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The Legend of Zelda: Breath of the Wild |OT2| It's 98 All Over Again

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Ogodei

Member
How many truly hard bosses have their been in a 3D Zelda? The blight's just exist to add closure to a beast and move the main quest along, they aren't really there to act as a gate to progression anymore. That job now belongs to the map and all the systems that interact with it be it enemy placement, weather, stamina, weapon durability and on and on.

I'm really excited to see how Nintendo goes forward and I would be fine if that didn't include traditional dungeons.

The blights are tough only insofar as the game's combat is tougher. Got OHKO'd a couple times by thunderblight Ganon, which is more than any Zelda boss has done to me in a long time (at least outside of the NES games that i played recently). Mechanically they're much less complex, though still similar to other 3D Zelda bosses in that there's one trick to beat their respective special attacks, which is item-based.
 

silva1991

Member
Just finished walking through a lot of Hebra and wow is that region expertly done. Just feels like another world, so desolate and lonely, had to take wolf link for company. The mountains feel like they were created to pull you in all directions with little liips and ramps suggesting you climb here. The air draft currents placed around the region are also perfectly placed, allowing you to explore the valley and then return up top without a real time penalty. Had some fantastic battles with lynels, found a major test of strength that literally ended on a critical break rright when the guardian was a bout to one shot me. But the best moment was stumbling on a bear. All of a sudden he's chasing me and running in circles around me and I remember you can mount him. So I think, what do bears love? So I dropped honey.


...and he literally stopped chasing me and pawed at the honey. I know I'll trigger some folks, but this game, I laughed at how absurd but perfect it was. Probably the last time I'll play without recording, missed way too much.


Lol, not a single enemy in the 3d games comes close to a lynel.

I never saw a bear in my playthrough let alone mount one.

Dammit
 
I am not too experienced with the legend of Zelda franchise...but how do the dungeons in this game compare to the dungeons from past games?
Very good puzzles, good atmosphere and ideas, but way too short. Bossfights are ok, nothing special since there's not the "use item X to beat the boss", so they lack the Zelda feeling on that side. I like these dungeons, but they are not the strong point of this game.
The puzzles I love the most are the environmental ones you need to solve for some shrines.
 

Aldric

Member
Finally got around to attempting A Major Test of Strength. It wasn't bad, but that's probably because I went in with a fully upgraded Champion's Tunic, Guardian pants, 2* diamond headband, and plenty of Royal-tier weapons. The weapon drops you get a pretty damn awesome too :0

They're not hard at all once you know the patterns. The signposting for all their attacks is super obvious, giving you free flurry rushes, and they're very vulnerable to elemental arrows, especially ice ones. Nothing remotely as difficult as Lynels.
 

Burny

Member
I hadn't thought of it like that, it's actually pretty clever that they've split the dungeons into smaller chunks and spread them out.

Yep. Only the game doesn't presume to shove an hour of small key hunting, mandatory item collecting and boss fighting down your throat anymore, instead letting you chose whichever way you'd like to tackle all of it.

They've finally succeeded in what they've been talking about for years: thoroughly changing the old formula.
 

nicoga3000

Saint Nic
I do think the design of the 'dungeons' was a mistake. They made an attempt to translate some of the scale and open-ended nature of the world to the 'dungeons' themselves but I don't think they pulled it off well. They ended up feeling vapid to me, especially after completing the first one.

I wouldn't have minded regular old Zelda dungeons. An interior design more like interconnected shrines, complete with maps and keys, rather than
multiple puzzles in a large space
.



This would have been great, I think.

This picture is amazing. I can't imagine how BOTW would have been if the dungeons were more like OoT. Not to say BOTW isn't amazing, but OoT was something real special...If the team were able to translate that feeling of mystery and grandeur into the BOTW landscape - holy damn.
 

Not

Banned
From Reddit (commentary on Lynel AI):



Anyone else experience anything like this? They always seem to attack me right away.

Taking down the Lynel
near Shatterback to get the schock arrows
took more than half the total resources I had, and I still died six times before I learned how to spam backflip and flurry rush. I still haven't gotten an intuitive hold on these controls yet, especially switching bows/arrows and detonating bomb runes.

