A classic Zelda adventure with a light world and a dark world.
From Mark Brown on Zelda and Dark Souls
A Link to the Past alternates tight linear stretches with wide open ones. Its outline runs from the intro to early dungeons playable in any order, then a constricted Hyrule Castle, then a wide-open dark world, then Ganon. The tight acts give forward momentum and the open acts give freedom to explore.
Mark Brown compares this to Dark Souls, which has five acts. Acts 1, 3 and 5 (the intro, Sen's Fortress and Anor Londo, and the final Gwyn fight) are linear, and acts 2 and 4 (the bell hunt and the four Lord Souls) are open. He says the two games share a near identical accordion outline of constricting and branching paths. In his words: "Acts 1, 3, and 5 are very linear and have a sense of forward momentum to them. While acts 2 and 4 are more open, and branching."
It shares Dark Souls' accordion outline: early dungeons in any order, a tight Hyrule Castle, a wide dark world, then Ganon.
A Link to the Past alternates tight linear stretches with wide open ones. Its outline runs from the intro to early dungeons playable in any order, then a constricted Hyrule Castle, then a wide-open dark world, then Ganon. The tight acts give forward momentum and the open acts give freedom to explore.
Mark Brown compares this to Dark Souls, which has five acts. Acts 1, 3 and 5 (the intro, Sen's Fortress and Anor Londo, and the final Gwyn fight) are linear, and acts 2 and 4 (the bell hunt and the four Lord Souls) are open. He says the two games share a near identical accordion outline of constricting and branching paths. In his words: "Acts 1, 3, and 5 are very linear and have a sense of forward momentum to them. While acts 2 and 4 are more open, and branching."
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