ProtomanNeo
Member
I was hoping to hear something about the score. I'm really holding out for some recognizable themes for different areas, and not the minimalist approach to the open world they've used in the past.
Why are you guys thinking there aren't traditional "items"? We've already seen a bunch in the trailers. The ice/block maker, the magnet, different types of arrows, hook arrows.
Just because they aren't "essential" to beating the dungeons doesn't mean they aren't there.
So the map is the item this time? Thanks for claring that up that doesn't sound too bad.
However, you are contradict yourself here. First you said "They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon." But then you do say that the dungeons are smaller and less confusing, which does mean that the dungeon are simpler. Or am I misunderstanding something?
I hate the idea of weapon degradation in a Zelda game. That mechanic has never been fun to me and I don't see that ever changing.
So the map is the item this time? Thanks for claring that up that doesn't sound too bad.
However, you contradict yourself here. First you said "They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon." But then you do say that the dungeons are smaller and less confusing, which does mean that the dungeon are simpler. Or am I misunderstanding something?
Amazing post.Let's talk about the dungeon that GI described. They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon. First, the dungeons are smaller and less confusing, which means they're not mean to be large maze type dungeons. But stay with me here, he makes it very clear that the elements of what makes a Zelda dungeon a dungeon are very much there. First, there -is- a map "item", it's just not an item, it's a place in the dungeon you have to find to place your Slate into, to "download" the map before you can access it. Secondly, there is no compass item because there's no need for one to point out where the boss room is. Like much of BotW's design, they want the ultimate objective to be clear, so you can see where you need to go from the start. The trick is figuring out how to get there, and to do so you need to naturally path your way through the puzzles and various parts of the dungeon to gain access to your objective. In this case it's an opening at the top, and the solutions are wind based, leading you to an outside area at the top where you fight the boss. Open air battle. So much for "no themes", "all look same", "mechanical assets", or whatever. Lol.
They also mention that Aonuma points out that they are putting a lot of effort into making sure the -approach- to the dungeons are unique and fun as well, so getting into the dungeon feels as fun or more fun than the dungeon itself.
Yes. And this isn't only for traversing the world, but also for puzzle solving. It's a huge step ahead.Yep. Thats another thing.
People fail to realize this game will have many many items that arent exclusive to dungeon use or overworld use. You can use them for anything.
They just had an interview where they discussed you can do one task in several different ways in this game. Its different than, "You only can use the deku leaf and only the deku leaf to get over these lasers."
Like i said, the game is designed for that. You stack up on weapon and use them depending on what enemies you're fighting. This means more variety in the combat system and with the encounters, because each weapon has its moveset that will likely be more or less effective against certain enemies and their patterns.I hate the idea of weapon degradation in a Zelda game. That mechanic has never been fun to me and I don't see that ever changing.
It's crazy how afraid and resistant some are to change. I've been playing Zelda for 30 years and I couldn't be more excited for this game's new direction.
Why would you want a confusing dungeon and not one you can understand?
Two questions in my mind...
2) So it seems that the moving animal structures are the dungeons. But are they the only dungeons? I have trouble thinking there's only gonna be those 4 and the castle.
What i love about the items in this game is that there are traditional items found in dungeons, like bow & arrow, bombs, tunics, rods that you find in the world as part of the way the game is created. Since the dungeons can be completed in any order, i doubt that you will get a specific key item, but rather you will most likely get it before venturing in such place. In a link between worlds, you didn't get a key item in the dungeons, but master ores to upgrade your master sword, red and blue tunics, and things like that. I'm sure you will find such items too, not only in the overworld but also in shrines and dungeons.
If the dungeons really are Giant mechanical monsters, i wonder if one of the ways to beat Gannon is to transform them Super Senti/Power Rangers style and the Final Battle will be a mech vs Mech Gannon battle with the 5-7 Sages forming a Megazord and it destroying Ganon with some kind of over the top finishing move
So the map is the item this time? Thanks for claring that up that doesn't sound too bad.
However, you contradict yourself here. First you said "They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon." But then you do say that the dungeons are smaller and less confusing, which does mean that the dungeon are simpler. Or am I misunderstanding something?
Seems to me that is now the overworld.Because I want challenge in my Zelda game. I want to get lost and think about which way I should go and in which door I should put my key on. That's the essence of the Zelda dungeons.
I'm not really bothered by weapon degradation in this game. It sounds like weapons, whether found or stolen from enemies, will be abundantly available in the world. I think it will also force the player to be more strategic on how they approach and prepare for battles.
2) So it seems that the moving animal structures are the dungeons. But are they the only dungeons? I have trouble thinking there's only gonna be those 4 and the castle.
Because I want challenge in my Zelda game. I want to get lost and think about which way I should go and in which door I should put my key on. That's the essence of the Zelda dungeons.
No invincible weapons and what I assume also implies no repairing weapons?
Welp. The game has now created a new grind. The grind I have to constantly try to find enemies with weapon types I like and farm them so I can have multiples of that weapon....