But oh MAN, what a feeling when it went down.
 

norm9

Member
I hadn't thought of it like that, it's actually pretty clever that they've split the dungeons into smaller chunks and spread them out.

Also, I'm not sure if you consider getting to the dungeon as part of the dungeon. It seems with the exception of
the Ruto dungeon
, they all have a very involved beginning section before you even get to the beast. They're puzzle-y enough that I group them as part of the dungeon.
 

jnWake

Member
Did you guys end up googling the solutions to some of the riddles after trying to figure them out for a bit? I was initially just going to beat the game without looking up any guides but then I realized I was just going to ignore those quests until I beat the game and then use a guide. So far I've only had to look up how to unlock the fragmented shrine in the beach and I was overthinking it so much that the solution made me laugh.

I've solved more riddles by accident than by intentionally trying to solve them lol.
I loved the one with the bone crown though. I was hunting for something like a Stalnox and saw a deer and was like "oh... OH!". It was cool
.
 

Tom Nook

Member
Finally got all 4 diving beasts down.

Now, I just need to finish the
leviathan bones
sidequest, find all the remaining memories (I have 3 left), and then it's off to ganon!

Regarding memories, anyone have a hint for the
one in the forest?
There's no obvious landmark I can use to orient myself. Is there a
painter clue
somewhere for that one?

Didn't know if there is a
painter clue
for that one. I do know the location on that one, I just happen to find it while exploring around for seeds.

Clue:
Forest area Northeast of Bottomless swamp.
 

Justinian

Member
Just finished the game after about 100 hours. Ganon was a bit easy and I forgot to collect the last memory before finishing, but what an amazing experience. Probably my favourite game of all time.

The great thing is there is so much left to do that I can either jump back in immediately or save the extra content for another playthrough in the near future.
 
Finally got all 4 diving beasts down.

Now, I just need to finish the
leviathan bones
sidequest, find all the remaining memories (I have 3 left), and then it's off to ganon!

Regarding memories, anyone have a hint for the
one in the forest?
There's no obvious landmark I can use to orient myself. Is there a
painter clue
somewhere for that one?

Check around
Wetland
stable.
 

Ketch

Member
This would have been great, I think.

Yea I think it's this game's biggest misstep. Imagine how awesome it would be to stumble upon that forest temple randomly while exploring... and then like maybe you're ready maybe you're not? and you'd have to go prepare by gathering food/weapons/arrows.... but instead it feels like to me most of the mechanics are meaningless because every destination and reward is basically the same. The journey is always fun, but rewards are shallow.
 
85+ hours in, already beat Ganon, doing more exploring, and I just found out that
you can pick up "live" severed Stal heads and their bodies will chase you around and stomp their feet in frustration. And instead of a regular throw, R does a drop kick with the head, at least with Stalmoblins. I now make it a point to drop-kick them over cliffs.
 
There's a solution for that: snow boots. Go to Gerudo desert if you haven't already. The main questline will grant you them.

I already did the quest to get the sand boots. Now the guy wants me to go back into the snow area and find another object which is much more difficult to find. I gave up on it.
 
I already did the quest to get the sand boots. Now the guy wants me to go back into the snow area and find another object which is much more difficult to find. I gave up on it.

That's the quest to get the boots.

Tips?

Couple of things. Equipping a fire weapon helps keep Link warm.
You can also cook up elixers to stay warm. I believe they sell one at gerudo and you can look up its recipe.
Also in Gerudo city, you can buy a cold resistant crown to stay warm.
As for the location of one of two items, they are relatively close by. The first one, i think, its obvious as you climb up the mountain and is near a Lynel. The second is Northwest from there.
 

atr0cious

Member
Fuck man

Snow areas are zero fun to explore in this game. Movement speed is reduced significantly and you can barely see what's infront of you.
This is so wrong. And the best part about low visibility is when it passes and everything is super clear, what looked like a misty canyon is all these crags and slopes. Just left it and I already miss it.
 

Moff

Member
Fuck man

Snow areas are zero fun to explore in this game. Movement speed is reduced significantly and you can barely see what's infront of you.

Gerudo highlands is easily the worst zone in the game, but not because of the snow, just because obviously no effort went into it

Hebra Mountains is a very nice zone that invites exploration at every turn. You also often have clear weather, I don't know why you'd imply it had always poor visibility.
 
