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

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Should the next Zelda build on this open world formula or try breaking new ground again?
If the only draw is a bigger map like other open world game sequels it's better to do something else

"Guys, we can put the map of the old game in this new game but times 3!"

So?
 
Really not enjoying this game as much as I feel I should be.

Trying to force myself to like it more but getting frustrated and or bored with the game over time. I'm just not sure why I can't like it like everyone else, that in itself is annoying me.

I miss the charm from the previous games. I miss the narrative buildup to the world in Wind Waker, I miss having an artstyle that feels like it hits exactly what they wanted to achieve.

I miss the articulated design and difficult, pacing and structure of these carefully crafted games. I resent the artificial nature of this games agency. Do anything you want they say, but make sure you go to the tower first. Do anywhere they say, but the enemies in that direction do four times the damage of the enemies in the other.

I miss the personality exuded by soundtracks of the previous games, I miss the combat that encouraged me to use a wide range of different skills, learning and adapting to each scenario.

I resent the combat system. I dislike shifting my equipment every few seconds. It doesn't promote variety because the functional operation of every weapon is near enough the same. There are fast weapons and slow, and that's it. Dealing 10 damage or 20 doesn't make the game any more varied, and it's not worth the stop and start gameplay experience, at least, not for me. None of these weapons have attack sets anywhere near as versatile or interesting as the default in Wind Waker or Ocarina of Time.

I miss the dungeons. I didn't even realise this was an issue until I encountered my first dungeon. A very small collection of puzzles sewn together with a boss that feels out of place and poorly designed.

I'm still enjoying it overall. The exploration is fun, when I play it, I always want to see what's around the next corner. It's nice to see a Zelda universe that feels fleshed out and believable in scale and scope, yet I can't help but miss much of the design considerations of its predecessors.

Trust me, you're not alone and I expect to see this sentiment expressed more often as more people start finishing the game and thinking back on it.
 
In the same way that Ocarina of Time was far from a ceiling of a design formula expanded and experimented with in several following iterations, so too do I not see Breath of the Wild as a locked paradigm that cannot evolve on its own. Nintendo has set a new course for the mainline Zelda series, and I'd like to see them develop it further.
 
Finally got the Master Sword. That was emotional.

I love
how it lights up when enemies are nearby
. I love how
each hit sounds like thunder
. And I love
how it missed me as much as I missed her.

Lets go save Hyrule.
 
Finally reached Zora's Domain. Been tasked with
retrieving electric arrows from a Lynel which, after my only run in with one at the colosseum, doesn't sound appealing.
Having at least set the wheels in motion for the first dungeon I'm going back to doing what I love doing most; wandering.

Completed three shrines this evening, bringing my total to 27. I have upgraded health four times and stamina twice. Haven't decided to get an eighth heart next or go for some extra stamina, although I seem fine with current stamina and food/elixir boosts.

Found several Koroks and overall have located over 60. Found Hestu
at Riverside stable and acquired five inventory expansions (three extra weapon slots and one each for shields and bows.

I'm absolutely determined to complete every shrine (and expand my health and stamina), unlock every tower, find all memories, locate at least half of the Koroks and
obtain the Matter Sword
before I head to Hyrule Castle to confront Ganon.

I'm in no rush whatsoever to complete this game. I'm having a blast living in Hyrule.
 
Anyone have an idea where the
oldest sister
is in Rito village?
It says she's really high up, but I can't for the life of me find her.

She's on the big rock above the village. Not fully on top but IIRC she's overlooking where the shrine is.
 
In the same way that Ocarina of Time was far from a ceiling of a design formula expanded and experimented with in several following iterations, so too do I not see Breath of the Wild as a locked paradigm that cannot evolve on its own. Nintendo has set a new course for the mainline Zelda series, and I'd like to see them develop it further.

It's close to what I always wanted Zelda to be.

There are some things I don't like though, and I wish there was more reason to explore and do the many many things there are to explore and do. The exploration is its own reward, largely, and that's sort of enough but may not be for much longer. I wish there were more challenging things to do and more varied things to see.

As the game is and as my experience went - which was plagued by buggy bloodmoons -- I'd rate it at a 7/10. If you took out the bugs I experienced it'd be an 8/10. If you took out the bloodmoon cutscene and didn't allow it to disrupt what you're doing by respawning things in your current fight right on your head and putting out torches and getting rid of mounts or any of the other ways it can mess you up, I'd give it a 9/10.
 
