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YMMV / The Legend of Zelda: Tri Force Heroes

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  • 8.8: ScrewAttack's Is It Good? gave it a "NO" rating, while giving Yo-kai Watch a "meh..." rating, resulting in Zelda Fans declaring "GANNON-BANNED" and also declaring that they have sold out to the latter.
  • Bizarro Episode: It takes place in a kingdom that isn't Hyrule where fashion is Serious Business and you must save a princess that isn't Zelda from a curse that... put her in an ugly jumpsuit. That, and the villain is neither Ganondorf nor someone trying to resurrect Ganondorf, but an Ax-Crazy fashionista.
  • Broken Base: Come on now. It's a Legend of Zelda game. What were you expecting?
    • The online multiplayer. Some are excited for it, while other feel it's completely unnecessary, ruins the feeling of the game, and doesn't fit the series at all, and the only reason Nintendo's doing it is just to say they have an online multiplayer Zelda game in an era where nearly every game has some kind of online multiplayer aspect.
    • On the subject of multiplayer, it was revealed that while you can play the game in single player and with two others, you can't play the main game with only two players (the competitive battle mode does include a two-player option). It is necessary for a third person to be pulled from online when playing with just two players locally.
    • The reusing of graphical assets from The Legend of Zelda: A Link Between Worlds. People feel it's Nintendo being incredibly lazy and just trying to get a online multiplayer Legend of Zelda out there quickly because of every game being a online multiplayer these days, or at least has aspects of it. Others point out that reusing assets from older games is nothing new with any game series (especially Zelda, as Majora's Mask, the Oracle games, and Spirit Tracks can attest), and that Legend of Zelda fans shouldn't expect a completely new graphical style with every single Legend of Zelda game released, especially with how it normally causes complaints about the series not sticking to a single overall graphical style when that happens.
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    • The Clothes Make the Superman gimmick. Some think it's interesting and adds a unique aspect to the game. Others think it looks ridiculous, verging on Rainbow Pimp Gear territory.
    • The fact that this is the fourth Legend of Zelda title on the 3DS. Some fans are excited about the variety being offered on the 3DS, while others feel Nintendo is milking the franchise (never mind that Zelda happens to be one of Nintendo's most popular franchises, and two of those 3DS Zelda games were remakes).
    • The weirdness and quirkiness of this game has been a turn-off for some hardcore fans, especially since Zelda is one of the few Nintendo IPs not known for being a Widget Series (Tingle's games being the main exception...). Others, however, welcome the change to a more lighthearted tone, finding it hilarious; it's not the first time humor has been used in the series, and isn't much different in tone than The Legend of Zelda: Spirit Tracks, though that game was divisive on its own. However, unlike with Spirit Tracks, a common complaint is the overly silly Excuse Plot and villain (which feel more at home in a Mario or Kirby game); most Zelda games feature some kind of world-threatening menace, while the Lady... just traps the princess in an ugly bodysuit out of jealousy.
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    • Both local and online multiplayer being region locked has drawn ire from fans who have friends that live overseas or import their games and systems. Other fans look on the bright side and appreciate the resulting loss of lag.
    • The American version includes a Shout-Out to the doge meme. Either it's a funny Woolseyism or a gratuitous We're Still Relevant, Dammit! that won't age well.
    • The fact that this title is an official canon game while the more widely liked Hyrule Warriors has been relegated to dubious canonicty has drawn criticism from some fans. Others don't care because Warriors is itself a controversial Gaiden Game, or think that arguments over timelines and canon status are pointless.
    • The game is either seen as a fun little entry akin to a Gaiden Game and a good pseudo-revival of the Four Swords concept, or a forgettable and mediocre game by Legend of Zelda standards that has hardly anything to do with the rest of the series.
    • The complete lack of a shield has also drawn ire from fans. Made more annoying by the fact that both the L and R buttons activate the Pegasus Boots, which are seen as completely unnecessary in the first place.
  • Contested Sequel:
    • To A Link Between Worlds. Tri Force Heroes is almost universally agreed to be a step down in terms of plot and characters (despite Worlds having a fairly sparse plot itself), but fans are divided on how well it stacks up in other respects, and whether the multiplayer aspect is enough to let it stand out on its own.
