Vital Tundra
Member
I appreciate that you can go without upgrading Link for the added challenge. I plan on making a new save when both DLCs come out on the harder difficulty and no upgrading.
Yeah, the Yiga are odd. So easy. Never once did they pose any challenge whatsoever. Thought they would evolve into something actually dangerous eventually, but that never happened.
Even in the beginning the game isn't challenging. Combat is rather trivial except some bigger enemies which are cheap with one-hits. But yes, it really becomes extremly easy later on. Even the boss-fights.
The combat was still fun for me because it was snappy and you have a good arsenal of weapons and possibilities.
I thought the Yiga would have a much bigger part in the game. They should have been made much more menacing. The surprise assassination attempts, while funny, offered such little threat to the player. They should have instilled the same fear that a Guardian would have.
Considering that they can pop up out of nowhere I wouldn't go that far, but they definitely should have been hard enough that I don't roll my eyes every time they show upI thought the Yiga would have a much bigger part in the game. They should have been made much more menacing. The surprise assassination attempts, while funny, offered such little threat to the player. They should have instilled the same fear that a Guardian would have.
This is simply false. Weapons variety matters because enemies have very different patterns, reach and movement, so using the most effective weapon against a certain enemy is pretty important, both early on and when high rank enemies start to appear. About the environment, i think i'm just making my point over and over again, because i already said this, but using the environment against high rank enemies also helps in preserving the most powerful weapons across more encounters. Not sure what you mean about the magnesis controls, which become intuitive pretty quickly.Weapon variety doesn't mean shit when the core mechanics are so sloppy. Souls games have roughly the same archetypes but do so much more with the mechanics. That's plenty but the weapons are all that archetype with just higher attack and a different look. The dodge mechanic isn't very tight and the counter being a spam of attacks regardless of what weapon you use is really repetitive. Now as for tackling enemies using runes and other methods, they really only work in certain areas where the options are available and even then I found the implementation sloppy. Like bludgeoning enemies with metal objects was annoying to do with the controls and later on the enemies have so much health that its a waste of time. Encouraging you to use different weapons is fine but the goddamn problem is that they break all the time so you're stuck using a club sometimes or just the general high attack weapons they start dropping. I would have liked to bring an elemental sword to one shot elemental lizalfos but then the weapon breaks so then what? Back to wacking them over and over with the same tired weapons. I would have liked the combat much more if the enemy variety was better. Even the minibosses minus Molduga were lame.
They don't break shit. Puzzle solving is a big element of the Zelda games, and the only way to give you puzzles to solve in every region was to make a large number of mini dungeons with puzzles in them across the entire world. So yeah, they could've ammassed some of them and give you less but bigger dungeons with more rooms, but that wasn't the point. Then there's the fact that a huge chunk of them has brilliant physics based puzzles in it that you can solve in different ways, which is far superior design compared to the "key-lock" mechanic of previous Zelda games, where weapons and tools are basically only used to interact with specifics puzzles designed to work with them.As for Shrines give me a break. Not only do they break up exploration because you have to go in and investigate, they are made up of mundane little bite sized puzzles that don't really connect to each other except for that one twin shrines. The beasts were so short and simple too the only one I liked was the Gerudo desert one.
Debatable. There are what, 25 different enemies plus their variants? That's good enough considering that fighting them actually requires different approaches. A fast weapon with tons of reach like a spear is more effective against a lizalfos compared to a slow two handed sword, which is better to fight huge and slower enemies with tons of hp.I don't really have a problem with the different armors but they really overlooked a lot of things with the food system like instant health refill from easy to find mushrooms rather than having to concoct cool interesting stuff to get that. The problem for me isn't the progression of armors and upgrades, its that the enemies didn't really change much with that progression. They just have more health and deal more damage. For a game as huge as Botw the enemy variety was really lacking.
The actual sidequests are the shrine quests, and there aren't many games with that kind of quest design. Most of them are absolutely brilliant and perfectly in line with what you would expect from a Zelda game.I also have many more problems with the game like the way they handled the story and pacing with the main quests. The sidequests were also very disappointing. I expect much more from the next game.
And that's just underselling it, but to each their own.For what its worth I really did enjoy the game but only really for the massive world exploration with a Zelda skin over it.
Yeah, the Yiga are odd. So easy. Never once did they pose any challenge whatsoever. Thought they would evolve into something actually dangerous eventually, but that never happened.
