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The Legend of Zelda: Breath of the Wild |OT2| It's 98 All Over Again

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I love the (slight enemy spoiler)
people you see roaming around that act like they're hurt or lost, but after talking to them they're revealed to be Yiga Clan and attack you. That's some Witcher 3 shit right there!

My favourite one was my first.

Traveller was talking about a dream they had. They said they saw a shooting star fall and then woke up, then Link says "sounds like a dream" or something then the traveller says "yeah but what was weird is I didn't wake up in my bed. I woke up in a pool of water with a strange terminal in the corner" and they might've said something else ut then they attacked. It was super cool and creepy.
 
I understand why people miss the traditional dungeons but at the same time it's a nice break. For me the mix of shrines/beasts/overworld puzzles is a good mix combined with exploring. If I get tired of something I can always find something else to do. Having much more involved dungeons wouldn't be a negative but I don't think I'd want them at the expense of shrines/ mini puzzles that break up exploration segments.
 
The beauty of this Zelda series is it always draw diversity, I totally understand it
I just want to share my opinion, my favorite Zelda before is WW(a lot of people think it's the weakest 3D Zelda) but the adventure feeling is so strong
When I play TP the dungeons it feels too long to enjoy for me.

Yeah Wind Waker has a great sense of adventure, sure. I thought it had super weak dungeons though. The ones in Twilight Princess and Skyward are easily my favorites.

I understand why people miss the traditional dungeons but at the same time it's a nice break. For me the mix of shrines/beasts/overworld puzzles is a good mix combined with exploring. If I get tired of something I can always find something else to do. Having much more involved dungeons wouldn't be a negative but I don't think I'd want them at the expense of shrines/ mini puzzles that break up exploration segments.

I would be more okay with this if the shrines didn't look repetitive, had more enemies in them and maybe mini-bosses or something. If there were a smaller number of shrines yet with more diversity and things in them I think that would be way better. Like instead of 120 or whatever, give me, hell, even 30 or 40 but make them more satisfying and rich in content.
 
I'm more than fine with this games lack of dungeon business, it'd be pretty unrealistic to expect a full swathe of dungeons alongside the massive world of Hyrule and all the things that make BotW what it is.
Hoping that we get a Majora's Mask style successor reusing those assets to create a smaller scoped title (in world size anyway) that can ramp up the dungeon stuff to create a title to compliment BotW.

I probably still prefer OoT because dungeons and what not but it's really not that big a deal here for me, it's not like I don't have an entire series worth of Zelda titles filled to the brim with dungeons.

I was just coming into this thread to ask if I was missing something in terms of dungeons.

So the four divine beasts are the dungeons?
Definitely disappointing. It's like they didn't even try. They are a joke.

As are the bosses for these "dungeons".

Wasn't really expecting any aspect of this game to be that shallow after all the amazing reviews.

Best game ever? With a glaring flaw like the dungeon design? No...

The world is incredible though.
 
Has there been any whispers or rumblings of performance patches?

The big drops in towns and some areas are the only things that keep me from really enjoying this.
 
I genuinely look forward to playing this game. Usually I want to play a single player game just to complete it, but here I want to experience this game, it's addictive.

I like that we have multiple ways to solve puzzles

Shrine stuff:

i was having trouble with a motion controlled puzzle in a shrine and got pissed. I was frustrated so I wiggled the controller around and made a ball fling all the all the way to the platform Link was. I was amazed. I manually rolled the ball to the spot I needed it to be. Haha
 
Best game ever? With a glaring flaw like the dungeon design? No...

The world is incredible though.

I don't think it's a "glaring" flaw. I personally wish they were better, but I still found myself enjoying the two I've did so far, the designs look amazing, the sense of scale you get from them being part of the open world and the puzzles have been pretty neat. They're not bad. They're wondrous actually, but again don't really scratch that itch I have for proper Zelda dungeons, not completely.

It's not something I would dock points for. It's a personal quibble at best. Bosses are pretty meh so far though. Give me Gohmas and Iron Knuckles and countless other things, not
Somethingblight Ganon
at the end of every dungeon.
 
