where is this nonsense coming from!? second person to say this. did you even watch the E3 trailer?!
Cuningas de Häme;222157875 said:Has fishing been confirmed? There's that big fish in the swimming picture...
E. With a rod, I mean.
Use the leftover d-pad button to assign to the Cooked foods and potions. Can Quick select like any other weapon and tapping the button uses the item in real time.
Hasn't it been in every 3d Zelda sans Skyward Sword?
No but I would be absolutely shocked if they got rid of it.
Hasn't it been in every 3d Zelda sans Skyward Sword?
Dpad down is actually already in use by the game - it is for whistling, to call on Wolf Link/Horse/whatever else Aonuma comes up with
it being a quick select for food/companions would be great though
Hey I read somewhere that there's no story, no cites, no music, the game's eight hours long and it only works with wiimotes. That's a bit disappointing but I'll play it.
Hey I read somewhere that there's no story, no cites, no music, the game's eight hours long and it only works with wiimotes. That's a bit disappointing but I'll play it.
So apparently the map is about 60-80 square kilometers, which is 23-30 square miles (this is using the Temple of Time and Link's height as a measuring device). I know previous estimates have been much higher then this, but I'm honestly happy that the map is a reasonable size. The Great Plateau looks pretty small and simple when you look at the map, but it's verticality ads a ton of extra space, and for the most part that space is well used. This game is going to take a very long time to complete, and I think a larger map would just increase horizontal space and make things more cumbersome.
Speaking about game length, this is easily going to be the longest Zelda yet. If we assume that the world is about 80 times bigger then the Great Plateau, and you spend only 30 minutes exploring each of these 80 areas, then that's 40 hours of game time. Shrines will at least take an average of 5 minutes to complete, so that's another 9 hours. You'll probably spend about 8 hours in dungeons. Sidequests and town exploration will take another 10 hours. The storyline, cutscenes, and main quest has to take at least 5 hours. In the end, it'll take you about 75 hours to complete the game if you just want to do a bit of exploring and complete all the shrines/dungeons. As someone who doesn't shoot for a 100% completion rate but loves exploring and stopping to take in the sights, it might easily take over 100 hours for me to finish.
It's easy to understand why Aonuma wanted to make the final boss beatable from the start, it'll make replaying the game much more enjoyable for those who just want to play certain parts of the game over again.
Sadly without story this is all pretty meaningless tbh
I heard this game actually deletes stories from previous games so we un-experience them, too.
- You cannot open the menu in combat
Phantom Hourglass had regular fishing, too.You sort of fish in Wind Waker and Phantom Hourglass. Granted you're fishing for treasure and not fish, but it's essentially a similar idea and the Phantom Hourglass mechanics for this are impressively fun and require a good degree of patience and precision.
Frigging hell, i hadn't thought of those references! 0_0 coolHere you go!
No, what's awful is that if you get low on life you can just pause in the middle of the fight, eat something, instantly get healed, and then just keep going. Where's the challenge? What's even the point of having to eat? It's just a pointless chore as it is. Not being able to do it while paused would make it much more meaningful. Or at least make it take a few seconds (after unpausing) for your life to refill instead of it being instant, so you have to be a bit careful.
No, that's a horrible thing to do, and a bad decision overall to include in this game. If you want a challenge, just don't pick up food, or don't cook food. Don't punish people that want to refill their energy on the spot with those ridiculous western RPG tropes.
People that want their games to have "realistic" bullshit like dying of hunger or exhaustion should go back to playing Ultima or Wizardry and stay the hell away from Zelda.
But that completely removes any threat of dying from the game, if you know you can always pause it to heal up whenever you want, seeing as how you can hold as much food as you want. That makes it far easier than any previous Zelda game, which, judging by the direction of this game, seems highly unlikely.
I really think they're going to have some sort of fullness mechanic. You can only eat a certain amount of food items every X amount of minutes. Maybe potions would be doable even when full, but ideally they would be a bit harder to find or more expensive.
But that completely removes any threat of dying from the game, if you know you can always pause it to heal up whenever you want, seeing as how you can hold as much food as you want. That makes it far easier than any previous Zelda game, which, judging by the direction of this game, seems highly unlikely.
I really think they're going to have some sort of fullness mechanic. You can only eat a certain amount of food items every X amount of minutes. Maybe potions would be doable even when full, but ideally they would be a bit harder to find or more expensive.
Let's face it, there's no real punishment for dying anyway aside from 1 or 2 minutes of backtracking...
Then don't pick up food. No need to limit or prevent others from healing whenever they want as these types of games have allowed for 30 years now just because certain people want Zelda to be Souls-hard.
I'm all for changing the formula, but disabling healing while in combat is just bad.
In Skyward Sword I didn't use potions because the game felt too easy. If you think BotW is too easy, then don't pick up food.