    • There's also fans who contest the game as being a general sequel in the Legend of Zelda franchise at all, since the story does not take place in Hyrule and the princess is not Zelda (many also assumed the hero was not Link due to The Chosen Many aspect, although this was debunked by Word of God later on). While this doesn't mean the game itself is good, bad, or average, it does leave some fans to claim Tri Force Heroes really should have been its own game, and that the 'Zelda' name was simply added on to boost sales and allow them to re-use art assets. It's not the first game in the series to do this, however.
    • For fans who genuinely like Four Swords and Four Swords Adventures, many of them consider this game to be a step backwards. Aside from having a limit of three players as opposed to four, the game has several issues that makes multiplayer more of a pain than usual, not the least of which is the ability to damage each other with weapons as well as having a shared life bar.
  • Death of the Author: The reveal that this game's Link is the same one from A Link Between Worlds is hard to believe for some fans, due to their radical physical differences.
  • Demonic Spiders: Tons of them, as per Legend of Zelda tradition.
    • Keeleons are among the more frustrating enemies in the game, mainly because they almost always have to be dealt with as a Totem, and their projectiles (usually bombs) can be hard to avoid. It isn't terribly uncommon to have to deal with them in areas with a fragile floor that they can shatter with their projectiles. Worse yet, they can sometimes be found on fire, preventing you from even using your sword.
    • Wizzrobes also fall into this category as well, and for similar reasons as Keeleons — their projectiles are hard to deal with, except they freeze you. Naturally, there is one area in the last world where you have to deal with this, and the wind blowing you off.
    • Stalfos, mainly for their ability to dodge your sword strikes, and even some of your items, like Arrows and the Boomerang. Sometimes, they can even jump right over you and attack from behind. It doesn't help that some of them like to throw bones at you.
    • Gibdos are very tough, mummy-like monsters that chase you very quickly when they see you. They are also Immune to Flinching, so don't go thinking you can spam your sword and kill them. Fortunately, you can weaken them with the Gripshot or the Fire Gloves, but this turns them into a Stalfos, so it could easily prove just as frustrating.
    • The Soldier enemies have gotten a considerable buff since A Link Between Worlds. Hitting them while they are charging at you will now simply knock you back and momentarily break their guard, but not long enough for you to strike back unless you hit them with an item. The ones with spears can now attack you diagonally and are much quicker to notice you as well. Some Soldiers also have shields that they can use to No-Sell any attack from the front, though you can use the Gripshot if you have it to get rid of them. Worst of all are the ones with the Ball n'Chain — they love to spin it around while they prepare to attack you, and it is very hard to avoid due to its large radius. Did we mention that there are also stronger variants in the final world?
    • ReDeads make an appearance in this game and are much more dangerous than they were in previous titles. In addition to having a crapton of health, they can emit their signature scream to stun you, and then latch on to sap your hearts away, and they absolutely won't let go unless your teammates release you with their items. Worse yet, they can transform into a puddle form, during which time they are immune to damage, then emerge and immediately pull off their scream with almost no way of avoiding it. But it gets better — at the end of the first level that you encounter these atrocities in, you have to face four of them at once in a very cramped area. Good luck.
    • Probably not as dangerous as ReDeads, but equally annoying, are Aeralfos from the final world. First encountered in the penultimate level, they attack in packs, flying above your team at a height that even a three-high totem cannot reach. And they rarely come down, except to attack with a hard to avoid Three Strike Combo, and even then, you can't hit them from the front afterwards due to their shields. In the final level, they get another attack in the form of an even harder to avoid fire breath attack. Fortunately, they are pretty weak to the Magic Hammer (the upgraded version kills them instantly), and if the Gripshot is available, you can steal their shields. Naturally, the first time you do fight Aeralfos, you don't get a Gripshot, so you're forced to strike from behind (though you do get a Hammer).
    • Even players themselves can be classified as Demonic Spiders in the Coliseum. Certain players will have outfits that the other player(s) might not have at the moment or select stages that they're not familiar with. The result is nothing short of frequent curbstomps, especially when one or two of the players are actually beginners going up against (a) more experienced player(s). It's fairly easy and common to lie about being a beginner or expert player or for some experienced players from previous titles to walk into a trap not knowing much about the game. Certain outfits (i.e. the ones that power up the items, the two outfits that cause collision damage, the Ninja Gi, the Serpent's Toga, and all of the outfits that give the sword a boost) are especially difficult to deal with when the player wearing them has found the appropriate item or when there are no items to deal with the outfit. On stages without items, the sword outfits are even more difficult to deal with for those who aren't wearing one of the outfits themselves (meaning the Sword Suit with its sword beams and doubled sword power, the Sword Master Suit for throwing in doubled range on top of the Sword Suit's boosts, the Spin Attack Attire for increasing the power, radius, and number of the spin slash technique, the Dapper Spinner for instant spin slashes with a third button press, and obviously the Fierce Deity Armor for cardinal direction sword beams with double sword power, immunity to knockback, and being able to fire sword beams from a spin slash).
