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

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70h in, just arrived in
Rito
.

I cannot believe people don't like the soundtrack in this game. The somewhat minimalistic overworld music makes the village theme so much more powerful I nearly teared up.


Next Animal Crossing better have an orchestral soundtrack.

Don't give a fuck what anyone says. The battle themes sound a amazing.
 
Are there any actual dungeons in the game or is it all shrines?

You could argue that there are dungeons (4 of them) but they're not dungeons in the typical Zelda sense. Not at all. They're more like more complex shrines.

They're really cool, but it's better for your expectations if you don't consider them dungeons in the Zelda sense.
 
I knew some of the shrine quests were missable but really disappointed to see that side quests are as well. I can't unlock the 'Find the Fairy Fountain' side quest in Kakariko. I've already visited and unlocked all fairy fountains and despite taking a picture of the one near Kakariko, I don't get a prompt from Pikango related to the quest.


World of Warcraft has what the dev team calls 'breadcrumb quests'; quests that exist not so much to be a quest in and of itself, but instead to point the player towards a location of interest - generally, in WoW terms, they'll point you towards the next quest hub, for instance.

It strikes me as possible that the designers here worked with that mentality since it fits with the notion of freedom - if you've already done the content the quest points at, there's no need for the breadcrumb itself. That certainly makes sense for Shrine quests, at least.
 
What's this quest
on the small rock with the bird playing the accordion? I waited there until whatever time the clue said and I could't see anything? The shadow kind of points off towards some big island in the distance but not really...
 
You need to go to the second village to fix your Shiekah Slate first.

Already done that, as previously mentioned. Have all rune upgrades, shrines and fairy fountains completed.

World of Warcraft has what the dev team calls 'breadcrumb quests'; quests that exist not so much to be a quest in and of itself, but instead to point the player towards a location of interest - generally, in WoW terms, they'll point you towards the next quest hub, for instance.

It strikes me as possible that the designers here worked with that mentality since it fits with the notion of freedom - if you've already done the content the quest points at, there's no need for the breadcrumb itself. That certainly makes sense for Shrine quests, at least.

Aye, makes sense. This is the only quest thus far (excluding shrine quests) that there hasn't been a way to formally complete in my game. Guess it's bugging the completionist in me.

Edit: Thought - does the fairy fountain get added to the Hyrule Compendium? Seems worth checking if it registered there or not.
 
You could argue that there are dungeons (4 of them) but they're not dungeons in the typical Zelda sense. Not at all. They're more like more complex shrines.

They're really cool, but it's better for your expectations if you don't consider them dungeons in the Zelda sense.

Probably my fault for not looking at any preview material, but this is really disappointing to hear. Not that Zelda needs to keep tradition, but I would've really liked to see a big dungeon complete with big keys and a boss behind the door per segment on the map.
 
Last night, after 35 hours, for the first time, I had to look up a guide. It was on how to get through the
Lost Woods
. I would have never figured that out. I was thinking I had to follow the direction the animals were running.

Now how many hearts are needed to get the
Master Sword
? I have ten but that wasn't enough.

Now I just made it to
Goron
City. That was a long trek without a shrine I felt. Gave that dude in the mines lizards so I got some heat resistance. I hate timers in games, so getting to this part relying on elixirs were hell for me... I was looking for shrines the whole way to get fast travel points but I didn't find anny between the tower and
Goron
City.
 
Last night, after 35 hours, for the first time, I had to look up a guide. It was on how to get through the
Lost Woods
. I would have never figured that out. I was thinking I had to follow the direction the animals were running.

Now how many hearts are needed to get the
Master Sword
? I have ten but that wasn't enough.

Now I just made it to
Goron
City. That was a long trek without a shrine I felt. Gave that dude in the mines lizards so I got some heat resistance. I hate timers in games, so getting to this part relying on elixirs were hell for me... I was looking for shrines the whole way to get fast travel points but I didn't find anny between the tower and
Goron
City.

I think you need 13 hearts if I remember correctly
 
Panic over. Find the Fairy Fountain is complete. The thing that threw me is that, despite it being a side quest, it's actually listed under the Main Quest list. Phew!
 
