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

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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?

You get better, and that makes them easier. They'll one shot you for a good portion of the game though unless you get some reaally good armor.
 
i just got Tarrey town and hes below the town entrance at night.

Thanks!

The first area you only have to hit it a couple of times wth the hammer. The second area with the chest is trickier. Grab the ball and drop it a few feet back and slightly to the left before maxing out the hits during stasis. Use ZL lock to hit it straight.

Whats in the chest? Is it worth me going back to that shrine?
 
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.

ha I ventured in a different way and got LOCKED in a small room with a Lynel. F that noise!
 
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?

Harder enemies scale when killing them too muh and when you progress through main dungeons Good Luck;)
 
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?
You're not supposed to deal with it, just
grab the arrows and get out
But yeah of course when you get stronger you can face them.
 
It's a better game without the HUD. Straight up. From the very start, and for any player.

Agreed entirely. None of the gauges are useful or necessary and pretty much enforce a poor habit of stealing the player's attention away from the world and subtle clues that deliver the same information. Keeping all that info relative to the pause menu also ensures the player is focused on the game itself instead of splitting attention to the lower right of the screen while actively playing. I can't recommend Pro mode enough for anyone and everyone.
 
Found the Spring of Wisdom. Was planning on stopping and going to bed...then I decided to make use of my 10 min cold resistant meal.


An hour later I'm fucking passing out because I was so tired.
 
...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 wouldn't even give a damn about linear dungeon progression, so long as they're placed in an open world with overworld content instead of the incredibly outdated hub-areas and paths connecting them we've had in previous Zeldas. And so long as the dungeons don't take upwards of an hour away from actually playing in the game world or are entirely integrated in the first place, both in mechanics and layout. ^^

Non-linearity is very sweet however. Just going somewhere to explore and coming across a dungeon sequence that you can actually solve, rather than being blocked by item progression feels incredible.
 
Finally beat it. Top 5 all time for me, even though it puttered to a finish.

The reward for beating the game spoilers:
Man, beating the last boss and being returned to the title screen to realize you get absolutely nothing but a small star on your save file is the worst feeling. It feels like they didn't bother to finish their game.
This is exactly my feeling.

Was really, really hoping Castle Town would be restored/ressurected by some power. Was a bit of a let down to get nothing at all, though it isn't unprecedented for the series.

I was also a bit disappointed that we didn't get any proper boss fights with non-Ganon forms. Glad we got some fairly tough minibosses in the wild, though.

Overall, I really love the game and it is hard to complain about it.

I hope they continue this open-world, explore-anything direction, but I would like to see them face the challenge of blending some of the linear room-by-room/dungeon-specific-tool gameplay of post-ALTTP Zeldas. Physics puzzles are fun and work wonders in the wild, but it can get repetitive, and the shrines lose their challenge after you understand the mechanics. After BOTW, I'm craving some traditional Zelda dungeons.

I should note that I loved being able to manipulate the divine beasts. This was a great way of interacting with the dungeons. Also loved how the dungeons felt connected to the outside world. I just wish they had more meat to them.
 
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.

But I don't feel great unique level design and gameplay variety is something that's classic, it's a pillar of game design. This game removes a lot of that just to be open and free, you can do both.

To explain what I mean dungeons are great in concept in that they provide a guided experience that tests every skill you have gotten, mixed all the gameplay elements in the game while creating those magical moments that can only be created through scripted sequences and great level design (boss battles, unique one of a kind puzzles and so on). The problem is zelda took that concept and stuck to a set formula with it for many years; go into dungeon, progress by getting a key in one room, use it in a lock in another, fight mini boss, get new item, use item to solve puzzles, get master key, go to boss. That part is formulaic, that part should change. But the idea of an hour long uniquely designed segment with all new enemies and some new mechanics should not change. Beasts do some of that but is like a fourth of what a true zelda dungeon should be.

The fixed so much for the better, it's not so much what's in the game that's a problem for me, the game is brilliant. it's a what's missing that sort of bums me out. It could be what I would consider my perfect game if it didn't scrap so much of the elements I love about this series. Clearly from reading posts here many people value freedom above all else, the thought of being forced to do anything is a negative. I perfer specifically designed scenarios as it ensures new content. I think a happy medium between the two pwould be best.
 