I'm more than fine with this games lack of dungeon business, it'd be pretty unrealistic to expect a full swathe of dungeons alongside the massive world of Hyrule and all the things that make BotW what it is.
Hoping that we get a Majora's Mask style successor reusing those assets to create a smaller scoped title (in world size anyway) that can ramp up the dungeon stuff to create a title to compliment BotW.
You know what'd be extra rad? If they did that and had it take place in Termina.
Though a game in a slightly more advanced New Hyrule from Spirit Tracks would be cool.
 
I found the
Horse God? wat? I like how the music is some sort of unnatural mashing together of the fairy fountain theme and epona's song
 
I'm more than fine with this games lack of dungeon business, it'd be pretty unrealistic to expect a full swathe of dungeons alongside the massive world of Hyrule and all the things that make BotW what it is.
Hoping that we get a Majora's Mask style successor reusing those assets to create a smaller scoped title (in world size anyway) that can ramp up the dungeon stuff to create a title to compliment BotW.

I probably still prefer OoT because dungeons and what not but it's really not that big a deal here for me, it's not like I don't have an entire series worth of Zelda titles filled to the brim with dungeons.

Nintendo will have to be careful, because they could suffer from a backlash depending on how they approach the next title. You've now incorporated numerous open world conventions, so it's going to be hard to go back. Most people will expect open world gameplay, crafting, go anywhere at anytime, etc.

If anything, I would cut down on shrines in favor of typical Zelda dungeons + boss battles at the end.
 
I was just coming into this thread to ask if I was missing something in terms of dungeons.

So the four divine beasts are the dungeons?
Definitely disappointing. It's like they didn't even try. They are a joke.

As are the bosses for these "dungeons".

Wasn't really expecting any aspect of this game to be that shallow after all the amazing reviews.

Best game ever? With a glaring flaw like the dungeon design? No...

The world is incredible though.

Don't agree, it's not a joke, it's weak in someone's eye
But I believe it's good for newcomers and some Zelda fans
 
You become overpowered very quickly in this game. Once you do a few dungeons and shrines it becomes as easy as any other Zelda game. Maybe easier. Didn't die once to any of the bosses, including the final one.
 
Nintendo will have to be careful, because they could suffer from a backlash depending on how they approach the next title. You've now incorporated numerous open world conventions, so it's going to be hard to go back. Most people will expect open world gameplay, crafting, go anywhere at anytime, etc.

If anything, I would cut down on shrines in favor of typical Zelda dungeons + boss battles at the end.

Luckily the design of this game can easily be merged with more traditional Zelda. Open world and non linear, but with traditional dungeons would be perfect.
 
Don't agree, it's not a joke, it's weak in someone's eye
But I believe it's good for newcomers and some Zelda fans

I agree. I adore the new dungeons and have also disliked the lengthy ones of the past. The new bite-size dungeons and shrines are the best change to the overall formula. More like this in future please.
 
HOLY SHIT
10,000 RUPEES FOR THE LAST FOUNTAIN
?

Ha jokes on the game
I have 10,500 Rupees that I grind up in advance...just need to find said fairy and hope that I find the 4,000 Rupees from somewhere after I have spent them.

Doesn't say "THAAAAAAANK YOU" in BotW, 0/10


Clearly they spent all the budget on the terrible English voice actors, hur hur.

On a different note, I wish that Tingle would return to the series I miss that guy and I still don't get why people didn't like him.

Dungeons have always been a central draw for me in Zelda games, it's a big reason why I'm a huge fan of the series. And if I'm being honest, I think the world is probably too big and the effort that went into all those shrines I think could have been focused down into a smaller number of complex dungeons with layers, enemies, mini-bosses, and better dungeon endboss variety. I just feel that it's lacking in those ways, but it's still absolutely fantastic in most others.

I haven't done the dungeons yet so I can't comment on them but I agree on how shrines don't don't come anywhere close to traditional dungeons.

In fact I have been avoiding dungeons as I want to tackle them once I get the Master Sword plus I want to savour them as 5 is a little on the low side and will fly by if I rush them.

