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

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As someone who is absolutely in love with this game and would easily put it in my top 5 of all time, the idea that the beasts are superior to the dungeons of TP, OoT, WW seems insane.

Yes they are super duper cool but I found them supremely underwhelming content.
 
And I'm happy if they're left in the past or get their fat cut of contireved item abilities and "search-little-key" puzzles. 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

I'm fine with either or as long as the execution is there. I think the concept of the beasts is terrific and there were still keys to find here and there. They were just lacking when it came to enemies/bosses, and I think they could've been longer.

So it's almost there. The idea is super great. I like the physics based puzzles a lot and there's some real clever stuff. I would just ask for a lot more variety next time, especially when it comes to bosses. That's I think by far the biggest letdown of the game I have so far.
 
No, but it was considered early in development. I wonder if it'd have been worthwhile to implement something like grappling hook arrows that could be used as an additional traversal tool - though given how easy it is to move through the environment with the tools in the game, I can see how it'd have been redundant.
Would have been cool as a weapon, maybe you see Lizalfos or something rappelling toward you and once you claim the hook you can use it as a climbing assist, or pull enemies toward you. Allow climbing to wear out its durability so that it functions as a sort of temporary power up. That's my fan fiction anyway.
 
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,
Are you in charge of Metroid development at Nintendo?
 
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?

Bring your own weapons. And the better weapons do last longer. I've only done one beast, but I'd advise bringing as many weapons and arrows as possible because you may not get additional items on the way to the boss.
 
Goron City is the most disappointing part of this entire game
It's missing the trademark Goron Village song!

Same for Kakariko. :( If you took Hateno, renamed it Kakariko Village and gave it the original theme it would be Kakariko Village as all hell. The one in this game feels like a new village to me, and the new village (Hateno) looks more like Kakariko lol
 
I'm fine with either or as long as the execution is there. I think the concept of the beasts is terrific and there were still keys to find here and there. They were just lacking when it came to enemies/bosses, and I think they could've been longer.

So it's almost there. The idea is super great. I like the physics based puzzles a lot and there's some real clever stuff. I would just ask for a lot more variety next time, especially when it comes to bosses. That's I think by far the biggest letdown of the game I have so far.

Yeah. Theres usually like 1-2 interesting puzzles in the beasts. If they increased that to like 4 and had more distinct bosses I'd be fine with them.
 
As someone who is absolutely in love with this game and would easily put it in my top 5 of all time, the idea that the beasts are superior to the dungeons of TP, OoT, WW seems insane.

Yes they are super duper cool but I found them supremely underwhelming content.

I'm pretty confident when I say no dungeon in Wind Waker is better than one mechanical beast in this game.

Bur otherwise, of course the dungeons in TP and SS are better than the divine beasts. They are awesome dungeons and basically the whole content of the game.
 
Yeah. Theres usually like 1-2 interesting puzzles in the beasts. If they increased that to like 3-4 and had more distinct bosses I'd be fine with them.

Like even throwing in a miniboss, some more enemies, and better bosses would improve things ten-fold so much it wouldn't be funny. Like imagine if instead of
Whateverblight Ganon as every single boss, Ganon deployed some of his "top agents" as the Beast protectors; have a Gohma in one, some Iron Knuckles in one
, etc.

I will say that when you're inside of them that the surrounding exterior environments have been downright incredible.
 
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?
I think the stronger weapons last one or two dozen swings. The weaker ones like wooden clubs and the like definitely do break after a few swings.

The game tends to give you more weapons than you know what to do with, though. I find myself throwing out weapons more than breaking them, and I don't really avoid combat.

I've never run out of weapons in boss fights. I think the hardest combat encounters I've had took about three steel (or better) weapons. I'm only like 10-20 hours into the game though, I think.

You should bring your own weapons to start boss fights. So far the hardest 1v1 fights I've been in that are probably on the level of boss fights did not drop weapons for me mid-combat, but you usually get a few decent weapons leading up to the fights anyway and between those and the aforementioned plentiful weapons everywhere, it's not really a problem to come prepared. The bosses themselves sometimes also drop good equipment after you beat them (sometimes better than the stuff you used), which replaces the ones you broke fighting said boss.

So far I haven't found a hookshot, no.
 
I feel like there is a difference when I play portable with joy cons vs the Pro controller, anyone else feeling less rumble using the joy cons versus the pro controller.

