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

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What can i safely sell? It seems like everything is used for something... I need money!

You need a few ambers for a set for earrings but I don't think it's worth upgrading because they don't have any other perks. You could get that for completionist's sake, then sell all your additional ambers if you don't want to upgrade it.

Otherwise: some recipes are worth quite a bit. 5x raw meat = 120 rupees!


It says it's a stone pillar they're proud of... There's only one option.
 
You're saying someone who's never played Zelda before should start the game without being able to see the temperature and learn about the weather mechanics? Recipe for frustration IMO.

I completely agree.

Every single person I've let play is overwhelmed by the controls early on, and turning off all of the tool tips is just going to be worse.

Hiding temperature stuff and the minimap? Sure. But turning off the control icon is just sadistic for newcomers.

Tethering the Lower Right icons into the same pro mode as the upper left icons is just mean and/or poorly conceived.
 
You need a few ambers for a set for earrings but I don't think it's worth upgrading because they don't have any other perks. You could get that for completionist's sake, then sell all your additional ambers if you don't want to upgrade it.

Otherwise: some recipes are worth quite a bit. 5x raw meat = 120 rupees!



It says it's a stone pillar they're proud of... There's only one option.

That tells me nothing.
 
At the risk of sounding super corny...I don't think I'll ever talk shit about Nintendo again. Not that I was ever that huge of a detractor. It's just that in recent times I seem to have forgotten what made them so great to me as a kid. I mean, honestly, they do make some funky ass decisions and it drives me nuts. It's why I've held off on the Switch...for now. But this game is a masterpiece. It's restored my confidence in them. Perfect? No, it's not. But it's been a long time since I found myself this engrossed in a game. I can't wait to get home and play more and that honestly doesn't happen often these days. The scope of Hyrule is staggering. The little details scattered about. You can tell this is a labor of love. How they manage to essentially re-imagine the same fucking "legend" time after time and still make it worth playing is beyond me. Maybe there is a bit of nostalgia informing my adulation but I don't care.

One thing about this game is how revolutionary it is for Nintendo as a company. Like, I enjoyed my Wii U but it's always been kind of good/bad how much Nintendo games seemed like games out of time. They have had this sort of anachronistic quality, where their games, while excellently crafted, were sort of stuck in formulas and mechanics that they created on the Nintendo 64 and refined on the gamecube. The wider world of gaming was changing, but Nintendo was learning very little from it.

This game seemingly changes all of that and makes me excited to see what's next.
 
You can enter it anytime - there is a clear entry, so you might try to check it out!

Dang, really? It's completely shrouded in mist from my vantage point. I just want that damn tower for now.

I'll teleport to Death Mountain and try to glide to it from there.
 
The game encourages grinding rupees so you don't have to deal with the rental mechanic and tediously go back from one place to another to enter one dungeon. It's pretty simple to understand why it's a useless mechanic and ultimately just encourages grinding rupees at the start of the game.

What is not to get here? Again pretty simple - yes, every dungeon entrance has big signs telling you which item you "probably" need! And you could sometimes bomb some walls for useless rupee rewards (as rupees become almost unspendable after buying all items) but puzzles had to be made around that one item because, as I explained before, the game could just not assume which items you had.

How can you not see the point here? It has nothing to do with "longer" puzzles, the puzzles were simply more one-dimensional and brain-dead easy because the solution will always be that one item. There is no need to put BotW on a pedestal, it's simply a fact that puzzles become more complex & varied with more item availability. Hell, they couldn't even utilise the bow & bombs in simple puzzle solving every dungeon! It's the easiest Zelda game ever made, even freaking Wind Waker is harder!
Who's grinding for rupees? Just spend a good 30 min bowling and you'll get a quick 5-6k.
 
You need a few ambers for a set for earrings but I don't think it's worth upgrading because they don't have any other perks. You could get that for completionist's sake, then sell all your additional ambers if you don't want to upgrade it.

Otherwise: some recipes are worth quite a bit. 5x raw meat = 120 rupees!



