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The Water Temple, an Underwhelming Experience (and how to fix it!) - Dungeon Design in Zelda (TOTK) 

CaptBurgerson
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The Water Temple is my least favourite dungeon in Tears of the Kingdom by a wide margin. While it is aesthetically pleasing, from a design standpoint it is simply lacking in substance. But there is untapped potential found elsewhere that could have saved this dungeon from such mediocrity.
Let's take a closer look!
-Special thanks to Banuune for securing the in game models of the dungeon used here.
-Thank you to Zelda Lore and Magicpixiedreamgirl for high res 2D maps
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TIME STAMPS:
0:00 - Intro + TOTK Dungeon Order
2:49 - Before the Dungeon
8:15 - Dungeon Themes and Navigation
21:05 - The Dungeon Boss
24:29 - Conclusion + How to Fix it
#tearsofthekingdom #zelda #TOTK

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7 июн 2024

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Комментарии : 422   
@CaptBurgerson
@CaptBurgerson 6 месяцев назад
Thanks for watching folks! What did you think of the water temple and my proposed fix? Don't forget to do the liking and subbing and all that usual shilling stuff. Thanks for being cool ✌
@implying8903
@implying8903 6 месяцев назад
I did it as the first temple and it had so many points where I didn't know what I was supposed to do, followed by coming up with my own solution. The most satisfying way to beat the water temple is to do everything wrong and have stupid ideas that actually work 😀
@darrenm.7980
@darrenm.7980 6 месяцев назад
I agree with it 100% especially the underground part. When I think Water Temples I think of something underground (particular underground a body of water) not up in the sky lol.
@michaellane5381
@michaellane5381 5 месяцев назад
I think it could have worked(much better) had they enclosed some of the islands undersides and left puzzles in there to solve... Also i think there should have been 5 Muck-Likes at the top who summon 8 mucktorok "Sub bosses", that then scatter in shark form, so to beat the temple we have to solve puzzles to make the bosses killable, but that only makes that stream less "mucky", and to solve the dungeon we need to track down these Mucktorocks and beat them in various places throughout the temple with various added challenges like the antigravity sphere traversal zones, the waterfall traversal Zones or the collapsing blocks, then eventually have them all converge in a single location for a final fight versus a weakened "pack" either back up in the Temple or down below.
@Miss_Rydia
@Miss_Rydia 5 месяцев назад
I loved the Water Works underground! It would have made for an amazing Water Temple. The first dungeon I went to was the Lightning Temple, and it reminded me so much of classic dungeons from Ocarina of Time or A Link to the Past. I got my hopes up that all of them were going to stick closer to the classic dungeon layout, so when I went to the Water Temple next, I went from thrilled when I entered the Water Works, to impressed by how disappointed I was.
@CaptBurgerson
@CaptBurgerson 5 месяцев назад
@@DanielMazahreh Hey man, I love this game to bits. But you can love something and still have criticisms of it. Those things aren’t mutually exclusive. I’m fine if you don’t agree with my views on the subject, I don’t expect everyone to. But to say something like “you don’t have a clue” is choosing to be unnecessarily…personal? Aggressive? You could instead offer us some insights of your own, calmly tell us what you liked about it, instead of choosing the aggressive path. Disagreements can be great, so long as they’re expressed in a healthy way
@DyrianLightbringer
@DyrianLightbringer 5 месяцев назад
Oh, I didn't even think about using Sidon's water shield to get through the flames! In the first and second profiles, I went under the basement and ascended up into it. In my third profile, I blocked the flames with a hover stone. I keep forgetting the water shield is... you know... a shield.
@BradleyGodlyGovt
@BradleyGodlyGovt Месяц назад
same here lol
@NovaBlue242
@NovaBlue242 6 месяцев назад
I've seen an interesting theory about this dungeon - it was meant to be underwater, not in the sky. The low gravity mechanic could have originally been an underwater one. And you're right, it does seem strange that a "wellspring" is some structure floating in the sky. I think it's possible that the Ancient Zora Waterworks was originally going to be a part of/lead up to the subterranean Water Temple, but it was cut for some reason and moved up into the sky.
@al3220
@al3220 5 месяцев назад
I agree. It feels like originally they planned on the four sages to be located in one of each of the four "layers" - Rito in the sky, Gerudo on the ground, Zora underground in the water, and the Gorons deep below in the Depths. Then the fifth and final Spirit temple would tie all of these together first starting in the sky then having the player progress all the way down back to the Depths.
@mastrxl
@mastrxl 4 месяца назад
That would make sense, it could have used Sidon's water shield as an airbubble for Link to utilise.
@mbii7667
@mbii7667 4 месяца назад
The reason being that there's no underwater exploration in this game
@jaidens.g.1920
@jaidens.g.1920 6 месяцев назад
as one of those weirdos who actually loves prior water dungeons in the series (OoT's Water Temple, MM's Great Bay Temple, TP's Lakebed Temple, TMC's Temple of Droplets, and SS's Ancient Cistern all unironically rank among my favorite dungeons in the series) I was incredibly let down by this dungeon. I wholeheartedly agree that the Zora Waterworks felt like it should have been the temple proper. You could have even kept the climb up to the wellspring isles - imagine if you had to climb high into the sky, and then dive down into the reservoir in order to access the Water Temple proper
@gustafadolfsson4904
@gustafadolfsson4904 5 месяцев назад
Zora waterworks was awesome. Too bad it was so short:(
@misolaneous
@misolaneous 5 месяцев назад
It would have been awesome if it did use puzzles in the Ancient Waterworks that impacted the floating Water Temple above and vice versa to access all 5 terminals before the boss. I do concede it would have made the dungeon a pain to traverse up and down all the time - so it'd put it up there with all the OG Water Temples haha Alternatively I do like Burger's proposed dungeon - however the central terminal could have still been the access to the boss platform/faucet in the low gravity sky so that it still made sense that the muck was raining down to Zora's Domain.
@apushman
@apushman 3 месяца назад
This temple was disappointing. You'd think a water temple would be in a lake or ocean, not high in the sky.
@jfgs930
@jfgs930 6 месяцев назад
I think the lead up to this dungeon is the best, if only because of the waterworks. And you nailed it - it’s such a tease! The atmosphere of the Ancient Zora Waterworks is my favorite atmospheric spot in the game, I think. My take on this dungeon is that it was an experiment in putting emphasis mostly on puzzles with almost no navigation. This one had puzzles that stumped me for longer than any other dungeon. And there’s literally no challenge in finding them because the whole place is, as you said, just an open auditorium. It’s the opposite of the Fire Temple, where navigation is the name of the game, with much easier puzzles sprinkled around. Despite its flaws, your design videos always help me appreciate the work of the developers more than before. Another banger, Burger! PS I typed most of that while watching and you ended up saying most of what I thought - great minds think alike haha
@erenyeeagah204
@erenyeeagah204 5 месяцев назад
the leadup shouldve been the actuall dungeon itself bro its like they made 1/4th of a dungeon and then just stopped
@pinkdarkboy7127
@pinkdarkboy7127 3 месяца назад
I haven't watched the video yet, but I loved the ancient waterworks and I can clearly remember that in my head, it was so impactful. I can not for the life of me remember anything about the actual water temple. Not a single thing lol. They really messed up the dungeon design in ToTK lol.
@Hairo-rv9kl
@Hairo-rv9kl 5 месяцев назад
This is probably an unimportant detail, but when you brought up the Wellspring having a seemingly infinite supply of water, it reminded me of how Vah Ruta could also create a seemingly infinite supply of water. The whole Zora crisis back in BotW was because Vah Ruta wouldn't stop making it rain, which was going to make the reservoir overflow and flood the region. Maybe they both run on a similar power source. Just thought it was interesting.
