The Legend of Zelda: Breath of the Wild **SPOILER FREE** Impression Thread

When a weapon breaks it doesn't change automatically to the next in the inventory, you have to activate the submenu for weapons in order to change.

That pause in between change of weapons after every break just kills some nice momentum in the fights.

QoL things like this should be patched. Like not being able to quickly swap your current weapon for one you've found. Seems to be pretty annoying when your inventory is full.
 
It would be satisfying if, after going thru the main story and progressing your gear, you can just wipe the floor with guardians in the end game
 
It would be satisfying if, after going thru the main story and progressing your gear, you can just wipe the floor with guardians in the end game

Just (GAMEPLAY MECHANIC SPOILER)
reflect their laser beams back at them??
Can't you do that from the get-go?
 
Already playing here too, im digging some nice aspects of the survival genre, but some other "little tidbits" are slowly infuriating me. When a weapon breaks it doesn't change automatically to the next in the inventory, you have to activate the submenu for weapons in order to change.

That pause in between change of weapons after every break just kills some nice momentum in the fights.

I wonder if they don't auto switch to your next weapon because it would mean that you don't keep an active eye on your weapon inventory?

By which I mean, if the game just kept switching to your next most powerful weapon, I feel like a lot of players would burn through their weapons really quickly without realising it. By making you manually change weapons after breaking, the player is constantly aware of what weapons they have in reserve and how close they are to running out of good weapons.

I do see how it could get annoying having to manually change each time a weapon breaks, given its frequency, but I'm sure it's something they considered the pros and cons of.
 
Even when Griss has a «bad» gameplay session, it sounds very good to me. I certainly won't be playing his way. Dying 15 times in 90 min is a clear sign you're doing it wrong/rushing and aren't prepared. It is a survival game of sorts. Like Zelda 1, if you enter a later dungeon with only three hearts, it's going to be difficult.
Seems brilliant how the progression and difficulty is dictated by enemies and weapon types. Very refreshing compared to most AAA open world games.
 
Questions for those playing this:

1. Is there a fishing pole in the game?
2. Musical instrument?
3. Any other kinds of boats besides the raft shown in the E3 videos?
4. Is there any graveyards in this game?
 
I had a really frustrating play session there where I died 15 times in 90 minutes and made no progress. Just lost in an empty vast mountain range, and since it was raining I couldn't climb my way towards where I needed to go, and fast travelling would have only taken me backwards. The rain seemed to last forever, every enemy could one shot me... and yet this was the path to my next objective, as far as I could tell.

My enthusiasm is cooling a little bit as the systems sink in and I get used to them. The game world is definitely too large and empty. You spend a lot of time climbing mountains to avoid strong enemies, or finding vantage points to sail over them. There's just too much traversal time through areas with absolutely nothing at all in them, too many opportunities to avoid gameplay. And having all of the puzzles sequestered in the shrines doesn't help the liveliness of the overworld either.

Secondly, the weapon system (which I've liked) showed it's ugly side. I was raiding a high level area with mobs that can kill me in one hit. I was able to stand my own because I had a boomerang with a 36 attack stat. So I throw it at one of the dudes, well into my little sortie, and this time I fail to catch it. I flies off the cliff behind me and there's no way I'll ever find it. My next strongest weapon? Level 4. I went from being on a fair footing in terms of attack (but not defence) to having no hope and just having to fast travel away. In the last 4 hours I still haven't found as strong a weapon so I haven't been able to go back there. It's very strange to play a modern game that's so punitive in terms of loss of power. It's not bad... but I can see the frustration now.

Lastly, I was way too hard on the voice acting earlier. Later on in the game, and it is in fact serviceable, like the trailer suggested it would be. Zelda is very up and down, but at least she does have some ups. Other supporting characters are okay too. It's just some of the stuff at the start gave a terrible impression. So that's not as big a deal as I was making it out to be.



I think a lot of people will end up feeling like this, and I've certainly flirted with these feelings. It wasn't until I rocked up at my first village and started chatting to NPCs that I had that whimsical "Yeah, this is zelda" feeling.

And I mean, 12 hours in and no sign at all of any dungeon anywhere has me a little worried too. Where the hell are they?



I never noticed any slowdown in WWHD. Here it's absolutely appalling at times. Makes the game substantially less responsive. If you're sensitive to this framerate stuff buckle in... it's not pretty.



I've been going
stamina
but apparently that's the wrong decision. Oh well, I'm playing completely blind which is the great thing about all this. If I make mistakes I make mistakes.

