OricWindstar
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Nice catch. That's awesome.There's actually part of the Temple of Time/Song of Time music in there.
This. Game.
Nice catch. That's awesome.There's actually part of the Temple of Time/Song of Time music in there.
This. Game.
Dungeons exist, but they're keeping them hidden for now
Dungeons and towns were left out of the E3 demo.
I love it. The fact that the enemy's head follows as Link jumps over him really sells it. And the hitboxes in the game seem pretty on point. This game has some of the most intricate and interesting enemy actions, reactions, and interactions I've seen in a long time. In one of the videos, a guy accidentally chases a boar into an enemy camp and the enemies start shooting at it. Another video had a guy light his torch on fire and try to throw it at two boko's. It missed the one he aimed at, but was just close enough to set the enemy's wooden club on fire. And the enemy he threw it at watched it fly past. Then as it attacked the player with a flaming club, the other one decided to hang back, walked over to the torch, and lit his club on fire on purpose before joining the fight. The Boko-skeleton's are especially interesting. You have to kill every head because if you don't the bodies will continue to get back up and reassemble themselves. So you can have one head jumping between multiple bodies or two heads switching bodies. And if one is broken and another is still up it can grab the broken one's arm and use it as a weapon. Then the other one will get back up but has to fight with one arm. I even saw a video where one skeleton picked up another skeleton's head. It looked like it was either going to help put the head back on the other body, or throw it at link, but the player killed it before it could do anything.
Yeah they are quietly sending that one to die. Hopefully they learn from this, but I'm sure they'll just mothball the series.
How have the last 3 been?
I mean, BiS is great, but TTYD is still the best.
Do you want to get into a "series on average" argument when arguing for Paper Mario?
I find the intro to this game so intriguing. Link waking up in a futuristic looking pod in the "Shrine of Resurrection" has me really curious where they're going with the story. I hope the non linear openness of the game doesn't mean they skimp on the story to much.
Anyone know if there is some direct feed footage of the intro without commentary? looked but couldn't find any.
Yeah the AI is much smarter than in previous Zelda games, can't wait to see what's in store for tougher enemies.
Couldn't find the Bokoblin hunting the boar. So many gifs left to make
Yup, we already made a gif of it from Polygon video.
It's crazy how from that video, it's only two minutes before you can freely go exploring.
link to the polygon video?
Yeah the AI is much smarter than in previous Zelda games, can't wait to see what's in store for tougher enemies.
Couldn't find the Bokoblin hunting the boar. So many gifs left to make
So, in terms of the pouch, we saw them categorized into a few sections:
Weapons: Swords, axes, spears and clubs
Bow and Arrows: I guess you select 1 bow and 1 arrow. I think there's a quick select menu to change your bow/arrow, so which one are you changing? Or is there a way to do both?
Armor: So far just two types, shirts and pants/boots. They have different defense stats as well as weather resistance. I wonder if certain clothes could reduce noise made/ stamina used as well? Or maybe heavier armor makes louder noise/ uses more stamina as a trade-off. I also wonder if there's any hats or helmets. I figure there has to be a way to equip Link's iconic hat, but maybe it just counts as a hair style, since we already know you can change that somehow.
Food: Apples and whatnot
Star: I assume this is special items, which could include something like Flint, which I believe can be carried with you and then just dropped in the world when you want to use it. So is anything from this category just "used" from the menu or is it all just miscellaneous things that you carry? Because the star seems like a misfitting icon if they're not really "special."
This is assuming the Star tab does not include something like the fire rod, which I figured was just a normal weapon that shot fire when the attack button was pressed. Though, this would raise the question of how the ice rod works. Does hitting attack just bring up that pillar function, and it has no normal attack? Is their a secondary attack button anywhere that raises the pillar? Does it count as a tome? It doesn't really seem like it's used to attack like other objects in the weapon tab, but it may not be consistent with the pocket that holds flint and firewood either.
There's also the "tomes" or magic items or whatever, which thus far includes 2 bomb types, a magnet and a stasis field (and maybe something else I'm missing). It looks like it's all timed instead of having a magic bar, which is a bit disappointing to me, since the survival elements seem to already be a bit too forgiving, but we'll see how that plays out.
I also noticed that when it comes to (at least) food, you have the option to eat or hold. If you hold, what are your options with it? Throw it, eat it, drop it?
So you can fast travel back to where Link wakes up, so did we see anybody fast travel anywhere else like to a tower?
Things that get equipped in the "sword" slot. So also the Fire Rod, pitchforks, sticks, etc.