So, I'm at Serenne stable, and I'm about to head for a shrine in the unexplored northwest sector that I spotted earlier. But first, I decide to head for a camp area that I saw earlier. After clearing out the moblins and bokoblins, I see another camp near the cliffside. I climb a tower, drop a convenient explosive on their camp, and then drop down to kill the stragglers. At this point, I notice
a bomb-able area halfway up the cliff. After waiting for a little bit of rain to subside, I climb up and bomb it, finding a hidden shrine. After collecting the orb, I head back for my original plan.
A thunderstorm begins at this point, and I use the opportunity to sneak onto the back of a nearby stag. After humorously attempting to register the deer with the stable, I head towards the shrine, lighting crashing all around me. Unfortunately the stag gets pissed eventually and throws me off, so I continue on foot. I'm crossing over a canyon when I notice some nearby luminous ore, so I decide to use my trusty hammer to collect some valuable minerals. While I'm doing this, I suddenly notice that the bottom of the canyon
is actually full of some weird-ass ruins. I run along its length, finding nothing of interest up top, but I get to the end and find the entrance to the FORGOTTEN TEMPLE. I enter the rusted guardian-infested temple, ruining most of my shields deflecting laser blasts. I decide to finish off the last few guardians with my Master Sword, and collect the orb at the back of the temple.
While I'm there, I decide I might as well scout out the rest of the canyon, and maybe find a more convenient shrine to get back there instead of one that will be
surrounded by guardians after the next blood moon.
Making my way through the dusty canyon, I spy a couple of black bokoblins mounted on steeds. I stealthily creep behind a ridge and unhorse them using bomb arrows, and then finish them off on foot. Having no mount and lost in the middle of some uncharted canyon, I decide to take a blue-and-white spotted horse that belonged to the late bokoblins. We ride through the canyon for what seems like ages, until it opens up into a vast plateau near the
flying beast.
After some misadventures with 3 black moblins and lizalfos archers, we find a hilltop shrine amidst some scenic ruins, along with a
lost memory.
Not wanting to lose this loyal horse, I scan the horizon for a stable, and eventually spot one, through a narrow canyon and over a rickety bridge. We make our way towards the stable, but I just then notice that the canyon
is patrolled by flying guardians. With some good timing we manage to slip past them
and cross the narrow bridge, finally arriving at Tabantha Bridge stable, and I promptly register my new horse, Faithful. I still haven't gotten to that shrine I planned to visit at the beginning.

I love this fucking game.
 
Panic over. Find the Fairy Fountain is complete. The thing that threw me is that, despite it being a side quest, it's actually listed under the Main Quest list. Phew!

Yeah, I was going to say, I'm quite sure you can't miss any side quests. There have been several times where I started a quest only to have immediately completed it because I had already met the criteria (find the shrine, kill the monsters, etc).
 
So I am well over 100 hours and I still haven't been using Chu Chu yelly for anything but I am sure I can use it for stuff. I have yellow, blue and white Chu Chu jelly. You guys got any cool ideas for usage of these?
 
So I am well over 100 hours and I still haven't been using Chu Chu yelly for anything but I am sure I can use it for stuff. I have yellow, blue and white Chu Chu jelly. You guys got any cool ideas for usage of these?

You can use elemental jelly to cause a reaction of that property. Red starts a fire, yellow discharges electricity, ice releases a frost. They have some application in combat but I've found it's not usually worth the set up.

Otherwise, you can use red to make fires and yellow for some puzzles requiring an electrical current. They're not useless but not especially useful either. Don't hoard them if you need the rupees.
 
Do ancient arrows work on the guardians found in the shrines? I just started a new save file and have only three hearts and I just wandered into a really hard combat challenge.
 
A few thoughts now that I'm past the halfway point and have been playing many dozens of hours...

Rupees: I wish there were more things to buy with rupees. I have tens of thousands that I spend entirely on arrows from Beedle. It was hard to get rupees in the early game, but once you've accumulated hundreds of monster parts, gems, and chests, they begin to pile up immensely. There are some money sinks (like the lab in Akkala and the house quest), but my current map no longer affords me anything to buy.