This sounds awesome tbh. Pure adventure.
 
Questions for those playing this:

1. Is there a fishing pole in the game?
2. Musical instrument?
3. Any other kinds of boats besides the raft shown in the E3 videos?
4. Is there any graveyards in this game?
This is a better question for the spoiler thread, this thread is for spoiler free impressions.
 
A question for those who have played the game. How is the sound design? I'm not just talking about the OST but the whole thing. The sound of footsteps, surround sound, dynamic music, that sort of thing. Is it good?
 
A question for those who have played the game. How is the sound design? I'm not just talking about the OST but the whole thing. The sound of footsteps, surround sound, dynamic music, that sort of thing. Is it good?
You can expect Nintendo magic there. It sounds really good. Haven't played myself, but based on direct feeds of the E3 footage.

lol ridley182 it's okay. I'm as hyped as you are. Soon we will have the game in our hands.
 
A question for those who have played the game. How is the sound design? I'm not just talking about the OST but the whole thing. The sound of footsteps, surround sound, dynamic music, that sort of thing. Is it good?

It's imperfect on the Wii U as far as I know. That version of the game has some audio streaming issues for some reason it seems. Poor Thing seems to want to blow up at times. The samples however are extremely varied and incredibly detailed. The directional Audio in this game is top tier and some of Nintendo's best work honestly. I wouldn't be surprised if they reused these samples for years (or at least I hope they do).

I'd imagine the sound design is basically perfect on the Switch version.
 
QoL things like this should be patched. Like not being able to quickly swap your current weapon for one you've found. Seems to be pretty annoying when your inventory is full.

Actually if your weapon breaks but you then walk over a new one you automatically have it equipped. Very often after breaking lots of the more standard weapons, either by last hit or throw at an enemy, you'll also land either a killing blow or a disarming blow and you'll find the enemy's weapon on the ground close, waiting for you. Even when this isnt the case, the sub menu mentioned (for hot swapping weapons, bows, or shields; a different sub menu for each) is a one button toggle and then a quick left or right scroll to swap. It's not actually fully requiring the player to enter the pause screen/inventory

ridley182 has been quietly killing it in all these impressions threads. keeping us as sober as possible
 
Played about 7 hours of it so far.

You know how each zelda game has a gimmick? Like Time in Ocarina, the Masks in Majora? Well this game's gimmick is the world. You use the world to solve puzzles, basically.

Exploration is pretty important. Game is wide open, and there are open spaces that take a while to get through but not so much that it becomes farcical. The game is packed with loads of stuff I'm overlooking as I'm constantly getting my attention pulled in a new direction by something I haven't seen before.

The puzzle element of it reminds me of something of the calibre of the witness in the way that you piece together a language to deal with what you encounter. Working out how to apply two different consequences you've seen before is really cool, especially because so far the game hasn't really relied on the usual zelda puzzles in the same way that link between worlds did. This even extends to the crafting system. The game doesn't deal with things by giving you an option through a button press at an interactive object, you've got to think laterally about how you'd do it in that world.

Combat is pretty fucking deep. Enemies are pretty deadly, heart containers need to be earned so in the beginning at least. Weapon switching is going to annoy some people but after the first few hours you start finding stuff that has better durability and doesn't break after two kills. You still need to be smart about what you use depending on the enemy, though. Dodges and parrys are going to get more important as the game goes on, I think. On the overworld it reminds me of MGS5 somewhat, because you approach different groups of enemies in forts and encampments and you can nearly always plan an optimal approach by laying down a few tactics.

Story surprisingly deep and interesting. Game doesn't suffer for voice acting at all. The NPCs are true zelda fare.

Horse is a bit annoying to control, but I put that down to me using scrubs at this point.

Only real criticism I have is slowdown and draw distance, but it's not that much of a dealbreaker when the game is as good as this.
 
QoL things like this should be patched. Like not being able to quickly swap your current weapon for one you've found. Seems to be pretty annoying when your inventory is full.

Problem with that is that it'll likely give you a weapon you don't want, either it being too weak or too strong (which you might be saving for a tougher enemy).
 
Played about 7 hours of it so far.

You know how each zelda game has a gimmick? Like Time in Ocarina, the Masks in Majora? Well this game's gimmick is the world. You use the world to solve puzzles, basically.

