The reason games have a flat world is because it's easier to make everything align to a coordinate grid. Spherical coordinates are a pain, but they are a thing. Tell me, would you rather work with three numbers moving along a line, or angles, warped grids, and making a world that feels large enough to properly wrap all the way around?
Almost as though if you were a God who created the heaven and the earth, this would be the ideal way to create things...
it's pronounced tears
Like the tears that you will get when you learn they removed alot of the things that made BotW easier.
RIP Hearty Durians.
Or the tears of pain you feel exploring the underground.
Aw, that's sad to hear. I heard Tears brought back the larger dungeons; I just assumed I haven't gotten to any yet.
Somewhat underwhelming. The dungeons do take awhile to complete, but I found the BotW world mechanic to be kinda clunky and basically revolve around "Find the five switches and use your allies to pull them." True, there is a sense of having to solve puzzles in order to access said switches, but Link to the Past and Skyward Sword had more authentic to the Zelda experience in that regard. The idea of dungeons is that you can't just run through four rooms in rapid succession. But the BotW/TotK open world mechanic makes this difficult. It did an okay job of making sections that were difficult to open, but it felt more like low-fat dungeons, only having the key sections unable to just pass through a room.
I think TotK should have introduced Zonai items 1/dungeon and had them more like tools in previous Zelda games. But the shrines occasionally tried that premise.
I found some of the sections of Hyrule Castle more like what I wanted.