There are separate quick menus for bows and for arrows, yes.
I want to say I heard someone on the Treehouse stream "theorize" that there would be stealth-enhancing clothes (seems obvious, really).
I would assume the "hair styles" are actually just different headgear.
Materials. Includes ingredients as well as minerals, etc.
I believe I say the Sheikah Slate in this category, so key items.
No Ice Rod has been seen, as far as I know. The ice ability is a Rune.
Runes.
Drop it, put it in a cooking pot, maybe something else I don't remember.
I was actually happy to see him get hit right after this by the fire club and drop to 1/4 heart left. I think foregoing hearts and armor will make things pretty challenging.Yeah the AI is much smarter than in previous Zelda games, can't wait to see what's in store for tougher enemies.
Couldn't find the Bokoblin hunting the boar. So many gifs left to make
Love the look on Link's face when he reaches the top.
The big question is, will the Pictobox return? Seems like a perfect game for photos
Good eye. That's pretty cool, because it suggests there will be some potent stuff squirreled away in places we have to work to get, i.e. Shrine #98 or whatever. I mean, those shrines can't all have unique powers, so I imagine they'll start dishing out great gear in addition to the spirit orbs or whatever.One thing I noticed: there's enhanced weapons and some loot randomization. I noticed this in both the Treehouse stream and... - I want to say the Polygon video? - where the chest underneath the boulder outside the stasis shrine had a Traveler's Bow in it, but each time had a different modifier. Once it was a yellow box and icon that denoted Power +3 for 8 damage instead of 5, and the other time it was a blue-greenish diamond icon and text that said it had enhanced durability.
oh right, duhYou only missed the most important weapon: a skelly arm that tries to grope link's butt when it's sheathed.
Yeah, it's called Miiverse.
This is a good thing. If executed properly, this suggests that the game has a high skill-ceiling.
That gives the game depth and breadth. Players gain (literal) experience playing, familiarizing themselves with various enemy types, getting comfortable with the physics engine, learning which strategies work best against which enemies, how to manipulate/traverse particular terrains, etc.
Once this knowledge base develops, the next step is the trend towards optimal strategies. The key here is that each individual player will find their own optimal way of doing things as they get comfortable with the game/controls.
Monster/enemy X may be most easily killed by combat method Y. However, perhaps the player is just really good at implementing combat method Z, thus for said player, optimal strategy might just be spamming method Z in the face of everything.
Replace combat/enemy with traversal/terrain and its the same applied concept.
The important thing to recognize is that MOST games already have this kind of system. HOWEVER, Aonuma's prodding is suggesting that this game will do this with a level of depth that isn't often or ever seen in Action/Adventure RPGs, which instead tend to focus on using in-game experience points to boost in-game skills - rather than allowing the actual human player to develop skills themselves via experience/experimentation. This, in theory, allows for much more unique experience, player to player, but also rewards experienced players - because their invested time/acquired skills will pay off (if you're good enough, you can kill things quicker, save more health, traverse areas faster, tackle more difficult challenges earlier on, etc.).
This as opposed to a game like the Witcher 3 (which I adore and have put >650 hours into btw), where you level up your character more than yourself. Think about it; greater tolerance for potions, stronger/quicker attacks, enhanced signs, all of these skills are added by applying skill points, they don't require the player to actually learn something. The extent of learning for the player is attack pattern rhythms for certain monster types and mastering the counter system. The skill curve is minor and the skill ceiling is low, Geralt improves because you can overpower him if you play/grind long enough. In BotW - YOU will improve if you grind long/hard enough (think competitive Melee).
Of course this is all talk until we can actually play the game, but with what little we saw, this is the exact picture being painted IMO. Look at how many gifys we've got of different ways to approach tackling enemy types, adapting to & using the specific environment to fight monsters, using countless methods to accomplish the same task. It's all very encouraging. This looks like a genius game.
B-But my immersion D:
One thing I noticed: there's enhanced weapons and some loot randomization. I noticed this in both the Treehouse stream and... - I want to say the Polygon video? - where the chest underneath the boulder outside the stasis shrine had a Traveler's Bow in it, but each time had a different modifier. Once it was a yellow box and icon that denoted Power +3 for 8 damage instead of 5, and the other time it was a blue-greenish diamond icon and text that said it had enhanced durability.
Seeing the sailcloth making a return from Skyward Sword along with these massive chasms makes me suspect that loftwings will be making a return as well.
