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NO PAIN TRANCE CONTINUE
the dragon reborn
You dont take medicine do you
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the dragon reborn
BOTW on switch is 900p though...I have about 80 hours into it. I do like the game, but it's a bit overrated. There's very few creature types, just re-skins. Only 4 dungeons that are very short, not a huge fan of the smaller dungeons (Forget what they're called). I'd give the game a 7/10 as a solid first attempt. It was hard to get over the very barren world with terrible graphics. The fact that sometimes I dropped below 15 FPS is really sad. The switch is over-priced for the mediocre specs it has, even on launch. Nintendo made an enormous mistake release that piece of crap with the specs they did. For $300 it was a high price anyway.
I sold my Switch a couple of years ago and may just use my GFs for BOTW2. I'll see how it is first. Outside of playing Smash once in a while with my buddies, never really used it outside of Pokémon SS and BOTW.
720P, 30FPS, pop-ins, none of these bothered me, I've experienced worse
However, while I could see the appeal of the game for many, but for me I just can't enjoy a game that does not respect my time. After finishing the game, while it had its addictive moment, but most of my time was wasted doing meaningless stuff in an empty world, a fun sandboxy physic simulator, a good toy, but I prefer more impactful and condensed experience.
The one thing that stands out in this game for me is that it at least offer player the option to sequence break and go straight for the final boss (not a lot of open world game offers sequence break).
Unless ToTK goes back to the traditional Zelda route (which seems extremely unlikely), I'm not sure I would buy the hype
The barrier of the crap controls is gone.
thats the problem here.I kind of like the broken weapons. It makes the loot worthwhile. When I play games like Oblivion or Fallout they are such huge games and I'm always super OP halfway through and loot is meaningless. I will already have great magic weapons or super powerful guns and I have no interest in collecting new loot. With BotW looting is still fun especially when you get a magical or super powerful weapon.
What drives me crazy is the damn rain, it seems like it's ALWAYS raining especially whenever I want to climb a really tall, steep cliff.
This is how I feel about it. Once you learn the strange dodge system and beat your first Lynel, regular combat becomes pointless thanks to the weapons you get. Dismantling Ancient Guardians can be fun up close (otherwise it's a boring parry fight), but regular mobs are worthless and without benefit.The game actually encourage player to avoid combat altogether, there is nearly nothing to gain from combat other than breaking your weapon which leads to more meaningless grinding
There’s more weapons than you can carry at any given time and as you said combat is mostly optional, so how in the world the “logical” conclusion to your line of thought was that weapon durability is there “just” to inflate total playtime? As if the game doesn’t have content for dozens of hours already without combat.The game actually encourage player to avoid combat altogether, there is nearly nothing to gain from combat other than breaking your weapon which leads to more meaningless grinding, a terrible mechanic copied pasted from Dead Rising (it worked in DR because its a zombie survival game) just to inflate total playtime
The primary purpose of games is gameplay. It's why Minecraft has sold an insane amount, Stardew Valley has made concerned ape a multi millionaire and Tetris sold gameboys by the bucket load.Calling people graphic whore is like saying "My preference for aesthetic of exploration is superior than your preference for aesthetic of sensation", which is very disrespectful IMO. Its also very dismissive to all the talented 3D artist and animator, these people put hard work into a media too, not just the game mechanic designer.
I would like to know what content does this game offer "without combat" that other good games did less?As if the game doesn’t have content for dozens of hours already without combat.
Repetitive and short dungeon? Reskinned boss? No narrative beside lore? Barren world? Repetitive cooking and weapon grinding? None of these I consider impactfulHow exactly does a game waste your time?
So if someone criticize the game without finishing it, its "How did you know if you haven't even completed yet", but if someone did finished it, its "why bother completing it if you don't like it", its like no one are allowed to express their negative reception regarding your favorite game.Why would you bother completing a game if you feel like it is wasting your time?
Puzzles? You know, like, one of the main aspects of Zelda games?I would like to know what content does this game offer "without combat" that other good games did less?
Zelda was almost always a combination of puzzle, combat, dungeons and character progression, I never knew puzzle became the main aspect. By puzzle if you meant the shrine puzzle, I find them pretty repetitive, especially in the case of tests of strength are copy/pasted from each otherPuzzles? You know, like, one of the main aspects of Zelda games?
I can’t think of another game in the same genre with the same amount or variety of environmental puzzles nor dungeon puzzles.
We can agree to disagree I guess. I don’t feel combat has ever been a main staple of Zelda. The main purpose of items you acquire are always to be able to solve puzzles within or outside of dungeons. Even the bosses are designed as puzzles where you have to figure out how to take them down using a specific tool. You can never just slash away with the sword or use any item you want.Zelda was almost always a combination of puzzle, combat, dungeons and character progression, I never knew it became the main aspect. By puzzle if you meant the shrine puzzle, I find them pretty repetitive.
