0:00:00.810,0:00:05.890 Hi. My name's Mark and this is Boss Keys. 0:00:05.890,0:00:10.560 I'm researching the dungeon design in the[br]Legend of Zelda franchise, to see how Nintendo 0:00:10.560,0:00:13.500 creates these imaginative spaces. 0:00:13.500,0:00:18.279 This time, I'm playing the GameCube and Wii[br]game Twilight Princess - though, I used the 0:00:18.279,0:00:22.939 HD remaster on Wii U for this video. 0:00:22.939,0:00:27.609 To me, the real strength of The Legend of[br]Zelda: Twilight Princess is giving each dungeon 0:00:27.609,0:00:32.710 a unique personality and providing iconic[br]moments that stick in your brain. 0:00:32.710,0:00:37.770 Moments like waking on the ceiling, skateboarding[br]around a temple, and basically just being 0:00:37.770,0:00:39.290 Spider-Man. 0:00:39.290,0:00:43.620 These enjoyable moments maybe hide the fact[br]that these dungeons have moved far away from 0:00:43.620,0:00:46.860 the intricate level design of classic Zelda. 0:00:46.860,0:00:51.580 Or the fact that almost all of the dungeons[br]in this game are eerily similar in their design. 0:00:58.860,0:01:01.690 Let me show you what I mean, starting with[br]the Forest Temple. 0:01:01.690,0:01:06.590 Here, you work your way into this nice central[br]room, and find three directions that you can 0:01:06.590,0:01:12.280 take. Left and up happen to be dead ends so[br]you go right, and explore the east wing of 0:01:12.280,0:01:17.109 the dungeon to save a monkey. Then you come[br]back to the central room and can now access 0:01:17.109,0:01:21.470 the west wing of the dungeon to save more[br]monkeys. You come back to the central room 0:01:21.470,0:01:24.969 again, and now have enough monkeys to go up.[br]Okay? 0:01:24.969,0:01:32.200 Now, look at City in the Sky. It's the same.[br]And so is Arbiter's Grounds. And Lakebed Temple 0:01:32.200,0:01:37.700 is almost identical but here, the boss door[br]is in the central room itself. Snowpeak Ruins 0:01:37.700,0:01:42.619 and Palace of Twilight have slightly different[br]directions, but this knotted structure where 0:01:42.619,0:01:46.409 you come to the central room three times is[br]the same. 0:01:46.409,0:01:52.280 And, so, what does this mean? Well, I'm not[br]saying that Nintendo was lazy or that this 0:01:52.280,0:01:57.819 makes Twilight Princess crap. I mean, I never[br]realised the full extent of their similarities 0:01:57.819,0:02:02.799 until I started mapping the dungeons out for[br]this series so it didn't immediately impact 0:02:02.799,0:02:05.240 my enjoyment back in 2006. 0:02:05.240,0:02:10.049 But it does, perhaps, explain why the dungeons[br]all feel a bit unremarkable, and why we remember 0:02:10.049,0:02:15.600 them for their atmosphere, boss fights, and[br]crazy moments, instead of the actual intricacies 0:02:15.600,0:02:16.769 of their level design. 0:02:16.769,0:02:21.380 It also makes the game feel a bit flat, with[br]no real progression in the complexity of the 0:02:21.380,0:02:26.121 game's dungeons. Though, there are a few anomalies:[br]the second dungeon, Goron Mines, is a lot 0:02:26.121,0:02:30.240 more linear. And the final dungeon offers[br]a bit more choice. And then there's the Temple 0:02:30.240,0:02:32.840 of Time which - well, I'll come back to that. 0:02:32.840,0:02:38.269 Now, this repeated structure - on its own[br]merits - is actually pretty good. I mean, 0:02:38.269,0:02:40.750 they replicated it six times for a reason. 0:02:40.750,0:02:45.799 For one, it splits the dungeon into small[br]chunks that can be accomplished in isolation. 