@quintonhoffert6526
@quintonhoffert6526 5 месяцев назад
Given that all of the dungeons imply a working relationship between the Zonai, whether in the sky or their remnants in post-Sealing War Hyrule, and the four major non-Hylian races of Hyrule on the surface, my interpretation was that the Zonai and the ancient Zora got together to create an infinite source of water that would form a home for the Zora on the surface. I don't actually think the Ancient Wellspring began its life on the surface and was raised to the sky later; I think it started in the sky and was probably shut off once Zora's Domain was filled with water. This is because the three streams of water that run from the Wellspring, which in game are soiled by muck, run into places of major civic and (presumably) religious importance to the Zora, such that if the entire structure started out on the ground those waterfalls wouldn't end up in the same places. Incidentally, those places are the East Reservoir Lake, under which is the Ancient Zora Waterworks, and Mt. Ploymus as the two sky island tributaries, with the main Wellspring directly beneath the five jugs in the Temple draining out into Toto Lake, which feeds the chain of waterfalls that provides water to central Zora's Domain itself. This explanation also provides context to the Waterworks since it was likely the way for the Zora on the surface to contact the Zonai in the sky who were presumably operating the Wellspring. The Zora could activate the beacon in the Waterworks to tell the Zonai to turn on the Wellspring and provide water to Zora's Domain, then de-activate it to tell them to turn off the Wellspring so that the rest of Hyrule wasn't at risk of being flooded like in BotW. As far as how the Wellspring has an infinite supply of water, since the Secret Stone of the Sage of Water is housed there I would imagine that the facility draws on the Secret Stone's power to either create water directly or to pull it from the atmosphere at an amplified rate. The game never provides this information, but I would theorize that the Secret Stones weren't just weapons, but were also used for civic purposes like this. That would explain why the Secret Stones were housed in the large, important structures that the dungeons are, rather than being constantly carried by heroes and warriors. If they were just weapons, it wouldn't make sense for the Sages to put back the Secret Stones in hard to reach locations rather than passing them down to the next most worthy successors. If we consider them as tools for maintaining the necessary states of living for the non-Hylian races (keeping the winds in balance, maintaining Death Mountain's lava flow, providing water for Zora's Domain, preventing catastrophic desert sandstorms), though, it makes a lot more sense why they would spend most of their time housed in massive facilities rather than constantly being used by the next generation of heroes. It also makes the theming of the dungeons as "temples" make more sense, since it recontextualizes each dungeon as a place to protect and venerate its respective Sacred Stone. In that regard, the dungeons are like Shinto shrines (which are often also translated as temples in English), with each Sacred Stone at the heart of the dungeon in the place of the physical object the Kami resides within in a Shinto shrine. This explanation also sheds some light on the nature of the relationships the Zonai had with the non-Hylian races of Hyrule, since two of the Sacred Stones are harbored in the sky within primarily Zonai structures (the Zora one is in a sky island that works on Zonai technology, the Rito one is within a Zonai flagship) while the other two are harbored underground, within primarily non-Zonai structures that have been modified with Zonai technology (the Goron one is kept within an ancient Goron city with mostly Goron technology that was modified with Zonai parts, while the Gerudo one is kept within a ziggurat that likewise is built of non-Zonai materials but has been modified with Zonai parts and construct defenders). To me, it suggests that the Zonai had already established relations with the Rito and the Zora but perhaps hadn't done so with the Gerudo and the Gorons, or at least that their relationships weren't as close. It seems more likely to me that the Goron and Gerudo Secret Stones were placed in the Temples we find them in by the champions who received them from Rauru, whereas the Rito and Zora Stones were likely already housed in the Stormwind Ark and the Great Wellspring and were removed by Rauru in preparation for the war against Demon King Ganondorf, then replaced by the Sages once he was sealed. This is because the game suggests a prior relationship between both the Rito and the Zora to the Zonai through song of the Rito and the reciprocal relationship between the Great Wellspring and the Ancient Zora Waterworks, along with the fact that the Stormwind Ark is explicitly a Zonai flagship and the Great Wellspring is built in the Zonai sky island style. Lost Gorondia, meanwhile, is primarily a Goron city built with Goron tools that has been retrofitted with Zonai craftsmanship, likely as a result of the alliance between the Goron Champion and King Rauru. The Gerudo, of course, were ruled by Ganondorf prior to the Sealing War, who would have immediately taken his tribe's Secret Stone and used it as a weapon of war. It's far more likely that the Thunder Temple was constructed after the Sealing War by the Gerudo Champion and the Hylian engineers who were skilled in working Zonai technology, potentially including Mineru herself.
@darrenm.7980
@darrenm.7980 6 месяцев назад
I remember when I finished this dungeon being extremely disappointed. The openness of dungeon as you mentioned was such a big issue. The fact the "rooms" are just platforms with no navigational challenge mixed with the fact the whole dungeon is outside, none of it ever made me feel like I was in an dungeon, it felt to me more like a special sky island. I might actually go as far to say this is my least favorite dungeon in the series. Yes some other dungeons have had annoying and tedious navigation, but I personally would take that over painfully simple and almost non-existent navigation because I find that navigational challenge to be a big factor in dungeons. I'm just glad this wasn't my first dungeon because it would have made me very worried about the other dungeons in the game.
@marielcarey4288
@marielcarey4288 6 месяцев назад
The theme isn't that interesting either, or whatever interest there was wasn't really done right. You go to some underground sewer type room and activate switches, do antigravity swim sections to go up to the sky, and then the actual temple you were waiting for is just a sky island with switches around the area to push over some vases... and the boss is a little squid that summons mud, like, could it have been any more uninteresting? With the way it is now, hyrule should long have been flooded. You can make excuses that the evaporation goes to the vases, cleans, and gets poured out back to the Zora's domain, but none of that is shown in the game.
@LinkMountaineer
@LinkMountaineer 6 месяцев назад
The bubbles were the navigation challenges.
@darrenm.7980
@darrenm.7980 6 месяцев назад
@@LinkMountaineer ok, but it wasn't a very interesting one and was very simple, and there's only one throughout the whole dungeon. As Capt himself pointed out, it's not a puzzle.
@LinkMountaineer
@LinkMountaineer 6 месяцев назад
@@darrenm.7980 I called it a means of navigation, not necessarily a puzzle.
@princekamoro3869
@princekamoro3869 6 месяцев назад
My first dungeon was the Wind temple "wow this dungeon was weak", the second was the Water Temple "It's just a collection of shrines dressed up as a dungeon, did they forget how dungeons work?". It wasn't until Spirit and Fire temples that faith was restored. [SPOILERS AHEAD] ... ... ... ... Until I found the Construct factory, which is ACTUALLY a collection of shrines.
@SoupRoutine
@SoupRoutine 6 месяцев назад
I think the idea of putting it in a cave is really good. For one, it feels much closer to what you'd expect for the theme of a water temple: underground, but not so low that it's in the depths. Plus, when you really think about it the caves are sort of a 4th "layer" to the map anyway.
@mattfry6716
@mattfry6716 6 месяцев назад
Ah yes the great big fish bowl in the sky. I’ll be honest the low gravity for this section was an odd thing to add here. It would’ve been better in the wind temple section.
@twinzzlers
@twinzzlers 5 месяцев назад
I disagree, since that would make Colgera lamer and remove the flying element from the paraglider.
@aaaaaaaaaa190
@aaaaaaaaaa190 4 месяца назад
It makes you feel as if you were underwater ig
@Gokulosestoavirus
@Gokulosestoavirus Месяц назад
@@twinzzlers The game can take away the low gravity durning that fight. When it flashes the orange particles effect, that’s the game saying it’s taking away the low gravity. They could’ve done that with the Colgera fight
@twinzzlers
@twinzzlers Месяц назад
@Gokulosestoavirus That'd be a terrible idea though, it'd make actually fighting Colgera way more annoying than fun because of a needless time limit and go against what they were going for, which is flying like a Rito.
@hotgirledits2000
@hotgirledits2000 6 месяцев назад
22:53 thank you for bringing up the use of leitmotifs in these boss themes, it's something i don't see people talking about often! i always found it weird that botw/totk will pepper in various leitmotifs from the zelda franchise (eg, ganondorf's theme, zelda's lullaby, etc) seemingly at random and without establishing those musical riffs within their own continuity (eg, if you hadn't played any other zelda game, would the player be able to identify zelda's lullaby as ZELDA'S lullaby?). contrasting mucktorock's theme with majora's mask's final boss really highlights the way that establishing leitmotifs and using them consistently can elevate a game's score. it's the difference between a song that sounds cool and a song that has real emotional impact.
