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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 how the subtle music in the game randomly has pieces of other Zelda music.

Death Mountain here is a remix of the original death mountain!!

Original

and

BOTW

As a huge fan of Zelda Music I lost my mind just now as I started up the mountain!
 
It seems to rain a lot.... Annoying when traversing and climbing around.
It can be nerd rage inducing for sure. The other day I was gliding through the air in a snow storm with a rock pillar in my sights to land on and climb up, unknowingly to me, I glided through to a new region that was warmer, it started raining and I fell to my death due to the rock pillar now being wet due to the rain. Good times.
 
Does anyone else just not bother with the horses? The only time I used Lad, my horse, was after being advised to when trying to find
Hateno Village
. Since then I'm all about fast travelling and going on foot/climbing.

11 days in and I've never been on a horse.
 
A Link between Worlds is a bad example as it does progress gating done wrong with the awful lending mechanic. Instead, BotW finally does it right.

ALBW is also a bad example for dungeons as it has some of the worst dungeons in the series. Not only are they as short/shorter than the divine beasts, they are also all braindead easy contained to one item at a time with no puzzle difficulty whatsoever. I take quality over quantity.
Why is the lending mechanic awful? The fact that you have to pay rupees to get the item? Or the fact that you lose the items if you die? Or that not all of the items are available immediately? I'd hardly call any of those things awful.

What divine beasts are you playing? Most of the puzzle within the beasts are fairly simple and can be done in a half hour or less. Quality over quantity is such an eyeroll worthy thing to say.
 
Does anyone else just not bother with the horses? The only time I used Lad, my horse, was after being advised to when trying to find
Hateno Village
. Since then I'm all about fast travelling and going on foot/climbing.

Yea, the can get a bit annoying to use. I've stopped using them as well. Need some QoL changes on them personally to not be detracting to use.
 
It can be nerd rage inducing for sure. The other day I was gliding through the air in a snow storm with a rock pillar in my sights to land on and climb up, unknowingly to me, I glided through to a new region that was warmer, it started raining and I fell to my death due to the rock pillar now being wet due to the rain. Good times.

look at the weather forecast when you're in the middle of something like that. i'd be laughing at myself instead of raging haha!
 
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 have never had a problem with the old Zelda dungeon design and many people similarly don't have a problem with it either.

What you descirbe isn't any different conceptullay to what takes place in BoTW but the structure is different sure.

For me I get a greater sense of satisfaction and reward when progressing through a dungeon than with these Beasts because everything is already laid out for you and it's not exactly difficult to solve either.

The thing is, it's not just the puzzles or the secret items placed requiring thought and process that excites me about the old dungeons. It's also the atmosphere, the thematic nature of the labyrinth itself. You see, for me anyway, those old dungeons had a story to tell in each room as in the example of the Sky dungeon in TP. You get the feeling these were anicent ruins closed off from civilization.

Sometimes when playing a Zelda game I like to just switch off from the main world and quest and just feel lost in these dungeons feeling as if I'm in a different world entirely.

Also enemy challenges. Granted, I've done only one dungeon so far, but it was pitiful in terms of enemy challenge. Literally a couple of Mini-Guardians and that was it.

And yeah I'll concede the bosses were rather predictable and weak in TP for example, but the designs and the spectacle of fighting them were better than what I've experienced in BoTW.

I could go on as to why I prefer the older template but quite simply these so called dungeons does not subtitue nor scratch the same itch that a traditional dungeon would have and have left me very disappointed. Heck I had a lot more fun with ALBW despite it's linear structure and I'm not even that big of a fan of handheld games!
 
Is there a way to get rid of the
Ganon goo/ slime stuff
around Akkala Tower? Only found one eye to shoot, nothings changed. Cool that this is (story spoilers)
where Link was defeated 100 years ago
 
Is there a way to get rid of the
Ganon goo/ slime stuff
around Akkala Tower? Only found one eye to shoot, nothings changed. Cool that this is (story spoilers)
where Link was defeated 100 years ago

It's not.
 