0:02:45.799,0:02:51.319 In one of these chunks you might turn a giant[br]water wheel, track down a ghost, or play with fans. 0:02:51.320,0:02:57.519 In most cases, those chunks can then safely be[br]ignored altogether once you've finished exploring 0:02:57.519,0:03:03.239 that area - which stops the dungeon from ballooning[br]out into this massively complex space that you 0:03:03.239,0:03:07.459 need to traverse. There's nothing stopping[br]you from going back to an older chunk, but 0:03:07.459,0:03:09.680 nothing pushing you there either. 0:03:09.680,0:03:14.439 This structure also keeps the player focused[br]on their long-term goal in the central room, 0:03:14.439,0:03:18.959 which might involve pouring in water so you[br]can swim to the boss door, defeating poes 0:03:18.959,0:03:23.579 to light these four torches, or finding Yeta's[br]bedroom key. 0:03:23.579,0:03:28.090 And by repeatedly bringing the player back[br]to that previously explored room, it feels 0:03:28.090,0:03:32.799 less linear than just putting the chunks in[br]a big row, one after the other - which is 0:03:32.799,0:03:37.329 effectively how you're going to play them.[br]But when set up like this, you get a hint 0:03:37.329,0:03:42.689 of that lovely Zelda-like sensation of carefully[br]unpicking a dungeon's knot. 0:03:42.689,0:03:47.300 Now, while the layouts are similar, these[br]dungeons do have some tweaks that make 0:03:47.300,0:03:51.870 them feel different to play - and a lot of[br]it comes down to the criteria I laid out when 0:03:51.870,0:03:57.090 talking about "find the path" and "follow[br]the path" dungeons in the previous episode. 0:03:57.090,0:04:02.159 Well, there aren't many branching paths, outside[br]of the multiple doors in those central rooms. 0:04:02.159,0:04:06.219 And there aren't many choices to make, outside[br]of some monkey business in the forest temple. 0:04:06.219,0:04:09.739 But the backtracking and hand-holding stuff[br]does play a role. 0:04:09.739,0:04:14.849 So, I kinda lied about the Forest Temple.[br]Once you get the Gale Boomerang from the north 0:04:14.849,0:04:19.609 section, you actually do go back to the east[br]wing to access this final chunk and fight 0:04:19.609,0:04:25.589 the boss. And so you have to backtrack to[br]this area and it's up to you to remember where 0:04:25.610,0:04:31.270 However! The game does something very simple[br]but rather clever to help you do so. Earlier 0:04:31.270,0:04:35.950 in the dungeon, when you're trying to unlock[br]this door, you need to divert from your path 0:04:35.950,0:04:40.000 to get a key - which just[br]so happens to be in a room that is otherwise 0:04:40.000,0:04:44.070 inaccessible because this bridge is facing[br]the wrong way. 0:04:44.070,0:04:48.880 Later, you get the Boomerang and use it to[br]twist some bridges, and hopefully you put 0:04:48.880,0:04:54.889 two and two together and think "aha!", I should[br]check out that room again. So the game placed 0:04:54.889,0:05:00.090 a key to ensure every single player has visited[br]that backtracking point, and has the opportunity 0:05:00.090,0:05:02.340 to add it to their mental map. 0:05:02.340,0:05:03.480 Smart stuff. 0:05:03.480,0:05:08.390 Lakebed Temple is another dungeon that trusts[br]you to figure stuff out. And this time, it 0:05:08.390,0:05:13.180 pulls on the stuff we talked about waaaay[br]back in the Majora's Mask episode, about considering 0:05:13.180,0:05:17.389 these dungeons as massive interconnected pieces[br]of architecture. 0:05:17.389,0:05:22.490 The central room has a staircase that can[br]be rotated in 90 degree notches. Because of 0:05:22.490,0:05:27.900 these walls, you need to twist and climb this[br]staircase carefully to get around them and 0:05:27.900,0:05:32.500 access the different doors in the central[br]room. And you need to use the staircase to 0:05:32.500,0:05:37.569 send water from one side of the dungeon to[br]the other, because the water turns a waterwheel 0:05:37.569,0:05:40.139 that was previously blocking your path. 0:05:40.139,0:05:44.740 That's a wonderful eureka moment and part[br]of why Lakebed is my favourite dungeon in 0:05:44.740,0:05:45.740 this game. 0:05:45.740,0:05:50.290 There's also a brilliant second puzzle where[br]you deliver water to the other side of the 0:05:50.290,0:05:54.169 dungeon but it's just for some optional item.