Exploration is pretty important. Game is wide open, and there are open spaces that take a while to get through but not so much that it becomes farcical. The game is packed with loads of stuff I'm overlooking as I'm constantly getting my attention pulled in a new direction by something I haven't seen before.

The puzzle element of it reminds me of something of the calibre of the witness in the way that you piece together a language to deal with what you encounter. Working out how to apply two different consequences you've seen before is really cool, especially because so far the game hasn't really relied on the usual zelda puzzles in the same way that link between worlds did. This even extends to the crafting system. The game doesn't deal with things by giving you an option through a button press at an interactive object, you've got to think laterally about how you'd do it in that world.

Combat is pretty fucking deep. Enemies are pretty deadly, heart containers need to be earned so in the beginning at least. Weapon switching is going to annoy some people but after the first few hours you start finding stuff that has better durability and doesn't break after two kills. You still need to be smart about what you use depending on the enemy, though. Dodges and parrys are going to get more important as the game goes on, I think. On the overworld it reminds me of MGS5 somewhat, because you approach different groups of enemies in forts and encampments and you can nearly always plan an optimal approach by laying down a few tactics.

Story surprisingly deep and interesting. Game doesn't suffer for voice acting at all. The NPCs are true zelda fare.

Horse is a bit annoying to control, but I put that down to me using scrubs at this point.

Only real criticism I have is slowdown and draw distance, but it's not that much of a dealbreaker when the game is as good as this.

cool read, thanks :tup
 
Problem with that is that it'll likely give you a weapon you don't want, either it being too weak or too strong (which you might be saving for a tougher enemy).

Yeah, I saw someone bring up that point earlier. That makes sense.

I still think you should be able to swap weapons though. Perhaps like this: tap to pick up, hold to swap.

Only real criticism I have is slowdown and draw distance, but it's not that much of a dealbreaker when the game is as good as this.

Nice impressions. Which version are you playing?
 
Played about 7 hours of it so far.

You know how each zelda game has a gimmick? Like Time in Ocarina, the Masks in Majora? Well this game's gimmick is the world. You use the world to solve puzzles, basically.

Exploration is pretty important. Game is wide open, and there are open spaces that take a while to get through but not so much that it becomes farcical. The game is packed with loads of stuff I'm overlooking as I'm constantly getting my attention pulled in a new direction by something I haven't seen before.

The puzzle element of it reminds me of something of the calibre of the witness in the way that you piece together a language to deal with what you encounter. Working out how to apply two different consequences you've seen before is really cool, especially because so far the game hasn't really relied on the usual zelda puzzles in the same way that link between worlds did. This even extends to the crafting system. The game doesn't deal with things by giving you an option through a button press at an interactive object, you've got to think laterally about how you'd do it in that world.

Combat is pretty fucking deep. Enemies are pretty deadly, heart containers need to be earned so in the beginning at least. Weapon switching is going to annoy some people but after the first few hours you start finding stuff that has better durability and doesn't break after two kills. You still need to be smart about what you use depending on the enemy, though. Dodges and parrys are going to get more important as the game goes on, I think. On the overworld it reminds me of MGS5 somewhat, because you approach different groups of enemies in forts and encampments and you can nearly always plan an optimal approach by laying down a few tactics.

Story surprisingly deep and interesting. Game doesn't suffer for voice acting at all. The NPCs are true zelda fare.

Horse is a bit annoying to control, but I put that down to me using scrubs at this point.

Only real criticism I have is slowdown and draw distance, but it's not that much of a dealbreaker when the game is as good as this.
Thanks for the impressions. This all sounds great!
 
I've been playing the Wii U version.

Also, one little thing worth mentioning, although the visuals are worse in some ways the game actually looks a lot better on the gamepad, the lower resolution kind of suits it more so I'm guessing that the switch version in handheld mode will end up being similar. It's truly bizarre playing a game this big on a handheld.
 
I've been playing the Wii U version.

Also, one little thing worth mentioning, although the visuals are worse in some ways the game actually looks a lot better on the gamepad, the lower resolution kind of suits it more so I'm guessing that the switch version in handheld mode will end up being similar. It's truly bizarre playing a game this big on a handheld.

That's what I think I've been noticing as well.
 
Played about 7 hours of it so far.

You know how each zelda game has a gimmick? Like Time in Ocarina, the Masks in Majora? Well this game's gimmick is the world. You use the world to solve puzzles, basically.