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 think there is plenty of room for both. I would not be opposed to a more traditional Zelda style dungeon in a BotW-esque game. I think that lacks some creativity (any pining for "tradition" necessarily does), but I can see it working fairly well. You enter a fortress, say, and have your traversal abilities limited in some fashion. The walls might be electrified so you can't climb above a certain point, and there is only one entrance so you are forced to complete it by a single path. Maybe, by exploring this dungeon, as in Dark Souls, you might find doorways and portals that open up permanent shortcuts in the world. You could have a vast and expansive dungeon with only a single entrance initially, but which opens up new access points as you explore, so that you still have the freedom to leave and return at any point.

Think of something like the shrines in BotW, if they were all interconnected, and solving one got you only one step closer to solving the whole, like snapping a jigsaw piece into place.

Traditional Zelda dungeons are just way too easy and if they are to return, I hope Nintendo looks to contemporary puzzle games for the sorts of ideas that have matured in recent years.
 
I wouldn't even give a damn about linear dungeon progression, so long as they're placed in an open world with overworld content instead of the incredibly outdated hub-areas and paths connecting them we've had in previous Zeldas. And so long as the dungeons don't take upwards of an hour away from actually playing in the game world or are entirely integrated in the first place, both in mechanics and layout. ^^

Non-linearity is very sweet however. Just going somewhere to explore and coming across a dungeon sequence that you can actually solve, rather than being blocked by item progression feels incredible.

I think there is plenty of room for both. I would not be opposed to a more traditional Zelda style dungeon in a BotW-esque game. I think that lacks some creativity (any pining for "tradition" necessarily does), but I can see it working fairly well. You enter a fortress, say, and have your traversal abilities limited in some fashion. The walls might be electrified so you can't climb above a certain point, and there is only one entrance so you are forced to complete it by a single path. Maybe, by exploring this dungeon, as in Dark Souls, you might find doorways and portals that open up permanent shortcuts in the world. You could have a vast and expansive dungeon with only a single entrance initially, but which opens up new access points as you explore, so that you still have the freedom to leave and return at any point.

Think of something like the shrines in BotW, if they were all interconnected, and solving one got you only one step closer to solving the whole, like snapping a jigsaw piece into place.

Yeah, these ideas could certainly work. But I think one of the most special aspects of this game is the ability to tackle the main story in any order....or just skip it entirely.

Maybe that particular open-ended structure isn't needed for every Zelda game moving forward, but man is it fantastic for BotW. Regardless of how the narrative in future games play out, the overall open world framework needs to remain.
 
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 love how so many people get stumped by this one in particular for some reason.
 
I just ran into Eventide Island last night.
I eventually cleared it, but it was a very slow process because I didn't have a lot of hearts. Pretty neat idea, though. Made you try to use the environment more, which for me meant bombing the shit out of almost everything.

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.

Just did this this morning! This was definitely one of the more interesting ones. So tense running around and trying to scrummage for tools to work with.
 
Yeah, these ideas could certainly work. But I think one of the most special aspects of this game is the ability to tackle the main story in any order....or just skip it entirely.

Maybe that particular open-ended structure isn't needed for every Zelda game moving forward, but man is it fantastic for BotW. Regardless of how the narrative in future games play out, the overall open world framework needs to remain.
I am with you. BotW is far and away my favorite Zelda game. But I am not opposed to playing with past machanics. A connected labyrinthine underground, more contained than the wild overworld, would work pretty well to please everyone, I think. I imagine a huge dungeon that spans the expanse of Hyrule, that you pop into and out of as you go, that doesn't need to be completed to finish the game but which offers some significant reward for committed players. The most difficult challenges of the game would lie here, and it would features interconnected puzzles in the style of older 3D entries. It could feature various motifs as it tunneled through the different regions, and it could have several massive boss rooms for each one. But always, always, the player has the opportunity to leave, and do something else, or to skip it completely.
 
damn dude I'm only at 29% completion and just beat the main quest at 70 hours. Lots of stuff to still do. I still have 2 areas left to unveil as well haha
 
So I just got the
fourth
great fairy
to rob me 10000 rupees
. All my hard earned cash...