Another thing, have you watched all the BotW gameplay footage? People have died a ton from regular enemies, something not seen since the NES Zeldas. I'd say this game has enough challege for a Zelda game.
But... the bolded is completely untrue. That was exactly my point- Zelda has never let you just pause the game to use an unlimited number of healing items. That's why this would make this Zelda far easier than any previous ones. In previous Zelda games you can hold a certain amount of potions or fairies, and you could never hold hearts. Also I can't remember any Zelda game where you could use a potion or fairy while the game is paused. I thought you had to map it to a button and use it while playing, unless I'm forgetting something. Either way, eating unlimited amounts of food while paused is a completely new thing to the series.
I'm not one of those that wants Zelda Souls, and I'm very encouraged by what I've seen difficulty wise so far, with Steppe Talus and the Guardians.
But I don't think it's either fun or good game design when you give the player the ability to cheese through any fight by picking up 5,000 apples. If there was a (reasonable) limit to how much food you could carry then that would be okay, but so far there doesn't seem to be.
" the bolded is completely untrue."
There is no unlimited number of healing items. There is a) a space limit b) the fact that you have to have picked something up at all c) knowingly filled your inventory space with healing items for maximum effect.
Also, you have 3 hearts. You can - as far as we know right now! - only extend the amount of hearts through cooking and only temporarily too.
Stop panicking please.
I'm absolutely not panicking, I said I'm loving everything I've seen so far (difficulty included), but that doesn't mean I can't express some concerns about things we don't yet know.
And are you absolutely sure there is a space limit? As far as we saw from the E3 demo materials and food stack indefinitely... and I don't think there was a limit on slots in those inventories. That might not be the case (and I even said that in my post) but we don't know at this point, and I'm just expressing concern over the possibility.
Also I just want to have a fullness mechanic because it would be fun and clever. And because it gives Link another charming animation, when he's far too full to move around at full speed.
I'm too tired to look through footage right now but I don't recall items stacking. They'll definitely have slot limits. Would be crazy not to.
Does anyone know if they have confirmed/ denied the existence of heart containers yet? I know there is the temporary heart mechanic with regards to food but I haven't seen anyone ask/ answer regarding being able to boost up your health permanently
Also, you have 3 hearts. You can - as far as we know right now! - only extend the amount of hearts through cooking and only temporarily too.
I would imagine you can get heart containers during some of the trials. Either that, or they're hidden throughout the world. It'd be amazing if you couldn't though and your hearts were stuck at 3 + whatever you're able to eat that'd give you a boost
If you completely stock up on food every 30 minutes and try to take the easiest path through the game, you probably won't die much. I don't think it matters whether you have to stop and eat or not.
would easily solve the difficulty problem. maybe a super rare food combo could let you have added hearts that stick around for a bit after being depleted so they can be filled up a few times before vanishing again.
WOW, i've never seen these screenshots before...i'm assuming they are new?
I
But... the bolded is completely untrue. That was exactly my point- Zelda has never let you just pause the game to use an unlimited number of healing items. That's why this would make this Zelda far easier than any previous ones. In previous Zelda games you can hold a certain amount of potions or fairies, and you could never hold hearts. Also I can't remember any Zelda game where you could use a potion or fairy while the game is paused. I thought you had to map it to a button and use it while playing, unless I'm forgetting something. Either way, eating unlimited amounts of food while paused is a completely new thing to the series.
Zelda never uses Hitscan enemies so its a perfect design for this sort of open world game.
I do want to know all your potential options in a given combat scenario. I'll probably lay that out sometime.
What are hitscan enemies? I'm guessing it's what it sounds like but still.
Favorites subtitles for the Legeend of Zelda series.
10.Majora's mask
9.A Link Between Worlds
8.Breath of the wild
7.Phantom Hourglass
6.Wind wanker
5.Link's awakening
4.twilight princess
3.Ocarina of time
2.Link to the past
1.Skyward sword
Oh now I get your point. It's true, Zelda games never let you use a potion or fairy straight from the item screen.
Well, I have no problems with BotW using the old way, but the new way is just fine by me too. I plan on only picking up a few food items, and if the game gets too hard, then I'll just pick up more food or cook strong dishes.
But limiting the amount of stuff you can eat while paused would just be a cumbersome "solution" since people would just pause/unpause several times until their energy is filled.
Well my potential solution would be that you could eat, say 5 food items and then Link becomes "full" and unable to eat more, or maybe his speed decreases. Then, after, say, 30 seconds of in-game time the "full" status is gone and you can once again pause to eat more.
It eliminates the possibility of cheesing through a boss fight by stocking up on 5000 apples, ya know?
Again, there's no way you can carry that many of the same item
Typical item stack limits are set 99 in almost every game.
Do you think BOTW will launch simultaneously with Nintendo Switch in March? God I freaking hope so! The waiting game for this Zelda has been painfully long, man! Now I understand Final Fantasy fans waiting for FFXV lmao :'(