  • Fanon Discontinuity:
  • Game-Breaker: Quite a few.
    • The Sword Suit and its variants, naturally. On top of being able to deal double damage, they allow you to shoot Sword Beams at full health. The Sword Master Suit and Fierce Deity Armor take this Up to Eleven. The former increases the reach of your sword and the width of your sword beams. The latter causes you to fire sword beams in four directions, makes you immune to knockback, and even gives you the ability to fire sword beams regardless of your health (requiring a Spin Attack to do so).
    • The outfits that upgrade the game's many items can be considered examples to an extent, but one in particular that stands out is the Hammerwear. In addition to dramatically increasing the attack rate of the Magic Hammer and the size of the shockwave it creates, it also doubles its damage, making it able to One-Hit Kill pretty much any Mook in the game. In the Coliseum, it also stuns you for much longer than the normal Hammer, making you more of a sitting duck, and it can kill you in two hits. That being said, you really do not want to find yourself against an opponent with the upgraded Hammer in the Coliseum.
    • The Gust Jar, for its ability to blow enemies backwards, and even into hazards. Having trouble with a Soldier or a Hinox? Blow him off that cliff or into that lava pool nearby.
    • The Boomerang certainly qualifies as either this or That One Attack in the Coliseum, depending on whether or not you're on the receiving end. An easy way to win any match with it in the Volcano or Ruins arenas is to grab your opponent, then throw them over the ledge, giving them a strike from your sword at the same time. Lather, rinse, and repeat ad nauseum, without almost no danger of them striking back. It can even bypass certain outfits' chances of evading attacks. It's even more broken if you're wearing the Boomeranger outfit, which damages your foe when it grabs them.
    • The Serpent Toga gives you the ability to No-Sell any incoming attack by simply holding still. The only drawback is that you become vulnerable as soon as you move again. It may not sound like much, but it is a literal lifesaver for the "Don't Drop the Pot" challenges (see That One Sidequest below) where taking even the slightest bit of damage while holding said pot causes you to drop it and instantly lose a fairy. Also fun to troll with in the Coliseum, particularly in the Ruins arena, where you can simply sit on the center of your colored platform and your opponents won't be able to damage you note .
    • Linebeck's Uniform falls into this category for two reasons.
      • First, it allows you to see what's inside of chests before you open them. It even works at the end of a level, allowing you to see which of the three chests contains a rare material, making it easier for you to gather the higher tier materials or point them out to a teammate (assuming someone else doesn't snag them from under your nose first). Of course, it doesn't work in the Daily Riches minigame, which the owner gladly lampshades.
      • Second and more importantly, when attempting a timed Drablands Challenge stage, it adds a one-off ten second bonus to the clock at the beginning of the stage, and increases the amount of time that the hourglass powerups restore to the clock. It may not seem like much, but given how unforgiving the time limits tend to be in the first place, those ten seconds may very well mean the difference between success and failure. The bonus also stacks in multiplayer (up to a maximum of thirty seconds) if more than one person wears it.
    • Playing solo has a Game Breaker mechanic of its own, in that Doppels cannot be harmed by attacks when you are not controlling themnote . A player with bombs can take advantage of this by pulling out a bomb, letting enemies crowd around them, and then switching to another Link before it detonates. Even the Shadow Links fall for this.
  • Goddamned Bats:
    • Keese and Chasupas are a literal form of this trope, particularly the Fire and Ice variants.
    • Totem Dekus in The Woodlands. You can only reliably kill them with the Bow, and you will often have to totem up to get a good shot. The thing is, they shoot at you, and if you get hit, you will have to totem back up again.
    • Hardhat Beetles, for their ability to knock you back when you hit them or when they hit you.
    • Deadrocks, which move fast, and can only be killed by first striking them to turn them into stone, then smashing them with the Magic Hammer, which is slow to swing. They turn back to normal very quickly, so unless you act quickly, you may not be able to hit them in time. It doesn't help that they are frequently found on ice, which messes up your aim even further.