[br]That would have been a great place for the 0:05:54.169,0:05:55.970 boss key, if you ask me. 0:05:55.970,0:06:01.030 Anyway, the other dungeons are far less trusting[br]and essentially guide you through the loopy 0:06:01.030,0:06:05.900 structure - a lot like the Temple of Droplets[br]dungeon from Minish Cap, actually, which also 0:06:05.900,0:06:07.919 shares this layout. Hmmm. 0:06:07.919,0:06:12.670 So yeah, in Arbiter's Grounds, the rooms lead[br]you through the east wing and bring you back 0:06:12.670,0:06:17.449 to the central room - but now on the second[br]floor so you can hop on over to the west wing... 0:06:17.449,0:06:20.580 where you get lead back around to the central room[br]again. 0:06:20.580,0:06:26.819 in Snowpeak Ruins, Yeta literally draws markers[br]on your map to tell you where to go, and she unlocks 0:06:26.819,0:06:32.090 one door after the other, which is all, to be[br]honest, a bit crap. And then you get to the 0:06:32.090,0:06:35.669 sliding block puzzles and, remind me why people[br]love this dungeon again? 0:06:35.669,0:06:42.539 Okay, so using the cannons to smash ice is[br]kinda cool. And the dungeon is less obviously 0:06:42.539,0:06:46.990 split into chunks than the others because[br]it's laid out like an actual mansion rather 0:06:46.990,0:06:50.340 than four long corridors like most of the[br]other dungeons. 0:06:50.340,0:06:55.110 So you'll find yourself skipping back over[br]to previous chunks to pick up a cannonball. 0:06:55.110,0:07:00.000 And then getting that cannonball to the cannon[br]involves a tiiiiny bit of spatial reasoning 0:07:00.000,0:07:03.099 which... well, i'll take what I can get at[br]this point in the Zelda series. 0:07:03.099,0:07:08.310 Sadly, the cannon stuff is pretty quickly[br]sidelined when you get the key item: the Ball 0:07:08.310,0:07:11.730 and Chain which is used to waste enemies and[br]smash ice. 0:07:11.730,0:07:15.669 Generally, though, Twilight Princess does[br]a good job of showing you the benefits of 0:07:15.669,0:07:20.080 each dungeon's item by giving you enemies[br]that are a pain to kill with your current 0:07:20.080,0:07:27.480 tools - and then effortless to defeat with[br]the new item. And the item also lets you get around 0:07:27.480,0:07:31.479 the dungeon more easily: the Clawshot, for[br]example, makes the central room of the Lakebed 0:07:31.479,0:07:34.090 Temple easier to traverse. 0:07:34.090,0:07:39.949 Right. Temple of Time. Surprisingly, I don't[br]hate this dungeon! Commenters kept betting 0:07:39.949,0:07:43.409 that I would because it is completely linear[br]but the dungeon is interesting because it 0:07:43.409,0:07:48.589 leans heavily into that linearity. It does[br]something interesting with its straightforward design. 0:07:48.589,0:07:52.900 So you go through the whole thing, solving[br]some puzzles and killing enemies. until you 0:07:52.909,0:07:57.480 get to the end where you kill the mini boss,[br]get the dominion rod, and then take control 0:07:57.480,0:08:03.110 of this massive statue. Now, the goal is to[br]bring the statue back to the beginning of 0:08:03.110,0:08:07.250 the dungeon - now doing all the puzzles in[br]reverse and taking into account that you have 0:08:07.250,0:08:13.400 to guide this heavy statue. It's not massively[br]challenging. but it is clever, it is interesting, 0:08:13.400,0:08:17.120 and by golly it is different. Lots of bonus[br]points, right there. 