And this brings me to TP's borked sense of non-linear progression inside dungeons. If they wanted a more open-ended challege for would-be fairy boy explorers, BRING BACK THE KEYS, AND I MEAN LOTS OF KEYS, the way the superior old games did. That way we'd actually get lost for once and think about our location and make the presence of unlocked doors something special again. For the Hero of Effort, it shouldn't be a problem, right? But here there's this attitude that the only unlocked door is simply your only exit, making the dungeon just a predictable string of rooms which is absolute garbage. We could run into a dead end, but at least it has a key (and not a FUCKING MAP TO SOMETHING OUTSIDE THE DUNGEON, or a retarded heart piece for a retarded 5-piece system), and that key could either lead to: some bonus supplies, the next room for making progress, or an interesting shortcut into a room you don't know what do with yet!
Surprise, discovery, and choice aren't valued anymore?