@_maestro7168
@_maestro7168 5 месяцев назад
Agreed!! And I feel like it's a big reason why the dungeon themes in totk are the highlights of the ost. Instead of just peppering some random piece from a much earlier game, it utilizes themes already established in botw in order to make an incredibly thematic, nostalgic, and impactful theme. And that's not to say using older themes in the OST is a bad thing, they did a really good job tying the returning dragon roost island leitmotif with the Rito themselves. Along with the usual Zora's Fountain rendition. Just a shame they're not all done as elegantly
@zacharyh.9565
@zacharyh.9565 5 месяцев назад
I think this overlooks TOTK's pretty consistent use of new theme within its own OST. The ominous chanting from the beginning of the game is weaved into the field battle themes as well as each of the temple bosses. It's a new theme tied to Ganondorf, Gloom, and the Depths, allowing the composers to allude to Ganondorf without blaring one of his traditional themes. Ganondorf's battle theme originates in OOT, but it is referenced more widely and in a more diverse way here than in any other Zelda soundtrack.
@hotgirledits2000
@hotgirledits2000 5 месяцев назад
@@_maestro7168 totally! I think that’s part of why colgera ends up being many people’s favorite boss fight. it’s a killer boss theme, but it’s elevated by the inclusion of the rito village theme- hearing it reminds the player of what it is they’re fighting for, & what’s at stake for link if he doesn’t win this battle. it’s a great moment of music being used as storytelling!
@hotgirledits2000
@hotgirledits2000 5 месяцев назад
@@zacharyh.9565 yeah that’s fair, I do think totk’s soundtrack is a step up from botw & I should have clarified that. i don’t personally care for totk’s main theme & find it somewhat forgettable, but overall i think there’s way more instances of music being used as effective storytelling than in botw
@watcherknight8760
@watcherknight8760 4 месяца назад
I completely agree with you on the wasted potential of the Ancient Zora Waterworks, such an amazing atmosphere to that area, and having the dungeon set there would lead to every major explorable location having an analogue in a dungeon, the sky (Wind Temple), the depths (Fire Temple), the surface (Lightning Temple), and the caves (Water Temple), it's a shame they just decided to throw a bunch of disconnected puzzles in the sky and call it a day, honestly feels like an afterthought compared to some of the other dungeons
@yodal_
@yodal_ 6 месяцев назад
Interesting catch with the Waterworks music! The waterworks being tied to SS Faron Woods is not so strange when you remember the flooded section of the woods.
@COOP_89
@COOP_89 6 месяцев назад
I actually picked up on the waterworks theme being the forest theme immediately and it further let me down because it hyped me for Ancient Cistern Part II 😢
@CaptBurgerson
@CaptBurgerson 6 месяцев назад
It was driving me nuts because it felt so familiar but it took me way too long to identify haha
@aaaaaaaaaa190
@aaaaaaaaaa190 4 месяца назад
The Zora's Domain questline was my first and is my favorite one. I had spent lots of hours in BotW's Zora's Domain and I was used to come back and always see the fish people smiling after the Vah Ruta part, so I was hoping to see them just as happy in the sequel. But seeing the Domain absolutely flooded in sludge and hearing that sad version of the song was heartbreaking. I didn’t know it was similar in all other regions, so it was even more impactful. The building up to the Water Temple is, in my opinion, the best of the game, mainly because of how much steps it felt like I had to cross before the dungeon itself. And although the puzzles are way too simple to the point that they may seem inexistent, it was enough for me, specially at that point. The same is applied to the boss. I think Mucktorok is not a good boss at all, but when I first fought it, I was glad it wasn't another Blight Ganon variation. That said, I can't help but agree that this is arguably the worst dungeon in the game.
@memeclub1846
@memeclub1846 5 месяцев назад
I got passed the fire wall puzzle with a float stone... didn't even occur to me that Simon's power was the intended way to solve it. Lol
@verumverbi
@verumverbi 6 месяцев назад
I too was so intrigued with the Waterworks section and I thought that was the beginning of an epic OOT style Water Temple, only to be disappointed when it wasn’t. Great analysis Capt
@gregpl9363
@gregpl9363 5 месяцев назад
yeah it felt like they put SS and OoT in one location. when I stepped in and heard that sequence I immediately heard Faron woods, which made me think it would be a nod to ancient cistern. then when I entered the main room I thought "no.. they didn't..!" with a big ass smile on may face.... Thinking it was OoT's water temple remnants... aaaaaand then it was over and a platforming sequence started.... such a damn let down and wasted potential... it was all there. they only had to work out the waterworks with some puzzles and maybe one or 2 extra rooms. damn shame. my other gripe with all the dungeons is also... why, whyyy are there only constructs and the occasional Chu Chu?? felt like such a cheap move. was expecting mini bosses and at least some organic or gloom related enemies... but these are basically good guys you're fighting with no incentive at all.. theyre not seized or tainted by gloom, theyre just.. there.. and it took away from both atmosphere and gameplay... and logic XD but the aesthetics of basically each temple was awesome.. my first was the fire temple and diving into death mt I was hoping it would be the old oot fire temple, and it undeniably was.. ancient gorondia was basically OoT's Goron city and fire temple and I loved that ish.. (dang didn't notice the length of text .. my bad🤨🤣)
@Gigi4u
@Gigi4u 6 месяцев назад
I personally like idea of a pristine and calm sky temple. But i would completely change the layout to be more vertical and inclosed. The middle arena would be the roof of a giant circler tower that is connected to several other buildings an towers through aqueducts that the sage ability could clean up and an additional ability would be added the zora swing from The Vah ruta mission would return so that you woul need to use the aqueducts to quickly traverse the structures in the sky. Each terminal would be located in a inclosed structure that has more complex water based pussels to understand and solve maby based around the aqueducts. I would also make it look more like a actual structure in the sky instead of a couple of slitly different looking sky islands. With these changes it would probably be very similar to the fire temple with the need to travel between points of interest
@shonkyhonker9347
@shonkyhonker9347 6 месяцев назад
I just wanna say how genuinely ecstatic I am that your videos have finally reached a large audience. I’ve been a fan for a good while now and as someone who used to be a content creator I understand what it’s like to put tons of work into something and then it gets close to nothing in recognition. You are getting what you deserve for all your hard work passion and dedication and I’m so happy for you!
@IsraelLlerena
@IsraelLlerena 6 месяцев назад
Yessssss I loved the ancient Zora waterway. The music was amazing. I took so many screenshots and didn’t want to leave it. This area just made me really feel like I was playing the spooky haunting game that the first teaser trailer eluded to. It has that essence that I love !
@bonnies122
@bonnies122 6 месяцев назад
So many good lines in this one haha… Sidon is a himbo… jumping is not a puzzle… you’ll never guess what kind of exposition we get… he’s able to blip over to you🤣 Also every time you were pointing out the music and I turned up the volume, an ad popped up haha
@stachu5049
@stachu5049 4 месяца назад
Gotta love how the entire community agrees with me on the Ancient Zora Waterworks. Love your deep dives
@CaptBurgerson
@CaptBurgerson 4 месяца назад
Deep… DIVES *badum tsssss* …. Sorry
@rustyshackleford234
@rustyshackleford234 Месяц назад
I remember my first time in the water temple, it was only one day since the game released, so I didn’t know what to expect! After I finished the zora waterworks and opened up that huge waterfall, I thought all those sky islands up there was a HUGE and expansive dungeon… boy, how wrong was I… When I got up there, I realized that I haven’t entered the dungeon yet… “maybe it’s just a little farther ahead” I foolishly thought. I was having fun in the sky islands, but had no clue when and where the dungeon would start. When I finally got to the actual temple, I was massively underwhelmed. It’s just a couple measly small islands, just a repainted divine beast. Part of me wishes that they made ALL the sky island around the temple a part of the dungeon! And it needs more enemies, maybe you’d have to fight another sludge like or a flux construct to get one of those terminals. But yeah, compared to the other temples, the water temple is easily the worst one. I really REALLY wish they expanded upon the temple.
@SkySwordsAlisa
@SkySwordsAlisa 5 месяцев назад
The waterworks gave me TP water temple vibes. I agree I would have loved if they expanded that instead and maybe make the actual temple an extra dungeon
@MarshallTheArtist
@MarshallTheArtist 12 дней назад
Yes. It had a similar look. Mechanically it was a bit like the Water Temple in Ocarina of Time.