    • Poes, particularly the color-coded variants. They are immune to items, forcing you to use your sword, and the colored ones can only be damaged by the same-colored Link. Many of them float high enough to require toteming to kill.
    • Wallmasters are especially this, and almost to the point of being Demonic Spiders when they show up in boss missions (see That One Sidequest below) or in the Coliseum when there are only two Links present. They're not too much trouble to avoid most of the time, but focusing on either it or the task at hand (or even the boss as mentioned before) can be a complete pain, especially considering their ability to One-Hit Kill.
  • Hilarious in Hindsight:
    • The reveal of the game happened one month prior to the premiere of We Bare Bears, a cartoon about three bear brothers who usually travel in a "bear stack," similar to the totem in Tri Force Heroes. Fan art comparing the two has become fairly common among fans of both.
    • The way Link sends his soul from his own body and the dopples is kinda similar to how Hyung Suk switches bodies.
    • In this game, Link has the option of wearing dresses and skirts. In the very next game, Link is forced to dress up like a Gerudo as part of a story quest chain, complete with multiple outfit options.
  • LGBT Fanbase: Trans gamers were very happy about how Link wearing dresses and skirts is treated positively and not as a joke, particularly when the game was announced at E3 at the same time as Fallout 4, and the male character wearing a dress during Fallout 4's presentation was Played for Laughs.
  • Memetic Mutation:
    • With the reveal that this multiplayer Legend of Zelda game only features three Links instead of the usual four seen in other multiplayer Legend of Zelda games, many jokes about Purple Link's absence have been made (R.I.P. Purple Link). This has become Hilarious in Hindsight, since there's an unused dopple in the story mode main hub, which would most likely become Purple Link.
    • One of the wearable outfits revealed is Zelda's dress. Many crossdressing jokes have been made as well. Even Nintendo has gotten in on it by having official artwork of the Links dressing up, and the green-haired one is proudly showing off Zelda's dress.
  • Scrappy Mechanic:
    • Switching between characters in solo mode can be tedious, as you're doing the work of three players by yourself, and there are some parts that require precise timing to get through.
    • Friendship tokens are required to make some outfits. You can only get them through local multiplayer, and you can only earn one for each unique system you play with. If you don't know a lot of other 3DS owners, you're out of luck — though, at least Download Play counts, meaning the other players don't need to own the game. The Dec 2nd update allows players to purchase Friendly Tokens at the shop stall in town or win them in the daily treasure game. While getting enough tokens for the outfits is still bound to be slow and somewhat random, at least it makes it possible for players who don't know lots of other local 3DS owners.
    • The emotes used to communicate to other players. Not only are they highly spammable, but they don't do a very good job of conveying what needs to be done in any given situation, and can't be directed at a specific player. While most players tend to figure them out fairly quickly, it can be a bit of a nuisance trying to communicate things to those who haven't.
    • Each time you pause the game and quit while in multiplayer, you'll get a very long message warning you against doing so the next time you go to play, supposedly to help you keep from being blacklisted in the future. Not only do you get this explanation every single time, but it's almost preaching to the choir considering most players will quit a level specifically because they need to blacklist someone else, because of something happening in the level itself.
  • Sidetracked by the Gold Saucer: In the lobby where players can meet up to take on missions, ramming into the walls will make a purple ball called the Lucky Lobby Ball fall from the ceiling. Hitting the Lucky Lobby Ball with your sword will send it flying upward and a melody from the Legend of Zelda series will play. Keeping the ball in the air keeps the melody going and the speed depends on how often you hit it with your sword. At least five songs are shown in the demo: The main Legend of Zelda theme, Clock Town, Lon Lon Ranch, The Dark World, and Lorule Castle. There are more in the full game,(23 in total) which includes the title theme for The Wind Waker.
  • So Okay, It's Average: Tri Force Heroes has reviews in this range, making it the worst-reviewed main series Legend of Zelda game since Adventure of Link. Fans don't seem to mind much, albeit that's because some try to pretend it's not part of the main series, others acknowledge the game as a more "understated" entry due to its lesser marketing compared to the other 3DS Legend of Zelda games and Breath of the Wild, and the rest just don't pay much attention to it at all.
  • Suspiciously Similar Song: The multiplayer battle music has a strong resemblance to "Yablochko", a.k.a. "Russian Sailors Dance" from The Red Poppy.