It says it's a stone pillar they're proud of... There's only one option.


I have like 16 opals, luminous rocks, diamonds etc... Sell it all except amber?
 
Dying/getting a game over is the most central mechanic of almost every game in existence, no matter easy or hard. Holy shit, what are you even trying to discuss here! Either you say this is the easiest game ever made and dying is not possible or it is a tedious mechanic. You will most likely die like in every game ever made and you will have to back get your item and waste time. And I have to do it because otherwise I cannot proceed. And yes, maybe I like to try things out and die in a maybe even in a silly way! They could have made it so I could have rented weapons not at a stationary point of the game, but no, I have to go back to that house and rent shit again and go back to the dungeon!

And anyway, I'm not sure why you're so hung up on this point other than failing to find a flaw in my argument. It's not like I honestly think the rental system needs tweaking and is a good system otherwise, no, it's bad system that makes turns dungeon design into baby difficulty! It's literally besides the point.

And which contradictions again? You just spout statement after statement without any meaning.
ALBW is a really easy game as far as death failure, you'd have to really try hard to die in it. It's one of the big problems with it. So you want to try silly stuff out...why don't you just save beforehand? If it's on the overworld, you have plenty of places to save. If it's in a dungeon, well you've already said you think the dungeons are short and easy, so what's your issue again? You make it sound like warping between Link's house and a dungeon is really hard. Youre not making any sense.

I didn't find your initial argument flawed, I just disagree that the dungeons are easier than the shrines and the divine beasts. Most of the shrines and the divine beasts are pretty easy, hell the name of the challenges in shrines telegraph everything. Dungeons have the same rotate the thing to shift a room around, some like Rudania are incredibly simple.

Complaining about having to grind for rupees to buy equipement in a game where you don't need to grind while also lambasting the game for giving you rupees as rewards everywhere is pretty contradictory. You keep making nonsensical complaints for I'm not sure what reason.
 
It's pretty impossible to fail if you use bananas. Which is what they were trying to teach you to use.

It takes a special form of entitlement to suggest that a game should never present a situation to you that you can't learn how to do before dying once. Not because game's shouldn't do this. But because its clearly possible to learn how to get through the section without getting caught on your first try. Instead, you are implying that they need to cater to your skill level when dishing out the "punishment."
First of all, starting from the beginning isnt even much of a punishment. Sure it gets you angry, but people who get angry typically think too highly of their own knowledge and skill. They take in situations they've learned from other games, and refuse to learn new systems even when that the game was literally throwing in your face. Also, did you notice the 50 bananas on planks that could be shot down with an arrow, indicated by the X marked paper?

Wow, you've inferred a lot of insulting things about me from me saying that I don't like a couple of brief segments of this game. I mean, where did this come from? Yeesh, calm down buddy.
 
Just finished Vah Medoh, it was supposed to be underwhelming according to gaf. I'm never going to trust you guys again lol

The two complaints i have with dungeons is that they're pretty small and the bosses are fairly easy, but this applies to both this one and the Vah Ruta (which was probably better though). Otherwise, the new puzzles and the use of "that mechanic" are absolutely amazing. Imagine if dungeons were the size of the TP ones with this kind of puzzles in every room.
 
I had the same problem. I have a feeling something important is there, but I didn't want to brute force the solution so I hope to run into a hint from an NPC somewhere. Does that exist? Are there in-game hints to the trick?

I can guarantee at least 1 NPC which hints at how to get through.
 
I'm still such a short distance into this game, how do you all have the whole map explored already...?

One question, I learned about the evade manoeuvre that you need to time when the enemy attacks and then you can do the flurry attack, it's just feels incredibly difficult to pull off. And this is with the simple enemies. Seems much tricker than pulling off the stun move in Bloodborne, what's up with that or is it just me? Feels far too risky trying to do it rather than just beating the enemies senseless lol.
 
parrying. just get used to the rhythm of his attack and hone in on the sound it makes. there's a clear one, two, three to it that's easy to get used to

Aye, I lost to it twice just figuring out the timing on that attack, but then went through untouched when i did beat him. Reminds me more of Punch-Out! than anything from Zelda.
 
