I'm at disbelief everytime i read something like thisNo, the whole game is pretty much like that. There are a limited amount of them but don't expect anything worthwhile as far as those two elements go. Just enjoy everything else.
I'm at disbelief everytime i read something like thisNo, the whole game is pretty much like that. There are a limited amount of them but don't expect anything worthwhile as far as those two elements go. Just enjoy everything else.
im having a lot of trouble with the shrine Fateful Stars, any tips and hints? (without just blatantly telling the answer please). the board says ""look to the stars for guidance, the constellations are the key
ive tried making sense of the constellations on the wall, and the ones in the distance, but im at a loss
I'm at disbelief everytime i read something like this
With 120 shrines and some of the best puzzles the series has yet offered, calling them "not worthwhile" seems like an unfair assessment. They likely weren't the focusthe overworld was. But they are still worthwhile.It's not strictly wrong though? There's a small number of dungeons and a small number of bosses. It seems right to say that they ended up not being the focus of the game this time around.
NW of Death Mountain and then just a small bit further west for the second one, right? By the East Deplian Badlands. We couldn't take care of either of those fights yet, a bit too difficult. Minor intentionally vague spoilers regarding this area:
There is a small point of interest between the two Lynels, IIRC, and then east of that first Lynel there is something very cool if you haven't seen it yet. We were very excited to come across it as it was our first time finding this and we had looked for it for quite a while. Just a bit due south of the Western of the two Lynels is a pretty rad notable area on the map, unique of any we have seen.
With 120 shrines and some of the best puzzles the series has yet offered, calling them "not worthwhile" seems like an unfair assessment. They likely weren't the focusthe overworld was. But they are still worthwhile.
btw, any idea which area i can find stealthfin trouts? i want to max out thesheikah armor
Just different strokes. I'm at like 58 shrines done and don't feel super compelled to find many more having beaten the game and played over 60 hours. They get pretty repetitive after a while. I'm sure there's some great puzzle ones I've missed, and I'll keep exploring here and there (mostly to just use my Switch until more games are out), but I don't have any incentive of needing upgrades to hunt them all out nor enjoy them (or hunting for them) in and of themselves to make an effort to find all/most of them.
With 120 shrines and some of the best puzzles the series has yet offered, calling them "not worthwhile" seems like an unfair assessment. They likely weren't the focusthe overworld was. But they are still worthwhile.
Just different strokes. I'm at like 58 shrines done and don't feel super compelled to find many more having beaten the game and played over 60 hours. They get pretty repetitive after a while. I'm sure there's some great puzzle ones I've missed, and I'll keep exploring here and there (mostly to just use my Switch until more games are out), but I don't have any incentive of needing upgrades to hunt them all out nor enjoy them (or hunting for them) in and of themselves to make an effort to find all/most of them.
Just different strokes for different folks. BOTW is great for the gamers who like making their own story/fun, having tons of freedom, exploring for explorations sake, hunting for hidden things etc. Not as great for people who prefer more structured games and enjoyed past Zelda games for finding and completing the dungeons, killing Ganon and moving on to the next game.
As I've said repeatedly to avoid getting Jim Sterlinged, it's a testament to the games quality that I like it as much as I do given my preference for more linear, narrative driven games. It's an incredibly well made game. But just because it is, and is at 97 on Metacritic etc. doesn't invalidate that it's still not a game for everyone as no game ever will be. People that like it less aren't to be disbelieved, they just have different tastes than the people who love it. It's a very different game than the mainstream AAA stuff on other platforms that many gamers love. To some that's a huge breath of fresh air (no pun intended), whereas others will be underwhelmed or dislike it as they just love their linear, cinematic, narrative-driven games, or their online shooters or their sports sims or whatever. Others like me will fall in between and like it a lot, but would have preferred it to be a more traditional Zelda game as the openness wasn't a huge appealing factor for us and we really missed the dungeons and more linear narrative of past 3D Zeldas.
The shrines are amazing. One of the best aspects of this game. And many of them feature the best puzzles in the entire series. And the Shrine Quests are even better. I'd like to see some more visual variety as well as better combat challenges in the next game, but otherwise, they're a fantastic addition to the series.