  • That One Boss:
    • The middle boss fight in the Hinox Mine will piss you off immensely. First the Hinox is throwing multiple bombs at you from another minecart. You'll initially have an arrow to attack him with it and boomerangs to stun him with, but neither of those two are particularly accurate in moving mine carts (unless you have the appropriate suits for them). But the kicker is after you defeat him; his little brother shows up throwing bombs at you too. It's easy to sometimes fail picking up a bomb because you're too close, and you will not have a lot of opportunities to hit them with much of anything. The "Clear within the time limit!" challenge and the "Don't pop any balloons!" challenge will have you frothing at the mouth.
    • Vulture Vizier, the boss of the Stone Corridors level of The Dunes. The boss himself isn't difficult, it's having to maintain balance on the platform that tilts side-to-side the entire battle, and must be tilted toward the boss in order to attack it. And considering the fact that a heart is taken away for each Link that falls off the edge, having all three fall off at once can be brutal. The "Don't fall at all!" and especially the "Evade the Wallmaster!" challenges are among the hardest in the game.
    • Moldorm is a colossal pain in the neck if you're going solo. He'll always target the Link that you're controlling, and if you switch to a different Link, he'll follow suit almost immediately. You have maybe a half-second window to slice his tail before he switches targets (sometimes not even that much), and constantly switching Links and failing to hit the tail can prove frustrating and painful.
    • The Lady's first form for similar reasons. The first part of the fight plays similarly to the Moldorm fight, and the obligatory energy tennis match that comes right after requires extremely precise reflexes for solo players. The energy ball's color corresponds to the Link that needs to hit it back, but the ball goes faster the longer it's in play and will constantly switch colors before it's successfully returned. Failing to hit the ball with the correct Link results in an unavoidable shockwave that can chew through your health very quickly.
    • The Shadow Links, a Mirror Match Bonus Boss fought at the end of the Nintendo Hard Den of Trials easily qualifies, even with an experienced team. They behave pretty much the same way your own team does, right down to the items you use, but upgraded - and they know how to use them. Since the items they spawn with are random, you'll almost never have the same battle twice, and some items are more annoying to deal with than others. Worst of all, if they hit you with their swords, you will be prevented from attacking for about 5 seconds. Combine all these factors with the requirement of surviving a brutal Multi-Mook Melee full of Demonic Spiders in order to even reach them, and you'll practically want to throw your 3DS across the room.
  • That One Level:
    • The Hinox Mine is a massive difficulty spike from previous levels. Almost the entire level involves hitting switches while riding in a mine cart, which is much easier said than done. Once you've gotten through all of that, you have to face a brutally hard boss (see above).
    • The Training Ground stage in the fifth world revolves around rideable Totem Armos statues, which can be very difficult to control. At one point, you have to use one to block flame jets later in the stage, so your teammates can pass, but your teammates also have to hit a switch to raise and lower the platform so you do not get burned by the jets at different heights. Fall off, or leave a teammate behind, and you have to do the whole thing all over again. The final area of the stage has you using these statues to fight Soldiers, one of whom has a ball and chain.
    • The Stone Corridors are the first stage to introduce the dreaded tilting platforms - a nightmare to deal with in single player, and frustrating with even a cooperative team. It is also home to the Vulture Vizier, whose entire fight revolves around said platforms (see above). If there is any place you'd want to use the Tingle Tights when you're not on a 'Don't fall at all" Drablands challenge note , it is definitely here.
    • The entirety of The Ruins counts, mainly for its Malevolent Architecture and some of the Goddamned Bats and Demonic Spiders.
      • The Illusory Mansion introduces colored platforms that can only be stood on by the corresponding Link - all others fall right through. It also introduces the Prankster Poes, who attack by picking you up and throwing you into a Bottomless Pit.
      • Palace Noir isn't as bad, but it can be annoying to some, particularly in single player. The first area requires you to shoot an arrow through a fireball from the Fire Gloves. This is very frustrating to pull off in single player, and even in multiplayer your teammates may not immediately know to do this. Another part has you chasing down Key Bandit Poes similar to the Prankster Poes you saw in Illusory Mansion, who run around frantically with the keys out of the area, then viciously chase you down if you pick one up.
      • Lone Labyrinth introduces not only vanishing platforms, but more importantly ReDeads, infamously known for grabbing hold of you and not letting go. At the very end, you fight four of these monstrosities at once.