If you find enjoyment in something, that's good for you.We can agree to disagree I guess. I don’t feel combat has ever been a main staple of Zelda. The main purpose of items you acquire are always to be able to solve puzzles within or outside of dungeons. Even the bosses are designed as puzzles where you have to figure out how to take them down using a specific tool. You can never just slash away with the sword or use any item you want.
Sure, I definitely wouldn’t be as big of a fan of Zelda if it didn’t include clever puzzle designs. One of the main reason I absolutely love ALBW is the way they implemented the painting mechanic and the puzzles they came up with for it - brilliant!If you find enjoyment in something, that's good for you.
But for me, I prefer a combination of puzzle, combat, dungeon and character progression from Zelda.
If by boss are designed as puzzle you meant figuring out attack pattern and countering it, that's what combat exactly is about in most other games, its just that Zelda did it in a minimalistic way, but the core play loop is identical.
For me that type of boss is a minus for me, for example the infamous The Bed of Chaos in DS1, it was designed as a puzzle boss, but at least it offers player multiple way of dealing with it.And no that’s not really what I mean. For example, in Aribiters Ground in Twilight Princess you can not beat the boss without using the Spinner. Doesn’t matter if you learn any patterns etc. you have to use a specific item and figure out how to use it to beat the boss.
Like which ones? Outside of BoTW almost all Zelda game bosses rely on the dungeon item being used to beat it.However most of the boss in Zelda you could defeat them with conventional means
You're all illiterate a-holes!You dont take medicine do you
These item are also for combat purposes, like arrow, boomerang, clawshot etc. you do need to figure out pattern just like conventional combat, they are not specifically for "key" purpose onlyLike which ones? Outside of BoTW almost all Zelda game bosses rely on the dungeon item being used to beat it.
You can but I’d argue it’s not the main purpose of the items. That’s why some items get so little use in a lot of Zelda games. E.g you almost only use the Ball & Chain in the dungeon in TP, you can use it for combat outside if you want but it’s not very good.These item are also for combat purposes, like arrow, boomerang, clawshot etc. you do need to figure out pattern just like conventional combat, they are not specifically for "key" purpose only
I see the difference in our perspective now. That's not what I meant, I'm not suggesting using arrows against Koloktos, my point is, even if you use the whip its not an auto win, you still need to fight it as conventional combat.You can go in to the Ancient Cistern in SS and waste as many arrows as you want, spam the claw shot, use the boomerang, slash away with your sword - or anything else - to try to beat the boss. You won’t be able to though without using the whip.
Yeah for sure, but you won’t be able to beat it using conventional combat. Which is why I mean the bosses are more designed as puzzles and the combat itself is secondary.I see the difference in our perspective now. That's not what I meant, I'm not suggesting using arrows against Koloktos, my point is, even if you use the whip its not an auto win, you still need to fight it as conventional combat.
Conventional combat does not mean using the same set of skill, the process of figuring out pattern and choose the right tool is also a part of many boss fight for many different types of games. For example in Megaman games its also true (although its not mandatory but its much easier if you used the right counter), but I wouldn't call them puzzle sequence, I still don't think the boss fight in Zelda are just "using the right key and auto win". Its minimalistic, but its still combatYeah for sure, but you won’t be able to beat it using conventional combat. Which is why I mean the bosses are more designed as puzzles and the combat itself is secondary.
In most cases the “combat” resolves around running towards the stunned boss and delivering 4-5 slashes with your sword. Then you have to repeat the puzzle sequence again.
I can’t speak much for MM since I’ve only played the first game. But as you mention, in that one you could beat all bosses with just a single weapon, so it’s not the same thing.Conventional combat does not mean using the same set of skill, the process of figuring out pattern and choose the right tool is also a part of many boss fight for many different types of games. For example in Megaman games its also true (although its not mandatory but its much easier if you used the right counter), but I wouldn't call them puzzle sequence, I still don't think the boss fight in Zelda are just "using the right key and auto win". Its minimalist, but its still combat
That reminds me. I don't think it's a coincidence that in a gameplay video whatshisface showed off combining a branch with a boulder and pointed out the durability upgrade. I'm not a fan of the low durability in the original, but it does seem like they took steps to counteract some of the criticisms of the original without making changes that will upset people who like how it was.The game getting takes so hot 6 years after release is a testament to its impact.
Thankfully weapons will still break in the sequel, so we already know what half of the criticism will be about while those actually interested in the game have fun discovering the new stuff.
There’s more weapons than you can carry at any given time and as you said combat is mostly optional, so how in the world the “logical” conclusion to your line of thought was that weapon durability is there “just” to inflate total playtime? As if the game doesn’t have content for dozens of hours already without combat.
Most good boss design from other franchise also doesn't encourage using the same weapon or skillset, the only difference is one is mandatory (Like Zelda) one is not (Like Megaman). But both ways they are still combat, that was my point.I can’t speak much for MM since I’ve only played the first game. But as you mention, in that one you could beat all bosses with just a single weapon, so it’s not the same thing.
