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

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Smeags

Member
42/42 Shrine quests completed
76/76 Side quests completed
14/15 Main quests completed (With Ganon being 15)
All 120 shrines cleared
Hyrule Compendium completed (I wonder what the
classified envelope
is for?)

All that said, I've only got 34.24% to show for it. 😂

I suppose I could work on upgrading my armor, but at this point it would be farming
dragon parts
and its a bit of a chore.

This game is an incredible one, there is no doubt. While I adore the previous games, BotW perfectly (or about as perfect as Ive ever seen in gaming) explores the nature of going on adventure and the sheer joy of wanderlust.

Truly magnificent. Cheers!
 

Addi

Member
42/42 Shrine quests completed
76/76 Side quests completed
14/15 Main quests completed (With Ganon being 15)
All 120 shrines cleared
Hyrule Compendium completed (I wonder what the
classified envelope
is for?)

All that said, I've only got 34.24% to show for it. 😂

I suppose I could work on upgrading my armor, but at this point it would be farming
dragon parts
and its a bit of a chore.

This game is an incredible one, there is no doubt. While I adore the previous games, BotW perfectly (or about as perfect as Ive ever seen in gaming) explores the nature of going on adventure and the sheer joy of wanderlust.

Truly magnificent. Cheers!

The Korok seeds count too much. IIRC they are like 0,08%, so 900 of them make 72%
 

TrueBlue

Member
It's funny how much Urbosa's English VA is a cut above pretty much everyone else. You can tell she has experience with Funimation, though I actually recognised the voice from RWBY.
 
Went back to the Plateau to find Korok seeds. Crazy how many were hidden there that I completely overlooked at the start.

Looked up a guide when I thought I was done and missed two
on the very south wall of the icy area.
 
Having just finished all the Beasts, narratively, Rito first and Gerudo last really works best I think. The way the cutscenes are directed, what you do throughout their stories, as well as the little details in each really seems to fit like that.

For example with Gerudo,
after encountering the Yiga throughout the entire game, including in a handful of sidequests where you deal with their meddling, it seems fitting they're one of the last roadblocks you take down. The cutscenes involving Urbosa really shed light on the conflict of Zelda, which works well after having seen most of the other memories. Plus, she actually makes a mention of Ganon's previously Gerudo form, which is fitting of finally encountering and discovering this great evil in the next, final act.

Rito works in that
obviously, its rather short. However, elaborating on the rivalry of Link and Revali is a good starter to the Champions' story, especially if you found the first memory that plays at this. It effectively shows where some of the doubt comes in as to Link's hero status, as from our perspective, we haven't seen how Link is a proven hero. Revali's scene atop the beast also has a good feel for the end of a first dungeon. The music is absolutely beautiful and rather heartfelt, so Revali's line that Link's job is far from finished resonates rather strongly that the tale is far from over. Resolving their rivalry so early on shows decent character development in Revali accepting his role, and now truly framing Link as a hero.

Eh, may not have worded all this right, but I'm glad I went through the dungeons in the order I did. :p

You worded all of that beautifully, and convinced me even though my order was almost the exact opposite (Gerudo first, Rito third). The fascinating thing is that until now I thought Yiga only started attacking you as retaliation for
raiding their hideout
!


Because a single type of collectible should not account for nearly 75% of completion? A more reasonable split would be something like, say, 20% shrines, 20% korok seeds, 20% divine beasts, 20% memories, and 20% quests.

If the example you weren't quoting isn't absurd enough (everything done but korok seeds, 30 something %), think of the reverse: do you think someone who collected every single korok seed, but didn't touch a single shrine, quest or beast, should have a 75% completion rate?
 

Malus

Member
I think divine beasts aren't getting enough credit. The concept of dungeons taking place inside gigantic moving mechanical monsters is incredible. And the gimmick they have while maybe a little overdone is really cool as well. Vah Ruta and Medoh in particular wow'd me because of the sheer spectacle of what I was doing.