I don't know about that. Thematically that would make little sense. If you have this clan of random humans as strong as guardians, but yeah, there should be more than just 2 types of them. They should have as many as normal enemies (ie red, blue, black, silver) and should get stronger weapons
This man does an excellent review and analysis of BotW. A bit long but worth it.
https://youtu.be/T15-xfUr8z4
No he doesn't. Mark Brown does.
The cool thing is you don't have to finish much. You can do as little as you want. You can upgrade as little as you want. Nail the parry down, figure out the recipes and a few Divine beasts and some hearts and you could easily finish the game.Casual gamer here: Fuck that shit. It is a miracle I finished BOTW and it is the first 3D Zelda game I ever have. It was a lot of fun but I really like that sense of progression later on. It also help me finish the damn game after 70 hours too.
I'm glad stuff like Eventide Island and DLC 1 exist for others, but for me, count me the fuck out.
Totally agree with you OP. After 80 hours (3 beasts, Ganon already beaten, 54 shrines and 160 koroks) I start to be a little bored because fights are quite easy like you just said, there is not much exploration surprises left.
I would have wanted more unique ennemies, like lynel, hinox and such. This is so cool when you encounter one for the first time.
I hoped for something more than just monsters with more HP for the master mode, like :
When you open the menu to get food the action is not paused / or the use of food is ruled by cooldowns for example.
Skipping through the first video has you miss a lot of context or points he make, so you can't really comment. To each their own.I skipped through the first video and even though I can understand some of the criticism, the second video is much closer to how I feel. It comes down to if you see the glass as half full or half empty.
The cool thing is you don't have to finish much. You can do as little as you want. You can upgrade as little as you want. Nail the parry down, figure out the recipes and a few Divine beasts and some hearts and you could easily finish the game.
Skipping through the first video has you miss a lot of context or points he make, so you can't really comment. To each their own.
My biggest problem was that while you get over-powered, it didn't feel like you earned it or it was as rewarding as other games where you can cleverly break them in the end. Final Fantasy Tactics was a good example of this, where you do your time with the normal gameplay, but then you become an all-powerful time mage/arithmetician by the end of the game that levels everything in your path. BoTW on the other hand, you just end up avoiding enemies, because it's like, what's the point.
Many of BotW's problems are the downsides of creating a rules-based world. You eventually realize there's not a point to climbing to the top of a mountain because all you're going to get is a Korok seed. You eventually realize there's no points in fighting enemies because you'll just break your powerful shrine weapon. Etc.
My biggest problem was that while you get over-powered, it didn't feel like you earned it or it was as rewarding as other games where you can cleverly break them in the end. Final Fantasy Tactics was a good example of this, where you do your time with the normal gameplay, but then you become an all-powerful time mage/arithmetician by the end of the game that levels everything in your path. BoTW on the other hand, you just end up avoiding enemies, because it's like, what's the point.
Many of BotW's problems are the downsides of creating a rules-based world. You eventually realize there's not a point to climbing to the top of a mountain because all you're going to get is a Korok seed. You eventually realize there's no points in fighting enemies because you'll just break your powerful shrine weapon. Etc.
I probably didn't get to this point until crossing the 100 hour mark (I played about 175-200 hours in total), so it feels weird to complain about a game that was so great for such a long stretch. But you two are right. It's a game that was an absolute dream to play but at a certain point it just stops being enjoyable. Sure, in any video game, at a certain point you are going to run out of new things to discover and it's hard to fault BotW for that. But that also shouldn't automatically preclude the game from still being fun, and in Zelda's case, this is what happened.Yeah, that's pretty much the problem with the whole game. Every system or design decision is only worthwhile or satisfying for the opening hours. Once you get far enough along everything either ends up being a dull slog, an annoyance, or a pointless "reward"
Hell, even collecting all the memories for the true ending is handled as badly as it possibly could have been.
It there was ever game that would show up next to the phrase "diminishing returns" it's BotW. Games are supposed to get better the more time you put into them not the other way around.
I probably didn't get to this point until crossing the 100 hour mark (I played about 175-200 hours in total), so it feels weird to complain about a game that was so great for such a long stretch. But you two are right. It's a game that was an absolute dream to play but at a certain point it just stops being enjoyable. Sure, in any video game, at a certain point you are going to run out of new things to discover and it's hard to fault BotW for that. But that also shouldn't automatically preclude the game from still being fun, and in Zelda's case, this is what happened.