Guardians: What a difference the
Master Sword
makes. That's really the fullest extent of my comment.

Silver Enemies: I've started seeing more silver enemies, but they've been limited to bokoblins. There've been a few encounters where there were more than one of them mixed in with the regular crowd and it's a much appreciated injection of difficulty at this stage in the game. The early adventure was very difficult, but perhaps expectedly, it is much less so once you've accumulated good armor, weapons, and powers.

Divine Beasts: As others have echoed, they're absolutely no substitute for temples and unique bosses. I miss temples immensely. I wish I could come upon them the same way I can come upon shrines.

Enemy variety: More, more, more. There just aren't enough kinds of monsters. I could comfortably double the amount of enemies on the map and still would have plenty of Zelda monsters left over. This is the first Zelda game I've played where the monster variety seems so lacking. With a map so huge and varied, I never expected this to be the case.

Inventory: I'm trying to find a sweet-spot where I'm not carrying too much while also not leaving too much on the ground. It's easy to hoard the stuff you find and next thing you know you have six royal broadswords and too many Knight's Bows to pick up the Falcon Bow you need for a quest. You definitely have many excellent weapon choices in the midgame and you're not scrounging for puny clubs anymore. Inventory space becomes a different matter entirely because, while there are more weapons than you can carry, you also don't need as many as you once did. Especially with the
Master Sword
, you're never short of a good weapon.

Rain: The Rito power is a lifesaver in rainstorms. It basically re-enables vertical exploration when you were previously grounded. I highly recommend that anybody frustrated with slippery rockfaces should complete the Rito portion of the quest.

Great Plateau: I go back to the Great Plateau occasionally to farm some easy resources/rupees, and I keep finding things I missed. Hidden treasure, Korok Seeds, bombable walls, etc. It really speaks to the density of the game. Even things that feel like there's nothing there... there usually is.

Shrines: Are getting harder to find. I go back and forth between having the sensor on. It's so annoying when there's a shrine everywhere, but that's not the case anymore, so it's becoming more useful. I haven't looked up any shrine locations yet and I hope I don't have to. But I know finding that last one or two (when I get there) will be a challenge.

Sheikah Sensor: Lifesaver. Finding materials, like a particular fish, becomes so much easier when you're not winging it. I didn't think I would ever use it at first but I've used it multiple times now and saved myself a ton of wandering.

Horses: I caught a blue horse fairly early on with 5/4/5 stars. It's better than both the special horses you get in quests. Go figure. That said, it's so hard to even ride a horse for very long because there is too much temptation to climb and warp. It's too bad because horses are a lot of fun and I like riding them. I am a bit confused how few bridles and saddles there are, though. I only know of two of them - one goes on a quest horse and one is a bit of a novelty. I wonder why there aren't more options? Even color options would make a big difference. It seems unusual they implemented such a versatile dye system that doesn't apply to these accessories.

Jewelry: Why even bother. I guess it's helpful if you visit that part of the map before any others and don't have the superior clothing options yet. But it seems unlikely you would have the resources to buy or upgrade them yet. Maybe it's fun to play with a blinged out Link with no armor. I guess I can't begrudge them for options, even suboptimal ones.

Movement Speed: Once you get items that make you move faster at night, day time travel feels so slow. I find myself skipping to nighttime just for the faster movement speed. It doesn't seem like much, but man, I got too used to it I guess. Movement speed is my greatest challenge in BotW. I'm constantly doing things to supplement it. There is so much ground to cover... I can't stand not moving as fast as possible in every applicable scenario.

Great Fairies: Are awesome in this game. Really love them. They will be hard to ever top.

But my biggest nitpick of all... sub-terrain. There is practically none. No caves, no tunnels, no underground mazes. There is such an emphasis on nature and natural boundaries and structures, but so few subterrainian places to explore and it really stands out to me. The game's emphasis is on vertacality, heights, and air travel, so many that's why they didn't want to build underground locations, but I really wish they had. It's so disappointing to bomb a secret wall and find only one room behind it. There is a great sense of unknown with caves and tunnels that this game doesn't feature at all. It's too bad. :(
 
Just completed
Zora's Domain dungeon.
Reached it last night but at 2am I didn't have the brain power to work everything out. Returned to it this morning,
unlocked the four terminals and defeated the boss.