@geo_dragon6008
@geo_dragon6008 6 месяцев назад
[Hey, I chatted on the live chat lol] Yeahhh, The Water Temple is genuinely such a letdown out of the 5 major dungeons. It's got nothing going for aside from low gravity but that's not saving it much, if not at all. The Ancient Waterworks SHOULD'VE been the actual Water Temple, it's basically everything, controlling the water levels, little corridors with enemies like chuchus, the hauntingly beautiful music and atmosphere. this is it! This should've been the Water Temple! WHAT THE FRICK HAPPENED HERE????? The actual Water Temple is so tiny, 4 puzzles long, you can literally paraglide from one end of the temple to the other without effort, and Mucktorok...is the zelda boss of all time. This video is great tho, can't wait for the Lightning temple next!
@Zerorenren4761
@Zerorenren4761 5 месяцев назад
They probably just thought "this is too much like Zelda's original formula, we need to do something different."
@JasonBoyce
@JasonBoyce 5 месяцев назад
Agreed that the Water Temple would have been better underground. Should have gone up to the Water Temple *first* to turn on the water faucets, then go into the Water Works to use the water from the faucets to change the level.
@ericmcadam2647
@ericmcadam2647 4 месяца назад
One thing I especially love is the way you dedicate a section to describe the music! I'd noticed that it evolved as I progressed through the dungeon, but the way you break it down is just fantastic!
@Velnox
@Velnox Месяц назад
The musics are absolutely great, however it will never beat the divine beasts' theme in BOTW, because they always keep the same track and add more and more instruments/sounds as you activate things. Rudania's theme will always remain my favorite
@tossingturnips
@tossingturnips 6 месяцев назад
Thank you for that bonus bit at the end! My biggest praise of ToTK are the nods to past games and I knew the Ancient Zora Waterworks theme had to be a remix of something, but I couldn't quite place it. Now that that connection has been made, I can't help but wonder what kind of lore implications this has.
@kanityreactions
@kanityreactions 5 месяцев назад
I know I am a bit late to this video, but wanted to share my thoughts on the order of the temples. I also did Wind one first, however this was my second, Sand third and I have only opened access to the Fire one but didn't go in yet. In my mind I thought "this probably was intended to be the 1st temple" after completing the Water one. But it isn't new to me to complete temples in a completely wrong order. Link Between the Worlds was the strongest case where I had some freedom choosing and it just so happened all the shortest, simplest temples were my last ones there, making me feel slightly confused. I was even a bit sad my order turned out to be hardest to easiest. In TOTK however I feel more like temples have relatively similar size/difficulty so far, but Water one really felt the smallest. In any case, my favourite was exploring sky islands inside a thunder cloud (in Faron, I believe). It was super exciting, I spent a solid chunk of time exploring, and the "reward" felt exciting and cool (didn't complete the quest in the depth yet!) If it could be called a dungeon, it would be my favourite in this game
@derwalter866
@derwalter866 6 месяцев назад
Oh how the mighty have fallen. Water dungeons always used to be the super tricky and confusing dungeons, usually being the highlights for me. Both in BotW and TotK they were imo the biggest let downs.
@thevioletbee5879
@thevioletbee5879 6 месяцев назад
BotW’s at least had some cool ideas.
@michaelmaki6857
@michaelmaki6857 5 месяцев назад
What would be better is to make use of that anti-gravity feature. You can’t cheese the dungeon and enter early because swirling polluted waters will sweep you up cover you in gunk and throw you out to fall to earth. The problem the Zora are having is a lack of water and what water they have is equal parts slime. So the whole waterworks portion gets the Zora some water to work with while you tackle the temple climb and punctures the slime bubble protecting the temple. Also responsible for the flowing water in the temple climb. Once in the Temple Proper those same floating walls of Slime water prevent free travel around the Temple complex. And you need Sidon’s to sustain purification to move through them. After that you have a limited time frame to use his pollution protection to either navigate the area or activate a lock. Thus making use of the great strength of Sidon’s ability, he can be doing something else at the same time. Each lock turns off the water gathering function and you have a stream of fresh water gathering from mid air to loop around the area and flow into the central vessel. Once you have gathered the streams of water and turned off the super low gravity, you can flush out the boss and actually purify the Temple and get water flowing down to the Zora again
@michaelmaki6857
@michaelmaki6857 5 месяцев назад
Basically I like the openness and floaty-ness of the Water Temple. But that should be the condition of the functioning temple not the corrupted version. You should have to physically open the temple up as a cleaning and purification
@ericmcadam2647
@ericmcadam2647 4 месяца назад
Really great videos man! I appreciate all the thought and effort that's done to make them. I'm definitely going to keep watching. 💯
@briangeer1024
@briangeer1024 3 месяца назад
I like how the boss music changes from goofy to menacing when the shark is spawned and roars. The shark isn't particularly threatening when it just swims around... more of a spectacle.
@christonadams9046
@christonadams9046 4 месяца назад
Your proposed fixed of making it the Zora Waterworks also would make sense from a location standpoint, as then we'd have a dungeon for each layer of the overworld. Wind for Sky, Fire for Depths, Lightning for Hyrule and Water for Caves. It makes so much sense, I am honestly very surprised they didn't do that from the beginning
@Yarharsuperpirate
@Yarharsuperpirate 3 месяца назад
Another idea for fixing the current iteration of this water temple, is making it so the parts for each puzzle, is on completely different islands. So the challenge of the dungeon is figuring out how to get them to the proper spots. Like that water wheel you make with the 2 slabs, put those on a different island entirely. And some interesting way to carry it between them. Like how you carried the sphere via the air bubbles
@Damariobros
@Damariobros 5 месяцев назад
I DO consider the Ancient Zora Waterworks as a dungeon. More specifically, the first part of a three part dungeon. I played as if the Zora Waterworks, Zora Wellspring, and Water Temple were all the water dungeon. And I've had that mindset since my very first playthrough. This was also the first of the Regional Phenomena that I took on, much like how I took on Vah Ruta first in BotW. After solving the ingenious puzzles and using the scale to light up the entrance, and besting the Sludge Like, entering the underground Ancient Zora Waterworks felt like I was entering a classic Zelda dungeon lifted straight out of the first game on the NES. It felt so surreal, how they managed to recapture that feeling! And the mystical feeling the music invoked, and the dark and dreary atmosphere of the cave, oh how magical it felt! As I got closer to the end of that section, I was starting to get confused. Was this all there was? I was beginning to feel underwhelmed, hoped that wouldn't have to be the case. But I got to the center, and it was a terminal. And as I activated it, it suddenly clicked in my mind right as it was starting to show me. This dungeon continues in the sky?! WHOA!!! I ride up the massive waterfall, and as I reached the top the screen has an effect like I'm entering a bubble. There was low gravity, and it completely caught me off guard and only made me more excited! Low-gravity platforming! At times, running around the Zora Wellspring Islands felt like running around Vaati's sky palace in 3D. And the low-gravity water platforming, and exploring the different places the islands branched out into, and finding chests and fighting groups of constructs, and being surprised by the return of falling floor tiles, it was so cool! Midway through the islands was a shrine, and immediately it reminded me of the warp points that were always in top-down Zelda games! This was a midway warp, with the second warp located at the Water Temple itself! There was even a midboss you could fight in the nearby Flux Construct I! After the midway point was when the waterfall and bubble platforming and puzzles started ramping up. Platforming with the waterfalls, figuring out how to launch the bubbles up in the right way so you get to the next area, there was even an opportunity to hone my building skills and build a fan plane from scratch with provided materials! That was very nice, with this dungeon being my first dungeon I took on. Eventually, you catch up to Sidon, and there's another midboss in the Captain Construct impeding your path. But you have Sidon to fight it with you! After taking it out, there's one more giant waterfall to go up, leading straight to the Water Temple. There, you find the dungeon's second warp. The dungeon ends off with a more relaxed section, a final few puzzles to get to the boss. Five faucets to turn on, five terminals to activate. Simple enough, and a familiar tango with a unique temple twist. I went through, enjoying the simple puzzles, and found myself stumped for a little bit at how to access the lower floor. My game must have been glitching, because even Sidon's water shield wasn't getting me past that fire - the fire broke the water shield and then instantly knocked me back out. Eventually I got through with a hover stone to block the fire, then continued on. The boss was annoying to fight, but only because I found myself short on arrows partway into the second phase. The low gravity actually helped with the boss, letting me jump over its sweeping attacks - something I find very annoying I can't avoid when fighting Muktorok in the Depths. Chasing him around without arrows to stun him is annoying, but at least the music fits - a very chaotic puppet of Ganon just meant to stall me. The music doesn't really sing to me as unserious or silly as much as it does chaotic, and it accompanies a fight against an irksome pest that just won't stand still. I think it works. In the end, you get your heart container, get the next sage, and you're on your way, warped out of the dungeon in a pinprick of golden light like usual. All in all, I see this dungeon very differently to how many other people see it, and I thoroughly enjoyed it! A powerful first impression in Tears of the Kingdom, and a refreshing spin on dungeons after the repetitive monotony of Breath of the Wild's Divine Beasts.
