Rome and ancient Greece were both in Europe . <| sep |> Ice scraper , Tom Brady jersey , and a bowl of clam chowdah . Massachusetts <| sep |> I have been smoking weed for 10 years , everyday , and never been addicted , thank you . <| sep |> Here is the relevant page from MAH . <| sep |> Probably because the zelda format is essentially characterized by a huge amount of variety and handcrafted content , all paced well , which is pretty hard to do . There is no copypasted content in a good zeldalike , no random generation , no grinding , always lots of creative new environments and enemies to fit the environment , lots of meaningful tools that can be used for both combat and puzzles . What it comes down to is tons of unique assets needed for each area , an actual creative mindset in design , and a ton of stuff to program . I dont think darksiders really succeeds at it either , its kinda like the Lords of the Fallen of zelda clones . Like its alright if you like the gameplay but its nothing to write home about . The biggest problem with it to me is the hohum dungeons . They are all basically just linear in an uninteresting way . Just go through a linear path , get the item , solve some puzzles with the item , fight the boss . Sometimes you have to make 3 lights light up with 3 switches at the end of different hallways or whatever . It all feels very formulaic compared to a zelda dungeon . Darksiders 2 has it worse IMO as almost everything in that game follows the rule of 3 so it ' s super predictable what you ' ll be doing every step of the way , at least in DS 1 feels a little more unpredictable with like a surprise rail shooter segment or extended SOTClike horse exploration .