complicated dungeons and things to explore and stuff. But I also very much love that I can go anywhere I want in, you know, the first Zelda, and I like that about Breath of the Wild. I thought Tears of the Kingdom brought those both together, but didn't fully succeed in that there aren't still quite like real proper dungeons, you know, in the sense of like Ocarina of Time or Link to the Past, whatever. But it also still has that exploration. And I think like, as we look forward, you know, to where the series…

back to the ice dungeon and just skip that whole goddamn puzzle. Okay, you want to block on this switch here. Block. Right. Did it. Ladies and gentlemen, game breaking pro strats. I still do that. I don't bother with that super puzzle. You both kind of brought up points that I think are pretty interesting though, you know, in the terms of like, what you just mentioned, Diamond, like, yeah, I think we saw that again in Ocarina of Time where there's almost like a like a junior version of the adventure at the start, where you've got a couple of relatively simple things and the kind of guided process before the game blows open, right? And they did that in Link to the Past, they did it in Ocarina of Time as well. And then Jeremy, what you said, I think is really interesting and important too, in that like, it's almost like the style of Zelda game diverged down two paths.
In Context
... when he gets to the very, very bottom, can you push the block onto a switch and then get to the end of the dungeon. Whereas if you go to the next one, which is technically like, I think it's like level five or six, but technically, if you go to the next dungeon first, and get the wand that makes back to the ice dungeon and just skip that whole goddamn puzzle. Okay, you want to block on this switch here. Block. Right. Did it. Ladies and gentlemen, game breaking pro strats. I still do that. I don't bother with that super puzzle. You both kind of brought up points that I think are pretty interesting though, you know, in the terms of like, what you just mentioned, Diamond, like, yeah, I think we saw that again in Ocarina of Time where there's almost like a like a junior version of the adventure at the start, where you've got a couple of relatively simple things and the kind of guided process before the game blows open, right? And they did that in Link to the Past, they did it in Ocarina of Time as well. And then Jeremy, what you said, I think is really interesting and important too, in that like, it's almost like the style of Zelda game diverged down two paths. that did have these more complex, interesting dungeons that maybe required you to clear them before you could progress. Yes, that took some of the, or that added some linearity to the whole ...