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BOTW 2: From Ambition to Mastery - What features do you want?

Spukc

always chasing the next thrill
No destructible weapons; or make them last a lot longer

No crafting

No annoying cooking

No raining making me fall down cliffs every 2 seconds

No aimless wandering shit, give me some direction

No 5 billion samey shrines with terrible motion control puzzles

Bring back epic dungeons (no water levels)

And then we're talking
You played botw? And finished it?
 

kebaldo

Member
1. Cool temples
2. Achievements so you can 100% the game, without having to look at a guide for 10000 hours
3. Good quest rewards
4. No weapon breaking
I'm with you
(extra: 5. Link needs to be gay so we can pass another 3 months laughing on stupid hate shit online)
 
Everything else has been stated repeatedly, but here are just a couple thoughts :

Lore :
I personally felt that BOTW lacked quite a bit in this department, especially for a game that tells its entire story in visual context sprinkled into the environments. The temple of time for example , almost nothing differentiates it from the other empty buildings scattered around. The forgotten temple ? No contextual storytelling whatsoever . The colossal mazes ?The most interesting places in the game like this usually end up being a massive shell for a goddess statue or a shrine . So the “payoff” for many of these locations are essentially the same. We need to feel a true sense of uniqueness in each location.

Tree height:

ok this has frankly been bothering me in many of the Zelda games , but it felt especially noticeable in this more fully realized world and that is the fact that nearly all the trees are the same height . It makes it feel more“gamey” then it needs too. Think about , when you walk into the woods , just how dwarfed you are by the trees, it adds to the sense of “lost” and “wonder”
There is maybe 3 tree heights ... normal , pine tree, and the baobob trees. They could easily randomize the slider on these

Third Act gameplay twist:

We were introduced to all gameplay mechanics instantly , and then , it stays the same for the entire journey. We realize , no matter how much you explore this world , you’ll never find a specific rare weapon in a temple or a dazzling new rune or a twist on the earlier mechanics to surprise the player . It really kills incentive when you realize youll be getting essentially nothing new past the plateau.

Graphical CONTRAST:
For the love of god Nintendo ,as a professional media colorist , I am often devastated at how low contrast the game looks. Please deepen the blacks.

NOA VOICE ACTING :
The last BotW made more money then you know what to do with. The fact that y’all utilize a cheap local casting agency is ludicrous, and even worse , there’s almost no sound mixing into environment , so everything has that cheap sound booth vibe. You all have the resources and are within driving distance of Hollywood , no excuse.
 
Lore :
I personally felt that BOTW lacked quite a bit in this department, especially for a game that tells its entire story in visual context sprinkled into the environments. The temple of time for example , almost nothing differentiates it from the other empty buildings scattered around. The forgotten temple ? No contextual storytelling whatsoever . The colossal mazes ?The most interesting places in the game like this usually end up being a massive shell for a goddess statue or a shrine . So the “payoff” for many of these locations are essentially the same. We need to feel a true sense of uniqueness in each location.

This is a big one, yes. What always bothered me about BotW 1's story was that EVERYTHING is laser focused on Link. All of the little lore that exists refers to the hero. It makes the history of this world feel awfully small when there's basically only one legend and nothing else. That's what Skyrim does so masterfully: There's one main plot, but there's several unrelated plot threads that aren't that much lesser and tell more about that land's history and society. Adding to that, it also is dumb that the shrines exist to test the hero. So what if the hero fails shrine #56? "Sorry, you failed. Now let's wait for Ganon to destroy the world"? It's dumb. Better lore integration could solve such stupidities.

And the Zelda-series really has enough potentially exciting side plots to tell:

- the Shiekah history
- the Twili (Midna's race that lives in a prison dimension)
- various paralell dimensions (Termina, Lorule, etc)
- afaik BotW 1 even hints at a barbarian race that lived there in old times
- the Windfish is still somewhere out there lol
- his current main plan aside, a side story exploring Ganondorf's past would be cool
- none of the varios folks ever have much of a story; you go there help them once while clearing a dungeon and that's it. More Zora and Co. lore!
- and if we're gonna go really deeeep, the whole "triforce is based on a computer chip" could be explored. Would give Zelda a chilling twist story similar to how most Xenoblade-games end

So much potential. So much more than "here's the hero Link".
 

Belmonte

Member
Damn, you guys truly hate durability! Sometimes you need to let it go.

Here, I made a pinpoint representation of the Zelda of your dreams:

1BkJli6.jpg
 
-Add Playable Zelda
-Remove ALL voice acting.

Agreed about the voice acting. I think there's a certain charm to games without any voices, although I recognize it's a very personal feeling. Something like the original Mario RPG would never work if it was voiced, a lot of the gags in JRPGs work better in text only.
 

Kumomeme

Member
proper combat system...combat really boring in this game...it already had good responsive,hit weight and range but the combat gameplay is mediocre.

Each fight with strong monster feel tedious and some of boss fight feels more like fighting a puzzle than actual in combat
 

GymWolf

Gold Member
I want the opposite of botw with physics being the only thing that remain intact.
 
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Airbus Jr

Banned
What features do you want?