Come on, it should...
Just look at Rito village



They're all used to upgrade some kind of jewelry. Wait til Gerudo town to see if you want to buy and upgrade those. If not, sell sell!

I
flew all around Rito Village and didn't see the shrine pedestal I had to shoot.
 
Maybe a lot of GAFers already say this.

Wii U version here and i play with the Wii U Pro Controller. One feature that i hate is that i must change to the Wii U Gamepad everytime to do some of gyroscope puzzles in certain dungeons.
 
I
flew all around Rito Village and didn't see the shrine pedestal I had to shoot.

The
stone pillar they are proud of will cast a shadow and has a heart shaped hole on it that will show you where the shrine is. I think the quest hint even says the time.

The pillar is very tall so the shrine might be a little ways away.
 
The
stone pillar they are proud of will cast a shadow and has a heart shaped hole on it that will show you where the shrine is. I think the quest hint even says the time.

The pillar is very tall so the shrine might be a little ways away.

Oh.
The fire part of the song made me think that I needed to find a shrine pedestal that lit up at noon (When the sun is high in the sky) which had to be shot with a fire arrow.
 
Wow, you've inferred a lot of insulting things about me from me saying that I don't like a couple of brief segments of this game. I mean, where did this come from? Yeesh, calm down buddy.

Yeah, its that your opinion reminded me of a greater problem with gamers. I dislike plenty of things about BotW, so thats not the issue here.
 
Yeah, its that your opinion is a symptom of a greater problem with gamers. I dislike plenty of things about BotW, so thats not the issue here.

Then talk about gamers as a whole. Don't say shitty things about me because I didn't like the stealth sections in this game.
 
I suspect there's already a topic about it so I won't regurgitate the links, but I just watched all three parts of the "Making Of..." vignette and damn, I am impressed. There are so many little things they showed in the video that I had no idea existed in the game...

- You can bat rocks thrown by Bokoblins back at them with your weapon
- You can drop a skull you're carrying and punt it towards another enemy
- You can set a fire and use the updraft it creates to glide up high
- You can use Stasis on an exploding barrel, whack it, and it'll fly and explode on impact when time resumes
- If you're standing still in a town at night, you can catch Link nodding off

So many details in this game... Fuck, it's just mind-blowing.
 
Probably mentioned before but has anyone had a staredown with a Lynel? I was on my third one (bastards are still tough to fight every single time), saved right before we fought. On restart after dying, I realize he's literally just staring at me from a short distance since I'm not moving... like he's sorting out what I am and my intentions. As soon as I draw my weapon, he charges at me in a rage. Feels like something straight out of Predator.

Yepp i have even killed the hardest one (White One)

The ones under him are really easy (i have 14 hearts and level 3 enchanted soldiers set)
 
Ok so I've done all the Beasts and now I'm gonna go fight Ganon. This will be my 3rd time in Hyrule Castle. The amazing thing is, I've found a new way in every single time. I'm in some mines under the castle now. Freaking amazing!
 
I'm at a loss here at the zora temple. i need to activate the last terminal which is located on the small moving gear. but how do i stop the water from moving the gear, or how can i reverse it?
 
I'm at a loss here at the zora temple. i need to activate the last terminal which is located on the small moving gear. but how do i stop the water from moving the gear, or how can i reverse it?

Which gear?

Small one, Freeze the water in the pipe moving it

The big one, stasis the key sphere while it's still in place so you can hop in
 
Ok so I've done all the Beasts and now I'm gonna go fight Ganon. This will be my 3rd time in Hyrule Castle. The amazing thing is, I've found a new way in every single time. I'm in some mines under the castle now. Freaking amazing!
That was the first way (and only way so far) that I've infiltrated the castle. I nearly had a panic attack when I encountered a giant Talos. I've yet to actually find one, I ran away from the first one I encountered in the overworld early in the game.
 
