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

No, but I think I know where they are now.


As for your second question, no. It's shrines and the overworld. You want fire environment, go to the volcano. You want water, go to the lake. Etc.

I'm sorry to say that, but you are not exploring enough. That's all I can say without spoilering too much. I am not playing the game by myself but I listen to a couple of experiences on Reddit.

There's definately more than just Shrines in the overworld.
 
Oh don't get me wrong, there's plenty to do. I worded it badly, I meant it would be nice to integrate the puzzles into the world more, rather than gating them. There are open world puzzles, but not in the same vain.
Skyward Sword did this masterfully, but apparently a lot of players didn't like that. They wanted a vast open world that exists first and foremost for sightseeing purposes. Sounds like Nintendo is primarily catering to them with BotW. I personally preferred the SkyS approach, but it seems I was in a minority here. I have no doubt that there'll be a lot of activities in BotW's overworld, but it certainly won't have the same gameplay density SkyS had. That game may forever remain uncontested in this regard (- as far as Zelda goes).
 
I'm sorry to say that, but you are not exploring enough. That's all I can say without spoilering too much. I am not playing the game by myself but I listen to a couple of experiences on Reddit.

There's definately more than just Shrines in the overworld.

What? I've done nothing BUT explore for 12 hours. I have uncovered two thirds of the map and entirely ignored the main storyline for about 8 hours. You have no idea what I have and haven't done.

Care to explain?

And I said that it's shrines and the overworld in terms of the specific point that user was mentioning, which was 'entering a cave that acts as a mini-level themed to a certain environment'. Have you seen anything like that?

How did you manage this? I've been stuck on it for ages, I can't
get the ball out the maze

Okay, here's what I did:
Roll the ball down the final hall as fast as possible then flick the maze up at the last minute to send it up in the air and over to the goal. You'll need to point the maze slightly away from you - what looks straight from that vantage point is actually to much towards you.
. Hope that works, it's finnicky.
 
It has an ending?

I love MGSV to death, it's my game of the generation because it has the best gameplay maybe ever. Well now zelda seems to have that gameplay and still retain everything that makes zelda special unlike MGSV which screwed up so much of what makes MGS great.

MGSV is my gotg as well and I think it's a little false hype to say breathnof the wild had as good of gameplay. I really don't think it will, but I do think it's world and puzzles and variety could make it a more complete package. Which is gonna make me go crazy with joy but I'm not preparing myself for that. MGSV was my dream game.
 
What? I've done nothing BUT explore for 12 hours. I have uncovered two thirds of the map and entirely ignored the main storyline for about 8 hours. You have no idea what I have and haven't done.

Care to explain?

.

I understand why you're responding but I think you two should take this conversation out of the spoiler-free thread now, if you don't mind.
 
Okay, here's what I did:
Roll the ball down the final hall as fast as possible then flick the maze up at the last minute to send it up in the air and over to the goal. You'll need to point the maze slightly away from you - what looks straight from that vantage point is actually to much towards you.
. Hope that works, it's finnicky.

Thanks, I got it. Some of these puzzles really are quite finicky, and sometimes I can't help feel the controls are to blame. The worst shrine I did was one where you had to
throw a ball between moving conveyer belts
, it was getting pretty frustrating.
 
What? I've done nothing BUT explore for 12 hours. I have uncovered two thirds of the map and entirely ignored the main storyline for about 8 hours. You have no idea what I have and haven't done.

Care to explain?

And I said that it's shrines and the overworld in terms of the specific point that user was mentioning, which was 'entering a cave that acts as a mini-level themed to a certain environment'. Have you seen anything like that?

Well, after asking a couple of people on Reddit I found out that (content spoiler)



there are so called "mazes" in the game which reminds of dungeons in previous Zelda games. There is a more spoilerfree music channel that uploads BOTW soundtracks and one is called maze FOREST which sounds like a dungeon theme and also indicates that its themed after forest)
But it seems they are pretty hard to find so
I am sorry if I sounded rude in my first post, I didn't meant to.

Also there is a
cave theme
so they are in the game.

I understand why you're responding but I think you two should take this conversation out of the spoiler-free thread now, if you don't mind.

No worries. I make sure to spoiler tag it correctly.
 
Haha, I'm not gonna say who, but one major NPC seems taken right out of an Ace Attorney game.
I still don't like the combat but after about 15 hours, it looks like I'm heading towards my first actual dungeon. We'll see how it goes.
 
This game is more like a mother bird booting her chick out of the nest with a hard kick to the back shouting "FLY MOTHERFUCKER".

