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

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How can you 'accidentally' beat the game? You have to purposefully go to this big evil looking castle in the middle of the map, it's not like you can stumble upon Ganon. lol

I was looking for the Hylian shield and didn't really pay attention to the map so in my quest I stumbled upon the throne room and once the cutscene happened there was no going back and since I spoiled myself I'm like "screw it I hope I'm strong enough" and I was.
 
Regarding the motion control shrines, is there a difference between how it controls on Wii U and Switch. I'm on Wii U and those shrines are a piece of cake. Really responsive motion controls.
Playing on WiiU as well, apart from the ball minimaze I had no problem with any motion controls shrine, but I think people playing on Switch are complaining precisely about that same puzzle.

Oh my god, the feeling when all you hear is about a dreaded motion controlled mini golf shrine and you manage to beat with your very first swing! O.o

You´re mixing things, there´s the motion control ball maze (which people complain about a lot), then there´s the motion controlled minigolf shrine (which is easy and no one complains about) and the golf shrine where you have to use stasis and no motion controls (which is really hard, specially the hidden chest).
 
How can you 'accidentally' beat the game? You have to purposefully go to this big evil looking castle in the middle of the map, it's not like you can stumble upon Ganon. lol

It happened to me too, there is no cutscene of "big bad evil is in this room are you sure you want to go in".

Door is open, I walked into it expecting loot and a warning that the game will end if I push forward, nope, small cutscene showing the last boss and the battle inmedialty starts.
 
Speaking of Darknuts/Iron Knuckles, I wonder why they didn't just reskin the Yiga Blademaster into one as a regular enemy. They appear infrequently enough that the addition to the standard repertoire would be welcomed over any potential gripes with recycling assets. But in general, there are a few series staples that would have worked well here - Like Likes were mentioned earlier in the thread, and remain absolutely perfect matches for the game's focus on equipment. Wall/floormasters and Beamos would have been great additions to shrines to mix things up from the standard set of mini guardians. Elemental Gohma variants would have worked well alongside the expanded variety of magic arrows. I don't expect much from the DLC on that front, but it would be nice if they focused on providing some more variety. Even if it were just a Dark Link or Fierce Deity boss that reused existing assets.

And I definitely empathise with anyone underwhelmed with the majority of the music.

Can you fight the Yiga Blademasters anywhere? They are a really cool enemy, I hope you can encounter them out in the world and have a proper duel without them calling in 3 archers and 2 other Blademasters (and that they deal massive damage instead of 1HKO you).
 
It happened to me too, there is no cutscene of "big bad evil is in this room are you sure you want to go in".

Door is open, I walked into it expecting loot and a warning that the game will end if I push forward, nope, small cutscene showing the last boss and the battle inmedialty starts.
Well, the map shows a big glowing orange dot that says GANON...

Argh was trying to edit my previous post and somehow created a double post sorry
 
After beating the story a calm came over me while playing and I enjoy the freeroam more now. I'm just exploring areas that are still shrine-free on my map to see if there is stuff I missed. I think the shrine quests are my favorite part of the game, I love figuring them out. Like yesterday I did the one where you had to
get struck by lightning, and there's even one OoT homage with firing into the sun.

There are a few sidequests I keep putting on the backburner, like finding those Zora murals. May end up using a guide for that.

I have the full Zora set now and just fashion-Zelda wise it looks glorious. And climbing with the full hiking set... Full Spidey wallcrawling now.

I'm just playing for completionist purposes now and to get all shrines, but I'm actually having more fun now than when I was still doing the story.
 
I feel like people complaining about rupees as a side quest reward a crazy! I just explored some of the Akkala-Region and it's crazy how many Rupees you need to get the most out of this region!

Plus I think you can probably spend hours and hours of grinding for stuff that you need to upgrade your armor. I really love that aspect - gives me a new reason to actually fight enemies now that I'm not really in need of good weapons anymore!
 