If I had to pinpoint it to one moment in particular, it's towards the conclusion of the main story missions and then the endgame itself. I didn't feel particularly rewarded or fulfilled at all by finishing the main quests, but after that point there's still this huge world out there that hasn't been fully explored and...I just felt empty. There's no point in engaging much of anything after that point. I would just fast-travel to wherever there still might be a shrine or Korok seed nearby, do that, and mostly ignore combat and traversal going forward.
I get that they didn't want to give you abilities that would break the game's systems and progression, but it comes at the expense of not feeling a great sense of accomplishment at the end game. For example, the reward I got for doing all of the shrines was worse than something I already had, so I never used it. There's nothing that eventually makes the stuff about the game that isn't fun, fun. Combat, especially, is never less fun or worthwhile than it is in the latter stages of the game. Enemies become sponges that wear your best items down, and then drop worse loot.
BotW is still, to me, an amazing game due to its incredible highs during the first half of my playthrough, and it's still probably my favorite Zelda since the N64. But I can't deny that I went from "I really want to see everything that this game has to offer" midway through, to "I wish I didn't try to seek out everything that this game had to offer" once it was over.
I probably didn't get to this point until crossing the 100 hour mark (I played about 175-200 hours in total), so it feels weird to complain about a game that was so great for such a long stretch. But you two are right. It's a game that was an absolute dream to play but at a certain point it just stops being enjoyable. Sure, in any video game, at a certain point you are going to run out of new things to discover and it's hard to fault BotW for that. But that also shouldn't automatically preclude the game from still being fun, and in Zelda's case, this is what happened.
If I had to pinpoint it to one moment in particular, it's towards the conclusion of the main story missions and then the endgame itself. I didn't feel particularly rewarded or fulfilled at all by finishing the main quests, but after that point there's still this huge world out there that hasn't been fully explored and...I just felt empty. There's no point in engaging much of anything after that point. I would just fast-travel to wherever there still might be a shrine or Korok seed nearby, do that, and mostly ignore combat and traversal going forward.
I get that they didn't want to give you abilities that would break the game's systems and progression, but it comes at the expense of not feeling a great sense of accomplishment at the end game. For example, the reward I got for doing all of the shrines was worse than something I already had, so I never used it. There's nothing that eventually makes the stuff about the game that isn't fun, fun. Combat, especially, is never less fun or worthwhile than it is in the latter stages of the game. Enemies become sponges that wear your best items down, and then drop worse loot.
BotW is still, to me, an amazing game due to its incredible highs during the first half of my playthrough, and it's still probably my favorite Zelda since the N64. But I can't deny that I went from "I really want to see everything that this game has to offer" midway through, to "I wish I didn't try to seek out everything that this game had to offer" once it was over.
I'm counting down the days so i can restart on hard mode. I got bored in the middle until i focused on upgrading my armor. I may try to 100% it next time over a few months or a year. Pick it up for 20 minutes, do a few things and then play something else.Yep! I really like the sense of freedom the game has. There were days I literally, "fucked off" and did whatever to my heart's desire. Other days, I felt like moving on. There was no hand-holding, but the difficulty there felt organic and as I progressed, it became "easier" for me. Which was great because if it became the "Dark Souls of Zelda" I would've quit.
But on the other hand, if you wanted that challenge, it was all there for you. I knew some friends that are still playing with it and are looking forward to the Sword Trials or whatever. I may come back for the second part of the DLC but only because I like the world a lot.
The most Zelda fan sentence ever uttered.The first 100 hours had me prepared to put it in the GOAT discussion and the following 260 dropped it into a bottom 5 Zelda game for me.
Playing a game until you hate it is entirely on you. Zelda BOTW provides an amazing 20 to 70 hour experience, even more so for some people. But if you keep returning to a game even after you stopped enjoying it or put off the end game to keep squeezing out gameplay you no longer found fun, all of that is on you not the game.Yeah, it was roughly aound the 100 hour mark that the apathy started setting in. It was around there where I realized the divine beasts were ass and then completing the dragon quest made it obvious that the side content was never going to be worthwhile.
The first 100 hours had me prepared to put it in the GOAT discussion and the following 260 dropped it into a bottom 5 Zelda game for me.
Skipping through the first video has you miss a lot of context or points he make, so you can't really comment. To each their own.