I love how it requires a range of runes, dungeon manipulation and problem-solving. Seems so tiny compared to Zelda dungeons of old, yet fresh and enjoyable because of it.

The boss battle was pretty easy, which is fine for me because I usually suck at tough enemy battles in games. Proud that I quickly worked out what to do and timed my flurry rushes perfectly.

Wish I could have played another hour to see what's next and whether I have new changed or influenced anything
I have the trident and Mipha's Grace, I mean beyond the Domain)
. Obviously I'm aware this game let's you choose your own path but in terms of story I've happily followed the suggested one. It took me 40+ hours to reach my first dungeon and I will quite happily dawdle around completing shrines and side quests for a while yet.
 
There are a couple that fall on the more mediocre side (Lurelin, Gerudo Town) but the village themes as a whole are some of the stronger pieces in the soundtrack. Though I still think that the original village themes don't quite compete with the ones arranged from existing music, such as Rito Village's take on Dragon Roost.

I haven't decided whether I agree or not (mostly because I still have villages to discover, over 70 hours in), but what I do know is that the
Hateno
Village music is an instant classic. I also love how there's day and night versions of all the village themes, and how effortlessly and beautifully the game transitions between them.
 
I was away from my home for two weeks so played BOTW almost exclusively in portable mode, save for like 5 mins on my mother's TV. Finally docked it at home and *damn* is the framerate drop noticeable. I had maybe one or two stutters on handheld, but this is so jarring to me. Might just go back to handheld exclusively.

But to game-related stuff: without spoiling as blatantly as a walkthrough, can someone nudge me in the right direction re: the maze? I suspect the black crates are involved somehow, but cannot for the life of me figure out how.
 
Where do I fight the electric lizalfos? I need 40 yellow tails.

If I remember right, there's a bunch at the map tower near the thunder plains (West and a bit north of Hyrule Castle) though they're in a lake, so that probably be pretty difficult to deal with, and there are a bunch of electric Wizrobes there too.



So, I beat the
Yiga Clan leader the other day, and a bunch more Yiga foot soldiers show up now out in the wild, but I wanted to know if those Yiga Blademaster guys ever show up again. I never was able to get my hands on one of their weapons

But to game-related stuff: without spoiling as blatantly as a walkthrough, can someone nudge me in the right direction re: the maze? I suspect the black crates are involved somehow, but cannot for the life of me figure out how.[

If you're talking about that island one, then you'll need to be on the west side of the exit area.
 
So my audio dropped on Zelda docked with an awful noise. I can move around but can't get to home menu. So I undocked it. Now Zelda is frozen and it won't let me power down.

edit: took like a 20 seconds hold on the power button to do it.
 
So, I beat the
Yiga Clan leader the other day, and a bunch more Yiga foot soldiers show up now out in the wild, but I wanted to know if those Yiga Blademaster guys ever show up again. I never was able to get my hands on one of their weapons

Yes.
Once I had two show up, one right after the other.
 
If I remember right, there's a bunch at the map tower near the thunder plains (West and a bit north of Hyrule Castle) though they're in a lake, so that probably be pretty difficult to deal with, and there are a bunch of electric Wizrobes there too.



So, I beat the
Yiga Clan leader the other day, and a bunch more Yiga foot soldiers show up now out in the wild, but I wanted to know if those Yiga Blademaster guys ever show up again. I never was able to get my hands on one of their weapons

Yeah they show up randomly though less frequently then the archers.
 
Which cliff? Near the lake of the city? If so, yeah. There's a shrine quest to help open it.

Edit: generally speaking, if the shrine needs to be "opened" there's a quest or person or sign to tell you how. Don't think there ever wasn't, unless there was one with an orb sitting around nearby.
There was another shrine, near a tower that Kass was singing on. He told me some riddle about
shooting an arrow at the sun or moon
. The shrine unlocked when I did this. There was another shrine with its trigger platform on a wall in the middle of a large mural of birds and lightning bolts. That one is activated by
shooting it with a shock arrow.
I've never had a shrine activated through a quest before, which is why I was getting frustrated. Maybe the Tabantha one is different, and requires some prior trigger to key it up. But there is no indication that is the case. It looks like any other puzzle-triggered shrine, and I've been able to deduce methods of opening those others.

