Oh, so I wasn't the only one! I felt so stupid when the snack line came in....
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 theis for?)classified envelope
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 farmingand its a bit of a chore.dragon parts
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!
Where's the (fake) Ceremonial Trident? I've just spent the better half of an hour looking all around the domain...
Where's the (fake) Ceremonial Trident? I've just spent the better half of an hour looking all around the domain...
Friggin blizzard rod, which I believe doesn't even make snowballs as promised. Fill up your inventory, and you'll get 300 gems instead, which can be much more useful.What's the price for getting a strike in snow bowling?
Yeah, this is straight up bs.The Korok seeds count too much. IIRC they are like 0,08%, so 900 of them make 72%
Why?Yeah, this is straight up bs.
Did you never play OoT? It's literally the same fight mechanic as the second boss, it even has the same tell.
Just not a fan of Korok seeds taking up so much of the %.Why?
I legit spent 10 (or was it 15?) hours at the plateau and still missed the first Talus...Went back to the Plateau to find Korok seeds. Crazy how many were hidden there that I completely overlooked at the start.[/SPOILER]
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 thatobviously, 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.
Why?
Friggin blizzard rod, which I believe doesn't even make snowballs as promised. Fill up your inventory, and you'll get 300 gems instead, which can be much more useful.
Friggin blizzard rod, which I believe doesn't even make snowballs as promised. Fill up your inventory, and you'll get 300 gems instead, which can be much more useful.
I found it and it gave me high hopes for all the variety of mini boss fights the game would have.I legit spent 10 (or was it 15?) hours at the plateau and still missed the first Talus...
Directly below the guy who tells you about it, underwater.
Btw anyone else getting serious pop in? I think its time to shut the switch down and restart.
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 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.
Yeah but I dunno if restarting would change that.
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.
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 twoon the very south wall of the icy area.
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.
Yes Aonuma messed up there. 3 varieties repeated multiple times is a yawn fest.I found it and it gave me high hopes for all the variety of mini boss fights the game would have.
too bad I was wrong
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.
Utterly surprised theres onlyshrines aroundtwo. Makes traversing the mountains surrounding it a PITA since you always have to start from the bottom.Zora's Domain
LOL @ the 4 star fairy upgrade animation. Surprised I still have all my hearts after that lol
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.