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

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The bird one gives you probably the most useful power (exploration based instead of combat based like the rest). Also I thought the quest to enter the bird one was super short and lame compared to the others, so I'd probably suggest just knocking that one out.

I ended up finishing off the desert. How do I use the powers?
 
I know it's a point of contention but the dungeons are amazing to me (I've only completed the
Rito
and
Zora
beasts so far).

They are seamlessly integrated in the world/story and the puzzles are clever enough to make you feel smart but not frustrating. It's similar to Portal in that way but less repetitive because you have more abilities at your disposal, add the mechanics with the physics engine plus 'moving' the beasts/map and all the puzzles are varied enough to be interesting.

IMO, these are miles ahead of the old Zelda dungeons with the "push the block on top of this switch/shoot an arrow at this target to open the door". (We've come a long way from the TP reveal trailer highlighting Link pushing a block, ugh)

I am also glad that there is no emphasis on fighting enemies either, it's a nice break and I am getting my fix on the 'fighting' in the overworld full of enemies and mini-bosses.
 
One thing I dislike about the combat in this game is that you can't change how Link swings his weapon by tilting the analog stick anymore. It's barely a big deal, but I notice it when I want to stab at an enemy, but I'm not using a spear-type weapon so I can only swing it.
 
I just realized a bombchu upgrade for our sheikah slate would be the best.

latest
 
I know it's a point of contention but the dungeons are amazing to me (I've only completed the
Rito
and
Zora
beasts so far).

They are seamlessly integrated in the world/story and the puzzles are clever enough to make you feel smart but not frustrating. It's similar to Portal in that way but less repetitive because you have more abilities at your disposal add the mechanics with the physics and 'moving' the beasts and all the puzzles are varied enough to be interesting.

IMO, these are miles ahead of the old Zelda dungeons with the "push the block on top of this switch/shoot an arrow at this target to open the door".

I am also glad that there is no emphasis on fighting enemies either, it's a nice break and I am getting my fix on the 'fighting' in the overworld full of enemies and mini-bosses.
Yeah after watching Mark Brown(?)'s Boss Keys things and how he distills Zelda dungeons, I wholeheartedly welcome BotW's iteration on them. It was interesting looking back after you mentioned no enemies in the dungeon because I recall never dying in them this time around (not like I die in any modern Zelda dungeons anyways) but I usually got bopped once on the boss (I don't use buffs and my armor probs sucked).
 
So does anyone remember if any reason was given as to why Link is right-handed in this game?
None as far as I know.

Maybe it was to further break from "Zelda tradition" along with the absence of the green tunic as a default outfit, themed dungeons, vast array of tools, etc.
 
None as far as I know.

Maybe it was to further break from "Zelda tradition" along with the absence of the green tunic as a default outfit, themed dungeons, vast array of tools, etc.

I could see that. Losing the default outfit makes sense to me though. There's so much grass and green in the world it makes Link pop more if he's wearing blue or red or Vai outfits. Or yeah, maybe they just felt like tossing it.

It makes me even more bitter about them keeping his hat in Skyward Sword even though that game takes place before Minish Cap.
 
I know it's a point of contention but the dungeons are amazing to me (I've only completed the
Rito
and
Zora
beasts so far).

They are seamlessly integrated in the world/story and the puzzles are clever enough to make you feel smart but not frustrating. It's similar to Portal in that way but less repetitive because you have more abilities at your disposal add the mechanics with the physics and 'moving' the beasts and all the puzzles are varied enough to be interesting.

IMO, these are miles ahead of the old Zelda dungeons with the "push the block on top of this switch/shoot an arrow at this target to open the door".

I am also glad that there is no emphasis on fighting enemies either, it's a nice break and I am getting my fix on the 'fighting' in the overworld full of enemies and mini-bosses.

The dungeons were always my least favorite part of 3D Zelda games. They always seemed leagues behind the 2D Zelda dungeons in creativity and variety. BotW's proper dungeons and shrines feel like 2D Zelda puzzles in 3D. Much improved over previous 3D Zeldas.
 
One thing I dislike about the combat in this game is that you can't change how Link swings his weapon by tilting the analog stick anymore. It's barely a big deal, but I notice it when I want to stab at an enemy, but I'm not using a spear-type weapon so I can only swing it.
I remember discovering that in Ocarina of Time 3D. At least we still have the light spin attack when rotating the analogue.
 