And Link should get paid at this point
because he's already offering his body to please the fairies lol.
 
Im ashamed at myself for using a guide for this. Figuring it out myself would have been so rewarding.
The great thing about this game is that unless you did some shrines that used 'similar' mechanics, you'd have almost no idea it was possible... but it still lets you go ahead and face it. When you realize the same can be applied to this situation, it's a total forehead-smacking moment. I've had a lot of those in this game. LOL
 
But I don't feel great unique level design and gameplay variety is something that's classic, it's a pillar of game design. This game removes a lot of that just to be open and free, you can do both.

That's your take on it. My take is that "great unique level design and gameplay variety" being reduced to hour long dungeon crawls and trigger based puzzles is a formula that belongs into the 90s, yet to which Nintendo has clung to for more than a decade too long.
 
So I just got the
fourth
great fairy
to rob me 10000 rupees
. All my hard earned cash...

And Link should get paid at this point
because he's already offering his body to please the fairies lol.

Wait and see what she does when you get a piece to rank 4.
 
Agreed entirely. None of the gauges are useful or necessary and pretty much enforce a poor habit of stealing the player's attention away from the world and subtle clues that deliver the same information. Keeping all that info relative to the pause menu also ensures the player is focused on the game itself instead of splitting attention to the lower right of the screen while actively playing. I can't recommend Pro mode enough for anyone and everyone.
🙌👏👏
 
I am with you. BotW is far and away my favorite Zelda game. But I am not opposed to playing with past machanics. A connected labyrinthine underground, more contained than the wild overworld, would work pretty well to please everyone, I think. I imagine a huge dungeon that spans the expanse of Hyrule, that you pop into and out of as you go, that doesn't need to be completed to finish the game but which offers some significant reward for committed players. The most difficult challenges of the game would lie here, and it would features interconnected puzzles in the style of older 3D entries. It could feature various motifs as it tunneled through the different regions, and it could have several massive boss rooms for each one. But always, always, the player has the opportunity to leave, and do something else, or to skip it completely.

Yeah, that sounds pretty awesome.
 
I am with you. BotW is far and away my favorite Zelda game. But I am not opposed to playing with past machanics. A connected labyrinthine underground, more contained than the wild overworld, would work pretty well to please everyone, I think. I imagine a huge dungeon that spans the expanse of Hyrule, that you pop into and out of as you go, that doesn't need to be completed to finish the game but which offers some significant reward for committed players. The most difficult challenges of the game would lie here, and it would features interconnected puzzles in the style of older 3D entries. It could feature various motifs as it tunneled through the different regions, and it could have several massive boss rooms for each one. But always, always, the player has the opportunity to leave, and do something else, or to skip it completely.

Hire this man! Genius man, love it.
 
Yeah, that sounds pretty awesome.

I don't think something like that can be balanced. Just give us 7-8 dungeons the size of those in TP but with the new puzzles, and the shrines scattered around the world. Now that the engine and the team are ready, and the next game very likely won't center around
4 divine beasts,
it's way more likely that we'll get more and bigger dungeons in the next game, while also retaining the physics based puzzles and they'll possibly them.


On a side note, yes people, play with the Pro HUD. The music and the animations will give all the infos you need.

Im usually really patience with games and my wife is impatient. With this game roles have been reversed. I just feel like I am making no progress. and it takes so long to get to places.

Is that a problem though? You get tons of stuff to do and see on your path, and you can ignore them if you want. It's an open world game, you're not supposed to go from a place to another in 5 seconds... but if you want to just the fast travel option.
 
Is there a specific way to get ancient cores? Or they're just really rare drops from guardians?

Some of the shrines have them in chests, usually ones that are tricky I believe. Otherwise they are indeed rare drops from guardians that are moving around (not the decaying ones that stay in one spots).
 
An altered postgame in a Zelda title would be welcome, but in this case it wouldn't quite work, since enemy respawning is tied to Ganon.
We shall see what the DLC has in store though.
 