I never saw a bear in my playthrough let alone mount one.

Dammit

I did both this weekend for the first time. I'd been playing well over 100 hours and spent at least a couple of those in the same area where I finally saw one (looking for Ice Keese and Lizalfos).

Someone please prove me wrong, because I also "confirmed" that you can't ride moose or ostriches.
 
This is so wrong. And the best part about low visibility is when it passes and everything is super clear, what looked like a misty canyon is all these crags and slopes. Just left it and I already miss it.


It almost never clears. And when there is low visibility, it looks like an old gamecube game.

I've been to 90% of the areas in this game. The snow areas are by far the least interesting.
 

Golnei

Member
How many truly hard bosses have their been in a 3D Zelda? The blight's just exist to add closure to a beast and move the main quest along, they aren't really there to act as a gate to progression anymore. That job now belongs to the map and all the systems that interact with it be it enemy placement, weather, stamina, weapon durability and on and on.

I'm really excited to see how Nintendo goes forward and I would be fine if that didn't include traditional dungeons.

I still think that they're not equivalent - despite previous games not having difficult bosses, the degree to which playing the game normally completely trivialises this set is new. It's almost a waste of resources to create boss enemies that the player will barely interact with - some form of scaling that ensures that the blight of the last Beast will be measurably more resilient than the first doesn't come from a need for them to act as hard gates of progress; but rather ensure that they're not such an outlier on the game's regular curve of difficulty. Being so underwhelming as enemies actively prevents the sense of closure you're describing.
 

atr0cious

Member
It almost never clears. And when there is low visibility, it looks like an old gamecube game.

I've been to 90% of the areas in this game. The snow areas are by far the least interesting.
Fix your TV settings, and you must not have been there long, it clears up all the time. And that's like your opinion man. Nothing like climbing up the backside of the mountain, seeing an ice cube on another outcropping, only to find out it's a talus.
 

Justinian

Member
I still think that they're not equivalent - despite previous games not having difficult bosses, the degree to which playing the game normally completely trivialises this set is new. It's almost a waste of resources to create boss enemies that the player will barely interact with - some form of scaling that ensures that the blight of the last Beast will be measurably more resilient than the first doesn't come from a need for them to act as hard gates of progress; but rather ensure that they're not such an outlier on the game's regular curve of difficulty. Being so underwhelming as enemies actively prevents the sense of closure you're describing.

What you describe is endemic to open world games with character progression. I would say that BotW actually keeps it's challenge significantly better than other titles such as Skyrim or Witcher 3. Witcher 3 in particular completely lost me since it became such a cakewalk half way through I just wasn't having fun anymore.
 
Fix your TV settings, and you must not have been there long, it clears up all the time. And that's like your opinion man. Nothing like climbing up the backside of the mountain, seeing an ice cube on another outcropping, only to find out it's a talus.

No, it doesn't. When it does, there is nothing interesting to look at either. The snow areas are completely devoid of interesting landmarks to seek out.

You see plenty of talus throughout the world. Not sure why an ice one is exactly special.
 
I have similar complaints regarding Hebra (haven't been to any other snow areas yet). The storm barely ever subsided. At least when it did, the views looked gorgeous.
 

ghibli99

Member
I still think that they're not equivalent - despite previous games not having difficult bosses, the degree to which playing the game normally completely trivialises this set is new. It's almost a waste of resources to create boss enemies that the player will barely interact with - some form of scaling that ensures that the blight of the last Beast will be measurably more resilient than the first doesn't come from a need for them to act as hard gates of progress; but rather ensure that they're not such an outlier on the game's regular curve of difficulty. Being so underwhelming as enemies actively prevents the sense of closure you're describing.
I must just not be good, because I got my shield knocked out several times during the thunder fight and had to heal a bunch. The fight was also very different in terms of attacks and progression from the first water one, even though they looked similar in form. I think they do a good job with closure too since the sequences tie in with the character stories of that region, you get a heart, some nice new gear, and the dungeon's "role" in the narrative continues after you leave them. I'm glad I don't see these as bad things for the series, and instead view them as wholly refreshing for a series that was repeatedly criticized for not changing enough over a couple generations.
 

kunonabi

Member
Finished the shrines. I can honestly say I'm never replaying this game after I finish this 100% run. The shit dungeons and shrines are not something I ever want to bother with again. I'm going to spend today doing sidequests so I may or may not get to the final beast tonight.

