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

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Anyone know how the hell I get this girl to move?
 
first time environmental clues let me down in the game...soilers for the quest about the 8th statue in the gerudo zone


was looking for the 8th gerudo paladin/swordwoman/ whatever is called in the english version...the quest giver tells me i have to search on the gerudo highlands, so i set off for the place.
In a previous excursion to the place i noticed an enormous stone sword thatn now made sense, since it was the same kind the other statues in the gerudo desert had.
only problem is..while the statue was indeed in the gerudo highlands..its location made no freaking sense with the location of the sword,since it was on the side of the mountain while the enormous sword was on the peak..how exactly that sword arrived so far away from the statue itself?

it's the first time that environment analysis let me own in this game...
 
How many have you unlocked?

Most I've found have been like mini shrine challenges.

These towers are way more interesting than any other tower climb (AC series) because they're not straightforward. I get vertigo from the climbs and stress of managing stamina and other things while rotating the camera for most epic viewpoint.
 
Are there any world bosses or other special combat encounters besides these:

hinox
giant golem + variants (like the flame one I found)
centaur
sand worm
dragons -- they're not exactly combat encounters, but I've found three of them. one of them, the ice one, involved flying around and shooting the eyeballs off of it, but it wasn't exactly a fight since it didn't attack

Just trying to make sure I've done them all.
 
there's very few places where the environment lets me down. Trying to find the Gerudo modern champion was a bit irritating because he's hiding behind some rocks you can't interact with in any way and the only difference between the boulders you normally smash and these ones are that they're red.

It's not especially difficult but I felt a little miffed that trying things didn't work or even really give much of a reaction.
 
I've just beaten the final boss and am done (for now^^). Truly a very good game and probably one of the best open-world experiences out there. But, at least for me, it's far from being the best game of all time. It's not even my favorite Legend of Zelda. I welcome a lot of the changes this game has brought us (with free climbing being by far the best), but when the credits rolled, it couldn't help but to feel a bit disappointed. That's partly because of the finale, which felt rather rushed and anti-climatic, especially in contrast to Skyward Sword's and OoT's final confrontations. Also, while the music in this game ranged from very good to excellent (especially
Hyrule Castle, the Lost Woods/ Labyrinths,
everything in the desert, Zora and Rito Village
), the Staff Roll music was kinda underwhelming and didn't manage to move me emotionally as SkyS's did.
Also, while the presentation of the story sequences was excellent, the story itself was extremely short and rather straightforward. I understand that the fascination about BotW comes first and foremost from it's vast open world which we are free to explore in every way we want, all the magical places we discover, all the diverse characters we encounter on our journey, and that a subtle, unintrusive and rather "undisjointed" story (as in every part is more or less self-contained so that we can choose the order of the main quests ourselves) fits this concept perfectly. But it felt to me that they had to sacrifice the classic arc of suspense of the older Zeldas to make that work. I think the little self-contained stories were fine for what they're supposed to be, but I severely missed a more cohesive, overarching plot line to guide the player from one place to the next, build up tension etc. (so classic linear storytelling, like in SkyS). Another problem that comes with this "choose your own adventure" structure is that the design of the game's main dungeons is extremely basic (as you have to be able to beat them in whatever order you do them). In the classic Zeldas, the dungeons were always the highlights and the aspect that set the series apart from most other action-adventures. Hell, the dungeons of Twilight Princess are the only saving grace in what would otherwise be a mostly underwhelming and lackluster game. And SkyS went even further and introduced the dungeon-like structures in the overworld as well. Sadly, in BotW the main dungeons were merely short side attraction which don't differ too much from the shrines and take up only a tiny fraction of the overall play time, not even 4% in my case (so about 3-4 of my 80 hours play time).
The ability to rotate parts of the titans was nice though, even if only the Vah Naboris dungeon showcased what could be possible with this mechanism.
The other three dungeons were not half as cleverly designed
).
ALbW solved this a lot better, in my opinion (having the dungeons revolve around a certain item + the wall-merge ability instead of having
all dungeons designed around the basic runes
).
To sum it up, for me BotW was especially weak in departments where older games of the series were especially strong (gameplay and item variety, complex and lengthy dungeons, sense of progression [more areas become accessible by getting new items in dungeons], traditional tension build-up through storytelling), but exceeded them in other aspects where it hopefully becomes the new standard for the series (variety of landscapes and villages, vastly populated world with tons of sidequests and mini-games, voice acting, making feel rupees valuable again). I hope the Zelda team can bring the best of both worlds together in the next installment, whenever this may be ^^

