Can we please never go there again? Sky Keep was such an utter dullgeon I can't even. The invisible 2D Rubix Cube was totally disconnected from the world — the key strength of Zelda games. Plus, it just felt like a slog to the ending.
@Haru17: To be fair, all dungeons kinda feel disconnected from the rest of the game. I'm rarely thinking of anything else but the dungeon whenever I'm in a dungeon. That's just me, though.
But yeah, I love it when the overall map is a puzzle in itself, requiring you to understand how it works. Sky Keep was one of my favorites.
Yeah, I wouldn't call world cohesiveness a main thing of the series.
This is the kind of series where a giant torture dungeon (that may or may not be Tartarus) is somehow located behind a tiny graveyard, but only at one specific point in time.
There's no indication that such place exists. And no one acknowledges it. It comes and goes. Having no relevance outside of being the place where you meet someone important.
But the series' world cohesiveness is so good unless it's some of the worst dungeons from Skyward Sword (improbable underground high-tech mine, the not-forest temple, and Giant Sky Rubix Cube...).
Majora's Mask and even The Wind Waker gave great context for their dungeons. Dragon Roost Island is one whole big dungeon, and Woodfall and Snowpeak are all very well contextualized. You already know what I'll say about Twilight Princess (although perhaps the Goron Mines are a bit floaty with that skybox-to-dungeon connection).
I just never got how Link entered the Goron Mines from the top of this vertical spire, seemingly unconnected to anything nearby. Also, I never got why their skybox looked like the Impact Crater on a bad day. I mean, they're just normalish mines.
Of course it's not the skybox within the Goron Mines — they're caves, mostly! I guess my titling was a little misleading there. In any case, I'm talking about how you see the Goron Mines from the outside — Hyrule Field, Kakariko, Death Mountain (see the second picture). They're aping what Ocarina of Time did with Death Mountain, but the shape is unfamiliar, so I never got it.
The wolf duet dimension is just the clearest picture I could find of it.
@Haru17: so, in other words, you"re saying you didn't like Sky Keep from Skyward Sword because Skyloft didn't look like it could fit a dungeon inside of it?
I'm sure you already know this, but just for reference, the skybox is the textured polygon they use to simulate the sky in video games. It hides the empty void of nothingness that is the universe.
And, actually, the dungeon does have areas where you can see the sky, so it has a skybox.
About the sky keep... I'm pretty sure it's basically in a different pocket dimension.
They're not used for all skies though because you can't animate a box. Games that have animated skies (e.g this one) will use another method. Either a dome or separate pieces for the sky and clouds. The clouds in this game look like they're on more of a horizontal plane than either a box or a dome.
@Dezzy Yeah, but the clouds in BOTW aren't just an image projected on an object either. Skyboxes are N64 material. They're still used today, but you get my point. BOTW has some fancy real-time rendered clouds.
Skybox is just the name. It doesn't necessarily indicate the shape or method.
That's not true at all. Skybox, skydome and skysphere are all used distinctly. If you search the technical literature and forums, all 3 are used quite often. For example:
The reason you hear skybox a lot more than the other 2 is because they're used a lot more. The ratio between them is something like 90:9:1 Box:Dome:Sphere
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