0:08:17.120,0:08:21.350 And Twilight Princess does have some good[br]puzzles! In Arbiter's Grounds it sets up this 0:08:21.350,0:08:26.340 system where you pull a chain to lift a chandelier,[br]and then run under it before it smashes down 0:08:26.340,0:08:30.740 on your head. Later, you do the same thing[br]but just wind up at a dead end. You've got 0:08:30.740,0:08:35.440 to figure out that you need to drop the chandelier[br]on your bonce so you can climb up on top. 0:08:35.440,0:08:40.360 That's a good'un. I also really liked these[br]swinging platforms in Snowpeak that you bat 0:08:40.360,0:08:44.350 about with the Ball and Chain. Better than[br]a sliding block puzzle! 0:08:44.350,0:08:49.470 I haven't shown any graphs in this episode[br]because, frankly, they're pretty boring in 0:08:49.470,0:08:54.320 Twilight Princess. Forest Temple is probably[br]the most interesting but, for the most part, 0:08:54.320,0:08:57.690 the graphs all look the same. Which makes[br]sense. 0:08:57.690,0:09:01.760 In the Wind Waker episode I talked about warp[br]pots, which help you get from the beginning 0:09:01.760,0:09:06.140 of the dungeon, to the middle, or to the boss[br]door. Twilight Princess doesn't have any of 0:09:06.140,0:09:10.510 that stuff: probably because the looping structure[br]means everything is pretty close to the central 0:09:10.510,0:09:15.670 room anyway. But more so because if you die,[br]the game just lets you retry from the last 0:09:15.670,0:09:19.380 door you went through, rather than kicking[br]you to the beginning of the dungeon. 0:09:19.380,0:09:23.760 Which, well, let's not get into a whole thing[br]on Nintendo and difficulty. But I will say 0:09:23.760,0:09:29.070 that the bosses in this game are easier than[br]ever. They all use the key item from the dungeon, 0:09:29.070,0:09:33.220 which makes them a bit trivial, and they all[br]telegraph moves and highlight their weak points 0:09:33.220,0:09:37.780 super clearly. Oh, and this one is a total[br]Shadow of the Colossus rip-off, right? 0:09:37.780,0:09:38.780 Bit cheeky. 0:09:38.780,0:09:44.220 Commenters ask me to talk about the atmosphere[br]and aesthetics of the dungeons. and so, here we go: 0:09:44.560,0:09:48.480 They're good! Right? They look nice,[br]they look different from one another, the 0:09:48.480,0:09:53.060 music's good, and you can pretend that the[br]Zelda games have some kind of connected universe 0:09:53.060,0:09:57.560 or lore or whatever by noticing all of the[br]interesting similarities to the Ocarina of 0:09:57.560,0:09:59.070 Time dungeons. 0:09:59.070,0:10:05.410 But yeah, Twilight Princess. I think these[br]dungeons are pretty good. Inoffensive, at 0:10:05.410,0:10:09.790 least. They hide their simplicity better than[br]The Wind Waker, and are full of those 0:10:09.790,0:10:10.910 memorable moments. 0:10:10.910,0:10:16.500 But this is, ultimately, a long way from where[br]we started. This video series is about how 0:10:16.510,0:10:22.660 Nintendo builds intricately designed spaces,[br]with clever architectural puzzles and interconnected 0:10:22.660,0:10:27.360 layouts that test your spatial awareness.[br]And at this point... finding anything that 0:10:27.360,0:10:30.540 speaks to that legacy is like picking for[br]scraps. 0:10:30.540,0:10:35.670 Oh well. Next time on Boss Keys, grab your[br]sword and grab your stylus because we're going 0:10:35.670,0:10:40.690 to find out how making your own maps affects[br]the dungeon design of The Legend of Zelda: 0:10:40.690,0:10:44.610 Phantom Hourglass. And maybe Spirit Tracks.[br]We'll see. 0:10:44.610,0:10:48.420 Boss Keys is made possible thanks to all of[br]my supporters on Patreon.