At first I was very impressed with the shrine puzzles, but after 60 shrines or so, they felt pretty repetitive because as you said they look very similar to each other but especially because most of the shrines were blessing and combat shrines (that also always have the same basic enemy) I would have traded half the shrines for 2-3 traditional dungeons.
Read that post again.It's not strictly wrong though? There's a small number of dungeons and a small number of bosses. It seems right to say that they ended up not being the focus of the game this time around.
They are like that because of story/lore, it's impossible that the next game will have this type of dungeons. Maybe some key design elements will translate, but that's only a good thing.The shrines are amazing. One of the best aspects of this game. And many of them feature the best puzzles in the entire series. And the Shrine Quests are even better. I'd like to see some more visual variety as well as better combat challenges in the next game, but otherwise, they're a fantastic addition to the series.
Also, the Divine Beasts are great, but they're a "one and done" kind of deal. They don't need to return.
im having a lot of trouble with the shrine Fateful Stars, any tips and hints? (without just blatantly telling the answer please). the board says ""look to the stars for guidance, the constellations are the key
ive tried making sense of the constellations on the wall, and the ones in the distance, but im at a loss
Combat shrines are the worst I've seen so far. Haven't found any motion controlled shrines yet thoughmy opinion might change.The combat shrines are probably the weakest part of the entire game. So, I agree with that for sure. I want combat shrines with lots of variety in the next game. I love the concept of them, but they need better execution.
At first I was very impressed with the shrine puzzles, but after 60 shrines or so, they felt pretty repetitive because as you said they look very similar to each other but especially because most of the shrines were blessing and combat shrines (that also always have the same basic enemy) I would have traded half the shrines for 2-3 traditional dungeons.
Btw, anyone can say "this is bad because is bad so believe me when i say it's bad", but i have yet to see arguments about how and why the shrines or the dungeons aren't good. There is a difference between "short" and "badly designed". The size of the three dungeons i've completed was a bit underwhelming, but the puzzles in them weren't.
Combat shrines are the worst I've seen so far. Haven't found any motion controlled shrines yet thoughmy opinion might change.
The shrine guardians are unique, but underused, and rarely difficult.
I don't think you'll have issues with motion control shrines, the complaints are overblown, especially for those used to the gyro.Combat shrines are the worst I've seen so far. Haven't found any motion controlled shrines yet thoughmy opinion might change.
Only played one so far and there's very noticeable drift that makes the whole thing frustrating. Not sure if it's hardware or software fault thoughI don't think you'll have issues with motion control shrines, the complaints are overblown, especially for those used to the gyro.
Well, I personally loved every single shrine with motion controls, but I'm apparently in the minority.
My favourite shrines are the "you've already proven your worth for getting here" since they're more naturally woven into the overworld.
I have motion controls turned off (because fuck motion controls). Are these more palatable using the controller or does it break the experience? (No spoilers please)
Only played one so far and there's very noticeable drift that makes the whole thing frustrating. Not sure if it's hardware or software fault though
Read that post again.
Btw, anyone can say "this is bad because is bad so believe me when i say it's bad", but i have yet to see arguments about how and why the shrines or the dungeons aren't good. There is a difference between "short" and "badly designed". The size of the three dungeons i've completed was a bit underwhelming, but the puzzles in them weren't.
The physics/runes/items based puzzle solving with different solutions is a huge step ahead compared to older entries in the series, there is a massive difference between having items made to work with certain structures (and ONLY those structures) and having an entire world that interacts with all of your tools. There's even an outstanding video that explains this perfectly, but it shouldn't even be needed - if people can't see this I don't even know what to say.
I can even share the criticism about bosses (well, at least 2 of them, possibly 3), but that's it.
They are like that because of story/lore, it's impossible that the next game will have this type of dungeons. Maybe some key design elements will translate, but that's only a good thing.
My favourite shrines are the "you've already proven your worth for getting here" since they're more naturally woven into the overworld.