I am pretty enamored with this game, but the dungeons are underwhelming. All of them follow the same basic formula and there really isn't much novelty going for them. The shrines in general are more interesting when it comes to the puzzles.
 
Need help with a boss battle

Thunderblight Ganon........I guess I need to go get more one handed weapons since the ones I have break too fast and 2-handed weapons are too slow, or is there another way?
 
Really not enjoying this game as much as I feel I should be.

Trying to force myself to like it more but getting frustrated and or bored with the game over time. I'm just not sure why I can't like it like everyone else, that in itself is annoying me.

I miss the charm from the previous games. I miss the narrative buildup to the world in Wind Waker, I miss having an artstyle that feels like it hits exactly what they wanted to achieve.

I miss the articulated design and difficult, pacing and structure of these carefully crafted games. I resent the artificial nature of this games agency. Do anything you want they say, but make sure you go to the tower first. Do anywhere they say, but the enemies in that direction do four times the damage of the enemies in the other.

I miss the personality exuded by soundtracks of the previous games, I miss the combat that encouraged me to use a wide range of different skills, learning and adapting to each scenario.

I resent the combat system. I dislike shifting my equipment every few seconds. It doesn't promote variety because the functional operation of every weapon is near enough the same. There are fast weapons and slow, and that's it. Dealing 10 damage or 20 doesn't make the game any more varied, and it's not worth the stop and start gameplay experience, at least, not for me. None of these weapons have attack sets anywhere near as versatile or interesting as the default in Wind Waker or Ocarina of Time.

I miss the dungeons. I didn't even realise this was an issue until I encountered my first dungeon. A very small collection of puzzles sewn together with a boss that feels out of place and poorly designed.

I'm still enjoying it overall. The exploration is fun, when I play it, I always want to see what's around the next corner. It's nice to see a Zelda universe that feels fleshed out and believable in scale and scope, yet I can't help but miss much of the design considerations of its predecessors.

Dont force yourself to enjoy
 
Omg you can fish with bombs ): PETA not going to be happy
My main mode of fishing so far lol


Man, I was doing so well vs a guardian and then a chuchu appeared and fucked me over.

I swear, chuchus, octoroks and nighttime stalfos are just in the game to be dicks.
 
Trust me, you're not alone and I expect to see this sentiment expressed more often as more people start finishing the game and thinking back on it.
Thankfully they'll be in the minority. At least I hope, because I disagree with most of what he said. I want this experience built upon for future entries.
 
Trust me, you're not alone and I expect to see this sentiment expressed more often as more people start finishing the game and thinking back on it.

I said it earlier but this game has a strooooong first 10-15 hours. Then you realize it's the same 10 Korok types of puzzles strung across a map too big with every single shrine giving you just another heart piece and a weapon that'll break in 20 swings (with the 1 in 30 shrine that'll actually give you armor).

The game is good but it doesn't have any real interesting progression of character which is one of the things I dislike the most. The character growth in this game is primarily just tweaking passive stats (resistances) that let you explore areas more effectively.

I like that (nearly) every single shrine is different and unique. I just hate that it's identical rewards and past the 20 or so hours mark there just isn't a strong enough reason to keep you hunting for shrines aside from the sake of doing them. And unfortunately a lot of the cooler side quests also don't reward you with much either. Usually just another shrine and in specific cases just weapons that'll break and that you've most likely seen a half a dozen times already.
 
Thankfully they'll be in the minority. At least I hope, because I disagree with most of what he said. I want this experience built upon for future entries.

Just like with Resident Evil 4, there will be a vocal minority of Zelda fans that don't consider BotW to be a "true" Zelda game and they'll let all of us know about it every chance they get.

Fortunately for the rest of us, Nintendo will be taking this blueprint and building upon it for years to come. As great as BotW is, there's definitely room for improvement and I look forward to seeing where they take this style of Zelda game next.

This is one of the best things about the game, though.

Yep.
 
I said it earlier but this game has a strooooong first 10-15 hours. Then you realize it's the same 10 Korok types of puzzles strung across a map too big with every single shrine giving you just another heart piece and a weapon that'll break in 20 swings (with the 1 in 30 shrine that'll actually give you armor).

