When we think of dungeons in videogames, it’s usually associated with RPGs, as you fight hordes of enemies while seeking valuable gear and loot, such is the case with dungeon crawlers. But dungeons in the context of The Legend Of Zelda are their own unique recipe. They’re the main event, crystallising all of the game’s fundamentals in labyrinthine structures that challenge you with exploration, puzzles and combat.
“ dungeons can be linear, whilesure how, until they get an item farther down and then it clicks in their head that they can come back to this spot they couldn’t progress before,” says Rob Maher, co-creator of the series. “If I had to pick one defining element to dungeons, it would be that you’re getting an ability and then you’re able to use that ability to open up barriers.”