Lmao, so true XD
But at the same time I fear that beginners/newcomers will whine a lot about this like they did about XCX.
 
Well, after asking a couple of people on Reddit I found out that (content spoiler)



there are so called "mazes" in the game which reminds of dungeons in previous Zelda games. There is a more spoilerfree music channel that uploads BOTW soundtracks and one is called maze FOREST which sounds like a dungeon theme and also indicates that its themed after forest)
But it seems they are pretty hard to find so I am sorry if I sounded rude in my first post, I didn't meant to.

Also there is a
cave theme
so they are in the game.



No worries. I make sure to spoiler tag it correctly.

Please take it elsewhere, you're giving off hints left right and centre
 
Well, after asking a couple of people on Reddit I found out that (content spoiler)

there are so called "mazes" in the game which reminds of dungeons in previous Zelda games. There is a more spoilerfree music channel that uploads BOTW soundtracks and one is called maze FOREST which sounds like a dungeon theme and also indicates that its themed after forest)
But it seems they are pretty hard to find so I am sorry if I sounded rude in my first post, I didn't meant to.

Also there is a
cave theme
so they are in the game.

.
 
Can we keep the spoiler free thread free of spoiler tags too? I appreciate you guys wanting to talk about some minor things without giving anything at all away but we in the dark don't know what is inside those spoiler quotes, how minor or major these things are.

Thanks, and I appreciate the impressions!
 
Can we keep the spoiler free thread free of spoiler tags too? I appreciate you guys wanting to talk about some minor things without giving anything at all away but we in the dark don't know what is inside those spoiler quotes, how minor or major these things are.

Thanks, and I appreciate the impressions!

Sorry mate, I'll be leaving this thread now. It's hard not to want to talk about it!
 
I want to chime in to say that i watched 3 different streams. Doing completely different things,, the people on the chat started talking about strategies how to get the master sword, and each people were trying to get there, and find the correct way to get it. They also were doing completely different things in total different order. It really feels like zelda 1 where you talked with your classmates about which strategy was better and what you did to get what.

Yet, every part had that zelda charm. My biggest fear was a MGS V type of situation, amazing game but forgets the essence of zelda. This game doesn't and has that zelda charm in spades.


It's actually shocking that the promises of non linear zelda is actually working so well.
 
Is the spoiler tag in post 1165 and 1167 something someone who hasn't played the game wouldn't want to see? Usually I can tell if I want to see something that's in a spoiler tag by context but I have failed in this occasion.
 
Sorry mate, I'll be leaving this thread now. It's hard not to want to talk about it!

Haha that's an excellent sign for the game though!

I've just been bouncing from thread to thread, especially when the preview thread started getting spoilery, hoping for somewhere to stay safe while still hearing about the game because I'm way too massively hyped and can't think of anything else.

I'm curious if people are having better experiences with the durability later in the game, after the plateau. One of the things I've noticed from the gameplay videos I've seen is that there are usually fairly creative ways to take out a good amount of enemies so that you don't have to rely on melee weapons. Also disarming enemies seems fairly common, so planning a strategy around taking their weapons rather than using up all of yours seems like it could work, no?

Maybe it's different for the bigger and tougher enemies...
 
On the bright side, the game releases Friday, when I don't have class and Spring Break starts. On the bad side...it's not Friday yet. Zelda now pls thanks!

Honestly though it looks like everything I hoped Skyward Sword would be.
 
The game is awesome. So much fun to just play and explore. But there are some minor issues:

By default, the game maps crouch (for sneaking) to L3 (click left stick) and sprint to B. This is flawed because one must remove their thumb from the right stick everytime they want to sprint (which is often, given that sprint consumes stamina which drains as you sprint) thereby removing the ability to control the camera every single time you want to sprint.

The fix is to map sprint to L3 (like most games) and crouch to B. The ability to control the camera while pressing a button to sprint trumps the ability to control the camera while pressing a button to crouch (especially given that crouching is a used significantly less than sprinting)

There should also be the ability to quick-drop a currently held bow, shield or sword with a new one on the floor by holding A whenever the inventory is full. See Borderlands as an example. If your inventory is full and a better bow or shield is in the field that you want to pick up, the current way to pick it up involves going into the menu, selecting the desired item to discard, clicking 'drop', exiting the menu and picking up the new item. It's slightly less annoying for swords, which can be thrown (literally) by holding the R button, but it's so cumbersome.
 