      • The Grim Temple is pretty much one big recap of everything you've faced in The Ruins so far, from the colored platforms to the ReDeads, all leading up to a fight against Prismantus, a boss that can be frustrating to kill solo or in an uncoordinated team due to its colored weak points that only the correct color Link can hit, and a hard to avoid eye laser attack in its final phase.
  • That One Sidequest: The Drablands challenges are all fairly debilitating (Fewer Heart Containers, Adventure in the Dark, Clear using only Bombs, etc.), but some challenges stand out far more than others like...
    • Any of the Drablands challenges that have a time limit, mostly because the amount of time you're given is usually very unforgiving, and requires virtually no mistakes over any of the four stages. The timer also does not reset between stages, so if you finish stage 3 with just 10 seconds left, that's how much time you've got when starting stage 4. The same rule also applies if you die in a stage. Although power-ups and even an outfit do exist that can add more time, the power-ups often take almost as much time as they add just to get them, and the outfit only adds a one-off ten second bonus at the start of the stage (though it does stack, which can be a life saver, and it also slightly buffs the power-ups). Furthermore, if the time runs out, it's an instant game over no matter how many fairies you have. And, as stated before, if you die, you start the room over without regaining the time you'd spent on it previously, meaning you're likely going to lose. Most damningly of all, there are sixteen of these challenges in the game, more than any other category.
      • Any of the Drablands challenges that have a time limit and an orb that you have to transport to the end of the stage. Those missions fortunately don't have the constant area that damages the Links for staying in it for too long, but if you drop the orb it tends to respawn in a set area rather than where you last dropped. If it spawns near the other side of the stage where the Links are, they as good as done. It doesn't help much that there are seven of these challenges you have to do, but one in particular that stands out is the one that takes place in the level "Palace Noir", where the Key Bandit Poes that steal the keys can also steal the orb.
    • The "Don't Pop Any Balloons" challenges can be another source of endless frustration. There's only three of these challenges altogether, but they all tend have the balloons set up in such a way that it is difficult to use your items without popping them. In most cases, if you use the upgraded version of an item in the level, you'd actually be putting yourself at a huge disadvantage because most of the upgraded items have a larger reach. The first of these challenges, found in the Hinox Mines is probably the hardest because you have to take the movement of the mine carts into account, and it doesn't help that you also have to deal with the Hinox Bros. at the end. The one in the Desert Temple is also worth mentioning, since the boss of that level, Stalchampion, can pop the sole balloon floating around in his arena if he accidentally bumps into it, and you'll still lose a Fairy despite no one on your team being directly responsible.
    • The "Don't Drop the Pot" challenges? You know, the challenges where you have to carry a pot all the way from the beginning of the level to the last part of the third stage without dropping it? Sure, the task sounds easy on paper, but in the field it's anything but. While you're holding the pot, you can't use your item, and if you fall or take any sort of damage while holding the pot, you'll drop it and instantly lose a Fairy. Not to mention in some areas, you'll have to toss the pot to your teammates - better hope they're a good catch. Thankfully, you can have the Link holding the pot hide in a safe area most of the time. It also helps immensely if you have the Serpent Toga to No-Sell incoming attacks which would otherwise make you drop the pot. Playing solo also helps - you can have a Doppel hold the pot note  and simply avoid controlling that Doppel until you need to continue onward. But even with these tactics, you are almost guaranteed to be molten with rage at the number of times you fail these challenges. Thankfully, much like "Don't Pop Any Balloons", there's only three of them.
    • "Evade the Wallmaster" which can be fairly easy to deal with on occasion, but it really bites you in the ass hard against the already infuriating boss fights against Moldorm, the Lady's Pets (mainly the Moldorm expy), and especially against the Vulture Vizier. In the case of the former two, if one's playing solo, they have to deal with Moldorm, the Moldorm pet of The Lady, and the Wallmaster hot on their asses. Vulture Vizier is outright torture with the addition of the Wallmaster. In that case dodging the Wallmaster isn't difficult but it makes the boss fight much worse by slamming the battlefield which messes with the balance. If you're not on the battlefield itself, then you won't be dealing with the balance issue but you'll have even less room to evade the damn thing. Of course you can stay near the middle of it to keep balance whenever it's about to slam down, but Vulture Vizier itself will rock the boat from time to time. To think that one small addition can make an already infuriating boss fight pure Hell (especially playing solo).

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