@justazeldafan4804
@justazeldafan4804 6 месяцев назад
I don't think the design and theming of Mucktorok was the problem, I appreciate the subversion of expectations - it feels similar to some Zelda bosses of the past, which were big scary monsters that ended up being goofy little dudes (e.g Armagohma, Jalhalla). Simply, the execution of the idea was the problem in my opinion, where the fight, especially phase 2, ended up being more of a minor annoyance than a challenge. Would have definitely been more fun if you fought the shark for more of the fight and it had more attacks. Unfortunately the main problem is just how bad sidon's ability is.
@RinRin-ge7bq
@RinRin-ge7bq 6 месяцев назад
Of all times to be negative, this is it 🤣 I appreciate all of your criticism though because you back it up so well! I will say, shamefully so, that I found the puzzles in this temple to be kinda difficult (at first!) During my second play through I did them SO FAST though. I feel like the first time it was a matter of lack of experience in the game. I was still figuring out all the different ways Link can do things, as well as his mobilization. Also I did this temple second and the Fire Temple third. So, still pretty early on in my play through. But once I played it again, I was like, "how in the world did I find this so difficult?!" 🤣 Silly early-in-the-playthrough-Rin!! The musical catch at the end of the video was really cool. I know we already discussed it, but just wanted to reiterate! What an awesome callback!! Great video, Capt :) I'm interested to see how many people agree with your criticisms!
@M.G-K
@M.G-K 4 месяца назад
I really loved your comment about how it feels like the music drifts throughout the tunnels within the Ancient Zora Waterworks. This was a great video and I appreciate your feelings about how the temple is underwhelming, though I still really enjoyed it overall.
@_kevosan
@_kevosan 6 месяцев назад
Yeah I can’t deny this was the biggest low point for me too. I did this one 2nd (right after the Wind Temple) and to find out it was the same thing again but worse worried me a lot. It didn’t have an epic introduction theme like the Wind Temple, no intense ambience, and just felt repetitive with the whole climbing islands thing. What hurt me most is that my prayers for swimming to return and a submerged temple were not answered. Thankfully I did the Lightning Temple right after so it got me right back on track. Now that some time has passed I’ve tried to appreciate the temple for what it is a bit more. Music is incredible as you said, the place gives me DisneyWorld vibes which gives me a good bit of joy, plus the low gravity is insanely fun. I do disagree with Mucktorock tho. His design and musical theme takes me right back to Wind Waker in a very good way. Loved the epic vibe mixed with the goofiness. I’d say he has the most memorable and catchy boss theme in the game for me. I’ve hummed it way more than anything else lol. Tho fighting him in the depths is insanely annoying haha. Overall, I think on an objective level the Great Wellspring is worst temple in the game, but personally, I still prefer it over Construct Factory. Wonderful editing and presentation as always! Looking forward to the next one! Much love!
@sagehanson190
@sagehanson190 6 месяцев назад
Damn this deserves way more views. Fantastic production quality and an overall great, well constructed critique.
@Ana36377
@Ana36377 4 месяца назад
I wanted to add something about Mucktorock. This might sound really random but Mucktorock as a boss fight really reminded me of Shiver’s boss fight in Splatoon 3 - except Shiver was actually fun to fight. The sludge/ink mechanic are really similar to a degree. You can make a “Splattershot” to fight Mucktorock with by fusing something to a hydrant so no need for Sidon. Even the boss was a sort of ‘octopus’ given that ‘Mucktorock” is a form of Octorock and Shiver is… an Octoling. Literally an octopus. Hell, YOU’RE FIGHTING WITH A FISH (while you cannot throw Sidon like Smallfry, they are still both bony fish to a degree), but the Fish is less useful! It was “Clear ground, stun shark, beat shark-riding octopus with a sharp stick, repeat”. With Splatoon, ‘clearing the ground’ would be inking up the arena, which is the core mechanic of Splatoon (giving you mobility, ammo and health while slowing down the enemy) and Smallfry is a fun and really versatile ‘sub weapon’, you can’t really translate these things into Zelda that well. It really took me out of my immersion because all I could think of was “This is just Shiver’s boss fight but worse with an uglier Octoling.” I’m not entirely sure how to improve the boss fight (Muck Like was fun and menacing but it really fits better as a taster boss) but these were just my observations. Maybe this could be something really out of left field and I’m making baseless conclusions from my observations, but the Zelda team did work on Octo Expansion. Just saying something.
@MousaThe14
@MousaThe14 13 дней назад
My favorite Mucktorock solution was something I came up with in Eldin for Igneous Talus: Floating Spinning Hydrants. Attaching a bunch of hydrants to the big wheel under a float stone is great because if you have a ton of batteries you just leave it there and focus on fighting. And coming up with this was infinitely more interesting than the temple itself. I like jumping in low grav, I think cleaning muck is pretty neat but I was a Mario Sunshine kid. I even like that we dont have walls because that’s unique for a dungeon. This dungeon has so much potential but it’s so underwhelming. I’m not a fan of being in the waterworks but I agree that as a dungeon it’s better and your solution is pretty spot on even if it loses some of the things I liked.
@datnastysalad5616
@datnastysalad5616 4 месяца назад
Although this dungeon did get a lot wrong, there were two things that I did personallh really love. The atmosphere was really... serene? Something about being in low gravity in the sky surrounded by flowing water actually was really cool to me. Also, the lead up was really fun imo. I loved swimming up floating waterfalls into the sky, which was sick. That being said, i share so many of these criticisms with you. Also, I went to this dungeon first actually. I saw all the game nudging me to go to Hebra and vehemently ignored it because I wanted to see my boy Sidon LMAO
@GamingReinvented
@GamingReinvented 6 месяцев назад
Great video, and I agree the Zora Waterworks being the main dungeon would have been a huge improvement here. Honestly, the biggest issue can basically be summed up as 'this doesn't feel like a dungeon, at all'. The Wind Temple, Fire Temple and Lightning Temple were very obviously the 'dungeon' of their part of the game. They had interesting atmospheres, fun navigational challenges, layouts that called to mind at least something of the original Zelda game dungeons and a level of thematic 'finalness' that helped capped off their respective sections. This one? Without the title at the start and the music change, I suspect many people wouldn't be able to tell where the Wellspring Islands ended and the Water Temple began. It just feels like more random sky islands and that's it.
@darrenm.7980
@darrenm.7980 6 месяцев назад
Definitely feels to "open" to be a dungeon.
@tomlewis807
@tomlewis807 4 месяца назад
You know, when you think about it, ToTK has four levels: sky, depths, surface, and caves. We get two depths dungeons (Fire Temple and Construct Factory/Spirit Temple), one surface dungeon (Lightning Temple), and two sky dungeons (Wind and Water Temples), but we never find a full dungeon in the caves. I like how your suggestion of combining the Water Temple and Zora Waterworks would correct that and give us a proper cave dungeon.
@Heylon1313
@Heylon1313 3 месяца назад
wow, I love the idea of combining the dungeon with the ancient waterworks. it solves so many problems and also adds a lot to the atmosphere. It would also make a lot more sense that the source of all the water has always been underground.
@SailorCheryl
@SailorCheryl 6 месяцев назад
Really nice idea with the zora waterworks as the central room. Compared to the lightning temple, it becomes so clear, that your solution is perfect. It is beyond me that nobody noticed that. They had one year of testing and nobody had the idea to combine both places? Really sad. Great video!
@speedude0164
@speedude0164 6 месяцев назад
Having the Waterworks be the central room of the Water Temple would make the place feel like the Ancient Cistern with the OoT Water Temple's aesthetic. The best reason I can assume for why they put it in the Sky is so Zora's Domain could have the visual of sludge falling from above instead of just polluting the waters through underground pipes.