Oh, and please Nintendo,
bring back the classic tunic in the next installment. While the variety of outfits in BotW was nice (especially the Gerudo dress^^), playing the game with the Wind Waker and OoT amiibo outfits felt SO much better for me. Some things just never get old.
 
I've just beaten the final boss and am done (for now^^). Truly a very good game and probably one of the best open-world experiences out there. But, at least for me, it's far from being the best game of all time. It's not even my favorite Legend of Zelda. I welcome a lot of the changes this game has brought us (with free climbing being by far the best), but when the credits rolled, it couldn't help but to feel a bit disappointed. That's partly because of the finale, which felt rather rushed and anti-climatic, especially in contrast to Skyward Sword's and OoT's final confrontations. Also, while the music in this game ranged from very good to excellent (especially
Hyrule Castle, the Lost Woods/ Labyrinths,
everything in the desert, Zora and Rito Village
), the Staff Roll music was kinda underwhelming and didn't manage to move me emotionally as SkyS's did.
Also, while the presentation of the story sequences was excellent, the story itself was extremely short and rather straightforward. I understand that the fascination about BotW comes first and foremost from it's vast open world which we are free to explore in every way we want, all the magical places we discover, all the diverse characters we encounter on our journey, and that a subtle, unintrusive and rather "undisjointed" story (as in every part is more or less self-contained so that we can choose the order of the main quests ourselves) fits this concept perfectly. But it felt to me that they had to sacrifice the classic arc of suspense of the older Zeldas to make that work. I think the little self-contained stories were fine for what they're supposed to be, but I severely missed a more cohesive, overarching plot line to guide the player from one place to the next, build up tension etc. (so classic linear storytelling, like in SkyS). Another problem that comes with this "choose your own adventure" structure is that the design of the game's main dungeons is extremely basic (as you have to be able to beat them in whatever order you do them). In the classic Zeldas, the dungeons were always the highlights and the aspect that set the series apart from most other action-adventures. Hell, the dungeons of Twilight Princess are the only saving grace in what would otherwise be a mostly underwhelming and lackluster game. And SkyS went even further and introduced the dungeon-like structures in the overworld as well. Sadly, in BotW the main dungeons were merely short side attraction which don't differ too much from the shrines and take up only a tiny fraction of the overall play time, not even 4% in my case (so about 3-4 of my 80 hours play time).
The ability to rotate parts of the titans was nice though, even if only the Vah Naboris dungeon showcased what could be possible with this mechanism.
The other three dungeons were not half as cleverly designed
).
ALbW solved this a lot better, in my opinion (having the dungeons revolve around a certain item + the wall-merge ability instead of having
all dungeons designed around the basic runes
).
To sum it up, for me BotW was especially weak in departments where older games of the series were especially strong (gameplay and item variety, complex and lengthy dungeons, sense of progression [more areas become accessible by getting new items in dungeons], traditional tension build-up through storytelling), but exceeded them in other aspects where it hopefully becomes the new standard for the series (variety of landscapes and villages, vastly populated world with tons of sidequests and mini-games, voice acting, making feel rupees valuable again). I hope the Zelda team can bring the best of both worlds together in the next installment, whenever this may be ^^

Oh, and please Nintendo,
bring back the classic tunic in the next installment. While the variety of outfits in BotW was nice (especially the Gerudo dress^^), playing the game with the Wind Waker and OoT amiibo outfits felt SO much better for me. Some things just never get old.

I find more people who have finished the game seem to share my opinion that it's great and a great direction for zelda but not GOAT --- and IMO not even GOTY material.