I'm really curious to play this game for myself at some point but it's sadly the first mainline Zelda I'm not buying upon release.

The impressions are obviously very positive overall but many of the finer points mentioned as positives actually really turn me off and seem to be more like things I was hoping wouldn't be the case. I mean it's Zelda, one of my favorite franchises of all time, so I'm trying not to be overly down about it, but I just can't wrap my brain around the open world thing especially after some of the impressions here.

I'll probably try to borrow a friend's WiiU & game copy further down the line after he completes it to check it first myself.

It's nice to see though that at least it seems to work quite splendidly for people who do enjoy open world games.
 
The game is awesome. So much fun to just play and explore. But there are some minor issues:

By default, the game maps crouch (for sneaking) to L3 (click left stick) and sprint to B. This is flawed because one must remove their thumb from the right stick everytime they want to sprint (which is often, given that sprint consumes stamina which drains as you sprint) thereby removing the ability to control the camera every single time you want to sprint.

The fix is to map sprint to L3 (like most games) and crouch to B. The ability to control the camera while pressing a button to sprint trumps the ability to control the camera while pressing a button to crouch (especially given that crouching is a used significantly less than sprinting)

There should also be the ability to quick-drop a currently held bow, shield or sword with a new one on the floor by holding A whenever the inventory is full. See Borderlands as an example. If your inventory is full and a better bow or shield is in the field that you want to pick up, the current way to pick it up involves going into the menu, selecting the desired item to discard, clicking 'drop', exiting the menu and picking up the new item. It's slightly less annoying for swords, which can be thrown (literally) by holding the R button, but it's so cumbersome.
Interesting take on the sprint button. I'm probably a good 7-8 hours in and haven't had a single instance where I needed to pan the screen while sprinting. Then again I'm not sprinting all that long due to stamina but it's been a non-issue for me.

I do however have a pretty big issue with sprint and jump being on opposite buttons (B and X) so it's very awkward sprinting and jumping at the same time. Have to completely move my hand just for this one thing.
 
Interesting take on the sprint button. I'm probably a good 7-8 hours in and haven't had a single instance where I needed to pan the screen while sprinting. Then again I'm not sprinting all that long due to stamina but it's been a non-issue for me.

I do however have a pretty big issue with sprint and jump being on opposite buttons (B and X) so it's very awkward sprinting and jumping at the same time. Have to completely move my hand just for this one thing.

Yeah, this is the bigger problem for me. Hard to believe it wasn't mentioned during testing. Wonder if they might patch in more control options eventually.
 
Interesting take on the sprint button. I'm probably a good 7-8 hours in and haven't had a single instance where I needed to pan the screen while sprinting. Then again I'm not sprinting all that long due to stamina but it's been a non-issue for me.

I do however have a pretty big issue with sprint and jump being on opposite buttons (B and X) so it's very awkward sprinting and jumping at the same time. Have to completely move my hand just for this one thing.

Do you actually get any benefit by jumping while sprinting? Is there any reason to ever do that? We were wondering that back during the "claw" thread.
 
Do you actually get any benefit by jumping while sprinting? Is there any reason to ever do that? We were wondering that back during the "claw" thread.
I would say yes you do. There's a lot of opportunity for distance jumping whether it's off something up high or across to something. There's been a handful of jumps that I've made using this awkward method. I've tried to see if the acceleration is still there when quickly letting off the sprint button and then immediately jumping but I can't say one way or the other at this point. But there have been close jumps that I feel I would have not made if I hadn't sprinted first.
 
I would say yes you do. There's a lot of opportunity for distance jumping whether it's off something up high or across to something. There's been a handful of jumps that I've made using this awkward method. I've tried to see if the acceleration is still there when quickly letting off the sprint button and then immediately jumping but I can't say one way or the other at this point. But there have been close jumps that I feel I would have not made if I hadn't sprinted first.

Doesn't the paraglider (and the ability to climb anything) make distance jumps like this much easier than running faster? Or are there shrines where you need a faster running start?
 
Well the thing with the glider is, you need to jump first and then hit the same button to use the glider so it's not instant if that makes sense, there's a bit of a delay. There is one instance I can think of in a shrine where it was necessary to sprint and jump but now thinking back I might have had time to glide as well. This is a good point though and maybe it's not as necessary. Time for more testing!
 
Well the thing with the glider is, you need to jump first and then hit the same button to use the glider so it's not instant if that makes sense, there's a bit of a delay. There is one instance I can think of in a shrine where it was necessary to sprint and jump but now thinking back I might have had time to glide as well. This is a good point though and maybe it's not as necessary. Time for more testing!

