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

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You guys have reminded me that every star ive seen has disappeared before I arrived :(

And I need so many too...

I may just only explore at night in hopes to find one. Does the ingame timer pass when you fast travel?
 
Im i the only that doesn't get tired of the animations when you beat the shrine and the monks die? :D
I wonder how many people skip them i haven't even a single one
 
I love accidentally stumbling into Major Test of Strength shrines, LOL.

After meandering around the world map for a while, even reaching the edge of the Hebra province, it's amazing how ugly the Great Plateau is in comparison. It gives people a terrible impression of how gorgeous the art style in this game actually is. Feels like playing a dream sometimes.
Breath of the Wild is a profoundly beautiful game.
 
You're just taking one part (tests of strenght, which incidentally is one that can't really vary that much) of one of the activities (completing shrines) and expanding that to the entirety of the game's world, mechanics and content in general. So again, no, that post is not a correct representation of how this game is built. Not even remotely close. No offense, but it's just a poor generalization.

Why can't a test of strength vary much. It's the easiest thing to vary. Those tests of strength should have had every mix of possible enemies. Or create new ones. Put a boss battle in there. I can think of a hundred ways to make a combat shrine better than the same three enemies over and over.

And that sans repetition died happen all over the world. Korok puzzles are a few types repeated. Camps all look alike. And so on.
 
Why can't a test of strength vary much. It's the easiest thing to vary.

Those tests of strength should have had every mix of possible enemies. Or create new ones. Put a boss battle in there. I can think of a hundred ways to make a combat shrine better than the same three enemies over and over.

It's still you fighting enemies in a room, and it still had to be guardians, as it doesn't make any sense for those guys to test you in the name of the Goddess with random evil animals/creatures inside the Shrines.

And that sans repetition died happen all over the world. Korok puzzles are a few types repeated. Camps all look alike. And so on.
There is a certain amount of camps, but the level design and the stuff you find around them is always different and this helps maintaining the variety pretty high (in the limits of what's realistic to expect) because they offer tons of different ways to approach them, especially combined. The systems in this game can even fix the typical shortcomings of the open world formula to a certain extent if you're willing to exploit them, and the game gives you tons of reasons to do just that.

And there's no "so on".
 
BTW zelda 1 costume is amazing. The real way to play the game. But you need Star fragments to upgrade if, I ran to one last night and as I was about to pick it up, it vanished. I was crushed. Now at night I sit at towers looking for falling stars.

Kill Silver Lynels.
 
You're just taking one part (tests of strenght, which incidentally is one that can't really vary that much) of one of the activities (completing shrines) and expanding that to the entirety of the game's world, mechanics and content in general. So again, no, that post is not a correct representation of how this game is built. Not even remotely close. No offense, but it's just a poor generalization.

It's just an example of the formulaic nature of a big part of this game's design. And it is the way it is because that's how big open worlds work, this is why open world fatigue is a thing. You sacrifice handcrafted variety for scope and BotW is no exception. It is pretty damn hard to argue against the fact that on average you're doing the same shit in BotW to a far greater extent than in any other 3D Zelda. Lots of Hinoxes to kill, mountains to climb, shrines to activate, enemy camps to eradicate and stone circles to complete.

And why exactly can't those tests of strength vary much. Just present the player with different combat scenarios and not just the same 1 on 1 guardian battle again and again.
 
Drill Shaft is a generic weapon like Zora Spear or Royal Broadsword. If you just play on Death Mountain for a little while you'll find one naturally. I remember I had looted one from some Lizals before I even made it to Gordon Town.

Yeah i managed to get a drill shaft from a Lizalfos already but it seems you need a specific drill shaft to complete the side quest, and the guy specifically says it is somewhere between the
Goron Springs and the Eldin Bridge
. The distance between the two places really ain't that great, so i have no idea why i cannot find it :/
 
I would like the original NES Zelda Link outfit. Do the amiibo costumes impact the game much? I've seen them described elsewhere as cheat codes, and I'm not really interested in alleviating the challenging. I just want the outfit.
 
Hmm, well that's weird


After I went into the Gerudo desert, I went into that sandstorm that people in the oasis were grumbling about, and then went up and crossed into the mountains. I kept on going north west to get the map tower, and eventually went over farther west, and found what I'm guessing is the base for those evil Sheikah. I didn't go into their base area, just walked around the area above it, and eventually decided to drop down into this one pit like area with a mystery hole to nowhere.