It doesn't help that north of it is a conspicuous rock structure with a hole in the middle of it, that looks like a heart when you look at it from the trigger platform. I tried shooting an arrow through there, then went and found a sniping bow and shot an arrow farther; I tried using a thunder rod to shoot an electric ball through it, then an upgraded rod to shoot one ball through and one ball to either side; I waited a full day/night cycle for the sun or moon to line up with the rock and provide some clue; I cleared every tree in the field in which the platform sits; I hit the platform with bombs, and every type of elemental weapon. There is no feedback to indicate something else is missing to meet the requirements for this shrine. Even if the platform looked a little different than the ones players can figure out on their own, that would be a big improvement. I have no reason to think I can't do this with the equipment I have. So much of the game's philosophy is about providing players with all tools up front, so that, with their wits, they have all they need to do whatever they want to do. When these moments occur, where triggers will not activate until a story beat is reached or players complete some hidden condition, it is disappointing and incongruous to the flow of the game.
 
What's this quest
on the small rock with the bird playing the accordion? I waited there until whatever time the clue said and I could't see anything? The shadow kind of points off towards some big island in the distance but not really...

Just
look down
 
Ugh I'm almost done with
Rudania
and it's disappointingly way easier than
Naboris.

I hope
Medoh
is more complicated.
 
But my biggest nitpick of all... sub-terrain. There is practically none. No caves, no tunnels, no underground mazes. There is such an emphasis on nature and natural boundaries and structures, but so few subterrainian places to explore and it really stands out to me. The game's emphasis is on vertacality, heights, and air travel, so many that's why they didn't want to build underground locations, but I really wish they had. It's so disappointing to bomb a secret wall and find only one room behind it. There is a great sense of unknown with caves and tunnels that this game doesn't feature at all. It's too bad. :(

Yeah, this has been niggling at me. Occasionally you'll get a rock formation you can go under, but I'd be hard-pushed to call it a cave, there's never a 'descent into the darkness' feel. Which with a torch in hand could be brilliant. Might be that the lighting engine doesn't lend itself to that, though, I don't really see *that* much in the way of illumination of the surrounding world by light sources, and it'd be more conspicuous if it got truly dark.
 
Yeah, this has been niggling at me. Occasionally you'll get a rock formation you can go under, but I'd be hard-pushed to call it a cave, there's never a 'descent into the darkness' feel. Which with a torch in hand could be brilliant. Might be that the lighting engine doesn't lend itself to that, though, I don't really see *that* much in the way of illumination of the surrounding world by light sources, and it'd be more conspicuous if it got truly dark.
My #1 wish since day one. Caves could lend themselves to a more traditional dungeon structure, could have been truly dangerous places in the world.
 
Might be that the lighting engine doesn't lend itself to that, though, I don't really see *that* much in the way of illumination of the surrounding world by light sources, and it'd be more conspicuous if it got truly dark.

Well, the dungeon designers clearly thought it was good enough for one of the Divine Beasts
 
Those flying
Guardians

Best way to hurt them? I have no problem with the
walking ones. I rush at them with horsey and I mash away and they don't stand a chance.
 
But my biggest nitpick of all... sub-terrain. There is practically none. No caves, no tunnels, no underground mazes. There is such an emphasis on nature and natural boundaries and structures, but so few subterrainian places to explore and it really stands out to me. The game's emphasis is on vertacality, heights, and air travel, so many that's why they didn't want to build underground locations, but I really wish they had. It's so disappointing to bomb a secret wall and find only one room behind it. There is a great sense of unknown with caves and tunnels that this game doesn't feature at all. It's too bad. :(
Yeah, I have similar feelings. It feels almost wrong to complain about the outstanding world they've created, but the only knock I can think to give it is I keep wanting to explore a damn cave (Xenoblade-style with glowing stalactite! Fall down a well with scary mummies!) but it seems they've made a conscious decision to avoid it. Maybe they didn't want covered areas that wouldn't​ show up on the map or sensor or something. Even
Goron City
, as awesome as it is, I was expecting to be underground.