How can you 'accidentally' beat the game? You have to purposefully go to this big evil looking castle in the middle of the map, it's not like you can stumble upon Ganon. lol

I didn't either intend to beat the game when it happened
It just.. kinda happened
 
Oh my god, the feeling when all you hear is about a dreaded motion controlled mini golf shrine and you manage to beat with your very first swing! O.o

...it was supposed to be difficult?
Of all the motion controlled shrines, it was the only one I've real real fun controlling.
 
So I'm about 35+ hours so far in the game. Just completed the first
Zora
dungeon and I'm starting to feel indifferent to it all now which is kind of scary because I've never felt this way with a Zelda game before. Not even Skyward Sword. With Twilight Princess and Skyward Sword I would purposefully stop myself from playing for a couple days to prolong the experience but with the BoTW I'm starting to feel like it's a slog now to get through.

At first, I was in love with the game, at least during the first 15-20 hours. I couldn't remember the last time a game made me stay up for hours and not knowing where the time had gone.

After the 20+ hour mark everything started to feel samey to me and certain mechanics became frustrating more than fun.

It's a great game don't get me wrong but I'm now starting to bore of the same repetitive shrines which is a worry I had for months before the game had come out. I was indifferent about the item durability at first and didn't care for it, but can now see how frustrating it is. The story so far doesn't feel as grand or fleshed out as previous games in the series.

I have enjoyed the side quests so far but I feel like a lot of them can barely register as a side quest. For example, there's a sidequest at
Zora's Domain where after gaining the Zora armour you need to dive into the water below.
Does that really consitutate as a side quest?

The music is almost non-existent which makes it definitely the weakest OST in the series for me. There are a few tracks which sound amazing but there's too few of them and it's nothing too memorable.

There's also the lack of enemy variety. Where are the Gibdo's, ReDeads, LikeLike, Wallmasters, Darknuts, Deku Baba's, etc?

However, I think the most dissapointing aspect are the dungeon(s). They are essentially 3 or 4 room glorified larger shrines. I would have loved if this game had traditional themed dungeons with a structure, secret item, mini boss and final boss.

I don't want to be too negative because there's a lot I do like about the game. The sense of exploration and adventure is second to none, the visuals and vistas, the enemy encounters can be fun as long as your item doesn't break, I like the challenge the game gives which makes you think of different ways to overcome obstacles.

But yeah, that's how I feel at the moment regarding the game. I hope my view changes perhaps as I continue playing some more but now that the initial hype and honeymoon phase has wore off, I'm now starting to notice flaws and frustrations. I know not a lot of people will agree with me but I would have preferred another Twilight Princess like Zelda game.

I feel the same way!!!

I don't like the smaller dungeons... I miss the old zelda layout :(

I like the enemy camps but the map seems way too big. Should have been an eighth the size and have 8 traditional dungeons.

I do feel like an explorer and it's somewhat neat but there's like 4 sets of enemies... lizafos , bokoblin, bats, jellies... there's a few powerful ones but they are repeated too
 
...if this game had traditional themed dungeons with a structure, secret item, mini boss and final boss.

Do you mean the not-so-secret dungeon item? Please, no more of this antiquated bullshit in Zelda. The way those items were inplemented are the most contrieved progress blockers there are and a good part of what prevented previous Zeldas from feeling in any way organic.

"Look, there's a blue door. Pity you can't open it before you haven't done the puzzle sequence of the blue door dungeon and gotten the magic item of opening blue doors. That's three dungeons down the line, so come back later!"

That's antiquated game design from the early nineties and the reason BotW world feels like an actual place, rather than a bunch of puzzle rooms with a bit of world-skin on them and some characters placed as means of puzzle triggers, is that it does away with this antiquated rubbish. If ever they regress to dungeon items, I hope they don't regress to blocking overworld progress by means of those items. That's okay if the game does it once, e.g. the BotW glider. But that actually more or less explains why you couldn't get down from the plateau before and is an item with universal usefulness. In other Zelda games it's pretty baffling why nobody in the whole world of Hyrule ever tried to move the blue magic block of "you're not supposed to go here yet" or why the only means of aquiring bombs necessary to clear a blocked path in the world is in some building with an asinine puzzle sequence, that only the chosen one in tights will ever complete.