Cool, thanks for the impressions there. I'm not a fan of "clawing" so I really hope this isn't something I'll be forced to do at all. I'm already not looking forward to getting used to these new controls but I think that will happen fairly quickly.
 
Are there any non spoilery impressions on the dungeons and how they're designed?
Haven't played yet but watched a stream and the one I saw was overall shorter then a TP or SS dungeon but the design was unique and the concept was something we haven't exactly seen yet for a dungeon. It looked pretty fun overall.
 
Cool, thanks for the impressions there. I'm not a fan of "clawing" so I really hope this isn't something I'll be forced to do at all. I'm already not looking forward to getting used to these new controls but I think that will happen fairly quickly.
I'd like to think the devs didn't make a mistake and maybe it's not a necessary mechanic. I'm just in the habit of always trying to maximize my jumps and only think to use the glider when falling a large distance.
 
Skyward Sword did this masterfully, but apparently a lot of players didn't like that. They wanted a vast open world that exists first and foremost for sightseeing purposes. Sounds like Nintendo is primarily catering to them with BotW. I personally preferred the SkyS approach, but it seems I was in a minority here. I have no doubt that there'll be a lot of activities in BotW's overworld, but it certainly won't have the same gameplay density SkyS had. That game may forever remain uncontested in this regard (- as far as Zelda goes).

The big problem with SS was that EVERYTHING was a dungeon or pre-dungeon (except for the sky, but that had basically nothing in it). It was way too dense, there were no areas for you to just explore, everything had to be a puzzle. They went way too far in that direction with that game, to the point where it didn't feel like you were exploring a real world, but rather just a series of obstacle courses. Maybe BotW goes too far in the opposite direction, we'll see. But even if it does I'm sure I'll prefer it.
 
The game is awesome. So much fun to just play and explore. But there are some minor issues:

By default, the game maps crouch (for sneaking) to L3 (click left stick) and sprint to B. This is flawed because one must remove their thumb from the right stick everytime they want to sprint (which is often, given that sprint consumes stamina which drains as you sprint) thereby removing the ability to control the camera every single time you want to sprint.

The fix is to map sprint to L3 (like most games) and crouch to B. The ability to control the camera while pressing a button to sprint trumps the ability to control the camera while pressing a button to crouch (especially given that crouching is a used significantly less than sprinting)

There should also be the ability to quick-drop a currently held bow, shield or sword with a new one on the floor by holding A whenever the inventory is full. See Borderlands as an example. If your inventory is full and a better bow or shield is in the field that you want to pick up, the current way to pick it up involves going into the menu, selecting the desired item to discard, clicking 'drop', exiting the menu and picking up the new item. It's slightly less annoying for swords, which can be thrown (literally) by holding the R button, but it's so cumbersome.

Thanks... are you able to map the controls how you suggested? I've avoided most impressions so I'm sure if custom mapping is in the game.
 
It's not necessary to run+jump to have a good take off with the glider. I'm a really clumsy player so I rarely do that combo in any games xD But, man, be able to climb 99% of the walls is so cool.
 
I'd like to think the devs didn't make a mistake and maybe it's not a necessary mechanic. I'm just in the habit of always trying to maximize my jumps and only think to use the glider when falling a large distance.

Yeah, it's maybe not necessarily something you have to do, but it feels like something you SHOULD do sometimes. Tricky.

The big thing for me to get used to was having to use a jump button at all in a Zelda game. Definitely a handful of times where I've charged straight off a ledge, hahah.
 
Yeah, it's maybe not necessarily something you have to do, but it feels like something you SHOULD do sometimes. Tricky.

The big thing for me to get used to was having to use a jump button at all in a Zelda game. Definitely a handful of times where I've charged straight off a ledge, hahah.

I watched a video where someone tried to jump automatically by running off a ledge and it didn't work, so I'm also concerned that I gonna do that lmao.
 
The big problem with SS was that EVERYTHING was a dungeon or pre-dungeon (except for the sky, but that had basically nothing in it). It was way too dense, there were no areas for you to just explore, everything had to be a puzzle. They went way too far in that direction with that game, to the point where it didn't feel like you were exploring a real world, but rather just a series of obstacle courses. Maybe BotW goes too far in the opposite direction, we'll see. But even if it does I'm sure I'll prefer it.

I don't know, I never had that issue at all. Even if I did I'd still take it over the complete nothingness that was every other 3d zelda aside from MM.
 
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