OrbitalBeard
Member
Nothing says adventure like repeatedly wandering into identical packs of enemies surrounding identical campfires.
You expect the opening tutorial zone to represent the entire game? That's weird.
Nothing says adventure like repeatedly wandering into identical packs of enemies surrounding identical campfires.
Don't see how getting lost in 3D Zelda games is that difficult, considering your partner is almost universally unhelpful (except Fi, she was alright) in telling you where to go and what to do to get to where you need to go and their dungeon designs.Zoro is infamous for getting lost in any situation, even where it seems impossible to do so.
+1 for this.yeah, no.. It's only evidence that the Nx version forced them to not use the gamepad meaningfully.
Don't see how getting lost in 3D Zelda games is that difficult, considering your partner is almost universally unhelpful (except Fi, she was alright) in telling you where to go and what to do to get to where you need to go and their dungeon designs.
Like yesterday, I played Twilight Princess for a few hours (I wanted to use my Wolf Link amiibo in case I get to use it when I play Breath of the Wild and then I just kept playing for funsies). I just collected all of the bugs and saved the lake people. It took me 2 hours from getting there to get into the next dungeon and I was lost frequently and it was very frustrating.
Quest markers may be an inelegant solution, but I'd much prefer them than walking in circles having no idea where to go next. I have WAY more fun in Skyrim's moment to moment gameplay than Twilight Princess, that's for sure.
Eh, I think it would be cool if they avoided fast travel. Game mechanics such as the glider sound cool to make me try and use instead of the easy way out. But I could see how I may want to use it on further playthroughs.The game contains more than enough substantial content to satisfy me, the only issue I have is the sheer size of the world.
I just hope there is some kind of system that keeps track of your progress, like how in OoT 3D a skulltula icon appears on the map when you find all skulltulas in an area so you don't continue exploring in vein. They could split the world into smaller regions, similar to Xenoblade X's hexagons. That and giving us effective methods of fast travel would help mitigate the fact that the world is massive.
Eh, I think it would be cool if they avoided fast travel. Game mechanics such as the glider sound cool to make me try and use instead of the easy way out. But I could see how I may want to use it on further playthroughs.
Oops ¯_(ツ_/¯ nevermind then.There's already confirmed to be fast travel, the Shrines act as fast travel points once you get to one.
While developing Zelda: Breath of the Wild, Aonuma said he noticed something that never occurred to him before: Getting lost is fun. In previous 3D titles, I thought that getting lost is a bad thing, Aonuma admitted. Due to hardware restrictions, most 3D Zelda games stitched together a bunch of smaller made worlds with an entrance and exit. Getting lost in those small worlds, it's not a loss of what to do but it's more of a directional loss, he said. I see the exit, you're going to end up at the same exit, but I can't figure out how to get there.
It's actually fun. It's a sense of discovery and as we're developing this, I thought to myself, "Maybe this is what it means to create a big world, to find out that getting lost is OK.
Reading some posts, some people seem to want every square inch of the ground to be covered with things and enemies.
It sounds stupid, but I find that The Witcher 3's map has too much going on. Bandit camps, guarded treasures, monster nests, etc. I think the map should have been smaller and have way less of those locations. The emptiness is welcomed sometimes. It's my favorite thing about Wind Waker.
I really don't understand that. Not even elder scrolls games are like that really. People just want to bitch about zelda.
Comparisons to The Witcher 3 are funny, because people rarely recognize the fact that TW3's open-world is about as static as (and designed similarly to) a MMORPG. Zelda and MGSV are much more towards the Far Cry part of the spectrum, where the world itself is something you play with. There's a lot more physics going on, more level design even if it's scattered in places.
Correct, the Minish were the ones leaving all the junk around, so it's interesting to see all that stuff is gone. Perhaps this truly is after the great flood and they were mostly wiped out or moved to New Hyrule.Since you dont find rupees or heaets in the grass I wonder if they are going to tie it with the story and solething happened to the Minish (if I remember correctly they were the ones putting items on grass, boxes, rocks, etc...).
It all sounds fantastic. I'm still a bit annoyed that Link is right-handed though... I wish it was an option.
Kind of off topic but I love that the game has British VA. I wonder if the voice work is being done by Nintendo of Europe?
Don't see how getting lost in 3D Zelda games is that difficult, considering your partner is almost universally unhelpful (except Fi, she was alright) in telling you where to go and what to do to get to where you need to go and their dungeon designs.
Like yesterday, I played Twilight Princess for a few hours (I wanted to use my Wolf Link amiibo in case I get to use it when I play Breath of the Wild and then I just kept playing for funsies). I just collected all of the bugs and saved the lake people. It took me 2 hours from getting there to get into the next dungeon and I was lost frequently and it was very frustrating.
Quest markers may be an inelegant solution, but I'd much prefer them than walking in circles having no idea where to go next. I have WAY more fun in Skyrim's moment to moment gameplay than Twilight Princess, that's for sure.
How can hearts survive when you burn everything to the ground?