This old template simply doesn't do anymore to build a world, when every other open world games unmasks it for what it is: A design form the early nineties that has been superseeded,
 
Well, the map shows a big glowing orange dot that says GANON...

Argh was trying to edit my previous post and somehow created a double post sorry
You don't check your map though since it doesn't help much unless you're in a corridor with split paths.
 
Do you mean the not-so-secret dungeon item? Please, no more of this antiquated bullshit in Zelda. The way those items were inplemented are the most contrieved progress blockers there are and a good part of what prevented previous Zeldas from feeling in any way organic.

"Look, there's a blue door. Pity you can't open it before you haven't done the puzzle sequence of the blue door dungeon and gotten the magic item of opening blue doors. That's three dungeons down the line, so come back later!"

That's antiquated game design from the early nineties and the reason BotW world feels like an actual place, rather than a bunch of puzzle rooms with a bit of world-skin on them and some characters placed as means of puzzle triggers, is that it does away with this antiquated rubbish. If ever they regress to dungeon items, I hope they don't regress to blocking overworld progress by means of those items. That's okey, if the game does it once, e.g. the glider. But that actually more or less explains why you couldn't get down from the plateau before. Not why nobody in the whole world of Hyrule ever tried to move the blue magic block of "you're not supposed to go here yet" or why the only means of aquiring bombs necessary to clear a blocked path in the world is in some building with an asinine puzzle sequence, that only the chosen one in tights will ever complete.


This old template simply doesn't do anymore to build a world, when every other open world games unmask it for what it is: A design form the early nineties that has been superseeded,

I totally agree with this
in reverse
.
 
Man, why does the sun rise so early? It's only 3:45am!

WVW69kJmdtQ7OcVZSZ

I really wish the nights were darker. Their length is fine, the amount of time Stals spawn is ok as it is, I just wish it was darker, more black and less light blue for a bit then early morning.
 
I would have loved if this game had traditional themed dungeons with a structure, secret item, mini boss and final boss.

do you honestly even remember three dungeons from wind waker, twilight princess and skyword sword? I sure as hell don't
the are the epitome of stale, oldass zelda design, they needed to go.

the titans are so . much. better.

you can see them from afar, they are threatening and spectacular, talking with the different peoples you hear how they are influenced by the titan. you help them fight the titan. as with everything in this game, they are truly a part of the world and have an effect on this world. inside the dungeon you can go/look outside and see the area you did exploration and questing a few hours ago, it is spectacular and incredibly memorable.

no, none of the old ass dungeons even came close to that., they had better bosses, though, I'll give you that.
 
So I got the final memory last night. Anyone wanna guess
what the voice in the sword said to Zelda? "There is a 98% chance Masters batteries are running low. Please return him to the Shrine of Resurrection to recharge"
 
So I got the final memory last night. Anyone wanna guess
what the voice in the sword said to Zelda? "There is a 98% chance Masters batteries are running low. Please return him to the Shrine of Resurrection to recharge"

Most definitely that. Also
she wouldn't stop beeping an annoying, high pitched, repetitive beep to constantly remind Zelda that Link's health is low.
 
I love the divine beasts as the dungeon replacements, by now the temples/ dungeons in Zelda games are quite predictable and boring so I am glad they did something different here.

However. With the shrines being used to "train" the hero I think it was a missed opportunity to have a traditional style Zelda dungeon based on the shrines. Kind of like Tower of the Gods in Windwaker it could act as a way of proving you are worthy and having a traditional Zelda dungeon would work in the context of the game world as "training" the hero.
 