I am meaning not less due to size or design, but almost as if the rumble triggers differently based on the controller and whether the joy con is attached, anyone else?
 
Kakariko Village reminds me of Jadestone (?) Village from Blade and Soul
 
Goron City is the most disappointing part of this entire game...
It's missing the trademark Goron Village song!

Such wasted potential for something grand

How can that be the most disappointing when
the Gerudos came back without Gerudo Valley?

Though for me, I don't really think that reprising the old themes is strictly necessary; as long as the original music they're using is distinctive and memorable enough, and can stand on its own - look at how OoT decided to use the series main theme. Unfortunately, BOTW's soundtrack doesn't accomplish that.

Same for Kakariko. :( If you took Hateno, renamed it Kakariko Village and gave it the original theme it would be Kakariko Village as all hell. The one in this game feels like a new village to me, and the new village (Hateno) looks more like Kakariko lol

I like what they've done with Kakariko, just because it's so different to give the Sheikah that sort of role - and we've already seen them do something similar in TP, as far as playing with Kakariko's usual role goes. Though it would have been nice to hear a version of the original theme played with a koto or something in Impa's house.
 
Most charming moment for me so far: I was at one of the little shrine-like sets of statues with plates in front of them, where the game obviously wanted me to place fruit on the plate. I had accidentally picked up one of the apples, so I put it back down on the plate. As I went to put down the last apple, my horse ambled up from behind, casually picked up the apple, and ate it.

This is how I learned you could feed horses in the game.
 
Imagine making Cyronis platforms on rock walls when it's raining.
That's what I'm saying. Imagine how satisfying that would be as a cryonis upgrade. You'd go from dreading rain to wishing it could rain all the time.

What if you could freeze rain above an enemy so that the falling ice caused damage on impact? I guess there is not much point in imagining these things, but it's easy to daydream about more general applications for the runes. Stasis is the definite favorite, others get sidelined, and cryonis gets it worst of all.
 
I'm positively surprised they didn't reuse the Kakariko village music again. You can only reuse one theme so much before it becomes stale to the core.

Zora's Domain still got reused, though. At least it is the best version yet.
 
I guess I've hit a glitch? I'm with a goron making my way up to Vah Rudania but at the end there's a cannon with nothing to fire at. Looking at guides shows the beast should be here but it's not even after reloading a save.
 
Later on, weapons last MUCH longer.

No hookshot.

I would be extremely interested if someone would make list of how many swings on say a rock weapons could survive. I think this would help a lot of people with what weapons they should truly take and what to leave behind.
 
I guess I've hit a glitch? I'm with a goron making my way up to Vah Rudania but at the end there's a cannon with nothing to fire at. Looking at guides shows the beast should be here but it's not even after reloading a save.
Maybe you haven't done some other events that have to be completed first? I had the same thing happen with a Rito who should have been at a location and wasn't, but after I aborted that pursuit and finished another area, he was there.

After getting the Master Sword the night before, I finally went and finished my second dungeon last night.
Thunder blight Ganon was a pain in the ass, especially his second phase. I had no idea what I was supposed to do so I ended up Googling how to finish him off. The solution definitely wasn't something I'd have even thought of.

I also checked the pseudo Activity Log under my Profile; I've logged 35 hours so far. I'm way behind most of my friends, one or two have 70 hours+ and I see some of you folks have cracked the 100 mark. I don't know how you do it. lol.
 
Question about Akkala Tower - where are the eyes to get rid of the calamity stuff located? I've only found one but I've been trying to wrap my head around the others for the last half hour and can't find the other ones.
 
If they were to add new enemies what would you like added? I feel like Like Likes would work really well with the game's weapon system (even though they'd be annoying). I also feel like they could add ReDeads to all the "ruins" areas they have on the map, seems like that'd make perfect sense.
 
Question about Akkala Tower - where are the eyes to get rid of the calamity stuff located? I've only found one but I've been trying to wrap my head around for the last half hour and can't find the other ones.

I only found the one that you see at the beginning. I believe the 'puzzle' of that tower is finding a way up and around all the calamity goop.
 
I guess I've hit a glitch? I'm with a goron making my way up to Vah Rudania but at the end there's a cannon with nothing to fire at. Looking at guides shows the beast should be here but it's not even after reloading a save.