Not to mention the imposing and epic way they appear in the overworld. Looming in the distance as a part of the environment. Seeing Naboris in the Gerudo region for the first time
was so surreal and a great intro to the area.

They're shorter and simpler than typical Zelda dungeons but in return we got a much more diverse/content rich overworld. Kinda like how TP had 10 unique, deep dungeons but a relatively simple map. At least the Beasts manage to be memorable imo.

ALBW is probably the Zelda that balances dungeons/overworld best, though I haven't played the pre-DS Zeldas outside of the original.
 
I think divine beasts aren't getting enough credit. The concept of dungeons taking place inside gigantic moving mechanical monsters is incredible. And the gimmick they have while maybe a little overdone is really cool as well. Vah Ruta and Medoh in particular wow'd me because of the sheer spectacle of what I was doing.

Not to mention the imposing and epic way they appear in the overworld. Looming in the distance as a part of the environment. Seeing Naboris in the Gerudo region for the first time
was so surreal and a great intro to the area.

They're shorter and simpler than typical Zelda dungeons but in return we got a much bigger and more diverse/content rich overworld. Kinda like how TP had 10 unique, deep dungeons but a relatively small and simple map. At least the Beasts manage to be distinct and memorable imo.

ALBW is probably the Zelda that balances dungeons and overworld best, though I haven't played the pre-DS Zeldas outside of the original.

I for one really liked not havign to pick up keys.
 

kunonabi

Member
I think divine beasts aren't getting enough credit. The concept of dungeons taking place inside a gigantic moving mechanical monsters is incredible. And the gimmick they have while maybe a little overdone is really cool as well. Vah Ruta and Medoh in particular wow'd me because of the sheer spectacle of what I was doing.

Not to mention the imposing and epic way they appear in the overworld. Looming in the distance as a part of the environment. Seeing Naboris in the Gerudo region for the first time
was so surreal and a great intro to the area.

They're shorter and simpler than typical Zelda dungeons but in return we got a much bigger and more diverse/content rich overworld. Kinda like how TP had 10 unique, deep dungeons but a relatively small and simple map. At least the Beasts manage to be distinct and memorable imo.

ALBW is probably the Zelda that balances dungeons and overworld best, though I haven't played the pre-DS Zeldas outside of the original.

This is a good idea but BotW does nothing with it. It boils down to just hitting a switch again and again not unlike the older dungeons, particularly OoT, to manipulate the environment. There just isn't any backtracking involved as you just hit them from your map whenever you want. Hell, the bosses aren't actually moving once your inside.

Take Death Mountain for example. It would be so much better if you were ducking into and outside of the mountain itself while the Beast hunts you down. You could use the the cave system to hide, cause eruptions or rockfalls to damage it, while trying to find your opening to get onto or inside the beast or reach the top. Instead it's just a couple of rooms with really basic options for manipulation. Hell, SS pulled that off better already.They should have leveraged the actual world itself if they didn't want to create complex interior dungeons.

Final boss spoiler:
It's the same problem with Ganon where it just takes place a room and then a small patch of field. That battle should have waged all over Hyrule.
 
This game is unbelievable. The amount of depth to the world and the way you can just fully get lost in it reminds me of the best moments of a fully modded Fallout New Vegas. The story for me this far has been a bit above the standard Zelda plot also, it's presented quite nicely.

The only thing I outright dislike is the equipment breaking. I love that you actually find rare and powerful weapons in far off places but then you realize that they're all temporary and it sucks. I really, REALLY wish they had gone for a Souls-style equipment system instead where you find weapons less frequently but they're permanent, even with durability. That would easily make this the best game Nintendo has ever made, for me.
 

Magwik

Banned
The Hyrule Castle music
e28.jpg
 

Malus

Member
This is a good idea but BotW does nothing with it. It boils down to just hitting a switch again and again not unlike the older dungeons, particularly OoT, to manipulate the environment. There just isn't any backtracking involved as you just hit them from your map whenever you want. Hell, the bosses aren't actually moving once your inside.