@oisindonaghy
@oisindonaghy 5 месяцев назад
Good ideas and understanding of the dungeon, I definitely agree that the ‘wings’ off the side of the central area should have been fleshed out more, perhaps an additional level up to really make it seem like a coliseum or amphitheatre feeling the dungeon has. That would definitely flesh it out and add a bit more puzzly and traversal elements. Additionally, I don’t think the low gravity was needed at all for this actual dungeon, it works on the lead up to show some of the fun and challenges low gravity can offer but I think going into the Great Wellspring Isle dungeon it should be off to make traversal more difficult. I agree that the Mucktorok was a bit disappointing like other bosses, I think it could have been fantastic if he just had an additional phase. For example using his sludge to create another avatar for himself like a giant squid with tentacles to attack to seem more intimidating, then the shark after that, then his feeble self, or vice versa. I think that would tie into his music as well going more frantic as he runs out of options and gets desperate. But for me personally I definitely disagree that the dungeon should be underground. Changing water levels in an enclosed space has been done so often in Zelda that having a Water dungeon finally be so different, up in the open air where water level or direction isn’t the main gimmick felt so unique and I really appreciated that! I think that the Sky in general was lacking so having the Wind and Water dungeons be floating in it felt like it added necessary points of interest for sure. In saying that, if the Waterworks below the Reservoir were built up a little more as a pre-dungeon that would definitely be the best of both worlds (I would also have appreciated more light in the waterworks because it was very dark, and having unique light showing off the coral and turquoise hues would have been a vibe)
@Aegisdex
@Aegisdex 5 месяцев назад
You can definitely make the water temple itself just a room. Would be amazing for just a terminal you have a mini dungeon that had you go out of your way for. Very unique idea for an underground temple to make you go to both the sky and cave kinda like how water can evaporate and rain down.
@jtwilson7636
@jtwilson7636 21 день назад
I really enjoyed what you said about the waterworks being the dungeon. If they wanted to keep the incorporated sky island part of the dungeon I’d like to throw in maybe that archipelago which makes up the entire temple could be the boss lead up AFTER you clean up the muck or start the water below in a much more expanded waterworks temple underground. That sky island just being the “boss room”
@craziscoth
@craziscoth 6 месяцев назад
This and the wind temple were my least favorite. This had the best buildup to the dungeon with the low gravity and bubbles (I thought wind temple build up was too long and boring). The actual water temple was too short and easy/boring. The boss was annoying, and not in a challenging way, but in a doesn't match up to other bosses way.
@randaltd
@randaltd 4 месяца назад
I did the Water Temple after Wind. I agree - loved the Waterworks portion! Nevertheless, I enjoyed the Water Temple. I think it was a clever remix - open air (leaning on the condensation aspect of the early parts of the water cycle) and low gravity (as opposed to wearing iron boots). It’s also nice having a simple dungeon to power through. I do wish it was a little bigger/longer and Sidon had more involvement (but he still teleports like Yunobo). Since I played it 2nd, it felt like the equivalent of Dodongo’s Cavern. I struggled with the Great Deku Tree as a kid, but Dodongo’s Cavern felt like a cakewalk. I did want a little bit more out of it but liked it. The boss music has slowly grown on me over time, but I would’ve loved more sludge shark
@rileylederer8800
@rileylederer8800 4 месяца назад
Excellent analysis. I agree with everything you said about how to fix it. I think they could still have still kept the boss and the source of the sludge in the sky. Have the the switches in your new Waterworks temple unlock a sky waterfall that leads only to the boss arena. I think that would have been really cool.
@kylewall8521
@kylewall8521 6 месяцев назад
Do plan on doing the spirit temple as well? The sequence leading up to the temple Is amazing, thunderhead isles, dragonhead Island, and Tobios hollow chasm. Probably my fav temple in the game
@CaptBurgerson
@CaptBurgerson 6 месяцев назад
It is in the plans yesss
@Fueledbychapstick
@Fueledbychapstick 5 месяцев назад
Great analysis, I agree this was the most underwhelming dungeon, and the ancient Zora architecture is gorgeous! Re: the waterworks theme, I thought that melody was a reference to Sidon’s theme. It’s missing notes but it has the core, I think at least
@tetra1767
@tetra1767 5 месяцев назад
I also really enjoyed the lead-up to this dungeon!! The waterworks were so cool, I want to know more about their lore. It would have been so cool if they had expanded the area and made it the actual dungeon! LOL when you said "the vibe" xD Ahhh man I just love the music in this game so muchhhh thank you for always taking time to analyze it!! Nintendo did Sidon dirty, let's all be honest about that. He deserved so much more... I guess he did get a wifey. Which is nice for him xD Thanks for making me feel great about myself... I definitely struggled with one or two of these puzzles for the terminals 😂 Guess I'm just a cozy fake gamer girl ;P I agree that the boss was more of a nuisance than enjoyable. Missed opportunity. OMG YOUR SUGGESTION IS WHAT I WAS THINKING 😂😂😂 I love this idea!! Ocarina of Time Water temple is still one of the best dungeons in the series. I appreciate your integrity in giving your honest assessment of the dungeon, even though it was fairly negative! Thanks for another great video :) Your Blendr maps continue to blow me away!! OMG the Faron woods theme easter egg is so cool!!! :D Can't wait for the next one, sorry I was so late watching this one xD
@Anths_art
@Anths_art 6 месяцев назад
The dungeons in this game are literally still the same formula of the divine beasts :/ do something with 5 terminals and then the boss
@vivianriver6450
@vivianriver6450 6 месяцев назад
Pretty much everything in this game is the same template from BotW, right down to korok seeds and breaking weapons. They did add some new stuff, but still...
@Anths_art
@Anths_art 6 месяцев назад
@@vivianriver6450 yeah after my honeymoon phase i was over it pretty quick lol
@darrenm.7980
@darrenm.7980 6 месяцев назад
yeah not the biggest fan of the terminal based design, or at least not all of the dungeons having it. if one had it i actually wouldn't mind, but the lock and key formula of dungeons is one of the things i love about the series.
@Anths_art
@Anths_art 6 месяцев назад
@@darrenm.7980 i miss the lock and key formula
@TheCongressman1
@TheCongressman1 5 месяцев назад
Agreed completely. My thought process while playing through the lead up and after the dungeon was exactly the same as you explain. As for the boss, it is underwhelming, but I found that it was simply too easy rather than annoying. The shark form basically has no chance to attack you, as a single hit of water exposes the creature. Probably should have made it take a lot more water damage first. Anyway, great video!
@ayatokzorro
@ayatokzorro 5 месяцев назад
I didn't realize the waterworks was supposed to be a puzzle. I just flew to the center on my hoverbike.
@michaellane5381
@michaellane5381 5 месяцев назад
Lol, the fact you thought of the flameproof armor and it never occured to me amuses me... I just used something flat(a hoverstone) to block it.
@Null82085
@Null82085 2 месяца назад
I think that something that could’ve made this a lot cooler is if the wellspring islands led up to a rain cloud that had enveloped the temple, or something to make it feel as if it was isolated, all the other temples have something isolating you from the outside world so that you can focus on the task at hand and it also tricks you into thinking that the collection of buildings and islands are all like dungeon rooms instead of just some random islands that are connected because they happen to have a terminal on them. However in the water temple you an see all of hyrule and the sky isles. It takes away from the intensity for me, I guess. But in my personal opinion, the temple should’ve been underwater, or at least underground, the waterworks are so awesome but the setting for the Water Temple is just a less cool Wind Temple.
@jasonzervos
@jasonzervos 5 месяцев назад
I thought that you would mention the vanishing of Sidon during the approach. You go to the skies and then poof! He's gone! My theory is that they reeeaaally wanted to play with low grav mechanics and design something around them and realized that Sidon couldn't keep up so they just made him teleport to the end. I LOVE low grav and simply jumping in place brings me joy, but I immediately got annoyed when Sidon disappeared. We where supposed to approach the Temple together like in every other dungeon in TOTK and BOTW (exception being the DLC)!
