Restless Ganon
And just after the fight: Bloodmoon.
Restless Ganon
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
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.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.
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!![]()
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
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.
Well, the map shows a big glowing orange dot that says GANON...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.
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
There's also the lack of enemy variety. Where are the Gibdo's, ReDeads, LikeLike, Wallmasters, Darknuts, Deku Baba's, etc
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!![]()
So I'm about 35+ hours so far in the game. Just completed the firstdungeon 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.Zora
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 atDoes that really consitutate as a side quest?Zora's Domain where after gaining the Zora armour you need to dive into the water below.
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.
...if this game had traditional themed dungeons with a structure, secret item, mini boss and final boss.
You don't check your map though since it doesn't help much unless you're in a corridor with split paths.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
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,
Title correction for thread when?
Man, why does the sun rise so early? It's only 3:45am!
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I would have loved if this game had traditional themed dungeons with a structure, secret item, mini boss and final boss.
So I got the final memory last night. Anyone wanna guesswhat 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 heard there's a certain unlock you need to have a certain amount of hearts to get. How many hearts?
So I got the final memory last night. Anyone wanna guesswhat 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 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.
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.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,
I found funny thatZelda 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"
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.
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 thecan be upgraded which bascially replaces the one you get at the start ?Orni set
It gets easier when you realize how to dispatch the drones quickly, but yeah it's not great.Goron divine beast escort mission is terrible .
Goron divine beast escort mission is terrible .
Goron divine beast escort mission is terrible .
It got easy when I started using magnisis but after raging of him getting spotted lolIt gets easier when you realize how to dispatch the drones quickly, but yeah it's not great.
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.
Why can't I have asuit that lets merito?fly
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
After you defeat the divine beast you get an ability thatIt's sort of the same thinglets you shoot up incredibly high in the air and auto pull out your glider.
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 found funny thatZelda 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"