Maybe in the sequel :)
 
Ugh I'm almost done with
Rudania
and it's disappointingly way easier than
Naboris.

I hope
Medoh
is more complicated.
Goron's
beast is the only one I have left, but between
Zora, Gerudo, and Rito
, the
Rito beast feels by far the easiest to the point of being possibly unfinished.
It's not just the
beast, but the whole city experience leading up to it was over before it even began.

I would definitely recommend doing
Rito
first, or possibly second after
Zora
.
 
So I take it there is no way to climb the westernmost part of the Gerudo mountain? I get a few feet up and the game says "you can't go any farther." The area is labeled on the map and the map cursor can explore it.
 
This game remains kind of an enigma for me. My play time is at 45+ hours, I've got the divine beasts all done, got the master sword and have generally liked it a lot.

But I'm just not blown away, or omg best game ever like many are. I'm having a hard time seeing it end up as my favorite Zelda game or GOTY even. I mean it's a solid 9/10 game so I'm not knocking it really. It's just not as good a match for my tastes as other's I guess.

I'm not big on sandbox stuff so the empty stretches with no shrines, NPCs etc. get old fast, I don't care about messing with different ways to do combat after figuring out what's easiest for me etc. Same reason I don't have fun messing around in the open world in games like GTA I suppose. Then add in the nit picks like not really liking the weapon degredation stuff (not a hassle or anything, I just don't think it adds much since I mostly just avoid combat when I can anyway), terrible framerate docked in many places (Lost Woods and Korork Woods were awful for me), too frequent raining/storming when I'm wanting to climb etc.

Biggest gripe is a the lack of dungeons though. Those were my favorite part of past Zelda games and I always just pushed through the overworld crap to get to them. The Divine beasts are too few and just aren't great dungeons anyway as they're smallish and pretty simple. I hope the sequel keeps the huge world but puts more and truer to series standard dungeons around it. Some of the shrines are great, but I'd prefer those puzzles inside of huge dungeons.

So I guess it's a testament to it's quality that I'd give it a 9/10 given how my tastes lie more in the linear (or guided open world with GPS type compass), narrative driven games that jaded hardcore gamers who are giving this 10/10 seem to loathe. :D

I doubt I'll find all 120 shrines or anything. I'll probably look up locations of the remaining memories I need to find and then try to tackle Ganon and then just come back and explore for shrines now and then when I want to spend more time in this world.
 
Yeah, I have similar feelings. It feels almost wrong to complain about the outstanding world they've created, but the only knock I can think to give it is I keep wanting to explore a damn cave (Xenoblade-style with glowing stalactite! Fall down a well with scary mummies!) but it seems they've made a conscious decision to avoid it. Maybe they didn't want covered areas that wouldn't​ show up on the map or sensor or something. Even
Goron City
, as awesome as it is, I was expecting to be underground.

Maybe in the sequel :)

It's not hard to see why they avoided caves: caves inherently limit travel. You cannot make your own path. You cannot escape. Caverns would have to be truly massive to make use of the paraglider. From a mechanical perspective, caves don't benefit from the systems they built.

But this is one of those examples where I think "gameplay first" is the wrong frame of mind because these places could have easily been complex puzzles or combat sequences. There are a variety of other mechanics, particularly with runes, that would lend themselves tremendously to the exploration of subterrain. Just because you can't climb up a cave or paraglide from peak of a cave doesn't mean caves don't contribute to the experience they are building.

Sometimes contrast magnifies qualities. Finally clawing your way out of a cave and returning to airy vistas and towering peaks would be a real breath.

Because you know that they just don't accidentally build a natural world as compelling as this one and forget to make caves. It had to be a conscious decision. I disagree with the decision greatly. If not in DLC, then absolutely they need to be added in the sequel.

One of the DLC descriptions mentions a "new map feature." I wonder if these might be temples or caves or something that's currently absent from the overworld.
 
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