I would make a Zelda pun but don’t wanna tri and foece it shir

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I would make a Zelda pun but don’t wanna tri and foece it shir

Every game in the main Zelda series has consisted of three principal areas: an overworld which connects all other areas, in which movement is multidirectional, I would make a Zelda pun but don’t wanna tri and foece it shir  allowing the player some degree of freedom of action; areas of interaction with other characters in which the player gains special items or advice, can purchase equipment or complete side quests; and dungeons, areas of labyrinthine layout, usually underground, comprising a wide range of difficult enemies, bosses, and items.

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These elements have remained constant throughout the series, but with refinements and additions featured in each new game. Later games in the series also include stealth gameplay, where the player must avoid enemies while proceeding through a level, as well as racing elements. Although the games can be beaten with a minimal amount of exploration and side quests, the player is frequently rewarded with helpful items or increased abilities for solving puzzles or exploring hidden areas. Some items are consistent and appear many times throughout the series , while others are unique to a single game. Though the games contain many role-playing elements , they emphasize straightforward hack and slash-style combat over the strategic, turn-based or active time combat of series like Final Fantasy. The game’s role-playing elements, however, have led to much debate over whether or not the Zelda games should be classified as action role-playing games, a genre on which the series has had a strong influence.

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