One thing I noticed: there's enhanced weapons and some loot randomization. I noticed this in both the Treehouse stream and... - I want to say the Polygon video? - where the chest underneath the boulder outside the stasis shrine had a Traveler's Bow in it, but each time had a different modifier. Once it was a yellow box and icon that denoted Power +3 for 8 damage instead of 5, and the other time it was a blue-greenish diamond icon and text that said it had enhanced durability.
The big question is, will the Pictobox return? Seems like a perfect game for photos
Even Hyrule isn't immune to Apple's influence.Link upgraded to his iPad, I mean...Sheikah Slate.
Hopefully, the selfie feature returns too.
Came across a panoramic view of Nintendo's booth. Was done by PCMag.com and put up on their youtube page.
https://www.youtube.com/watch?v=e4B-gFU6jrA
Seeing the sailcloth making a return from Skyward Sword along with these massive chasms makes me suspect that loftwings will be making a return as well.
I like weapon variety. I like having to experiment with Claymores and Hammers and the quickness of gauntlets and dual knifes. Often times, the trade off for this kind of variety in a game is a durability system.
In games like Fire Emblem,and The Last of Us, it's about resource conservation; melee weapons will break after few hits and with the limited resources in these games you must make the tradeoff between saving those precious uses or using it in a pinch. The problem with these kinds of implementations is that it never really feels good to have something break from usage. People were also prone to saving all their best items and weapons until the end like healing items in a JRPG. The newest Fire Emblem scrapped this entirely, adding stat tradeoffs instead and limiting the amount of weapons you could buy by increasing the price many times over. And while some may not agree with this change, many will tell you that the combat feels more strategical and satisfactory for it, choosing the best tool for the situation being far more important than saving all your best sacred uses and having it devolve to "should I use this OP super weapon or not?".
Monster Hunter and Dark Souls, two different games that are both highly praised for their combat systems in their own right, use a slightly different durability mechanic, but not one that is all too satisfying either. While weapons are not lost by losing durability, this stat ties directly into the amount of damage that you inflict, and the areas you can damage. Certain degrees of sharpness in MH are required to damage the more tougher areas of a Monster. One of the various problems with this sort of implementation is that while not incredibly important to your overall combat flow and strategy, it still serves as a minor annoyance all throughout the game. In Dark Souls, how often are you actually worried about if your weapon is at 198 instead of 200 durability? However, how much time will you spend resting at every bonfire and quickly repairing every armor piece and weapon that has barely lost durability like you're trying to level up forging in Skyrim? It not only is it a non-integral part of how you formulate an attack plan, it wastes valuable time and having them at perfect condition at all time is the only best possible solution forcing the player to waste valuable time and attention. If I may add a very small comment on this, is that Monster Hunter while not perfect with this is at least minimally understandable due to the rotations of the players in formation while playing in a well communicating multiplayer group, however it can be just as annoying)
This brings me to Zelda: Too Many Threads BotW. Zelda has had weapon durability in it before. The Razor sword of MM, the Giant Knife of OoT are all examples that followed the first examples of breaking after usage. Again, this is a imperfect method for the reasons stated above. When BotW was shown and revealed to have weapon durability, I was happy that variety was present but concerned that the developers still needed to tie this in with a durability system in order to make collecting them and gathering more prevalent. However, certain mechanics caught my attention.
In BotW, not only does the breaking strike of a weapon deal critical damage but one may throw the weapon, breaking it intentionally for the crit dmg and additional range and area of effect. Not only does this provide a outlet for satisfaction and not make you feel as if you "lost" that resource but that decided on a tradeoff for increased damage. Throwing the weapon also provides players agency for controlling when to break your weapon, instead of merely decaying over time, adding an additional layer of actual choice in attack planning and gameflow. Durability isn't merely an annoyance of a formality for variety no longer and this feature specifically really excited me. Even in exploration, you can choose to sacrifice shield durability for extra mobility with shieldsurfing allowing for more variations.
TLDR: While loving the games with weapon variety, I felt these games were shackled to a system of weapon durability. Of the many things I could praise all these games for their amazing combat systems, Zelda seems to have found a solution that I find acceptable in terms of this balance and with it added an extra layer of strategy on a traditionally unchanged mechanic, something that I've been longing for some of my more combat-intensive games, and of all the cool things Zelda has to offer, this stood out as something that may go unnoticed but truly clever.
If I could be provided with a gif of Zelda weapon throwing it would be greatly appreciated.
Yeah the AI is much smarter than in previous Zelda games, can't wait to see what's in store for tougher enemies.
Couldn't find the Bokoblin hunting the boar. So many gifs left to make