I assume that there's something I have to trigger in order for that place to be relevant, because otherwise this is just some giant empty room with a bottomless pit in the middle of the mountains.
 
This game reminds me of grand theft auto 3 when it first came out, I can spend hours just doing whatever and walk away feeling like I experienced some of the most fun ive ever had
 
25 days in a row with no blood moon then one pops....at 6:00 in the morning. How the Hell am I supposed to complete this blood moon shrine of the game gives me this nonsense?

I was having such a good time clearing these shrines too but this quest really put as damper on things
 
Really love needing to light lanterns and it keeps raining constantly. So fun.

I swear, this game is amazing but little stuff like this is so damn frustrating.
 
Hmm, well that's weird


After I went into the Gerudo desert, I went into that sandstorm that people in the oasis were grumbling about, and then went up and crossed into the mountains. I kept on going north west to get the map tower, and eventually went over farther west, and found what I'm guessing is the base for those evil Sheikah. I didn't go into their base area, just walked around the area above it, and eventually decided to drop down into this one pit like area with a mystery hole to nowhere.

I assume that there's something I have to trigger in order for that place to be relevant, because otherwise this is just some giant empty room with a bottomless pit in the middle of the mountains.

Enter the base from the other side and make your way there
 
Akkala really evokes autumn in a way few games ever do. It's gorgeous.
I once scaled a bluff as the faint tink of piano keys begin to fade in. Clambered over the top edge; caught my breath, took a look at the land I traveled. To the west rolled on a storm that had passed over me; lightning still crackled and snapped, diffusing light throughout the dark clouds. One bolt had barely missed me—destroyed the tree I was exploring as I hopped away. To the north, a sharp ravine, its secrets shrouded in a deep and overflowing mist. To the east, crepuscular rays transpierced the angles of a higher mountain, crept over the edges of landscape, and yellowed the early morning haze. A new pink sun heralded the day.

BotW feels personal in a way that few other games do. It presents these moments to you as if they were intended, as if they were designed, and of course they were not, and could not be. But it is such a beautiful illusion.
 
I would like the original NES Zelda Link outfit. Do the amiibo costumes impact the game much? I've seen them described elsewhere as cheat codes, and I'm not really interested in alleviating the challenging. I just want the outfit.

The outfits exclusive to the amiibos are purely cosmetic, so you won't gain an advantage by acquiring them. The other various items are a different story though as the exclusive weapons and shields can be quite overpowering and downright game-breaking if obtained during the early stages of the game.
 
So I beat the Camel dungeon...
I had a fun time with it, took about 30 minutes, I like how it played around with electricity without being blatant about it. The boss was really fun, he was owning me and I suck at parrying lol. This was my first one too, btw.
Urbosa rocks, she has a good voice and now there's some new sidequests to do to get oversized Thunder Helm. Dunno where to go next, but it's all about how I feel.
Code:
 
Spent the whole day in the Hebra region, and I loved the atmosphere there. Finding the shrines was very fun and sometimes I had to think outside the box to solve environement puzzles.
This game keeps delivering.
 
Enter the base from the other side and make your way there
That annoyed me when I was out there. Was clear I found something, but apparently not what I needed. Of course I soon found out why.

I wonder, are you able to open the backdoor with magnesis and go through the base backwards?
 
I think the overworld music in this game is brilliant, to be honest. For a game I'm playing for 80+ hours, I'm glad they didn't go with ***MELODY REPEAT REPEAT REPEAT***. It's nice to hear a real piano, I'm so used to the digital sound.

Spent the whole day in the Hebra region, and I loved the atmosphere there. Finding the shrines was very fun and sometimes I had to think outside the box to solve environement puzzles.
This game keeps delivering.
I did the same thing on the weekend, and spent an hour or two in the Gerudo Highlands last night looking for a statue that I never found. I really dig both areas. I might have just got lucky, but I got way more sunlight in the Highlands.
 
Wow the
Labyrinth
island in the northeast may be one of the highlights of the game for me so far. Really cool location, challenging, awesome loot... epic all around, especially for something randomly found while exploring.
Really love needing to light lanterns and it keeps raining constantly. So fun.

I swear, this game is amazing but little stuff like this is so damn frustrating.
I had that happen too, just try to find shelter and make a fire.
 