The game is good but it doesn't have any real interesting progression of character which is one of the things I dislike the most. The character growth in this game is primarily just tweaking passive stats (resistances) that let you explore areas more effectively.

This is one of the best things about the game, though.
 
Just like with Resident Evil 4, there will be a vocal minority of Zelda fans that don't consider BotW to be a "true" Zelda game and they'll let all of us know about it every chance they get.

Fortunately for the rest of us, Nintendo will be taking this blueprint and building upon it for years to come. As great as BotW is, there's definitely room for improvement and I look forward to seeing where they take this style of Zelda game next.
Yep, plenty to improve upon. But man, what a start for this direction.
 
I said it earlier but this game has a strooooong first 10-15 hours. Then you realize it's the same 10 Korok types of puzzles strung across a map too big with every single shrine giving you just another heart piece and a weapon that'll break in 20 swings (with the 1 in 30 shrine that'll actually give you armor).

The game is good but it doesn't have any real interesting progression of character which is one of the things I dislike the most. The character growth in this game is primarily just tweaking passive stats (resistances) that let you explore areas more effectively.

The game was really exciting in the first 10-15 hours because the world felt dangerous and full of possibilities -- But that sort of falls apart as you explore more and get more hearts.

For example,
I found two world bosses in the first few hours and I thought "oh, wow, this game is full of world bosses to find!" but those are really the only two in the whole game (the centaur sort of is, but it doesn't have a big health bar on the screen so I'm not counting it).

I don't understand how anyone could give the game a 10/10 -- but they're entitled to their opinion.

For the record I finished the game, got 60 shrines, did all dungeons, unlocked all towers, got the master sword, and got every memory. As far as I know that pretty much covers what the game has to offer, though I certainly didn't do every side quest or close to it -- There's no motivation to.

I rarely play games a lot, so it speaks well to it that I did -- And I think the only reason I did was because it's simply fun to run around in the world. It's fun to climb and glide, so it's easy to just keep doing it. I just wish there was more incentive than those things being their own reward.
 
Watch the Hard mode DLC change it so every character forces you to do a torch relay before they'll do anything for you. And increase the frequency of rain and Blood Moons (guess what I just went through :|).
 
Thankfully, there's a Zelda game for everybody.

I love that this emphasizes adventure driven by a desire to end the suffering these characters have endured for 100 years. They do a great job of set up and building towards bringing these characters justice and I always feel, for the most part, that everything I'm doing is something meant to help me get there. No "collect all the tears" bullshit.
 
Watch the Hard mode DLC change it so every character forces you to do a torch relay before they'll do anything for you. And increase the frequency of rain and Blood Moons (guess what I just went through :|).

My game was buggy for some reason in that I usually got about 12 bloodmoons per play session with them usually happening 2 to 3 times in a row within minutes.

They happened at inopportune times a lot, and while I doubt they intended for them to happen so rapidly -- It did serve to highlight how fucking shit designed they were. They shouldn't have random cutscenes that fuck you over by ruining quests and ruining fights or deleting your mount from under you.
 
That it's very similar content stretched across 100 hours?

What very similar content? Every game has very similar content in itself, but the things you do in Breath of the Wild is more varied than 99% of games. Which game fuses exploration, puzzle-solving and combat together that you can solve in multipe and unarbitrary ways like this?

I feel you're not really seeing what this game tries to achieve.
 
Should the next Zelda build on this open world formula or try breaking new ground again?

I want to see it continue this formula. I'd like to see where it evolves. Maybe even bring back the great number of dungeon type areas while still keeping a ton of shrines, and shrine like areas.

The sense of wonder when you're just walking around and finding events is amazing.
I just found a white glowing "horse thingy" with what seems like infinite stamina by following an aura I saw during a storm.

Also, I don't think it's possible with a game of this scale, but I would absolutely love to "Invade" other people's worlds as a Dark Link. Maybe have the Dark Mirror as an item that allows worlds to be connected in some way.

Anyways, I'd like to see this foundation built upon.
 
That it's very similar content stretched across 100 hours?

I imagine what they're referring to is that the lack of a strongly enforced character progression allows for a lot of individual leeway in how you want to approach and complete the game - that you can either go straight for Ganon or leisurely explore the entire world depending on what you feel like without being forced to collect stuff in a certain order to get to the end.
 