Take Death Mountain for example. It would be so much better if you were ducking into and outside of the mountain itself while the Beast hunts you down. You could use the the cave system to hide, cause eruptions or rockfalls to damage it, while trying to find your opening to get onto or inside the beast or reach the top. Instead it's just a couple of rooms with really basic options for manipulation. Hell, SS pulled that off better already.They should have leveraged the actual world itself if they didn't want to create complex interior dungeons.

Final boss spoiler:
It's the same problem with Ganon where it just takes place a room and then a small patch of field. That battle should have waged all over Hyrule.

They did try to utilize the environment with the entry missions, and I'm pretty sure Medoh and Naboris were moving quite a bit while I was in their respective dungeons.

Anyways those ideas for Rudania and the final boss are cool but I wouldn't criticize botw for not implementing them. They just come off as "I want more" which is fine but botw has a lot as it is. It's not a game where I'm left feeling shortchanged by the overall experience. There are clear sacrifices made to focus on other elements and I'm personally satisfied with the end result.

If the next Zelda somehow has everything Breath of the Wild has and adds much more complex dungeons/set pieces on top that'd be spectacular, but I'm not holding my breath (lol). Something's gotta give. Optimistically reusing the engine and maybe cutting out some of the fat in terms of map size might do the trick.
 

jariw

Member
Went back to the Plateau to find Korok seeds. Crazy how many were hidden there that I completely overlooked at the start.

Looked up a guide when I thought I was done and missed two
on the very south wall of the icy area.

I'm surprised how few korok seeds I find when I first visit a new area, and how many korok seeds I then find on revisits.
 

kunonabi

Member
They did try to utilize the environment with the entry missions, and I'm pretty sure Medoh and Naboris were moving quite a bit while I was in their respective dungeons.

Anyways those ideas for Rudania and the final boss are cool but I wouldn't criticize botw for not implementing them. They just come off as "I want more" which is fine but botw has a lot as it is. It's not a game where I'm left feeling shortchanged by the overall experience. There are clear sacrifices made to focus on other elements and I'm personally satisfied with the end result.

If the next Zelda somehow has everything Breath of the Wild has and adds much more complex dungeons/set pieces on top that'd be spectacular, but I'm not holding my breath (lol). Something's gotta give. Optimistically reusing the engine and maybe cutting out some of the fat in terms of map size might do the trick.

eh, barely and 3 of them were the exact same damn thing for the most part. Even if the bosses were actually moving how did it effect your path through the dungeon? It doesn't. It wouldn't make any difference one or way or the other with how detached the beasts are once your inside.

I'm not going to give them a pass for the dungeons, especially since the shrines weren't any good either, but it is very easy to see that they made a lot of concessions all over the game to try and fill out the world. They need to be criticized for what didn't work though or it won't get fixed. I agree that they should really cut down the map size next go around.
 

Auto_aim1

MeisaMcCaffrey
Hate the creepy music when you talk to the shrine guy to get an orb.

Completed all 4 divine beasts. I dunno whether I should just finish the game now or go after the shrines.
 
I was taking out an enemy camp and noticed an enemy with a very large two-handed weapon I hadn't seen. Strangely, upon defeating this enemy the weapon de-spawned when their body did. After a few reloads I managed to grab the weapon (amid the chaos) before it could disappear. It was the Stone Smasher, cool looking weapon but doesn't seem like anything special. None of the other enemies in the encampment (maybe 6 total including archers) seem to have this disappearing weapon issue though. Anyone else run into this? It was reproducible too, that weapon was always there and always disappeared when the wielders body did.

Edit: I thought at first it was a wooden weapon and was being destroyed during the fight as I was using flame weapons and explosive barrels, but nope!
 