One thing I dislike about the combat in this game is that you can't change how Link swings his weapon by tilting the analog stick anymore. It's barely a big deal, but I notice it when I want to stab at an enemy, but I'm not using a spear-type weapon so I can only swing it.

Yes! I'm like 80 hours in and I still miss the "tilt forward to stab" move.
I also miss the "quick analog circle + attack" insta-spin attack.

I remember discovering that in Ocarina of Time 3D. At least we still have the light spin attack when rotating the analogue.

Wait, you can still do that?
 
I know it's a point of contention but the dungeons are amazing to me (I've only completed the
Rito
and
Zora
beasts so far).

They are seamlessly integrated in the world/story and the puzzles are clever enough to make you feel smart but not frustrating. It's similar to Portal in that way but less repetitive because you have more abilities at your disposal add the mechanics with the physics and 'moving' the beasts and all the puzzles are varied enough to be interesting.

IMO, these are miles ahead of the old Zelda dungeons with the "push the block on top of this switch/shoot an arrow at this target to open the door".

I am also glad that there is no emphasis on fighting enemies either, it's a nice break and I am getting my fix on the 'fighting' in the overworld full of enemies and mini-bosses.

I think they are very unsatisfying, to the point where calling them "dungeons" gives them too much credit. They all look the same, they all share the same gimmick, they're all very short and they all have a samey-looking bland boss. There is no need to have block pushing in this game, they could have put the puzzles you seem to like in this game into proper dungeons, instead they didn't make any dungeons at all.

And the no enemies thing is the worst part. This game always tells you when it's time time to fight (enemy camps!) or when it's time for puzzle mode (shrines!). The great thing about classic Zelda dungeons is that you do both. You fight and you solve puzzles, sometimes enemies are even part of puzzles. A well-paced Zelda dungeon is a thing of beauty and it's a goddamn shame that BotW separates those two aspects as if they are two things that should not be mixed.
 
Finally beat the Z
ora
D
ivine
B
east
. Love the designs of these things and the story that came after. I still am at awe that a game this big and pretty is being played on a system so small.
 
Huh, that's awesome, if an NPC has a piece of equipment you can get in-game, you can photo it for your compendium.
 
So how do you
collect arrows from the Lynel? I tried dodging around but I was caught in the end. Gdo you have to literally dodge arrows and collect them or just pick up the ones shown in the cut scene?
 
If you use the Pro Controller on the Switch version does the UI in the left hand corner change to a full d-pad like the Wii U version instead of the split arrows?
 
So how do you
collect arrows from the Lynel? I tried dodging around but I was caught in the end. Gdo you have to literally dodge arrows and collect them or just pick up the ones shown in the cut scene?

The light
ning arrows? You just sneak around and check all the trees they have a few in each tree usually.
 
So how do you
collect arrows from the Lynel? I tried dodging around but I was caught in the end. Gdo you have to literally dodge arrows and collect them or just pick up the ones shown in the cut scene?

If you've got a handful of weapons, shields, and some arrows, you can just take him down. I did that dungeon questline before the others and I was able to beat him after a few tries.
 
I rushed Hyrule Castle early on in the game. Like with 4 hearts early. I was determined to get to the tip-top of the tallest tower. In any game that has any traversal mechanic, that is always my first MO. I blame it on Spiderman 2 and my relentless dive-bombing off Empire State. Needless to say, I was sorely disappointed when I came to what seemed to be an impossible lip to go over. I'd never get on the roof.

Nearly 90 hours playtime later, I decide it's time to kill Ganon.
After killing Ganon, I decide why not use Ravali's Gale to try and get around the lip. AND IT WORKED. I was so happy, because not being able to get to the top made me beyond bummed. Felt like a fitting end to everything.

End-game picture spoilers (I plan to put together a panorama):
http://i.imgur.com/RZVTW4S.jpg
http://i.imgur.com/N6qkG5w.jpg


Beat the game with 84 shrines, and 186 Korok Seeds with 95 or so hours clocked. I haven't found the last Great Fairy Fountain. I intend to play to absolute completion. Without a doubt my favorite game in a long time. Haven't had this much fun fucking around since Just Cause 2.

I greatest wish is to see the bosses improved upon in the successor. Seeing dungeons with different art styles as well would be nice. Larger Shrines, and variations in Korok puzzles would be nice too. Luckily the sense of exploration was so entertaining and rewarding that it offset some of the typical missing pieces.
 