Its more like what features i dont want

Get rid of weapon degradation in breath of the wild 2

Anoying as hell

Everytime i smack a goblin it got me thinking hey how long this thing gona last

Everytime i use a a good weapon it kept me second guessing, hey this sword is good but is it worth it to use it here
 
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rubenburgt

Member
It seems like I'm the only one here who doesn't hate the durability all weapons has and wouldn't mind seeing it back in the sequel.
 

Rodolink

Member
everything i didn't like is what the majority liked so I'm just gonna say I'd be happy if they bring proper dungeons.

also less bullshit like fetching 999 shits for a golden shit. -_-
 
This is a big one, yes. What always bothered me about BotW 1's story was that EVERYTHING is laser focused on Link. All of the little lore that exists refers to the hero. It makes the history of this world feel awfully small when there's basically only one legend and nothing else. That's what Skyrim does so masterfully: There's one main plot, but there's several unrelated plot threads that aren't that much lesser and tell more about that land's history and society. Adding to that, it also is dumb that the shrines exist to test the hero. So what if the hero fails shrine #56? "Sorry, you failed. Now let's wait for Ganon to destroy the world"? It's dumb. Better lore integration could solve such stupidities.

And the Zelda-series really has enough potentially exciting side plots to tell:

- the Shiekah history
- the Twili (Midna's race that lives in a prison dimension)
- various paralell dimensions (Termina, Lorule, etc)
- afaik BotW 1 even hints at a barbarian race that lived there in old times
- the Windfish is still somewhere out there lol
- his current main plan aside, a side story exploring Ganondorf's past would be cool
- none of the varios folks ever have much of a story; you go there help them once while clearing a dungeon and that's it. More Zora and Co. lore!
- and if we're gonna go really deeeep, the whole "triforce is based on a computer chip" could be explored. Would give Zelda a chilling twist story similar to how most Xenoblade-games end

So much potential. So much more than "here's the hero Link".

Ahhh yes !! Well said . It gives the player the sense that everything has been placed for them , making the world TOO tailored , and therefore , lack of surprise. Everything else ancillary to the hero was just hinted at. I mean there were some entire biomes in the game that had nothing to do with the main story , yet they also lacked compelling stories themselves . I really hope the developers are able to put more detail into all these minor locations , it gives a sense of intrigue that is VERY necessary .
 

LordKasual

Banned
1) Expand combat, specifically the mechanics. I feel like the game very heavily leaned on its parry mechanics to carry basically 100% of its difficulty, and why it's not a particularly bad thing, it doesn't age well into endgame when you're expecting something more interesting and basically nothing different from the rest of the game, except it's "parry this or die".

2) Speaking of which, and i know this is asking too much from Nintendo, but some ACTUAL secret bosses/enemies would be cool. Lyonels get boring fast.

3) Actual locational dungeons. Meaning, not all shiekah shrines, and some actual caves / buildings that are built out as dungeons.

4) Do NOT remove weapon breaking, it literally carries the entire game.

5) Finding/obtaining the Master Sword was one of my favorite parts in the game, because i played for nearly 25-30 hours before I realized I didn't have it and needed to go looking for it. More of that please.



On points #2 and #3, i feel like they could really take some cues from Final Fantasy XV's open world design. In fact, if BotW stole some mechanics from FFXV then it would be an almost perfect game to me.

FFXV things that BotW needs to steal:

1) Nighttime travel actually being dangerous, at least in certain areas. My favorite part of FFXV because if you ever wanted a challenge, you just had to attempt to go somewhere during nighttime and watch giant assholes come out the ground and beat your ass. This would be great in BotW because especially on master mode, the game has a strong survival sense to it.

On that note, they also need to take that mechanic where Magitek Troops start randomly flying in and dropping entire squadrons down on you. BotW kind of does this with the Yiga Clan ambushes, but it's little more than an annoyance because they're harmless. It would be cool if they actually started posing a threat from time to time, forcing you to run at lower levels or have a good fight towards endgame.

2) Completely random, optional, full-length dungeons scattered around the map that serve no purpose other than giving you awesome unique weapons, neat visuals, and a nice challenge. This is important because once you realize that almost 75% of FFXV's dungeons are completely optional, it gives great incentive for exploring the map because the natural path of the game won't take you anywhere near them.

3) SUPERBOSSES......Breath of the Wild had two enemies that functioned this way, the fully-functional Guardians and Lyonels. In FFXV it was great to wonder around and just see these massive creatures that you can fight whenever you find them.


Breath of the Wild has the typical Zelda issue where you completely lose all motivation for obtaining all the hidden gear and maxing Link out because there's literally nothing to test your newfound strength on after you've beaten the game. You can fight the Golden Lyonels and get their gear, but they're the strongest in the game. So what's the point.
 
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Dontero

Banned
Something to do in game other than stupid shrines and seeds. That would be a start.

I am one of Nintendo haters but for some reason i decided to play Ocarina of Time 2 years ago and it became one of great games i played and i instantly went ot Majoras MAsk and it was even better.

Imagine i fire up BOTW and it is basically Ubisoft game and dungeons which were fun things before became lame bite sized barfs that had nothing to do with neatly fun designed dungeons from before.
 

Ten_Fold

Member
Swim, with the iron boots back.
More classic Zelda weapons (don’t break).
Dungeons, and shrines.
2 worlds would be amazing especially making the second world really dark and scary.
Play as both link and Zelda. Link in 1 world Zelda in the other and some dungeons they come together.
 
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