Because I want challenge in my Zelda game. I want to get lost and think about which way I should go and in which door I should put my key on. That's the essence of the Zelda dungeons.
Why would it not being indestructable mean there won't be a repair mechanism for more of the rarer and powerful items.No invincible weapons and what I assume also implies no repairing weapons..
It'll depend on how you feel about the 120 mini dungeons and if you consider them worthwhile of your time like a main dungeon.
Yes those appear to be the only 4 dungeons. But everyone is discussing this game as if it's like previous Zeldas. You will spend as much time going from one dungeon to the next as you would in a traditional 3D Zelda dungeon, if not more probably. The overworld is going to be riddled with puzzles, secrets, NPCs and towns, collectibles; and that's not even including Shrines.
It's not that crazy. My favorite genre is that spanned by post-aLttP Zelda and post-SM Metroid. I like what I call Nintendo-style adventure games, with a focus on gadgets that have peculiar gameplay and interact with the world in specific ways, which the game gears towards puzzle solving, primarily, but also traversal and combat.
Traditional Zelda dungeons, especially in TP and SS are great set-pieces of this kind of gameplay. Again, it is my favorite gameplay. So hearing that they are reworking how they function, going with a physics/open-toolset puzzle style, and that the game's focus seems to be exploration, survival, and emergent gameplay is cause for worry.
I mean, Metroid has been MIA for a decade now. 3D Zelda for half a decade (aLbW was a disappointing game to me, I get that that seems to be rare in the Zelda community). It isn't weird to be worried that I'm not going to get the core Nintendo experience I crave.
I'm pretty sure the game is going to be fantastic, but it could well not be my cup of tea. And that has the potential to be a severe disappointment for me, because as I said above, I am hyped for this game despite my misgivings, when really, with every interview pointing towards confirmation of suspicions, I should not be. I get the distinct feeling I'm setting myself up for hype whiplash.
I guess at this point what I hope is that a) physic puzzles/open-toolset sates my puzzle lust, b) I get into the open-world/survival stuff, despite it really not being what I want in Zelda and me not being so in to open-world at the moment. Well and c) that a traditional Metroid is in the works to off-set worrying about the genre in general.
Let's not forget also the random generated weapon you can find in the chests too! We've saw last year one guy getting the Fire rod in a total random chest in the tutorial area and it was amazing to watch it burn almost everything but we also facepalmed hard of how the guy was wasting the rod, lol.
https://www.youtube.com/watch?v=ZV2AVzrT8fQ
Because I want challenge in my Zelda game. I want to get lost and think about which way I should go and in which door I should put my key on. That's the essence of the Zelda dungeons.
Making the design overly convoluted is not adding challenge, it's making the challenge artificial instead of skill based because you're fighting against the camera and the way the dungeon is put together rather than it's inherent difficulty.
Simpler doesn't mean easier or less "Zelda".
Weapon durability is the one main pet peeve I have with BotW so far. I don't think I'll ever love a system like that. it's not a deal breaker, but yeah it feels like a bit of filler design. Durability is such a bad mechanic that I can instantly think of two games where it was considered and then removed because it suuuuuuuucks - Pillars of Eternity and Ni-Oh. Weapon Durability suuuuuuuuucks.![]()
Two questions in my mind...
1) Between Calamity Ganon and this boss, what are the odds all the bosses end up with some sort of Ganon variety?
Can't wait to get the Shield of Griswold Different shields have different speeds and level of control for snowboarding
Haha, but challenge in the battle department is not what I look for in Zelda games, I define challenge from a Zelda game in terms of how complex and confusing the dungeon design is. Personally I don't care if the enemies are strong, I just care if I get lost in my dungeons. (That's why Skyward Sword was easy and Twilight Princess was more challenging for me)
But I see that for some people challenge in battle is more important. It just shows how multilayered the series is.
Not invincible doesn't mean that the master sword will break into dust just like the other weapons. Being a special weapon, it will probably deplete itself after extensive use, and you'd have to recharge/reforge it again somehow. It wouldn't make sense that such an important item would break and disappear forever if you use it too much.
Ok i found out how the dungeon boss looks, you can find it on Zelda's reddit page if people are interested.
Looks freaking epic but it's the only dungeon boss i will look at, not gonna spoil more until launch.
Whose to say we even get to wield it?
I just saw it too and holy shit.
There also seems to be a theme to the dungeon based on the pictures I've seen.
There's been enough chances to say 'but wait there's a repair mechanism' if they wanted to dissuade the fear/annoyance of breakable weapons for folks who dislike it. I'm sure you can repair the master sword, but they could have said at any point now you can repair other cool weapons and haven't.Why would it not being indestructable mean there won't be a repair mechanism for more of the rarer and powerful items.
This one's called Wind Blight Ganon, oooooh what if they have a bunch of Ganons from the different timelines?
Twilight Terror Ganon, Demon Thief Ganon, uhhh....some other Ganon.
All Ganon All The Time!