Vidiot

Member
I think divine beasts aren't getting enough credit. The concept of dungeons taking place inside gigantic moving mechanical monsters is incredible. And the gimmick they have while maybe a little overdone is really cool as well. Vah Ruta and Medoh in particular wow'd me because of the sheer spectacle of what I was doing.

Not to mention the imposing and epic way they appear in the overworld. Looming in the distance as a part of the environment. Seeing Naboris in the Gerudo region for the first time
was so surreal and a great intro to the area.

They're shorter and simpler than typical Zelda dungeons but in return we got a much more diverse/content rich overworld. Kinda like how TP had 10 unique, deep dungeons but a relatively simple map. At least the Beasts manage to be memorable imo.

ALBW is probably the Zelda that balances dungeons/overworld best, though I haven't played the pre-DS Zeldas outside of the original.

The concept is great, but the actual in dungeon content is completely mediocre imo. They are by far the worst bunch of dungeons in the series, again imo. I think the overworld should have been scaled down a bit if everything else that was great about the series (dungeons, boss fights, enemy variety, etc.) had to suffer for the sake of it.

I do understand that this is for the better for some people but again as a dungeon guy the overworld being as large as it was wasn't worth the trade off at all.

It's like the anti Skyward Sword. That game had some nice dungeons but a really bad overworld. They went way too far in the opposite direction with BotW I feel however. I really do hope they balance things better next time. I personally will get bored of exploring gigantic overworlds if the main quest content suffers time after time.

I really don't mean to sound too negative because I really do like the game. I just think more effort needs to be put into the main quest of the game. If you were to just run straight through the main story content of BotW it is probably the weakest of all the 3d Zeldas. All the extra stuff you can do is great but more effort needs to be put into the main quest of the game imo.
 
I with there was a way to quick change between sets of gear. Swapping from barbarian to climbing to swimming to heat resist to cold resist to high defence etc is so tedious.
 
Utterly surprised theres only
two
shrines around
Zora's Domain
. Makes traversing the mountains surrounding it a PITA since you always have to start from the bottom.
 

Akai XIII

Member
Utterly surprised theres only
two
shrines around
Zora's Domain
. Makes traversing the mountains surrounding it a PITA since you always have to start from the bottom.

Having just found them all... Some areas are pretty barren. It's a shame they're not evenly spread out.
 

JulianImp

Member
LOL @ the 4 star fairy upgrade animation. Surprised I still have all my hearts after that lol

I've only gotten three main fairy fountains (and then the horse god, but that one doesn't count), and it does feel like the great fairy's blessing has been getting more and more physical with each succesive upgrade...
 
I think divine beasts aren't getting enough credit. The concept of dungeons taking place inside gigantic moving mechanical monsters is incredible. And the gimmick they have while maybe a little overdone is really cool as well. Vah Ruta and Medoh in particular wow'd me because of the sheer spectacle of what I was doing.

I'll defend them for the same reasons but my problem is that I think they could've easily had more to them that would've I think evened things out, like make them a bit longer, bit more challenging, more enemies and a miniboss. Like have the Blight variations maybe as minibosses with a TRUE final dungeon boss that didn't come across as so lazy.

They're great and brilliant but again felt there could be more to them. They didn't completely scratch the traditional dungeon itch because of this, but it's something easily remedied for next time and I DID enjoy them for what they were.
 

DrArchon

Member
I'm continuously disappointed in the color options for dying clothing. I can't believe they didn't have the foresight to make any of the blue colors match the blue of the Champion's Tunic. My hat either has to be too dark or not dark enough.

0/10. Failure of a game.
 

vypek

Member
Got my defense to 88 now that I have maxed out the tunic. After I find all the memories I am going to go and beat the game
 
Approaching 120 hours, Mario 64 is officially dethroned from best launch game of all time.

Also these amiibos are bullshit, I want the new armor not shock and bomb arrows.
 
Oooh so thats what those slabs were for
I kept seeing those big awkward slabs around the world, tingel island is where I realized how to lift them up
 
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