Playing a game until you hate it is entirely on you. Zelda BOTW provides an amazing 20 to 70 hour experience, even more so for some people. But if you keep returning to a game even after you stopped enjoying it or put off the end game to keep squeezing out gameplay you no longer found fun, all of that is on you not the game.
BotW best parts are, undoubtely and dogmatically so, the first 30 hours or so, where resources are scarce, encounters are always somewhat challenging, and venturing in unexplored lands always pose some dilemmas (frost/hot/burning areas). After a certain point, food become way too abundant, absolutely trivializing every kind of encounter or challenge, and armor/hp become also absurdly OP in a way where nothing can actually challenge you.
In fact, it's a testament to how absurdly good those first hours are if the game still feel amazing despite losing a lot of its luster in the latter half, where combat appearances become just boring A-fest spam with 0 risk or tactics in it with infinite food to recover to boot, and different enviroments just become a matter of changing your clothes or spamming any kind of overpowered food to make up for it.
I absolutely understand the need for the feeling of progression in any given game, but the way BotW do it is extremely ruinous to its core experience, that of wandering around and always feel challenged in a way or another by the exploration. Its overabundance of loots also become just a way to infinitely stack your inventory with OP healing items as well. This is a kind of progression that is suited for something like Disgaea or Diablo where you can increase the challenge constantly to make up for your number-crunching OP-ness, or even something like minecraft where you can use all the things you pick to effectively create things and give a sense to the grind.
The kind of progression BotW present also make so that monsters have to become HP sponges later on, because due to your near-infinite health pool (combined with the food), they have to at least consume a bit of your weapons AND rely on your eventual mistakes to force you to consume some of your foods.
Monsters upgrading being not only HP-upgrades but more of speed-upgrades of their patterns would make both more sense lore wise, and play better in the way of progression -> knowing patterns -> being more able to react to them faster , instead of progression -> farming items. Another consequence would be making contextual way to take them out more effective, like explosive barrels which do trivial damage to blue and above monsters, or boulders from above, as well as pushing them off cliffs. A lot of creative approachs to camps tend to be worthless later on because of the huge HP pools of said monsters, which make trying to separate them or stealth kill them impossible because they have too many hp to effectively kill them fast enough to avoid all the camp ganging up on you. The game even recognize this, making tower patrols blue at most, so you can always sniper them from afar with a decent bow.
I've found myself restarting the game multiple times only to re-experience those magic first 20-30 hours where every encounter or challenge has you taking in consideration your experience, your weapons/armor/foods, the weather (raining is a huge factor when sneaking in big camps and make for some of the best and most rewarding experiences), and the enviromental helps like barrels and boulders to take out monsters safely.
All this said, it would be a relatively easy fix for the game to actually retain a lot of its scarceness-feel and to keep you a bit more challenged even in the later parts of it.
First of all, armor need to be fixed in how it scale. Having armor that reduce any and all damage to 1/4 of an hearth except for silver lynel special attacks is a joke. A simple solution would be to make so that armor can never reduce damage below half or a quarter of the original value. This way, 24 damage (6 heart) weapons would still do 3 or 1 .5 hearts no matter the armor you get.
Optionally, armor shouldn't give you max resistance to cold/heath/burn by itself, forcing you to always keep potions/foods in consideration for harsher areas.
Food is absolutely, disgustingly broken, and in general, it's way too easy to amass. An easy fix is to limit consistently the amount of it you can carry. 3 pages is way, way too much. A row of 5 is more like it, possibly upgradable if you want to decrease the challenge. I am artificially playing limiting myself to 2 slots, and i find myself constantly using the raw foods i pick around, giving much more sense to my full pages of ingredients.
This is a change i would've really liked in the hard mode, or some other food limiting mechanic, instead of monster which are even more of HP sponges.
To keep enviromental approaches to combat viable (boulders, barrels, falling metal boxes, putting camps on fire etc...), HP for monsters shouldn't scale nowhere as much as it does now, with better monsters having betters stats other than just HP (Faster animations/movement/reaction, better aim, better AI, more damage, ability to parry etc...).
Monster parts and their drops in general shouldn't be as common as they are now. Make them rarer to avoid just cluttering your inventory and making the game all about picking up thing constantly. Improve the reward in chests camps if anything. This, combined with limited food slots, would give a meaning to your ingredient tab without needing a cooking pot, and would also make cooking pots in the wilderness much more of a reward than they actually are, since you can just stack yourself in a city right now.