So I got the final memory last night. Anyone wanna guess
what the voice in the sword said to Zelda? "There is a 98% chance Masters batteries are running low. Please return him to the Shrine of Resurrection to recharge"

I found funny that
Zelda asks Link of he as a choosen hero can hear the voice of the sword. Then in a later cutscene she is the one that hears the voice, she also seems to carry the full triforce. She is like "look at me, im the hero now"
 
I remembered in some review Aonuma or Fujibayashi mentioned that you can bring a rock all the way to the end of the game if you want. So I did them one better (final boss spoilers):
https://d3esbfg30x759i.cloudfront.net/ss/WVW69kJeFccMC1La6D

I tried my hardest, but I could not get the cucco to aggro Ganon. When the fight transitioned to Calamity Ganon, the cucco disappeared. I suspect you may be able to bring a cucco into Calamity Ganon if you've beaten all the divine beasts though.

Following up on this, I checked and you can't (final boss spoilers)
bring a chicken into Calamity Ganon. :(
 
Can anyone help me figure out exactly where to find silver Lynels? I want to fight challenging enemies. I beat my first silver lynel yesterday without healing.

Not sure why people say they are hard. You have to upgrade your armor and use good weapons though.

The guide book only lists regular red, blue, and white mane lynels. Those are not silver mane ones.

Can anyone tell me exactly where to find any silver mane lynel?

I only know about the one in the
coliseum ruins.
 
Do you mean the not-so-secret dungeon item? Please, no more of this antiquated bullshit in Zelda. The way those items were inplemented are the most contrieved progress blockers there are and a good part of what prevented previous Zeldas from feeling in any way organic.

"Look, there's a blue door. Pity you can't open it before you haven't done the puzzle sequence of the blue door dungeon and gotten the magic item of opening blue doors. That's three dungeons down the line, so come back later!"

That's antiquated game design from the early nineties and the reason BotW world feels like an actual place, rather than a bunch of puzzle rooms with a bit of world-skin on them and some characters placed as means of puzzle triggers, is that it does away with this antiquated rubbish. If ever they regress to dungeon items, I hope they don't regress to blocking overworld progress by means of those items. That's okay if the game does it once, e.g. the BotW glider. But that actually more or less explains why you couldn't get down from the plateau before and is an item with universal usefulness. In other Zelda games it's pretty baffling why nobody in the whole world of Hyrule ever tried to move the blue magic block of "you're not supposed to go here yet" or why the only means of aquiring bombs necessary to clear a blocked path in the world is in some building with an asinine puzzle sequence, that only the chosen one in tights will ever complete.


This old template simply doesn't do anymore to build a world, when every other open world games unmasks it for what it is: A design form the early nineties that has been superseeded,
Not terribly often in Zelda games is there an overworld progress blocker tied to dungeons; most have some element of non-linearity, or the progression is tied more firmly to narrative events. It isn't Super Metroid.

Second of all, this doesn't make any sense. You seem to be angry at the ludonarrative dissonance the blockers cause, but you're totally okay with preconstructed dungeons *all* across Hyrule that precisely require four items that can only be obtained in four exact shrines that the player *conveniently* finds outside his chamber of resurrection, and cannot move beyond until they're completed? It's nonsense. We accept these things because we understand how games work, but don't pretend that BotW is some bastion of realism in this regard.

Finally, most of us are complaining about the dungeons' size, complexity, and end bosses, not that there isn't a specific item you obtain that affects further progress in the game world. A Link Between Worlds manages to have fantastic dungeons without progress gating, and these divine beasts fall very, very flat for me.
 
I love this new formula and am looking for variations in the next title.

Before, I tried to finish TP HD (again), but it was like: uh enough of pointless zig-zagging to hyrule castle and some other NPC, finally a dungeon. But then the dungeon got tiresome as well and I wanted to be done with it. And that repeated. In BotW i can do more stuff that also has more meaning and is fun.
 
Not terribly often in Zelda games is there an overworld progress blocker tied to dungeons; most have some element of non-linearity, or the progression is tied more firmly to narrative events. It isn't Super Metroid.