I suspect there's already a topic about it so I won't regurgitate the links, but I just watched all three parts of the "Making Of..." vignette and damn, I am impressed. There are so many little things they showed in the video that I had no idea existed in the game...

- You can bat rocks thrown by Bokoblins back at them with your weapon
- You can drop a skull you're carrying and punt it towards another enemy
- You can set a fire and use the updraft it creates to glide up high
- You can use Stasis on an exploding barrel, whack it, and it'll fly and explode on impact when time resumes
- If you're standing still in a town at night, you can catch Link nodding off

So many details in this game... Fuck, it's just mind-blowing.
Methinks this game will keep blowing people's minds years from now. I'm 60 hours in and still going WOAH.
 
That was the first way (and only way so far) that I've infiltrated the castle. I nearly had a panic attack when I encountered a giant Talos. I've yet to actually find one, I ran away from the first one I encountered in the overworld early in the game.

Talos is down here? Time to swing my hammer then, lol
 
Just to add to my post, everything you describe is so because zelda games were never open world games. Zelda games were extremely carefully crafted experiences strung together with just enough exploration to scratch that itch. But it was never a GTA, Ubisoft, style open world. This game is, and excels at it but at the expense of what made that classic Zelda formula so perfect to many of us.

I agree. Only that I feel the classic formula is just that: classic. And in terms of exploration it never scratched the itch particularily well for me since I progressed past being 12-14 (when I played OOT & MM) and to playing other games, that round house kick the complete Zelda series as games with poor world building and more puzzles than necessary. Other games have progressed past their classic shackles and I feel the classic Zelda formula has earned a definite rest. ;-) BotW cements for me that I don't want to see Zelda to regress back to that formula, as any world they build from now on that doesn't allow for similarily free and mostly nonlinear exploration or doesn't create a similarily compelling feeling fictional place as BotW would simply feel like a lesser game, no matter how good its dungeons are.
 
That was the first way (and only way so far) that I've infiltrated the castle. I nearly had a panic attack when I encountered a giant Talos. I've yet to actually find one, I ran away from the first one I encountered in the overworld early in the game.
That first one is stupid easy. Climb his back and he's done in less than ten seconds. You'll run into others in the overworld that are much tougher.
 
I just met my first lynel on the quest to getting items for Vah Ruta..

Holy shit, I couldn't deal with it... do they get easier as the game progresses?
 
I had the same problem. I have a feeling something important is there, but I didn't want to brute force the solution so I hope to run into a hint from an NPC somewhere. Does that exist? Are there in-game hints to the trick?

Just a tip: when you get at the entrance they provide you what you need to explore, but there are at least 3 other ways to get through there.
 
I agree. Only that I feel the classic formula is just that: classic. Other games have progressed past their classic shackles and I feel the classic Zelda formula has earned a definite rest. ;-) BotW cements for me that I don't want to see Zelda to regress back to that formula, as any world they build from now on that doesn't allow for similarily free and mostly nonlinear exploration or doesn't create a similarily compelling feeling fictional place as BotW would simply be a lesser game for me, no matter how good its dungeons are.

Yup.

I mean, it'd be cool to see a smaller, classic Zelda game in the future (in 2D, perhaps), but this is the future of the series and any attempt at making the next big 3D Zelda game a more traditional OoT-like affair is going to be met with a huge backlash. That's not to say there aren't ways to improve the BotW formula (seeing a couple traditional dungeons in the future would certainly be cool and there's always ways to add new, interesting content to an open world), but making Zelda a linear "do these three dungeons, then PLOT TWIST!, then do these five dungeons, all in a set order" needs to stay dead, at least in the mainline 3D entries .
 
I keep think awesome it would be to have Pokemon game with this engine. I don't know how the battles would work but I'd love a Pokemon game that puts the exploration and the gotta catch em all to the forefront. I love the competitive aspect but this exploration stuff is sooo fun.
 
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