Can someone give me some pointers regarding how to dodge correctly? I usually get hit out of it.

The light
ning arrows? You just sneak around and check all the trees they have a few in each tree usually.

Oh, ok. Thanks.

If you've got a handful of weapons, shields, and some arrows, you can just take him down. I did that dungeon questline before the others and I was able to beat him after a few tries.

I got close as well but right now if I'm not at full health​ any attack kills me.
 
Aghhh I scanned my smash bros Link amiibo not knowing it would
summon Epona, when I was on a mountain top in Lanayru with absolutely no way of getting her down -___- whyyy

I'm seeing conflicting reports of whether this was a one-time feature or just a rare occurrence
 
Can someone give me some pointers regarding how to dodge correctly? I usually get hit out of it.



Oh, ok. Thanks.



I got close as well but right now if I'm not at full health​ any attack kills me.

Yeah, the near-OHKOs are the biggest issue. If you've got some arrows,
aim for his head to stun him. You'll get plenty of time to wail on him. When he charges you, quickly put away your bow and get your shield out. Strafe as he rushes you and you'll get around him safely. Otherwise, he'll destroy your shield but not you. Run for cover when he gets his bow out. Just always keep your eyes on him. Once you learn him he becomes a lot easier.
 
I think they are very unsatisfying, to the point where calling them "dungeons" gives them too much credit. They all look the same, they all share the same gimmick, they're all very short and they all have a samey-looking bland boss. There is no need to have block pushing in this game, they could have put the puzzles you seem to like in this game into proper dungeons, instead they didn't make any dungeons at all.

And the no enemies thing is the worst part. This game always tells you when it's time time to fight (enemy camps!) or when it's time for puzzle mode (shrines!). The great thing about classic Zelda dungeons is that you do both. You fight and you solve puzzles, sometimes enemies are even part of puzzles. A well-paced Zelda dungeon is a thing of beauty and it's a goddamn shame that BotW separates those two aspects as if they are two things that should not be mixed.

That's fair, we can call them "beasts' or "mega shrines" but I am coming from a place where the classic Zelda 3D dungeon formula got a bit stale and as someone who loves Zelda for it's puzzles this new approach is very refreshing.

My feelings towards fighting in Zelda is similar to Uncharted's gunplay, it's fun but let's keep it to minimum because it quickly gets repetitive. Skyward Sword and BotW are actually the exception, SS because of the motion controls and this because of the different weapons, runes and physics engine.

I agree that the bosses could be more unique but there is enough variety in the overworld to make up for it. As far as the length, they are about as long as 2D Zelda dungeons and that's always been the sweet spot for me.
 
I found a typo in the game!

It's in one of the Zora Monument, part 4 to be exact. South and below of Luta's crossing.
 
Jesus Christ... I don't want this game to end, like, ever.

I'm having SO MUCH FUN. I'm around 50%, played for more than 50 hours, cleared 2/4 Beasts, but god, I don't want this to stop. The sense of freedom is exhilarating.
 
I find that the fail rate of the lock-on finding the nearest enemy whom you are facing tends to be 100% when you need it most (recovering from a bad hit). Like, in those times, it moves the camera behind you, which does technically face them, but for whatever reason it absolutely refuses to do a real lock-on. I specifically tested it like 20 times with a guardian before accepting that it simply will not work. Lock-on just doesn't exist for like 20 seconds after you get up from a hit or something. Seriously some of the worst I've ever seen in a game. Sad since OoT is basically what made it into a thing.

Also, I saw the lord of the mountain and took a picture then for some dumb reason approached thinking maybe we could be friends and blew it, so then I reloaded and he wasn't there anymore? Weird. RIP that picture.
 
I'm sorry if this has been asked before but I have a Wii U basic with no added storage. Is it possible for me to buy this game on disc and play the game with the mandatory install and updates? Thanks in advance
 
After finding Lon Lon Ranch ruins and see it's position now I'm sure that the plateau was rotated on purpose. Awesome pic btw.
 
The limited durability on weapons is the best design decision I've seen in years. Means I'm actually using my power weapons.

I'm not, though. I'm holding on to my best weapons and only ever use one or two of my weaker weapons which I keep replacing whenever I find something that's at least as good.
My stronger weapons are gathering dust in my inventory. I'm not saving them for strong bosses or anything because I'll just use my
Master Sword
for those anyways.
It's a psychological thing and it bothers me. If I could repair weapons I'd be able to use them much more freely.
 