In Zelda you can’t progress further in the game unless you figure out what to do.
Definitely but I wouldn’t call ‘not being able to progress unless you use exactly the right item’ conventional by any means.Most good boss design from other franchise also doesn't encourage using the same weapon or skillset, the only difference is one is mandatory one is not. But both ways they are still combat, that was my point.
We are talking about combat not level design, even if you used the correct item its still combat, like I said, mandatory or not doesn't subtract the combat aspect of it, if its truly what you said, why the game doesn't just designed in a way that use the item and auto win? Why even bother fighting?Definitely but I wouldn’t call ‘not being able to progress unless you use exactly the right item’ conventional by any means.
And my entire argument was Zelda is the combination of puzzles, combat, dungeons, and character progression, I mean why introduce all the weapons which is for combat if combat was not a part? Zelda was never a non-combat adventure game to begin with. I'm not denying the puzzle part of Zelda, but I can't agree with it being the only aspect that matters (or like how you put it, the "main draw").My entire argument is that combat in Zelda is far from the main draw of the games, it’s a puzzle/adventure game at heart.
That’s what I mean, the main reason of the items isn’t combat. They can be used for combat, but it’s a secondary thing. I very much doubt the reason for including the Mirror Shield was because it’d be a great item to use in combat. It was probably because they had ideas for puzzles related to reflecting light. I.e. using it for combat was not the main reason for its inclusion.mean why introduce all the weapons which is for combat if combat was not a part?
Of course, agree to disagree was my default stance in any discussion.But If you play Zelda for the combat that’s great I guess. I think there are a lot of other games that does combat a lot better than Zelda though, while Zelda does puzzles a lot better than those.
Anyway, we should probably just agree to disagree at this point.
That I can agree with at least.dungeons which by the way Botw is really lack too.
This is just wrong. You want a darks souls style boss in zelda? You want damage sponges? Zelda is based on figuring out the path forward in items, and that should absolutely carry forward to the bosses. Its called good game design. I agree with your bed of chaos assessment. That type of boss did not belong in dark souls, and dark souls bosses do not belong with zelda.For me that type of boss is a minus for me, for example the infamous The Bed of Chaos in DS1, it was designed as a puzzle boss, but at least it offers player multiple way of dealing with it.
However most of the boss in Zelda you could defeat them with conventional means
When did I ever said I want Dark souls style boss in Zelda? I'm having conversation with Robb and try to find a common ground on what count as "puzzle" boss, and Bed of Chaos was only brought up in the process of trying to understand each other's perspective. Stop putting word in my mouth by taking what I said out of context.This is just wrong. You want a darks souls style boss in zelda? You want damage sponges? Zelda is based on figuring out the path forward in items, and that should absolutely carry forward to the bosses. Its called good game design. I agree with your bed of chaos assessment. That type of boss did not belong in dark souls, and dark souls bosses do not belong with zelda.
I played through on normal and master quest mode on switch and the CEMU version in 4K and 60+ fps with all bells and whistles is tempting me to play through it again.He bought BOTW twice, hated it. Then he pirated it and loved it.
I would like to know what content does this game offer "without combat" that other good games did less?
Repetitive and short dungeon? Reskinned boss? No narrative beside lore? Barren world? Repetitive cooking and weapon grinding? None of these I consider impactful
What does this game offer beside "Look what I did with that physic, am I awesome"?
I don't have problem with what other people prefer, but you are the one questioning my preference here. But from what I see, you are not really interested in your own question, since I've already stated I prefer ALBW style Zelda in my previous comment.
So if someone criticize the game without finishing it, its "How did you know if you haven't even completed yet", but if someone did finished it, its "why bother completing it if you don't like it", its like no one are allowed to express their negative reception regarding your favorite game.
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Most often than not when someone expressed legitimate criticism about the game, all you people did are "oh the game sold 30M", "oh the game had a 97 score" " so it must be you are the problem.
Although the last part of my comment was not directed against you, but you didn't necessarily looking for a discussion in a polite way either, so no thanksAll us people? Grow thicker skin. I asked you to elaborate what you mean because you've twice expressed an opinion that I found unclear. All games are a waste of time at some level. All games you don't enjoy playing are a waste of time by definition. I wanted to know why you think so. Terms like "respect your time" and "impactful" are also poorly descriptive. You have answered my original question in a highly rude way so thanks.
Although the last part of my comment was not directed against you, but you didn't necessarily looking for a discussion in a polite way either, so no thanks
And my defense being high is your presumption, I'm more annoyed than feeling the need of being defensive.I was completely sincere. I feel pity that you have your defenses so high that you build your own windmills to tilt with.
I played it on both Wii U and Switch. The experience is really almost identical, the main reason to change was getting a pro controller with a gyroscope in it.i enjoyed it on wii u of all things, but i have an high tolerance for junky hardware, I played way worse