The Divine Beasfs are also well designed around the creatures movement and how to get around them. They could've used some more shadow of the colossus type boarding but they're well constructed so far.
"Activate all the terminals" plus the way the beasts are designed means that you can tackle every single puzzle in them in any order. But the real star in the dungeons is theHonestly, get rid of Guardians and add more enemy variety (and enemies) to shrines instead, and cut way down on boring "arena" test of strength shrines and blessing shrines and replace them with more enemies in shrines and more complex shrines, and I think Nintendo's got a pretty good reusable formula for future games.
"Activate all the terminals" is the most anticlimactic thing I've ever had to do in a Zelda dungeon.
Doesn't help that, because of this conceit, the dungeons throw out the labyrinthine, enemy-filled "dungeon crawl" feel that makes the older Zelda dungeons so challenging. The puzzles we ended up with are a really poor tradeoff when we don't really have anything like that kind of challenge outside of Hyrule Castle.
Breath of the Wild is my favorite Zelda game (still haven't beaten it!), but I'll never replay the divine beasts.
Nah. The lore is pretty clear about why they look like that. The shrines are made by the sheikah, there's no reason they would theme them based on the region or the place. I can imagine the sheikah architects be like "yeah sure we're near a volcano here, let's make the shrines red and lava themed" lolThey should have made like 10 different visual styles for the shrines.
My favourite shrines are the "you've already proven your worth for getting here" since they're more naturally woven into the overworld.
I liked most motion controls puzzles but holy shit the one where you have toYup, Shrine Quests. Love 'em.
Motion controls are required in certain shrines. Doesn't matter that you have gyro disabled. I loved them, but if you're not a fan of motion, you're probably going to hate them. There's only a few of them though.
The Beast puzzles basically boil down to hitting a switch over and over again until you get things done in the right order. They're a lot like Ocarina dungeons with less backtracking but lacking in any appealing trappings. There is no second layer to the puzzles in the dungeons either outside of the Gerudo one. Hell, if you aren't making it a point to pick up chests in the Beasts there is almost no substance to them.
The problem with the puzzle design much like the rest of the game is that lack of escalation. The puzzles never build on a idea or combine it with another to create that second or third layer. It introduces a basic idea and then it ends.
This isn't a result of the rune/physics approach as you could still do proper dungeons with that setup. They just chose not to for one reason or another.
A whole Zelda game of those would be great. Fez-style.My favourite shrines are the "you've already proven your worth for getting here" since they're more naturally woven into the overworld.
The Divine Beasfs are also well designed around the creatures movement and how to get around them. They could've used some more shadow of the colossus type boarding but they're well constructed so far.
Nah. The lore is pretty clear about why they look like that. The shrines are made by the sheikah, there's no reason they would theme them based on the region or the place. I can imagine the sheikah architects be like "yeah sure we're near a volcano here, let's make the shrines red and lava themed" lol
The combat shrines are probably the weakest part of the entire game. So, I agree with that for sure. I want combat shrines with lots of variety in the next game. I love the concept of them, but they need better execution.
Nah. The lore is pretty clear about why they look like that. The shrines are made by the sheikah, there's no reason they would theme them based on the region or the place. I can imagine the sheikah architects be like "yeah sure we're near a volcano here, let's make the shrines red and lava themed" lol
Those have been my favorite as well, but I would really love for them to have a final challenge in the shrine itself. That would be a great place for a combat shrinea post-labyrinth boss, some kind of unique guardian, whatever.My favourite shrines are the "you've already proven your worth for getting here" since they're more naturally woven into the overworld.
The Divine Beasfs are also well designed around the creatures movement and how to get around them. They could've used some more shadow of the colossus type boarding but they're well constructed so far.
"Activate all the terminals" plus the way the beasts are designed means that you can tackle every single puzzle in them in any order.
But the real star in the dungeons is theinteractivity with them. I got stuck in the Vah Ruta because i didn't get the map at first (when Mipha told me to get the map i was like "yeah ok, i'll get it later") and i didn't know i could move the elephant. When i did and realized how that thing worked i was blown away. "Move a piece of the dungeon itself to get the water inside and make the wheel spin". Holy fuck. That's certainly something i never saw in a Zelda game and not something i was expecting to see.