Found this on Facebook. I chuckled. :p

w3xn0x3aq9ly.jpg
 
Finally managed to get a bear as a mount last night up in the Gerudo
Highlands. Took my shirt off to get a sweet Putin snap, and instead got the bear one hit killed by an ice Talus attack. Sad! 😭
 
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..

I'm completely okay with those puzzles being short and disconnected sequences that take a backseat to what feels actually like a game world, rather than a more or less linear puzzle sequence blocked by item progression, serving as little more than a poorly masked excuse to lead you through more sequences of hour long search-keys-find-item-kill-boss sequences. That's been done to death by Zelda games and I feel it's antiquated.

I'm totally okay with BotW actually putting more effort into a freely traversable game world, rather than spending all dev effort on dungeons for a change. That's what TP did and I found it disappointing as a result. In that game it was particularily transparent that the only reason the overworld existed, was to connect puzzle sequences. Small wonder, when all dev effort goes into those that Hyrule field is the most barren stretch of grass imaginable. Hey, at least it had a conveniently placed rail to slide along with the asinine cog item to a heartcontainer in one or two places. Remember those couple of seconds from the TP reveal trailer? They suggested there'd be actual open wood to go through. What we rather got is shown in those couple of seconds. A path through the "wood" that's hardly more than 5-10m wide, because of course, the chosen one can't climb the small ridges lining this path leading them to the next puzzle segment. I'd even be happy without a single "dungeon", if they can manage to place the puzzles more "organically" (than shrines, divine beasts et.) in the overworld.

Disclaimer: I haven't played AlbW, but it sounds like I might like it. Only I haven't touched the 3DS in ages and are not planning to. Also I never really found the world of top down Zeldas particularily compelling, having started with OOT and MM. Even compared ot the most barren 3D Zeldas, those worlds were transparently excuses to connect dungeon sequences and puzzles rooted in the technical capabilities of days gone by.
 
Also, why the hell does this challenge only give one orb lol. When I finally cleared it, I was wondering what they would reward me with, and then the chest gives 300 rupees and one orb. Considering this place was almost as big as one of the Divine Beasts, the actual reward was a little sparse, but then the level itself was an interesting idea. Oh well.

This basically describes every side quest/shrine in the game.


Edit: oops! Sorry sorry for fuckin up the spoiler tag. I'll be more careful in the future
 
Just found out there's a hard cap on how many meals you can carry around. I was planning on selling most of the shitty ones anyway, but now I have to sell a lot more often than I was planning.

Speaking of meals, are any of the "actual" recipes (veggie stew, seafood paella, etc.) better than just throwing crap into a pot? I haven't seen a single "actual" recipe that gives him triple attack/defense buffs, or tons of health/stamina.
 
Major Test of Shrine no pillars.
See some metallic tiles, could it be?!

Jep magnesis to pull up a block to stop the spinning.
 
Also, why the hell does this challenge only give one orb lol. When I finally cleared it, I was wondering what they would reward me with, and then the chest gives 300 rupees and one orb. Considering this place was almost as big as one of the Divine Beasts, the actual reward was a little sparse, but then the level itself was an interesting idea. Oh well.

Because everything has to be designed to be missable. Rewards are always small and disposable.
 
How did you get that many? Stupid good luck with the SSB Zelda Amiibo?

I've tried for collectively about 4 hours or more to get that fucking bow and have had no luck thus far. =/

I guess it's just luck?

All of the good amiibo drops seem to spawn constantly for me. I've been getting daily Hero of Twilight costume pieces for the last few days without even needing to save and retry. EZ 150 ruppees

Also DO NOT scan Ganondorf on Death Mountain lol
 
Finally got every piece of armor in the game that I can get, including with the amiibos I have. Really like some of the sets, but I always go back to the
Sheik set
in general, with a mixed set of Hylian and heavy armor for battle.

I really love the TP set, feels right, but damn those upgrade materials. I'll eventually max it out for authenticity's sake.

The 8-bit amiibo outfit is pretty great too. Makes me wish there was an "excuuuuuuuuse me princess" button.

Question to those with the Sheik amiibo -
Does the headscarf count towards the set bonus of the Sheik set? The night time movement speed bonus from upgrading past 2*
 
The voice work in this game is simply abysmal. It blows my mind.

