือนก่อน +1

      nah abilities should stay, they allow for a lot of creativity and you actually use them outside dungeons unlike most items in past games. however, i agree that there still should be items in dungeons, and maybe make a way to combine your abilities with your items to make interesting game mechanics.
      like, imagine the ball and chain from twilight princess but you can fuse what you want to it (tho i doubt theyre gonna reuse fuse)

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน +1

      @@garb8933 Yeah, there's no reason we can't have both abilities and traditional items and spells to use with said abilities.
      Still kinda insane that neither BoTW or TotK has a hookshot as an obtainable item...

  • @BurnticeeVR
    @BurnticeeVR หลายเดือนก่อน +1

    Im sorry but the accent caught me way off gaurd

  • @RaidenKaiser
    @RaidenKaiser หลายเดือนก่อน +1

    These dungeons look way better than what we got, thanks for making me more salty

    • @GamingReinvented
      @GamingReinvented  หลายเดือนก่อน

      You're welcome lol

    • @rmbadoo4831
      @rmbadoo4831 หลายเดือนก่อน

      These are all almost literally the same as what we got in the full game though

    • @RaidenKaiser
      @RaidenKaiser หลายเดือนก่อน

      @@rmbadoo4831 maybe its an optical illusion thing but i find both botw and totk dungeons to be the worst in the franchise tho totk is better in some area tho not by much the dungeons still are awful.

    • @rmbadoo4831
      @rmbadoo4831 หลายเดือนก่อน

      @@RaidenKaiser But that doesn't change the fact that the dungeon in this video are almost identical to what we have in the game, so how are they "way better"?

    • @RaidenKaiser
      @RaidenKaiser หลายเดือนก่อน

      @@rmbadoo4831 hence why I said maybe I fell for am optical illusion

  • @leftyluchiano7275
    @leftyluchiano7275 หลายเดือนก่อน

    Bro I have no idea what the fuck you are saying