@montysorbet
@montysorbet 4 месяца назад
When I got to the Ancients Zora Waterworks I had already seen the sludge falling from the sky so I was surprised to see us going underground to start doing the dungeon and thought The Greatwellspring was going to be TOTK's rendition at making the Ancient Cisturn by having us to thing below ground and in the sky thay affected each other
@themastersword1621
@themastersword1621 3 месяца назад
I actually kinda enjoyed the Water Dungeon, but honestly I wish that the Wellspring Islands were a part of it, just like the Lightning Temple had those corridors before the main chamber. I honestly had a lot of fun navigating them. I remember seeing the dungeon and the islands in the sky thinking the whole thing was the dungeon, so I was a tad letdown that it was only the path to it.
@Snommelp
@Snommelp 4 месяца назад
(1) It's hilarious to me that your proposed fix is to turn it into one of the most despised dungeons in the entire series (2) You're absolutely right, though (3) If it were underground, calling it the Great Wellspring of Hyrule would make much more sense
@CaptBurgerson
@CaptBurgerson 4 месяца назад
LOL, I get why people have such negative feelings towards OOT's water temple, but tbh I have always really enjoyed that dungeon! And without the potential tedium of boot-swapping, this could have been potentially a much better experience
@garsrandom4358
@garsrandom4358 Месяц назад
23:33 You could also build a water rotator that will constantly clean sludge everywhere
@meatkirbo
@meatkirbo 4 месяца назад
I always thought this could have been underwater. When I first entered the area under the lake I thought that would be the temple. It being a sky island makes about as much sense as a sky dungeon for the Goron. I also expected it to incorporate the Zora armor more as well considering it’s a mandatory piece of equipment to access the actual dungeon anyways. This was very underwhelming, and even the boss wasn’t very interesting since it’s as easy as a regular enemy, with the only challenge being slowness on multiple fronts (took me the longest singular battle time) and a large health bar
@bobjob2514
@bobjob2514 5 месяцев назад
Fun fact: (14:57) if you have Yunobo’s avatar out he’ll stand in the flame wall and make a path for you.
@katelinakeene7578
@katelinakeene7578 6 месяцев назад
I never see anybody talk about this, but did anyone else feel like the water temple was just so... bright??? I feel like there were times of the day where I felt blinded by the sun and it was kind of annoying tbh. I wish the temple had increased cloud cover, which 1. would save my eyes, and 2. make the dungeon at least FEEL a little less open. I also think adding a lot of lush, overgrown plants encroaching all over the Zora architecture would make it more pleasing to look at. Imagine being surrounded by greenery and looking at fluffy, white clouds over the horizon. I think that would make the dungeon feel a little more like "the great wellspring of Hyrule" and an oasis of life and water in the sky. Definitely agree though that it probably would've just been better to make the Zora waterworks the water temple.
@miracledang3025
@miracledang3025 5 месяцев назад
I so wish the temple was in the waterways. On top of all the points you made, that way we could have at least one temple in each of the vertical regions (depths, caves, surface and sky).
@davidbeer5015
@davidbeer5015 5 месяцев назад
Fabulous job highligting the issues with the "dungeon." Even calling out the lore suggestion of it being the wellspring and the source of Zora Domain's pure water? Bonus! The claim bugged me considering that, While yes, the islands weren't in botw, the giant waterfall from the sky was Not there but now suddenly there? I can get the other temples being hidden until recently, this one was really odd and didn't fit. I feel like it either needed to be on the land/under the mountain behind the domain, hidden like where Dorephan is hiding, or in the waterworks, from a lore/place in the world sense.
@lorebroker52
@lorebroker52 14 дней назад
I liked everything about the buildup and the dungeon itself a lot. But in the end it is simply not enough. What this dungeon needed was another layer with four additional locks that required more complex puzzles. Where are the fire-obstacles Sidon's ability helps to overcome? Where are the difficult jumping sections where low gravity (which is awesome imo!) is on full display? Where are more difficult sludge enemies we need the water for? Or give us the full zora armor before and use its spin ability for fighting! As I said. I like it a lot but it is not challenging enough for a third dungeon. The boss was fine though imo. Sure, he is weird but that is totally ok if he is the only weird one. Bytheway: One of the best things about the whole sludge theme is chuchu jelly is useful at last. Who needs splash fruit when you can just fire jellified arrows?
@lelac575
@lelac575 4 месяца назад
i passed the fire part by flying into the room from the other direction. Didn't even know the shield worked to guard me from the fire.
@danyx855
@danyx855 6 месяцев назад
The water temple is such an oddball for me. In one hand I hate it for being criminally SMALL, there's a huge missed oportunity since the interior could've been bigger or have a better use of the different islands conecting the temple. The whole dungeon overall can be beaten in like 10 minutes. But on the other hand I absolutely love the atmosphere, probabbly ranking at #1 for me just for that. The music is my favorite among the other dungeons and the Zora arquitecture themed with pristine water at the sky is just an amazing setting and I enjoy every single second spent there. Overall I do agree it being the worst, but damn do I love what they were trying to achieve here.
@CaptBurgerson
@CaptBurgerson 6 месяцев назад
Oh for sure, and as mentioned earlier in the video I loved recording footage for this video because of how scenic it was. The architecture is GORGEOUS
@gideonjones5712
@gideonjones5712 6 месяцев назад
I think they felt obligated to have a second dungeon in the sky, and keeping it in the sky I think there's still a relatively easy fix to most of the dungeon's issues: add more platforms vertically. Almost layered like the colosseum, or like an inverted fountain with tiers going up. Put the four weird elephant faucets at different levels and force Link to solve puzzles and navigate his way around to activate them all to wash away the sludge. You mentioned the waterworks feeling like a tease and waste of potential, but honestly what did that to me was the circuit puzzle. The main puzzles in the proper dungeon felt so random and disconnected. A bullet time arrow shot feels more appropriate with the Rito, literally anyplace can do a wall of fire, and too many shrines to mention have "get big ball to target" type puzzles. But the circuit actually takes advantage of water's unique interactions with electricity. Sure we already get a lightening temple,but that one ironically relies more on mirrors anyway. Imagine having to assemble circuits through the water as you traverse the dungeon to the terminal, careful to keep the path forward safe for yourself and Sidon as you go. So long story short, the twmple is a 5/10, the buildup is 11/10, the Zora waterworks specifically is a 13/10, I still go back there just for the atmosphere, it's amazing, and honestly I enjoyed Muctorok being a wacky little weirdo. ONLY in the temple itself though. If you found him annoying to deal with here, oho boy you are NOT going to enjoy depths rematches without the low gravity. (Especially since he doesn't even get a unique drop there, like seriously I want to make sludge tipped arrows to trap my enemies, Nintendo)
@coolguychecker7329
@coolguychecker7329 5 месяцев назад
I think the Water Temple reveals the weakness of TotK's weird inverted-LttP dungeon design. In LttP, you had dungeons with non-linear opening areas in which the player would have to find keys in a mostly non-linear space and work their way up to the big key, which would typically unlock a linear gauntlet finale. It had this strong sense of momentum at the end that felt entirely earned from mastering the first half open areas. TotK instead has linear first halves embedded in the open world with a great sense of momentum (if you follow the intended path at least and don't skip them with a hover bike) that comes to a screeching halt with a non-linear back half. This dungeon type has been done before, namely the Explorer's Crypt in OoS and Dark Hyrule Castle in the Minish Cap, but usually the idea is to make the player feel like they're deep into the dungeon, away from safety. The effect doesn't really work in an open world. In this view, the water temple indeed does start in the water works, it is the beginning of the linear first half, with the wellspring island chain filling out the rest. So I'd slightly disagree with you and say that this dungeon has a great first half. Unlike the others, you don't get the item (Sidon), until halfway through, so there's this change of pace in the middle like old Zelda dungeons. I think the way to fix this isn't to erect walls. I instead would look towards something like Eagle's Tower in Link's Awakening or Sky Keep in Skyward Sword. Those dungeons also have a linear intro that then diverge into activating a series of switches in any order. What they do differently is that they keep the whole space relevant for the whole dungeon. For TotK's water temple, I would actually spread out the four different islands of the Great Wellspring such that Sidon couldn't travel between them and it would require a hover bike for Link to travel between them. Instead, the waterfall mechanic should have been used to create different access points from the water works, wellspring island chain, and the Great Wellspring, making paths for Sidon and the player to reach the different spread out islands. These waterfall paths could have been embedded in the water level raising/lowering mechanics of the water works. Reaching each island could activate waterfalls to the wellspring island chain, allowing players to easily travel to the different islands without having to redo the water works puzzles required to activate them. It was really amazing riding waterfalls seamlessly from the surface to the sky, I think it was a huge missed opportunity not to make it a cornerstone navigational mechanic of the dungeon.