Exploration is pretty important. Game is wide open, and there are open spaces that take a while to get through but not so much that it becomes farcical. The game is packed with loads of stuff I'm overlooking as I'm constantly getting my attention pulled in a new direction by something I haven't seen before.

The puzzle element of it reminds me of something of the calibre of the witness in the way that you piece together a language to deal with what you encounter. Working out how to apply two different consequences you've seen before is really cool, especially because so far the game hasn't really relied on the usual zelda puzzles in the same way that link between worlds did. This even extends to the crafting system. The game doesn't deal with things by giving you an option through a button press at an interactive object, you've got to think laterally about how you'd do it in that world.

Combat is pretty fucking deep. Enemies are pretty deadly, heart containers need to be earned so in the beginning at least. Weapon switching is going to annoy some people but after the first few hours you start finding stuff that has better durability and doesn't break after two kills. You still need to be smart about what you use depending on the enemy, though. Dodges and parrys are going to get more important as the game goes on, I think. On the overworld it reminds me of MGS5 somewhat, because you approach different groups of enemies in forts and encampments and you can nearly always plan an optimal approach by laying down a few tactics.

Story surprisingly deep and interesting. Game doesn't suffer for voice acting at all. The NPCs are true zelda fare.

Horse is a bit annoying to control, but I put that down to me using scrubs at this point.

Only real criticism I have is slowdown and draw distance, but it's not that much of a dealbreaker when the game is as good as this.

You just said the magic words for me: The Witness puzzle language approach and MGSV-like enemy camps. It sounds perfect for me.

Thanks for your impressions!
 
Can anyone tell me how the Zelda world is? Is it dense with enough enemies, things going on. Or does it feel empty?
 
Thanks Billy P.

So it goes: it's Nintendo.

I wonder if they don't auto switch to your next weapon because it would mean that you don't keep an active eye on your weapon inventory?

By which I mean, if the game just kept switching to your next most powerful weapon, I feel like a lot of players would burn through their weapons really quickly without realising it. By making you manually change weapons after breaking, the player is constantly aware of what weapons they have in reserve and how close they are to running out of good weapons.

I do see how it could get annoying having to manually change each time a weapon breaks, given its frequency, but I'm sure it's something they considered the pros and cons of.

Good point. Would be useful to have a work around though - maybe a menu setting.
 
Even when Griss has a «bad» gameplay session, it sounds very good to me. I certainly won't be playing his way. Dying 15 times in 90 min is a clear sign you're doing it wrong/rushing and aren't prepared. It is a survival game of sorts. Like Zelda 1, if you enter a later dungeon with only three hearts, it's going to be difficult.
Seems brilliant how the progression and difficulty is dictated by enemies and weapon types. Very refreshing compared to most AAA open world games.

Same here. BTW, I ´m curently playing Zelda 1 and just got my ass handled to me by going into the 3rd dungeon right at the start, so I totally understand your example lol

Griss´s adventure sounds awesome to me, I can´t wait to put myself in those kind of situations. I loved going through the world in XenobladeX like a badass, only to find an overleveled enemy to put me in my place and make me GTFO or die. It made the world feel alive and dangerous and made every small victory and discovery a significant step in conquering it.
 
Can anyone tell me how the Zelda world is? Is it dense with enough enemies, things going on. Or does it feel empty?

Too big for my taste, sometimes it feels like MGS V, too big, few things, you are going to spend a lot of time running and playing with the stamina.

The first "not mandatory" shrine I went was good, inteligent puzzles.
Also weapon durability SUCKS, no matter what or how some people try to find a positive aspect on it.
 
I'm diving spoiler-free into the game, as I've barely seen the official trailers and little else, and I'd like to know if the beginning of the game (1st hour or so) contains violent or dark imagery in the cutscenes, as I'll be playing with my kid and don't want him to be scared.
 
Too big for my taste, sometimes it feels like MGS V, too big, few things, you are going to spend a lot of time running and playing with the stamina.

The first "not mandatory" shrine I went was good, inteligent puzzles.
Also weapon durability SUCKS, no matter what or how some people try to find a positive aspect on it.

I fcking hated MGSV...
 
Too big for my taste, sometimes it feels like MGS V, too big, few things, you are going to spend a lot of time running and playing with the stamina.

The first "not mandatory" shrine I went was good, inteligent puzzles.
Also weapon durability SUCKS, no matter what or how some people try to find a positive aspect on it.
Speak for yourself.
 
Yeah, I saw someone bring up that point earlier. That makes sense.