There are a few cannons along the way. You might have missed an earlier one.
 
I guess I've hit a glitch? I'm with a goron making my way up to Vah Rudania but at the end there's a cannon with nothing to fire at. Looking at guides shows the beast should be here but it's not even after reloading a save.

It's not a glitch.
You have to shoot your Goron friend at the beast when you come across these canons. After hitting it a few times, the beast will move on and eventually be at the last location.
 
I hope hard mode doesn't force you to collect all the korok seeds all over again. Also don't want to do the shrines all over again either.
 
I couldn't take it anymore. The response to this game has been overwhelming and I just had to get on the train.

Just picked up my Switch + BotW and waiting to get home.

This is also my first Zelda game and Nintendo console. Can't wait to get involved.

Thanks for informing my impulse purchase GAF!
 
I hope hard mode doesn't force you to collect all the korok seeds all over again. Also don't want to do the shrines all over again either.

Replaying the exact same shrines are my main concerns of replaying the game. Otherwise I think they have to because they can't let you be overpowered at start.
 
I'm something like 40 hours into the game and I'm still finding areas I've never seen before in spots where I was sure canvassed the entire area.
 
I'm something like 40 hours into the game and I'm still finding areas I've never seen before in spots where I was sure canvassed the entire area.

I spent a long time in Zora's Domain the first time, then spent another three hours there yesterday looking at all new stuff. It was so cool. A Hinox, a Lizalfos camp, etc.
 
A hookshot or some other sort of limited grappling hook mechanic could've been a nice way of allowing you to climb, or at least explore vertically, while it's raining. It wouldn't allow you to scale taller structures, but smaller outcroppings wouldn't be a problem anymore at least.

To be honest, when I first heard that rain would make it harder to climb surfaces I assumed it just meant that your stamina would decrease twice as fast or something, not that you'd actually slip down walls AND lose a chunk of your stamina when it happens. I really would quite like a way of mitigating it.
 
I guess I've hit a glitch? I'm with a goron making my way up to Vah Rudania but at the end there's a cannon with nothing to fire at. Looking at guides shows the beast should be here but it's not even after reloading a save.
Same thing happened to me, not a glitch:
Did you shoot the Goron at the beast with every cannon?
 
If they were to add new enemies what would you like added? I feel like Like Likes would work really well with the game's weapon system (even though they'd be annoying). I also feel like they could add ReDeads to all the "ruins" areas they have on the map, seems like that'd make perfect sense.
I would break down what we got into categories or types of enemies and try to add creatures that have unique behaviors so approaches to combat have to be a little more varied. Right now most standard opponents are land bound, with medium size and speed. Would be neat to have a flying enemy that could be mounted, maybe held onto as it flies away, at the expense of stamina, so the player must weigh the benefit of easy damage against the risk of falling off due to stamina loss. These types of enemies would also become easier as the stamina gauge extends, which would create a tangible sense of progress and integrate stamina more into combat. More mobile enemies would be great too, if they could climb as well as Link and chase him as he ascends or descends cliff sides (imagine spiders that scurry after you—that might be swatted away by the ability to swing one handed weapons while climbing). Aquatic enemies would also be good. You could use cryonis to freeze them into blocks, maybe push them up out of the water so that they are disadvantaged—perhaps unable to launch projectiles or handicapped in some other way.

I don't know if there is much value in imagining these things.

But while I'm at it...
I haven't reached it yet, but from the impressions I've read, I take Eventide to be at least inspired by
Homer's Odyssey—the capture on the cyclops' island, in particular. In keeping with this, I thought it would be cool to have a sort of maze out on the water (as there are labyrinths, including the Lost Woods, on land)... a raft would be required. Link sets off from a beach, toward a dark area on the water. A fog settles over him, and a soft voice begin to sing something familiar to long time Zelda players (Zelda's theme?); the player must head in the direction of this voice, and use its increasing volume to guide the way. Eventually he makes it a clear area, where there is perhaps a shipwreck, and where the song is loudest. He leaves his raft, and climbs aboard the ship, where he is ambushed by sirens.
 
In Zora's Domain I read a stone wall that is missing letters.

Something about a Zora Helm at some lake. Anyone know what lake this is?
I think it's
Lake Mikau if I remember correctly, a chest is underneath the water you need to raise via magnesis.
 
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