Tears Of The Kingdom Needs Proper Dungeons
Zelda dungeons are sunken palaces, great beasts internal organs, and mighty coliseums. But more than the aesthetics of classic dungeons, they follow a certain set of design rules, too. You need to collect the compass and the map to help you explore. You need to find small keys to progress. You need to beat a series of minibosses ahead of the final challenge. Its a tried and tested formula that rarely feels old, and its the only classic Zelda trope that feels conspicuously absent in Breath of the Wild.