I was cheered on by the Zoras at one point, and it's just this stock sound effect of a crowd cheering with people whistling through their teeth. So fucking lazy.

Also, Princess Zelda is the worst.
 
Simple question:
I'm quite early in the game but I have many different types of ores I've collected. I have very little money but it seems that since nearly no enemies drop rupees that this is the new system to earn rupees. Without spoilers, I just want to know if I should sell the following:

Amber
Opal
Topaz
Ruby
Sapphire
Lizaflos Tails/Talons
Chuchu Jelly
Keeses Pieces ;)
Octorok Tentacles

So far I've just been selling Bobokin Horns and Fangs for money since I know I can get more. Is there crafting or something I'll need to save the aforementioned list for? Lastly, I managed to get 3 Hinox Toenails and 1 Hinox Tooth. What do I do with these?

Thanks, GAF :)
As others have said, I'd recommend holding on to gems and even the monster parts as they all have valuable uses. As far as money goes, there are ways to make a lot Rupees quick, so imo, the payoff isn't there to sell off those inventory items when several ways to make cash exist that don't involve you selling those inventory items you will be needing down the road.

In terms of making Rupees: (If you want to know, I outlined two ways to do so, there are others, but these are my preferred methods)

Early on,
you can do the hunting quest over and over in Hateno Village, using bombs to save on arrows and loot Prime cuts of meat from the fallen deer you've slain, cooking two pieces of meat to sell the meal for 60 Rupees and make decent money. You can make around 1000-1200 Rupees for 25-30 minutes worth of time investment.

If you want to do some traveling and want some major help with money,
go to Hebra Tower, and look for a little cabin from the air, glide down and talk to the dude to start the snowball bowling mini-game. For every strike you get, you net 300 Rupees and it's repeatable. You can easily net around 1500 Rupees for 5 minutes time with all strikes, if you end up getting a spare, you still get 100 Rupees. There is a method that pretty much ensures a strike every time as well by standing behind the NPC and kinda slightly standing to the right side of him and dropping the snowball.
 
Because everything has to be designed to be missable. Rewards are always small and disposable.

That's not true though, the rewards don't have to be small and disposable to not be necessary. They could have cool magics, new runes, unique gear or weapons that aren't necessary to beat the game.
 
The voice work in this game is simply abysmal. It blows my mind.

I was cheered on by the Zoras at one point, and it's just this stock sound effect of a crowd cheering with people whistling through their teeth. So fucking lazy.

Also, Princess Zelda is the worst.

So? Why should they rerocord a new sound for a generic event?
 
I'm back from my ban and will say what I've been waiting to say for a week: This game subverted all my expectations. It's not a question as to whether or not BotW is the best Zelda game anymore. It's now a question if this is the best game I've ever played or not.
 
So? Why should they rerocord a new sound for a generic event?

Because there were only like six Zoras there, and they also weren't holding their hands up to their mouths to whistle through their teeth like a human being in real life would do. It's lazy sound work and a good example of the sloppy VO team in general.
 
I've only seen a couple of memories so far, but Zelda's VA doesn't seem that bad to me. I'd say that the worst is still Rhoam.

Also, fighting a Lynel for the first time near the beginning of the game and using everything available to you (including lightning strikes on dropped/thrown metal equipment) to survive really highlights how unfitting the standard battle music can be.
 
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.

Wow I don't see this at all. Not one beast comes close to the elaborate muktileveled dungeons of past games. They had personality, they had actual progress with a building of ideas and concepts. Everyone introduced a brand new gameplay mechanic, keeping the game fresh and interesting. They had new enemies, two bosses that were unique, pattern bosses yes but that makes it so that you arent just doing random damage to weak points which is what some of these bosses feel like.

The beasts are just slightly more elaborate shrines and because they follow the same theme they start to blend together. And because you have been using the same four powers the entire game the puzzles start to blend together. And there are no new enemies so that's just repeitition too.

A zelda dungeon was an hour of awesome UNIQUE gameplay, new stuff. That's not the case for the beasts where about the only new thing is the boss at the end which even those follow the same templates as the other four.