The final segments and the climax were so underwhelming I don't have words for it

I think the game does a poor job of rewarding you for exploration. It kinda does a bad job of progression in general, which is a shame.

This is the main take away for me as well. I want to want to explore because it's fun to control Link and fun to look at the beautiful scenery, but after a while there's just no point because there's no challenge to meet or anything meaningful to really do. The game is already ludicrously easy (two of the divine beast bosses didn't even hit me once -- not even once!). So what is the point of more hearts when the bosses aren't even slightly threatening and seem incapable of even doing damage? The hardest boss in the game isn't even a boss, it's a random ass enemy, the lynel -- and after you've gained a decent weapon and a few hearts they're not even that threatening.
 
Finished the game last night, dunno what time since I don't think the game tracks those statistics but I hate 102 shrines and ~160 korok seeds? All 4 guardians + sword ofc.

Thought the game was good but honestly wish it was just smaller. There's a biiiit too much meandering between areas (and I'm aware negative space is important) but I think the game does a poor job of rewarding you for exploration. It kinda does a bad job of progression in general, which is a shame.

I loved all 4 guardians but again those just feel like a step backwards in ways because they just are so small and take such a backseat to the everything else. In some ways this is fine but the ideas in those are so good that it's a damn shame they aren't either expanded upon or simply have way more of. If there were like 8 guardians or something that woulda been great.

End game spoilers:
And Hyrule Castle puts everything else to shame. Musically and design wise it's such a good area and makes me just wish there was more meticulous and authored content versus a lot of mountains and slopes.

The Ganon fight was super underwhelming though. All of it, not just the last bit. The boss fights in general were all super lame.

The game is already ludicrously easy (two of the divine beast bosses didn't even hit me once -- not even once!). So what is the point of more hearts when the bosses aren't even slightly threatening and seem incapable of even doing damage?

Probably my 5th time saying this but the first 20 hours of this game are strong. The world actually feels dangerous to explore and there's a mystery to everything. But you catch up so quickly and the bosses don't scale with you like the enemies do and often times a group of enemies is harder than any boss.

It's exacerbated by the fact that the bosses are just dudes with swords and almost purely just combat fights versus having a specific gimmick that you have to overcome.
 
Well, first time I've wandered into an area where I was clearly underpowered lol
Had to agro the camp one at a time or else I wouldn't make it. Also found the first shrine I immediately backed out of. I did the moderate combat shrine then glided to the island major combat shrine. Nope. The moderate one alone burned through most of my food and weapons.
 
In regards to Dungeon Bosses, I would've really liked if
bosses got tougher depending on what order you fought them in. Maybe not something completely different, but say an extra attack that only occurred if you fought them 2nd or 3rd or 4th.
 
Probably my 5th time saying this but the first 20 hours of this game are strong. The world actually feels dangerous to explore and there's a mystery to everything. But you catch up so quickly and the bosses don't scale with you like the enemies do and often times a group of enemies is harder than any boss.

It's exacerbated by the fact that the bosses are just dudes with swords and almost purely just combat fights versus having a specific gimmick that you have to overcome.

Oh, for sure, for sure. The first 15 hours or so were similar for me. I was caught up in the hype, fully, and at that point the game was showing me new things, seeming to demand respect (at 3 hearts and not understanding what the hazards are it's easy to die in some situations) and just felt full of possibility.

That fell apart increasingly as I played more and stopped discovering anything substantively new and the challenge and feeling of danger melted away. The game has a world too big for its actual content.
 
Should I try to travel to Akkal island in the northeast corner? I'm assuming that's where the lab partner's friend who is studying Guardiana is there. Can i? I got 6 hearts and 1 2/5 stamina.

Still can't beat camel boss so I need a distraction.
 
Oh man
Ancient
gear looks so damn amazing. Time to farm guardian parts I suppose...sigh.

Must..have...
full....armor..set....and the chainsaw too.
 
Should I try to travel to Akkal island in the northeast corner? I'm assuming that's where the lab partner's friend who is studying Guardiana is there. Can i? I got 6 hearts and 1 2/5 stamina.