I must say the shrine reward looks great.
 
I do think the design of the 'dungeons' was a mistake. They made an attempt to translate some of the scale and open-ended nature of the world to the 'dungeons' themselves but I don't think they pulled it off well. They ended up feeling vapid to me, especially after completing the first one.

I wouldn't have minded regular old Zelda dungeons. An interior design more like interconnected shrines, complete with maps and keys, rather than
multiple puzzles in a large space
.



This would have been great, I think.

Yeah, this is what I expected from BotW before playing the game. The disappointment is real ;_;
 

Akuun

Looking for meaning in GAF
Two dungeons down now and I got the
Master Sword
. Also maybe 4-5ish memories to go.

I think I need a break. As great as this game is, the whole repetition of go here > climb tower > find and do shrines is starting to wear on me.

I also got a crapton of weapon upgrades. I suddenly went from rotating between crappy weapons to suddenly being overwhelmed by good weapons because I found that
de-resting the weapons found near Hyrule Castle results in super strong stuff
.

Fighting guardians doesn't seem so bad anymore because it seems
the Master Sword makes short work of them
.

By the way, are there any other interactions you could have with Paya besides just going "hey Paya, what's up?" It seems odd that that's all the talking you can do with her.
 
One of only 2 times in the game where rain as a mechanic is actually a good thing.

Let me guess - the other piece of
rubber
armor is the other one?

Where you have to use Zora armor to swim up the waterfall and then drop a metal weapon on the hill to use lightning to break open access to the shrine?
 

Ultimadrago

Member
What you describe is endemic to open world games with character progression. I would say that BotW actually keeps it's challenge significantly better than other titles such as Skyrim or Witcher 3. Witcher 3 in particular completely lost me since it became such a cakewalk half way through I just wasn't having fun anymore.

I have to disagree Zelda keeping its challenge. The lack of enemy variety and open nature allowing you to find relatively powerful equipment early on (I'm still speaking about a few hours in and not minutes following the Great Plateau, of course) made the feel of sticking to the edge of my seat over any battle an unlikelihood. That said, I'm not a player that feels sheer difficulty makes an adventure. However, when I come to a "Major Combat trial" and know that it'll be the same enemy with the same pattern and only a single spawn, it takes the pressure out of the whole title. It actually bleeds into a late-game encounter making it also less interesting visually and mechanically, which was a disappointment.
 

xir

Likely to be eaten by a grue
Just finished the
Shrouded Shrine.
So glad I went into it blind (har har) without being spoiled. Was silly fun.

This has been my favorite challenge in the game bar none. I love the use of light and darkness.
 

Dalek

Member
This game just blows my mind every day with something new that I find. Is there any doubt this is going to be the Game of the Year for 2017? Is there anything else coming out this year that could possibly come close?
 

atr0cious

Member
No, it doesn't. When it does, there is nothing interesting to look at either. The snow areas are completely devoid of interesting landmarks to seek out.

You see plenty of talus throughout the world. Not sure why an ice one is exactly special.
It's the placement of the talus. I was walking along the back boundary and decided to climb up, as I'm climbing up, I passed a small outcropping, and the way he's placed, it's only the one cube of ice like they'd been training me to melt for stones instead of three like the usual talus signifier. So it looks like a small reward for going up this part of the mountain, but then, as soon as you land, he rises up and you're fighting on the edge of cliff on the side of a mountain. Was so shocked, he one shotted me immediately.

And again subjective, but there are a lot of landmarks and interesting cliffs. Some cool hidden shrines, shield boarding course, just looking for the flags leads you to things, like a hinox.
. However, when I come to a "Major Combat trial" and know that it'll be the same enemy with the same pattern and only a single spawn, it takes the pressure out of the whole title.
I think the designers realize this, which is why the pillars are gone. Instead they have metal cubes recessed into the ground. It's fun trying out different ways to take out the guardians using the runes.
 
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