But sure, by all means, i already said that i want the new physics/runes/items based puzzles in bigger dungeons, structured more like the classic Zelda ones. These are more like a 3D version of the dungeons in Zelda 1 in a way, which is another reason why i still like them ("like them", not "prefer them to the old 3D dungeons").
Nah. The lore is pretty clear about why they look like that. The shrines are made by the sheikah, there's no reason they would theme them based on the region or the place. I can imagine the sheikah architects be like "yeah sure we're near a volcano here, let's make the shrines red and lava themed" lol
I have no problem with the combat shrines. They are there to teach you the combat system and allow you to try new things out. Having the same type of enemy and the same type of attacks is helpful in getting better at combat IMO
Read that post again.
Btw, anyone can say "this is bad because is bad so believe me when i say it's bad", but i have yet to see arguments about how and why the shrines or the dungeons aren't good. There is a difference between "short" and "badly designed". The size of the three dungeons i've completed was a bit underwhelming, but the puzzles in them weren't.
Well, I personally loved every single shrine with motion controls, but I'm apparently in the minority.
I'm pretty strongly in favor of multiple themes for shrines, but I understand this desire for thematic-consistency since they're all Sheikah-made. Simple solution: have more remote shrines be overtaken by the environment. Still all made out of the same materials, but the wall has collapsed inwards and the inside is full of lava and rock from the mountain. Or one's frozen. Or one's full of drifting sand. Or one's completely overgrown by forest, the floor is covered in grass, vines are climbing the walls, and trees have pushed over platforms.
It's easy to make changes like this, since the constraint is a make-believe one: the developers are in control of the plot, and can make the plot whatever they want. I suspect they're all identical more because of time constraints than anything. I think it woulda been really nice to have a few pristine ones but have a ton that were in various states of reclaimation by the environment.
That's certainly not how i did it. I agree with the second point you made though, and with what you said about the Naboris.it'd help to create more of a sense of progression.Ruta is just get on top of the trunk and fly down to everything. Maybe if they treated the map like the dungeon item in previous games, made it a challenge to acquire in the first place, and forced the player to navigate most of the dungeon without it first,
Vah Naboris is an exception though. I felt the puzzle for that one was actually complex and got me thinking, and there was even a sense of progression,If all the dungeons were like that, I would have no problems with the divine beasts.starting with the terminals in the center, then using electricity to further manipulate the dungeon, and then moving to the upper area. Just figuring out how to get to the upper area was a great feeling.
"You" don't want to do them. Ok, noted.Being able to do things "in any order" is pretty useless when I actively don't want to do the things.
In fact, i never claimed they were. That's not the resemblance i was talking about.Zelda 1 dungeons were never, ever, ever designed around puzzles.
The shrines are made by the Sheikah, but that doesn't mean there isn't a reason to theme them. As if the Sheikah are required to be this monolithic culture that doesn't adjust at all to specific environments.
I disliked the ones involving manipulating a ball. Very frustrating.Well, I personally loved every single shrine with motion controls, but I'm apparently in the minority.
"You" don't want to do them. Ok, noted.
In fact, i never claimed they were. That's not the resemblance i was talking about.
They aren't required to adjust to specific environments either. In fact, there's no actual reason why they'd do that, especially considering what's the role of the Shrines.
The Beast puzzles basically boil down to hitting a switch over and over again until you get things done in the right order. They're a lot like Ocarina dungeons with less backtracking but lacking in any appealing trappings. There is no second layer to the puzzles in the dungeons either outside of the Gerudo one. Hell, if you aren't making it a point to pick up chests in the Beasts there is almost no substance to them.
The problem with the puzzle design much like the rest of the game is that lack of escalation. The puzzles never build on a idea or combine it with another to create that second or third layer. It introduces a basic idea and then it ends.
This isn't a result of the rune/physics approach as you could still do proper dungeons with that setup. They just chose not to for one reason or another.