I find it a bit frustrating that the absolutely amazing first parts of the game get so diluted and ruined by you becoming a walking wal-mart food store with armor that make you effectively invulnerable and hp bars in the 40+s of hearts. Past zeldas had basically little progression, but had 0 challenge from the start aside from puzzles. BotW has like the perfect amount of challenge, adjustable to your likes from where you want to go and what you want to do, but give you so much progression that the challenge after a while is even less than traditional "easy-mode" zeldas.
Personally i can't wait for the next zelda where they learn to do progression right (lot of ideas in the right place, like the ability to sell your heart containers which was made with people who like challenge in mind for sure), with the challenging exploration of BotW to go with it. I may as well stop playing right after that.
As someone who has watched both videos and is a fan of both, my opinion is that Mark Brown's critique still runs circles upon circles around the analysis video done by Joseph Anderson. Even discounting opposing perspectives and difference of opinion, I generally think Joseph has a bad habit in his analyses videos of belaboring minor points of interest or dissent into big and major issues that become the primary driver behind the rest of his critique.
Just my personal opinion as a fan, still really respect the guy and his effort.
Yeah, it was roughly aound the 100 hour mark that the apathy started setting in. It was around there where I realized the divine beasts were ass and then completing the dragon quest made it obvious that the side content was never going to be worthwhile.
The first 100 hours had me prepared to put it in the GOAT discussion and the following 260 dropped it into a bottom 5 Zelda game for me.
Playing a game until you hate it is entirely on you. Zelda BOTW provides an amazing 20 to 70 hour experience, even more so for some people. But if you keep returning to a game even after you stopped enjoying it or put off the end game to keep squeezing out gameplay you no longer found fun, all of that is on you not the game.
Even if I had just skipped the shrines and just hit the beasts and finished it I still would have disliked it immensely
I disagree. You simply can't cover issues like hitboxes or armor scaling without going in depth and showing the values and frame by frame animations like Joseph does. I love Mark Brown (I even support him on Patreon), but his video is more of an overview. Joseph does have some pet peeves, but his work is also way more in depth. Mark looks at what works about the game and why, Anderson critiques the game. Mark's video doesn't really criticize the game for the most part.
Regardless, things like riposte hitboxes and armor/damage scaling values aren't minor points.
You eventually realize there's not a point to climbing to the top of a mountain because all you're going to get is a Korok seed. You eventually realize there's no points in fighting enemies because you'll just break your powerful shrine weapon. Etc.
The first 100 hours had me prepared to put it in the GOAT discussion and the following 260 dropped it into a bottom 5 Zelda game for me.
This isn't true at all, because you've already said you thought it was GOAT status at 100 hours and you would easily be able to do these things in half that time.
Replace that opening 100 hours of exploration and shrine hunting with 40 hours of me just bumrushing the shitty beasts and final dungeons and i still have soured on the game just like i did when i got around to them at the 100 mark. I might even like it less since i wouldnt have experienced the initial illusion of an amazing open world or all the excellent NPCs which were the one thing about the game i absolutely loved.
This man does an excellent review and analysis of BotW. A bit long but worth it.
https://youtu.be/T15-xfUr8z4
The first 100 hours had me prepared to put it in the GOAT discussion and the following 260 dropped it into a bottom 5 Zelda game for me.
Wait, you didn't tackle a single divine beast before 100 hours?
Ok, fair point then.
The first 100 hours had me prepared to put it in the GOAT discussion and the following 260 dropped it into a bottom 5 Zelda game for me.
Even if I had just skipped the shrines and just hit the beasts and finished it I still would have disliked it immensely since the beasts and final dungeon are some of the weakest parts of the game. I just wouldn't be as in tuned to just how much worse the flaws would get is all.
I also find it hilarious that playing less of a game is the key to it being good. That's like the biggest sign there is that something went horribly wrong in a game.
Dude, I still don't understand why you continued to play for so long. I quit at 70 hours after exploring the entire world and confirming that the game had nothing interesting to show me.Yeah, it was roughly aound the 100 hour mark that the apathy started setting in. It was around there where I realized the divine beasts were ass and then completing the dragon quest made it obvious that the side content was never going to be worthwhile.
The first 100 hours had me prepared to put it in the GOAT discussion and the following 260 dropped it into a bottom 5 Zelda game for me.