Also I do feel that traditional Zelda dungeon can work with Breath of the Wild set up by rewarding players with an item that will help them in combat application than in exploration application like how past Zelda game handled it, thus the player is never blocked off from exploration but they might some enemies easier to deal with if they had that specific dungeon item.

They could also make it that if the player do all the dungeon before heading off to the final dungeon then they avoid having to do a boss rush thus can have an easier time getting to the final boss.
 
If there's one thing I can see myself defending in future Zelda discussions its the divine beasts, to dismiss them as short dungeons kinda does a disservice to them.
Dynamic dungeon esque areas with a real tangible sense of scale and place in the world itself all boasting a really cool pre entry segment. Even the bosses don't bug me much because it's intensely refreshing to be free of the "wait for obvious weakpoint, use dungeon item, mash stunned boss, repeat X3" formula for at least one game.

Nintendo will have to be careful, because they could suffer from a backlash depending on how they approach the next title. You've now incorporated numerous open world conventions, so it's going to be hard to go back. Most people will expect open world gameplay, crafting, go anywhere at anytime, etc.

If anything, I would cut down on shrines in favor of typical Zelda dungeons + boss battles at the end.

I'm trying to imagine the more casual game players reaction to another top down Zelda ala ALBW on Switch after having had this.
This is really the first time the franchise formula has undergone such a significant change.
 
I don't think it's a "glaring" flaw. I personally wish they were better, but I still found myself enjoying the two I've did so far, the designs look amazing, the sense of scale you get from them being part of the open world and the puzzles have been pretty neat. They're not bad. They're wondrous actually, but again don't really scratch that itch I have for proper Zelda dungeons, not completely.

It's not something I would dock points for. It's a personal quibble at best. Bosses are pretty meh so far. Give me Gohmas and Iron Knuckles and countless other things, not
Somethingblight Ganon
at the end of every dungeon.
So are you just missing more overt themed aesthetics? I look at this game like MGSV, it's the rebirth of the franchise as far as gameplay is concerned. I know you say it's only a minor personal quibble, but I feel trying to pigeonhole the game into the regular Zelda mold, of course you're going to be disappointed. Luckily, that's not this game's aim, but more to refine and redefine Zelda for HD.
 
Some items have an extra sparkle and make a unique sound—why is that?

I think it's because they have bonus attributes like increased durability or attack. Not sure what triggers those bonuses to start appearing but it happens to drops after a while.
 
Really miss this guy

11b4f6553d5640b46e5a68af11cc77c17bf2e429_hq.gif
 
So are you just missing more overt themed aesthetics? I look at this game like MGSV, it's the rebirth of the franchise as far as gameplay is concerned. I know you say it's only a minor personal quibble, but I feel trying to pigeonhole the game into the regular Zelda mold, of course you're going to be disappointed. Luckily, that's not this game's aim, but more to refine and redefine Zelda for HD.

It doesn't have to do everything 1:1 with previous Zelda games. I'm just saying that I think there's too many shrines, they lack visual diversity, there's only a couple of puzzles in each, etc. They're okay or whatever but they remind me of the chalice dungeons in Bloodborne, people complained that they looked too samey and I feel that way about these.

You can have proper Zelda dungeons in a game like this. Having new gameplay mechanics and an open world doesn't mean that traditional dungeons have to get the boot for some reason. I don't have the desire to complete over 100 shrines. More impressive would be a much smaller number of complex dungeons that feel organic with the open world.

I do love this game. It's probably my favorite in the series. But I don't love the shrines, I think there's too many, they feel repetitive in ways and they don't really do it for me overall. I have a bit of fun when I'm in them, then they're over. It's like very brief spurts of something that could be fantastic but don't really go far enough.
 
Finally went through eventide!

It lived up to the hype especially when it came to making you think outside the box but being just marginally creative with bombs really made the thing a cake walk lmao.

The three main camps I totally wiped out by just throwing 2 bombs out and luring the guys to them and detonating, my strategy for the hinox was amazing, I snuck up as close as I could, then I hit him with stasis, grabbed all the weapons off of him and one was a 26 damage bow, so I used that to dump 16 arrows into his eye and finish him off. I wanna say the whole thing took me about 20min?
 