It's still you fighting enemies in a room, and it still had to be guardians, as it doesn't make any sense for those guys to test you in the name of the Goddess with random evil animals/creatures inside the Shrines.


There is a certain amount of camps, but the level design and the stuff you find around them is always different and this helps maintaining the variety pretty high (in the limits of what's realistic to expect) because they offer tons of different ways to approach them, especially combined. The systems in this game can even fix the typical shortcomings of the open world formula to a certain extent if you're willing to exploit them, and the game gives you tons of reasons to do just that.

And there's no "so on".

You are putting multiple restrictions on things for no reason at all. Where is the creativity?

The shrines can have whatever they want, limiting gameplay variety cause of some arbitrary story related reason that someone randomly invented is a bad excuse. You can invent make a million story related reasons for adding different enemies into a shrine.

You are really stretching what you call variety around the camps, most don't add much outside maybe you can approach from the air or not. Even then it's all just stuff you have seen or done for many hours. In saying make unique kinds of camps. Why not have a camp that's part of a mountain cave system, maybe an NPC has been captured and you go in and it's a series of caves with tough enemies and a boss level enemy at the end. Then the rescued NPC leads to a quest to a shrine or something. Why can't the world be populated by unique stuff like that. Instead the actual camp structures come in like 3-5 types, literally the same model. It's like a level editor and it has five camp types you can pick from and place them around the world. That's the kind of repetition I take issue with.
 
LOL I just
scored a goal
on top of the Dueling Peaks. Now that was a fun
Korok puzzle
I hadn't seen before in 60+ hours of play.
 
That annoyed me when I was out there. Was clear I found something, but apparently not what I needed. Of course I soon found out why.

I wonder, are you able to open the backdoor with magnesis and go through the base backwards?

Nope, oddly enough the back side of that door isn't metallic
 
It's just an example of the formulaic nature of a big part of this game's design. And it is the way it is because that's how big open worlds work, this is why open world fatigue is a thing. You sacrifice handcrafted variety for scope and BotW is no exception. It is pretty damn hard to argue against the fact that on average you're doing the same shit in BotW to a far greater extent than in any other 3D Zelda. Lots of Hinoxes to kill, mountains to climb, shrines to activate, enemy camps to eradicate and stone circles to complete.

And why exactly can't those tests of strength vary much. Just present the player with different combat scenarios and not just the same 1 on 1 guardian battle again and again.

I'm not. That's why I had 40 hours in and have done almost nothing main story wise. I wouldn't say I'm at a loss for hand-crafted variety either.
 
So I beat the Camel dungeon...
I had a fun time with it, took about 30 minutes, I like how it played around with electricity without being blatant about it. The boss was really fun, he was owning me and I suck at parrying lol. This was my first one too, btw.
Urbosa rocks, she has a good voice and now there's some new sidequests to do to get oversized Thunder Helm. Dunno where to go next, but it's all about how I feel.
Code:
I didn't use parry at all with him, just used stasys when she stops after an attack

I like than in certain occasions the music in the game changes when you finally start doing some good damage
 
I think the overworld music in this game is brilliant, to be honest. For a game I'm playing for 80+ hours, I'm glad they didn't go with ***MELODY REPEAT REPEAT REPEAT***. It's nice to hear a real piano, I'm so used to the digital sound.
It immediately reminds me of Spirited Away's wonderfully nostalgic and stirring piano pieces from its soundtrack:

https://www.youtube.com/watch?v=JpXnIXP6j78
https://www.youtube.com/watch?v=VLjE4FFYFSY

Just one more reason this game resonates with me so much. Not that I'm biased. :)
 
I didn't use parry at all with him, just used stasys when she stops after an attack

I like than in certain occasions the music in the game changes when you finally start doing some good damage
Hasn't that music cue been around for a while? Didn't it happen as long ago as Twilignht Princess? Maybe even Wind Waker?
 
I'm fine with the camp variety (though more would be great), but it's a real shame they didn't throw skull chests in all of them. It's always a little anticlimactic to survive one of those three story ones only to get a wooden chest.

As an aside, coming across a camp with nothing but bomb arrow enemies in the rain is priceless.
 
Really love needing to light lanterns and it keeps raining constantly. So fun.

I swear, this game is amazing but little stuff like this is so damn frustrating.

My favorite part are those 10 second rain showers that don't even appear on the weather indicator. Their only purpose is to ruin whatever it is that you're currently doing.
 
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