The only thing I miss from switching to the Por HUD is the weather forecast. Rain is obviously a huge problem and it seems like the only solution to deal with it is "see that it's coming, make a fire, and wait it out". Oh wait, Pro HUD means I can't see it coming.

Big oversight there.
Rain hasn't bothered me as much as some (like that overblown Kotaku article)... if I had planned on climbing something and rain arrives, what I like to do is just mark my spot, fast-travel elsewhere and do something else for a while. Then later I'll come back to continue what I was doing (if I remember).

This actually happened to me last night. Was doing something, rain came, so I decided to warp back to the first plateau. I had a blast since my understanding of the world and its features had improved so much that I noticed and found things that completely flew over my head when I first started playing. And now I can't remember what it was I was doing before the rain came. LOL But then again, it doesn't really matter since I was rewarded in other ways.

This game has really taught me to not care so much about a completionist mindset, and it's been the best thing to happen in a long time.
 
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 saw the scene just yesterday, there were like over a dozen of them in the crowd. I think you're greatly exaggerating this...
 
Sounds completely exhausting to me.

Then skip it.

To be fair, it's probably too ambitious to be implemented. I'd be fine with a handful of traditional dungeons instead, so long as they have absolutely no impact on the open world structure of the game and all of the amazing dynamic moments and gameplay systems Nintendo has created.
 
Rain hasn't bothered me as much as some (like that overblown Kotaku article)... if I had planned on climbing something and rain arrives, what I like to do is just mark my spot, fast-travel elsewhere and do something else for a while. Then later I'll come back to continue what I was doing.
Most of the time there are also several spots that the rain can't hit, just lit a fire there and wait, the rain will be gone 100% of the time
(unless it's raining for "other reasons")
.

This actually happened to me last night. Was doing something, rain came, so I decided to warp back to the first plateau. I had a blast since my understanding of the world and its features had improved so much that I noticed and found things that completely flew over my head when I first started playing. And now I can't remember what it was I was doing before the rain came. LOL But then again, it doesn't really matter since I was rewarded in other ways.

Lol
 
So I got my
master sword
last night. I love it. I think I may try to go to my first dungeon tonight.

Do you get anything for completing dungeons? Should I try to tackle them in any particular order?
 
That's your take on it. My take is that "great unique level design and gameplay variety" being reduced to hour long dungeon crawls and trigger based puzzles is a formula that belongs into the 90s, yet to which Nintendo has clung to for more than a decade too long.

well what I wrote in my post was to dump the formulaic stuff but keep the part that creates better gameplay variety and moments. I guess I should ask are you completely satisfied just messing around the world, even if it's mostly the same stuff repeated a lot. I'm not, I want there to be more stuff like eventide island where here is this very specific challenge unlike anything in this world. Those are the stand out moments of the game for me, not the simple wandering around "oh look I can climb this mountain just because I can". I want more of the standout moments and I truly believe it doesn't have to sacrifice the openness to have more.
 
Yeah, that sounds pretty awesome.

Hire this man! Genius man, love it.
It solves maybe my biggest disappointment with BotW: for all its soaring heights, it never really lets you descend. The introduction to its story describes the ancient Hyrule that was excavated 100 years ago, but you only get glimpses of that with the shrines. Wouldn't it be neat to go down and see what's there?

As a spiritual successor to the original Legend of Zelda, it would just feel right to have an open overworld and dungeon spaces underground.
 
I really suck at some of the puzzles

I'm giving myself 30 minutes now and if I can't solve it I'm googling it, my playtime is restricted enough at times so I can't be dealing with spending too much time trying to figure it out.
 
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?
Pop a high-defense (3 shirt icons?) food. Those help A LOT against super hard hitting enemies like these.
 
It solves maybe my biggest disappointment with BotW: for all it's soaring heights, it never really lets you descend. The introduction to its story describes the ancient Hyrule that was excavated 100 years ago, but you only get glimpses of that with the shrines. Wouldn't it be neat to go down and see what's there?

that's what the dlc is for :P
 
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