Second of all, this doesn't make any sense. You seem to be angry at the ludonarrative dissonance the blockers cause, but you're totally okay with preconstructed dungeons *all* across Hyrule that precisely require four items that can only be obtained in four exact shrines that the player *conveniently* finds outside his chamber of resurrection, and cannot move beyond until they're completed? It's nonsense. We accept these things because we understand how games work, but don't pretend that BotW is some bastion of realism in this regard.

Finally, most of us are complaining about the dungeons' size, complexity, and end bosses, not that there isn't a specific item you obtain that affects further progress in the game world. A Link Between Worlds manages to have fantastic dungeons without progress gating, and these divine beasts fall very, very flat for me.

I do like the shrine, but I wish the dungeons them self held some of this style of puzzles found in the shrines. I also kind of miss the whole 'fight enemies to unlock room' kind so one had to fight something different and prove a different kind of challenge, especially with the combat system here being more interesting than past Zelda games.

But I can see they decided to expand outside the dungeons as the world itself has dungeon elements. I do hope for the sequel they do scale it a bit in term of size in the over world (but not much, maybe have one region less or something), add a bit more dungeons with that maybe are attach to the over world (instead of mechanical beast).
 
The cold res armor top piece you get at the start of the game can't be upgraded and is not part of a set right?
Only the
Orni set
can be upgraded which bascially replaces the one you get at the start ?

also, whats the max amount of stamina? 3 circles?
 
Finally was able to check my play time. 85+ hours and 23%... I'll definitely be using a guide for the Korok seed but I'm hoping to do shrines on my own. May look up numbers of how many are in each region or something.

Speaking of... how many are in
Hyrule Castle?
I only found one and was really surprised.

Also, I had one of my favorite shrine quests last night in the Faron region...
I probably could have laid a weapon down in retrospect, but I stood on the yellow stone and got electrocuted. It was awesome!
 
I will never understand the complains about weapon durability on this game. This is what I was greeted with when trying to figure out what to drop to pick up a guardian spear 3.0:
I have only completed 2 dungeons, and I never know what to drop because all my weapons are usually very good. And when I fight a weak enemy I don't know which weapon to use because I usually don't have any weak weapon. And people complain about not having enough good weapons or them breaking too easily lol.

(also I like to have a torch and a kolog leaf at all times)

I guess I'll drop the electricity and ice rods lol
 
I will never understand the complains about weapon durability on this game. This is what I was greeted with when trying to figure out what to drop to pick up a guardian spear 3.0:

I have only completed 2 dungeons, and I never know what to drop because all my weapons are usually very good. And when I fight a weak enemy I don't know which weapon to use because I usually don't have any weak weapon. And people complain about not having enough good weapons or them breaking too easily lol.

(also I like to have a torch and a kolog leaf at all times)

I guess I'll drop the electricity and ice rods lol

I have the same problem. Plenty of weapons and always having to decide which to drop when I find a new one. I find having enough shields much harder. They seem much less common, especially non-rubbish ones (pot lids or basic boko shields).
 
Can't try at the moment, but except for amiibo gear can you dye pretty much everything? Just got full
rubber armor
and it's kinda kinky. Wanna see if I can make it even kinkier.
 
Whoa, can anyone confirm that killing more of one type of monster makes it more likely for elites to show up? Somebody in the last thread said that.
 
Whoa, can anyone confirm that killing more of one type of monster makes it more likely for elites to show up? Somebody in the last thread said that.

I don't have confirmation, but I'd say yes, killing more Bokoblins makes harders versions of the Bokoblins spawn after bloodmoons.
 
I found funny that
Zelda asks Link of he as a choosen hero can hear the voice of the sword. Then in a later cutscene she is the one that hears the voice, she also seems to carry the full triforce. She is like "look at me, im the hero now"

This upsets me. Because this means that they basically wrote Zelda
as the hero meant to wield the Master Sword.
Why do they do this to me.
 
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