I rarely play games a lot, so it speaks well to it that I did -- And I think the only reason I did was because it's simply fun to run around in the world. It's fun to climb and glide, so it's easy to just keep doing it. I just wish there was more incentive than those things being their own reward.

I'm in a very similar boat. There's a reason why I'm holding off the Ganon fight and just going around searching for shrines. I think the shrines are strong and I really like that they have almost unanimously been unique from each other. At the very least that is just enough drive for me to see each one.

But I wish there was 1/4 of the shrines, 1/4 of the game world, the dungeons were 2x or 3x larger. As usual, the more authored and hand crafted content is the best stuff and there just isn't quite enough of it.

The game has some strong flaws for me but I've been enjoying it nonetheless.
 
Is there a way to add items to the compendium without actually adding a picture to the album?

It's annoying to have to delete all the pictures in the album manually.
 
I think the game's structure works pretty well, I just wish that the dungeons that they had implemented were better.

Though I think that the lack of progression becomes an issue as there is no incentive to fight enemies for most of the game unless you need a particular material to upgrade your armor.
 
What very similar content?

I feel you're not really seeing what this game tries to achieve.

I was being facetious because your reply to my original comment was incredibly vague.

And I see what the game is trying to go for. It's just not getting there all the way. And it makes sacrifices in its much stronger parts to do so.

I imagine what they're referring to is that the lack of a strongly enforced character progression allows for a lot of individual leeway in how you want to approach and complete the game - that you can either go straight for Ganon or leisurely explore the entire world depending on what you feel like without being forced to collect stuff in a certain order to get to the end.

Very nearly, yes. It's my main hang up with the game. The exploration begins to feel meaningless after a certain point. I like that you can go straight for Ganon right off the bat. But the choices they made to allow that make for a less interesting progression of play.
 
Is there a way to add items to the compendium without actually adding a picture to the album?

It's annoying to have to delete all the pictures in the album manually.
Delete all is too much work? Or are you deleting 1by1?

You can buy the pics from the lab.
 
I was being facetious because your reply to my original comment was incredibly vague.

And I see what the game is trying to go for. It's just not getting there all the way. And it makes sacrifices in its much stronger parts to do so.

It's getting there better than all the games out there.

Yes, every game makes sacrificies and compromises.
 
Question: Still early game (just upgraded my Slate to have the camera, etc.). I've upgraded my health by two hearts so far. Would you guys suggest going into Stamina now for a bit or keep with the hearts?

Also, what armor should I be mindful of getting this early? I'm using the armor that makes Link look like a knight right now.
 
It's close to what I always wanted Zelda to be.

There are some things I don't like though, and I wish there was more reason to explore and do the many many things there are to explore and do. The exploration is its own reward, largely, and that's sort of enough but may not be for much longer. I wish there were more challenging things to do and more varied things to see.

As the game is and as my experience went - which was plagued by buggy bloodmoons -- I'd rate it at a 7/10. If you took out the bugs I experienced it'd be an 8/10. If you took out the bloodmoon cutscene and didn't allow it to disrupt what you're doing by respawning things in your current fight right on your head and putting out torches and getting rid of mounts or any of the other ways it can mess you up, I'd give it a 9/10.

This is more or less how I feel. I'm yet to experience much in the ways of frustrating bugs (like your nightmarish sequential blood moons), and so am adoring the direction Nintendo has taken towards minimalism and agency. But there's certainly room for the team to refine their vision and explore it further, and I hope they do so rather than abandon the open world template for yet another revision (or regression to the old paradigm).
 
That it's very similar content stretched across 100 hours?

Funny comment coming from a DGAF brethren. I think the shrines, especially the quests that have you solve some unique environment puzzle are what make the game so much fun. It's like mini portal puzzles in shrines too.

I guess the rewards don't bug me much, it sucks getting your 10th Knight spear, but it was also badass when I found my predator helmet or found rubber pants lol. I don't care about the combat as it is, so I like getting the gear that lets me explore more. Dunno, game does a lot of things very well that I see people approaching it so many different ways to enjoy it. Some people spend hours taming horses and in my 40+ hours of play I've ridden a horse for maybe a total of 5 minutes.

I do wish the divine beast were longer, I just beat the Goron one in about a half hour.
 
Big and Lil' Brothers:

C6nUm2rV0AQiijR.jpg:large
 
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