Still can't beat camel boss so I need a distraction.

go for it.

and if you find out how to raise the shrine on the spiral thing on the map, lmk. :)
 
first time environmental clues let me down in the game...soilers for the quest about the 8th statue in the gerudo zone


was looking for the 8th gerudo paladin/swordwoman/ whatever is called in the english version...the quest giver tells me i have to search on the gerudo highlands, so i set off for the place.
In a previous excursion to the place i noticed an enormous stone sword thatn now made sense, since it was the same kind the other statues in the gerudo desert had.
only problem is..while the statue was indeed in the gerudo highlands..its location made no freaking sense with the location of the sword,since it was on the side of the mountain while the enormous sword was on the peak..how exactly that sword arrived so far away from the statue itself?

it's the first time that environment analysis let me own in this game...
Hope you took a picture of both things on your first visit...
 
So, there's a bunch of land to the North of Death Mountain, across the chasm.

I haven't been West, but I assume there's no way to get over there. Is this area going to be accessed in the DLC maybe? They did say you'd be able to go everywhere, as long as you can see it.
 
This is probably my favorite Zelda. My initial complaints about dungeons have tapered off a bit in light of how brilliant the new ones are.

Actually this is probably in my top five as of right now.
 
(╯°□°)╯︵ ┻━┻

I don't hate stasis golf as a challenge

I hate stasis golf in a game where your hammer can break
 
Can someone point me in the right direction on this side quest? Don't tell me the answer, just point me somewhere where I can at least figure it out and know where to look.

Stable at Lake Floria:
The girl that's scared and wants to know why lightning is attracted to the stable. I went on top of it and looked all around, and can't figure it out. I thought maybe it had something to do with Farosh living so near, but I can't establish a connection there.
 
Asked this earlier about the Divine Beasts but didn't get a response.

Is there anything worthwhile in the chests? It seems to be generic loot but shrines also just seem to hold generic loot for the most part and the game tracks if you collected them all. I think I got all the chests but there doesn't seem to be a way to confirm and it says you can't return to the Divine Beasts after completing them. I just want to make sure I'm not accidentally screwing myself over from every getting 100% in the future.
 
One thing I didn't expect is how the "decayed Hyrule" effect is amplified by my experience fighting wars for the glory of the kingdom on these plains in Hyrule Warriors.
 
Can someone point me in the right direction on this side quest? Don't tell me the answer, just point me somewhere where I can at least figure it out and know where to look.

Stable at Lake Floria:
The girl that's scared and wants to know why lightning is attracted to the stable. I went on top of it and looked all around, and can't figure it out. I thought maybe it had something to do with Farosh living so near, but I can't establish a connection there.

Look again
.

More explicit:
There is definitely something up there
.
 
(╯°□°)╯︵ ┻━┻

I don't hate stasis golf as a challenge

I hate stasis golf in a game where your hammer can break
I could never get the bonus chest in that one. I tried spinning with the hammer and going 1, 2, 3, 4, stop (5th hit from stopping), and then hitting it with another weapon, but was but was not far enough. 6 hammer hits was too much.
 
This is probably my favorite Zelda. My initial complaints about dungeons have tapered off a bit in light of how brilliant the new ones are.

Actually this is probably in my top five as of right now.

Indeed. It's probably surpassed SS as my favorite Zelda. It's not perfect and theres some things I miss but I love this game and the direction the franchise is heading. Just a staggering amount of things it does right.
 
I have a 20 heart Wolf Link, the thing destroys everything considering I'm only 10 hours in.

But what I find really impressive is that when he'ss hurt he will seek out game and eat the meat to heal him.
 
I could never get the bonus chest in that one. I tried spinning with the hammer and going 1, 2, 3, 4, stop (5th hit from stopping), and then hitting it with another weapon, but was but was not far enough. 6 hammer hits was too much.

Yeah I'm wondering if a jump swing might do slightly more/less to it, same with switching to another weapon to slightly adjust it. I made the mistake of saving in the shrine and reloading which wasted the two other hammers had to go back to an earlier auto save to retry with 3 hammers.
 
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