On a different note, I wish that Tingle would return to the series I miss that guy and I still don't get why people didn't like him.

Well there's Tingel Island... maybe a nod to him.

Also, anyone know where there's a guaranteed spawn traveler's sword? I think gear scaling has kicked in I can't find them anymore, only knight broadswords instead.
 
If there's one thing I can see myself defending in future Zelda discussions its the divine beasts, to dismiss them as short dungeons kinda does a disservice to them.
Dynamic dungeon esque areas with a real tangible sense of scale and place in the world itself all boasting a really cool pre entry segment. Even the bosses don't bug me much because it's intensely refreshing to be free of the "wait for obvious weakpoint, use dungeon item, mash stunned boss, repeat X3" formula for at least one game.

I can at least say that Mark Brown of GMT fame really seemed to have enjoyed them in spite of the size so I do wonder how he'll break them down in the future.

I don't agree always with his breakdown of the dungeons, but I do think the Divine beasts are pretty cool because they're omnipresent and eyecatching from the start of the game like hyrule castle is.

Not only that, It seems that you can go about them in a interestingly nonlinear fashion which keeps them refreshing over multiple playthroughs.
 
Game beaten. 56 shrines, 50 seeds, 16 hearts and an extra stamina wheel. I might take a break before going back to it, but I still have so much of Hyrule to see.

Master sword obtained

Hylian Shield obtained

All Lomei Labyrinths explored

Tarrey Village built

Ganondorf horse obtained (named it Dragmire). I never used horses in this game, but I saw this giant just hanging out among a ton of smaller horses and decided I needed to have him.

Three Fairy Fountains unlocked because no way was I paying 10,000 rupees. I even sold a lot of my stuff and then unlocked it before realizing all the materials for max upgrades are hard to get anyway. Reloaded save, lol.

On dungeon design:

The four Divine Beasts were pretty cool, and I like how they were trying something new with the beast controls. The game's physics played an integral role in level design in a way I haven't been impressed by since Half-life 2 back in 2004.

Hyrule Castle was by far the best, though. Multiple points of entry, a musical theme that stood out, and it actually felt like a themed dungeon unlike the beasts and shrines. I could see why the open-ended design wasn't used for more dungeons like this, though - I didn't see about half of the castle before I fought Ganon. I even found an abandoned mine I backed out of because I realized it was a hidden path in/out of the dungeon. Overall, I hope the next Zelda goes back to big, sprawling themed dungeons, because they were sorely missed.

Soundtrack was... alright. I'm definitely in the camp that says other games did it better. This is the series that gave us Gerudo Valley, Lost Woods theme, Temple of Time, Hyrule Overworld and Dark World overworld, and the Temple theme from Zelda 2. The only music that really matched any of the amazing tracks from previous entries was the
Korok Forest
music and the
Hyrule Castle
theme.

Overall verdict:

It has flaws. The framerate is awful on Wii U at times. But it's still one of the best games I've ever played, the kind I'll remember years and years down the line and use as a benchmark for enjoyment of other titles.
 
If there's one thing I can see myself defending in future Zelda discussions its the divine beasts, to dismiss them as short dungeons kinda does a disservice to them.

I'm not hating on them. But there's
only four
and they are pretty short. I love the design of them, the music, sense of scale, and they're sure a hell of a lot better than the shrines. The Divine Beasts are certainly not a low point of the game for me at all but I absolutely wish there was a bit more to them, more enemies and better bosses.
 
^ oh I didn't think you were hating on them.
I think they deliberately go lighter on the enemies within them since...
a) you fight so many in the overworld in this one
b) so you're not breaking all your weapon supply before reaching the boss who will probably break a bunch of your weapons

Really miss this guy

11b4f6553d5640b46e5a68af11cc77c17bf2e429_hq.gif
We all miss Kaepora, even the ones that complain about him.

I'm somewhat surprised they didn't include a Rito based on him.
At the very least the chief fella is rather Owl-esque.
Actually looks like a jollier version of Tropical Freeze's Owl Boss, all about the braided beardy bits in Nintendo's parliament of Owls these days.