I still think you should be able to swap weapons though. Perhaps like this: tap to pick up, hold to swap.

Isn't that how it works? You don't even need to press a button to pick up a weapon, and there's a Quick Swap button you press that brings up a horizontal scrolling list of your weapons for you to quickly pick from?
 
I know I already asked but didn't see a response, how are the bosses without getting into any spoilers obviously? Just looking for a general sense how fun/cool they are.
 
Too big for my taste, sometimes it feels like MGS V, too big, few things, you are going to spend a lot of time running and playing with the stamina.

The first "not mandatory" shrine I went was good, inteligent puzzles.
Also weapon durability SUCKS, no matter what or how some people try to find a positive aspect on it.
How far into the game are you?
 
Can anyone tell me how the Zelda world is? Is it dense with enough enemies, things going on. Or does it feel empty?

Having played only around 3 hours, I can't say about the later game but early on it isn't too dense with enemies, although you never seem to be too far away from something. But it is a big space so it might seem empty to some, although it does fit the narrative.
 
Played about 7 hours of it so far.

You know how each zelda game has a gimmick? Like Time in Ocarina, the Masks in Majora? Well this game's gimmick is the world. You use the world to solve puzzles, basically.

That's exactly why the game's title is perfect for it.
Ocarina of Time -> Time mechanic
Majora's Mask -> Mask mechanic
Breath of the Wild -> The world/nature/survival are the main mechanic
 
I'm not surprised to hear about the empty world.

Ah well. I enjoyed Skyward Sword, and boy did that game have problems. And I loved MGS5 even with its barren world. As long as BotW is a step up from Skyward Sword, I'm good.

I've been playing the Wii U version.

Also, one little thing worth mentioning, although the visuals are worse in some ways the game actually looks a lot better on the gamepad, the lower resolution kind of suits it more so I'm guessing that the switch version in handheld mode will end up being similar. It's truly bizarre playing a game this big on a handheld.

Interesting insight.
 
Isn't that how it works? You don't even need to press a button to pick up a weapon, and there's a Quick Swap button you press that brings up a horizontal scrolling list of your weapons for you to quickly pick from?

Not sure what you mean. No, you press a button to pick a weapon up from the ground. If you already have one it goes into your inventory, but if it's full, you have to manually drop one to free space. It would be much nicer if you could just swap for whatever you're holding.
 
I'm not worried about the world being empty or anything, but I have a question for people who are far into the game or for anyone that may know the answer: Is there a blacksmith that can forge you weapons and armors?
 
That's exactly why the game's title is perfect for it.
Ocarina of Time -> Time mechanic
Majora's Mask -> Mask mechanic
Breath of the Wild -> The world/nature/survival are the main mechanic

Wind Waker -> Wind/Sailing Mechanic
Skyward Sword -> Skyward Strike mechanic
Twilight Princess -> Twilight/Wolf mechanic
Minish Cap -> Shrinking mechanic
Four Sword Adventure -> Four player mechanic
Link to the Past -> Time mechanic
Link Between Worlds -> Dual world mechanic
 
Not too far, reaching first village, it's just I spent lot of time in the first area.
Supposedly the Plateau is the least dense area in the whole game (apart from the fields and such). The Plateau's weapons will also break way earlier then stronger weapons that you find later in the game.
 
Not sure what you mean. No, you press a button to pick a weapon up from the ground. If you already have one it goes into your inventory, but if it's full, you have to manually drop one to free space. It would be much nicer if you could just swap for whatever you're holding.

Here:

Actually if your weapon breaks but you then walk over a new one you automatically have it equipped. Very often after breaking lots of the more standard weapons, either by last hit or throw at an enemy, you'll also land either a killing blow or a disarming blow and you'll find the enemy's weapon on the ground close, waiting for you. Even when this isnt the case, the sub menu mentioned (for hot swapping weapons, bows, or shields; a different sub menu for each) is a one button toggle and then a quick left or right scroll to swap. It's not actually fully requiring the player to enter the pause screen/inventory

Unless Joe meant it's auto equipped [once you press a button to pick it up]?

I think I misunderstood your swapping desire. I thought you meant a fast way to pick and swap weapons, ie you're holding a mop, you want a sword, you press a button and call up the weapon scroller and pick the sword, which is in the game. But if I'm understanding you right you mean a quick way to dispose of weapons you don't want? Or do you mean like you have a sword in-hand and then you set say the bow to X so you press X to quick swap between those two weapons?
 
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