Why are torches so hard to come by? Or am I stupid. Need to carry this blue flame thing in Northern Akkala. Couldn't find a torch anywhere near it...

Edit: traveled back to the Plateu, remembered the tree branch you get immediately upon starting the game.
 
so every time I play this game I become more hyped for the next play session.


Sometimes I still can't quite believe that we have the game now and it delivered on the expectations so many times over.

Anyway, just made my way to a certain village in the rain.
And saw so many things on the way that as soon as I have my warp point in the Zora village I will go back and explore properly!
 
It should have more than enough internal space for that.

Thanks for the response. I thought I would ask here for a more definitive answer because I've been browsing some other sites and commenters have been saying that the Wii U basic does not have enough space whilst some are claiming it does.
 
That's fair, we can call them "beasts' or "mega shrines" but I am coming from a place where the classic Zelda 3D dungeon formula got a bit stale and as someone who loves Zelda for it's puzzles this new approach is very refreshing.

Quite so. The desperate clinging to the antiquated dungeon formula seems to be a good part of the reason why Zelda as a series has not been in any way groundbreaking or fresh since its OoT and MM days, when they transitioned to 3D. In their core, nearly all Zeldas since have been a variation of AlttP, sometimes with ever more ludicrous gimmicks introduced in their barren overworlds and overly long winded dungeons.

Part of the reason why BotW is so fresh, is that it does away so thoroughly with the antiquated ballast of old Zeldas. Putting all effort into the dungeons and gimmick items with overworlds merely an excuse to chain the dungeon sequence together has been a game design dead end and they finally broke free of that one.
 
I rushed Hyrule Castle early on in the game. Like with 4 hearts early. I was determined to get to the tip-top of the tallest tower. In any game that has any traversal mechanic, that is always my first MO. I blame it on Spiderman 2 and my relentless dive-bombing off Empire State. Needless to say, I was sorely disappointed when I came to what seemed to be an impossible lip to go over. I'd never get on the roof.

Nearly 90 hours playtime later, I decide it's time to kill Ganon.
After killing Ganon, I decide why not use Ravali's Gale to try and get around the lip. AND IT WORKED. I was so happy, because not being able to get to the top made me beyond bummed. Felt like a fitting end to everything.

End-game picture spoilers (I plan to put together a panorama):
http://i.imgur.com/RZVTW4S.jpg
http://i.imgur.com/N6qkG5w.jpg


Beat the game with 84 shrines, and 186 Korok Seeds with 95 or so hours clocked. I haven't found the last Great Fairy Fountain. I intend to play to absolute completion. Without a doubt my favorite game in a long time. Haven't had this much fun fucking around since Just Cause 2.

I greatest wish is to see the bosses improved upon in the successor. Seeing dungeons with different art styles as well would be nice. Larger Shrines, and variations in Korok puzzles would be nice too. Luckily the sense of exploration was so entertaining and rewarding that it offset some of the typical missing pieces.

You can climb to
the tip top of the tallest tower. I did. In fact I think there's a korok seed up there. You just didn't do it right :)
 
I thought I'd played the game quite a bit so far with over 30 hours by Monday but I'm astounded how much time a lot of people have been able to put in. Do some folk just not sleep?!

On a side note I'm amazed at the size of this game. All the previews made it look big, but viewable from the plateau where you could see Hyrule Castle, Death Mountain and that bird plane thing. When you start playing it though it's ridiculous how big each part of the map is.
 
Quite so. The desperate clinging to the antiquated dungeon formula seems to be a good part of the reason why Zelda as a series has not been in any way groundbreaking or fresh since its OoT and MM days, when they transitioned to 3D. In their core, nearly all Zeldas since have been a variation of AlttP, sometimes with ever more ludicrous gimmicks introduced in their barren overworlds and overly long winded dungeons.

Part of the reason why BotW is so fresh, is that it does away so thoroughly with the antiquated ballast of old Zeldas. Putting all effort into the dungeons and gimmick items with overworlds merely an excuse to chain the dungeon sequence together has been a game design dead end and they finally broke free of that one.

Yup. Plus with the number of shrines in the game it'd be likely that a traditional dungeon would just seem like a bigger version of those. Better to separate them into two different components of the game that are enjoyable for their own reasons.
 
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