I can at least say that Mark Brown of GMT fame really seemed to have enjoyed them in spite of the size so I do wonder how he'll break them down in the future.

I don't agree always with his breakdown of the dungeons, but I do think the Divine beasts are pretty cool because they're omnipresent and eyecatching from the start of the game like hyrule castle is.

Not only that, It seems that you can go about them in a interestingly nonlinear fashion which keeps them refreshing over multiple playthroughs.

It should be interesting to see how he'd tackle them, I'm not sure his current template actually fits here!
 
It doesn't have to do everything 1:1 with previous Zelda games. I'm just saying that I think there's too many shrines, they lack visual diversity, there's only a couple of puzzles in each, etc. They're okay or whatever but they remind me of the chalice dungeons in Bloodborne, people complained that they looked too samey and I feel that way about these.

You can have proper Zelda dungeons in a game like this. Having new gameplay mechanics and an open world doesn't mean that traditional dungeons have to get the boot for some reason. I don't have the desire to complete over 100 shrines. More impressive would be a much smaller number of complex dungeons that feel organic with the open world.
I like aesthetics as much as the next, but i feel this generalization of the shrines is unfair, especially since they're all bite sized Zelda dungeon puzzles and all make you think as much and more then any puzzle in the 3d series.
 
Did you guys know that if you kill an animal with your ice sword it'll drop frozen meat?

Also you can drop blue chu jelly on the ground and hit them with blizzard rod to make ice chu jelly.

If you kill a blue Chu Chu with an elemental weapon the jelly it drops will be for that respective element.
 
do any of the trailer music scores show up in the game? they could've easily added the music for the final trailer in Jan to the title screen..
 
huh.
I was in the middle of the field when the blood moon was about to rise, I think the game clock was at 11:50pm, so I went to fast travel to a stable so I could cook... and then it was 12:00 and the blood moon never happened. weird
 
I like aesthetics as much as the next, but i feel this generalization of the shrines is unfair, especially since they're all bite sized Zelda dungeon puzzles and all make you think as much and more then any puzzle in the 3d series.

Again they're okay and a lot of the puzzles are swell. Just feel like there's room for improvement and like with the size of the world the number of them is kind of overkill. If they had more enemies in them or small bosses it would go a long way for me.

At any rate they're not some big negative to me or anything. I have fun when I'm in them but when I step back and think about the repetitive look of them and how many there are, I just wonder if maybe it could've been done a bit more effectively.
 
Breath of the Wild deserves an 9.3 due the lack of a decent title screen. They could've done some epic stuff like lot and to.
 
Ok so after spending way too much time trying to figure this quest out, has anyone figured out what to do with the guy waiting for love up on the
heart mountain? Literally cannot figure this out. I bought all the clothes from the girl at kakario village and it says shell go there but she never does. I looked online and couldn't find anything
 
You become overpowered very quickly in this game. Once you do a few dungeons and shrines it becomes as easy as any other Zelda game. Maybe easier. Didn't die once to any of the bosses, including the final one.
I haven't done any dungeons yet, and I've favored upgrading stamina over hearts, but I've already died at least three times as much in this game as all other 3D Zelda games combined. Hell, I think I died once in Skyward Sword and never in Twilight Princess. Regular mobs have a chance of killing me if they have certain enemies who can one shot me, such as black moblins or lizalfos. I've avoided eating max HP-boosting food to keep the challenge appropriate for me and it doesn't feel like I'm hamstringing myself, unlike in previous games where I would have to avoid side quests to keep my heart containers low.
 
So I just stumbled upon the
Lost Woods
...

How does it work exactly? I know the gimmick about that zone in the previous games but it's kinda weird for an open world...
 
You become overpowered very quickly in this game. Once you do a few dungeons and shrines it becomes as easy as any other Zelda game. Maybe easier. Didn't die once to any of the bosses, including the final one.

Bosses aren't the real monsters of this game, everyone knows what enemy is really the Boss, and I haven't seen a method were you can brute force those guys yet.
 
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