BOTW is a game of repetition where past zelda games were games with new stuff constantly building up.
 
I didnt know weapons shattered after a few swings, i thought it was a slower degradation... with that in mind, how are the boss fights? Do bosses drop weapons for you to use, or do you have to bring your own? Also, is there a hookshot in this?
 
The dungeons in TP and SS were amazing. I "remember" them all.

I prefer the traditional dungeons, but the concept and execution of the divine beasts is really, really cool. The design of them is actually stunningly brilliant and there's a great atmosphere to them. My only problem is that they share similar aesthetics in art direction and the bosses are redundant crap.
 
BOTW is a game of repetition where past zelda games were games with new stuff constantly building up.

And I'm happy if they're left in the past or get their fat cut of contrieved item abilities and "search-little-key" puzzles. Which is essentially what the beasts are. I'd much rather see the effort to design unique dungeons and coming up with threadbare puzzle mechanics into designing a game world and ingame physics based puzzles, where those ingame physics are universally applicable throughouth the game world, rather than on rubbish, like rails placed in three locations of the overworld on which you can glide with an item, so you can reach a chest. I'd much rather have those unique bosses as part of the world, than of disconnected overly long puzzle sequences.

There's room for improvement for BotW, but regressing to the antiquated puzzle dungeoneering of the previous Zeldas is not it imo.
 
Why is the lending mechanic awful? The fact that you have to pay rupees to get the item? Or the fact that you lose the items if you die? Or that not all of the items are available immediately? I'd hardly call any of those things awful.

What divine beasts are you playing? Most of the puzzle within the beasts are fairly simple and can be done in a half hour or less. Quality over quantity is such an eyeroll worthy thing to say.

No, the rental mechanic essentially encouraged/required grinding rupees so you can go through the game withoutb acktracking to the rental store constantly so you can enter dungeons without being gated. It was just a useless mechanic that became redudant anyway halfway through the game.

The other effect the rental mechanic had was that every dungeon was literally centered around one item because the game couldn't assume which other items you had with you. That means dungeons couldn't even utilise simple items like the bow or bombs making puzzle solving easier than ever before because the solution is always that one item coupled with wall merging which was at least novel.

BotW puzzle design isn't any simpler than past 3D Zelda games and that is simply because they give you every item out of the gate and can design everything around every item/rune as soon as you leave the plateau. Of course they are not hardcore puzzle difficulty (which is the case for every Zelda game) but they require basic logical thinking and item usage again. Big difference.
 
I didnt know weapons shattered after a few swings, i thought it was a slower degradation... with that in mind, how are the boss fights? Do bosses drop weapons for you to use, or do you have to bring your own? Also, is there a hookshot in this?

Later on, weapons last MUCH longer.

No hookshot.
 
I was seriously moved by Mipha's story even though the voice actress can definitely improve her skill. I can't imagine what she was thinking 100 years ago when facing
Waterblight Ganon
. Was she thinking about how she
cannot see Link and her father anymore? Or no matter how hard she tried, she fail to heal herself?
The story of BotW is heartbreaking, I really need to take a rest and allow that sink in.
 
62 shrines down. Can I finish them all...!?

This is becoming a bit tedious, haha.
 
I want a boss rush mode :(

I have good news for you.

(Don't read this unless you've beaten the game already though)
If you go to Ganon without clearing all the dungeons you boss rush every dungeon boss you didn't defeat beforehand. So if you go straight to Ganon you get a 5-part boss rush, it's crazy.
 
I didnt know weapons shattered after a few swings, i thought it was a slower degradation... with that in mind, how are the boss fights? Do bosses drop weapons for you to use, or do you have to bring your own? Also, is there a hookshot in this?
Stronger weapons hold up for much longer. By the time you fight a boss, you'll have plenty of weapons to use on them.

This is a MAJOR hookshot-related spoiler so please only highlight if you really want to know:

SPOILER!!!! WARNING!!!! CAUTION!!!!! MAJOR HOOKSHOT SPOILER!!!!!!
there is no hookshot


dude what the fuck
 
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