@777Rowen
@777Rowen 5 месяцев назад
This is my first dungeon I completed, then the fire, and then wind. I haven’t done the lightning temple yet. Fantastic discussion. In general, I like the atmosphere and music of the dungeons I’ve faced thus far, but the repeated mechanics and length are what bother me. These dungeons don’t feel like dungeons where you feel like you’re exploring this sacred or ancient place filling you with aww and wonder like all the other Zelda dungeons I’ve experienced over the years.
@730ways
@730ways 5 месяцев назад
When Sidon was like "This is the guy responsible for destroying zora town!!" my partner watching mumbled "..... he doesn't look responsible at all..." I had a hard time fighting the boss cause I was winded from laughing so much.
@KC-yo9ew
@KC-yo9ew 5 месяцев назад
Made it all the way to the dungeon without the Zora gear. Zora’s Domain was the first place I went when I got down to the surface. Was much more difficult to get to the dungeon without the gear. And, for all that work, I ended up having to go back down to the surface to follow the story so I could go back up and fight the boss. The challenge made it fun though, way better than using Zora’s gear to get to the dungeon.
@murrat5253
@murrat5253 4 месяца назад
For the hoverstone puzzle, you can just jump over the spikes with a normal jump because of the low gravity and throw the ball over the gap. You don’t need to use the hoverstones at all
@ragnarkr3440
@ragnarkr3440 5 месяцев назад
I agree that the Waterworks should have been the temple or at least somehow make it that you start in the islands and make your way down to the waterworks themselves. I like your idea though I saw someone mention that low gravity has a similar feel to being underwater and that made me have that "ah hah" moment to that's probably what they implied. But it went over my head. The temple itself is pretty but so easy. The boss I actually loved being so quirky and it helped that I fused a hydrant to a giant boomerang.
@shonkyhonker9347
@shonkyhonker9347 6 месяцев назад
I 100% agree on the water temple being underground. I thought it was weird how the four main dungeons (cause the spirit temple ain’t even a dungeon it’s a boss fight after a lead up) each got a specific place in Hyrule but the wind and water shared the sky. It’s shoudlve been underground so we had a dungeon for each area, sky, land, cave, and depths
@pichuperez9037
@pichuperez9037 6 месяцев назад
Yo its the DS Legend of Zelda's of TOTK dungeons, lets gooooo. Also am i only the only that found it funny that both this and Vah Ruta had an inexplicable flame wall that's get's rendered useless by the flamebreaker armor. But in all seriousness though, i think another main issue with the water temple was that the only new and innovative thing they could do with water that hadnt already been done was attempt to *_emulate being underwater,_* which-
@SonicTheHedgedawg
@SonicTheHedgedawg 4 месяца назад
Yeah. I also used the opal-fused magic rod for the boss. It trivialized the fight. When I tried actually using Sidon’s ability for the refights in the depths I was like “wow..... This is so much worse”
@CaptBurgerson
@CaptBurgerson 4 месяца назад
Opal supremacy 💪
@iam...totallytherion3732
@iam...totallytherion3732 6 месяцев назад
My problem with the mucktorock boss fight was the low gravity in the arena, which allowed me to bullet time with every jump, and completely negate the its abilities. I could jump in the air, nail the shark with a splash fruit-fused arrow, and then nail the boss in midair. I liked the fight in the depths much better, when it forced me to actually engage with the fight's mechanics.
@danielmcelroy4505
@danielmcelroy4505 5 месяцев назад
I wish the Zora Waterworks was built out into a majority of the temple, and then maybe have the sky be the climax
@zakzerak7191
@zakzerak7191 6 месяцев назад
i would really like to know in which order they were created
@Moshugaani
@Moshugaani 5 месяцев назад
I lament the fact that the only time you get to see the Sludge Like seems to be during the main quest in Zora's Domain. :p I didn't get a photo of it! 😂 I wish you could find it elsewhere, like in the Depths.
@StefawnVan
@StefawnVan 6 месяцев назад
One of the worst bosses they ever created. I want bosses in Zelda to SCARE us! Thank you for ripping it apart Capt! That felt cathartic. All future replays of this dungeon take 15 minutes tops. smh. But I really enjoy the lead up to the dungeon, it's really great and we get to see a lot of complexity with Sidon and Yona. It was kind of crazy how fake Zelda tried to kill the King with the Like Like and he went into hiding. Good lore stuff and Zora's Domain is always one of the best parts of any Zelda game because it's peaceful and beautiful.
@y2komrade
@y2komrade 3 месяца назад
this was actually the first dungeon I completed, so sidons shield was super convenient in the early game (and the lead up to the fire temple if you didn’t want to wear the armor / make a potion for some reason) (me)
@thinh_pham91
@thinh_pham91 5 месяцев назад
I got to this temple without Sidon and it’s even a bigger disappointment when I realized what I needed Sidon for is just activating the terminals. Everything else can be done without him. And the low gravity makes boss fight super easy, barely an inconvenience, because you can enter bullet time anytime.
@fishnewt1331
@fishnewt1331 6 месяцев назад
Honestly, Muctorok was trivialized with low gravity plus bow and arrows. Because farming opals were so easy, it was very easy to clear an area with just a single opal.
@Pebphiz
@Pebphiz 5 месяцев назад
Yes, Ancient Waterworks should have been the dungeon. Instead of raising the water to reach a high place (susceptible to cheese with the game's physics) the goal should be at the bottom of a deep pool (since there is no diving). Each terminal opens a drain to lower the water level, clearing the way to the next set of puzzles, until finally you reach the bottom and fight the boss. Then you get a bit of lore relating to specifically the Zora sage, or the interactions between the Zora and Zonai, or literally anything besides the same goddamn "DEMON KING?? SECRET STONES?????" cutscene we get after each dungeon. I really wonder what happened to the Zelda team we used to know. They're clearly still world class developers, but either miss or ignore the most glaringly obvious mistakes. It's baffling.
@serialz4908
@serialz4908 4 месяца назад
The waterworks felt like the OOT water temple it was amazing
@_Just_Another_Guy
@_Just_Another_Guy 5 месяцев назад
They should've implemented the Great Sky Island ceremony quest into the Water Temple where it's all just waterfalls and you get around by swimming up waterfalls and gliding.
@Fluffkitscripts
@Fluffkitscripts 4 месяца назад
Now imagine this- you come to this temple first. You don’t press the switch, either because you missed it or because you’ve played a video game before and know it won’t work yet. You try the puzzles. They don’t work. You apply fruit and hydrants to the water wheels. You notice nothing is happening and move on. You canvas the entire dungeon trying to figure out what to do, and then you remember the switch. Should I have thought of that earlier? Probably. Did it make the whole insipid ordeal exponentially more tedious? That was rhetorical.
@gavout1511
@gavout1511 4 месяца назад
9:37 fine, I’ll be the “🤓” guy. The reason why those structures are able to create a seeming-less endless stream of water is because of the clouds. Clouds are made up of condensed gaseous water molecules. If you are able to make those water molecules condensed fast enough, you can create water. That’s why the clouds pour rain. Now, is it heavily speeded up and isn’t realistic at all in how this process should take place? Yeah. But then again, this place got low gravity, and is floating in the sky. Side note: Vah Ruta was likely a more heavily advanced variant of the ancient waterworks, given that it’s stated in game to be able to generate an infinite amount of water (hence why it was always raining in Breath of the Wild).
@LazyGardenGamer
@LazyGardenGamer 5 месяцев назад
Been waiting for this! 0:18 cant wait to get into it!
@TheCayDawg
@TheCayDawg 5 месяцев назад
Personally, I think Mucktorok would've been cooler if it was a giant sludge octopus that was stationary in the middle and you have to use the low gravity to jump around and hit targets or something.
@Broockle
@Broockle 6 месяцев назад
huh... I never fused the water balls before actually 😅 Was pretty finicky getting that sphere to the platform, can't remember what exactly I did lol.
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