I wouldnt mind the weapon breaking if it happened if you die and/or after a fight sequence is over. It just feels like the action in the combat gets very interupted and right now I just avoid many enemies instead. Maby weapons gets better later but combined with me being uncomfortable with the controll method its often frustrating and loads of bad deaths.
I've been knee deep in the Switch version of this game for the past three days, and it's been pretty fun so far. It's clear that they've put a lot of thought into creating an exciting and challenging open world.
I can see why it captured a lot of folks' hearts and minds.
That being said...I'm not completely in love with it though...I personally wouldn't give it a 10 out of 10. It doesn't feel like one of the "best games ever made", and I'd be happy if this was a one off because it's not what I'd like the series to be for the next decade or so.
My list of grievances so far includes (but aren't limited to):
-The fps dips. They are so frequent, it's distracting and really sloppy considering this is Nintendo we're talkin' about; try not to bite off more than you can chew Fujibayashi and Co, your worlds don't have to be so needlessly big and overly detailed.
-The skimpy shrines. Every time I complete one I'm left wanting more; LoZ's puzzle design works best when a diverse set of challenges are bundled together inside of a compelling theme with an incremental increase in complexity from room to room. Alone- in a bite sized, and isolated form- the simplicity makes them feel unsatisfying and somewhat repetitive...especially when there are only a paltry 4 items to work with in the whole game.
-The disappointing dungeons. They've been quite...meh...so far. They look the same, they're kind of obtuse despite being really simplistic, they're surprisingly short, and on top of all that they have a repetitive gameplay loop.
They've also lost that signature sense of progression and wonder due to the absence of specialized items that allow you conquer those fantastical and impassable areas that taunted you in the beginning portions of past games' dungeons.
This is some of the weakest and most unfocused dungeon design I've seen since Majora's Mask and Wind Waker.
-The somewhat sloppy voice acting and direction. Sometimes I feel like I'm listening to a badly dubbed anime (the performance behind princess Zelda herself is particularly disappointing to me). It really takes me out of an otherwise well-crafted and charmingly presented tale.
-The meek musical score. When Manaka Kataoka lets loose the pieces are often amazing (Examples include Hateno Village, Prince Sito's theme, the Vah Ruta Battle theme, and the awesomely nostalgic Rito Village)...but the choice to be mostly atmospheric and minimalist with the music has created a relatively boring and forgettable score in comparison to past LoZ games. She can do a lot better imo.
- the lackluster boss design. So far it feels like I'm mostly just button-mashing on the same guy over and over again. There's very minimal use of the runes (aka items) in these battles...and the use of them never feels as creative or cohesive as it does in something like the Kolokotos battle in Skyward Sword or the Blizzeta battle in Twilight Princess.
- All that empty space. Empty space has a purpose; it makes the world feel more naturalistic (fields, forest, desserts and canyons are generally pretty quiet and somewhat vacant IRL), and provides moments of levity after completing more intense or demanding tasks. However it feels like it takes waaaaaaaaay to long to move around this game's Hyrule, it get tedious after a while. Game designers in general should really rethink how they approach open worlds...they don't always need to be so big and unruly.
- the trite tower mechanic. They're probably my least favorite part of the overall gameplay loop; it feels like it takes forever to get to them...and you're doing the same thing over and over and over again. Climbing...climbing...climbing...over and over again, each and everyone involves climbing the same copy/paste tower. Plus, this particular mechanic is just so played out for me at this point, it feels like it's everywhere nowadays.
I normally hate durability mechanics too, but I'm finding it okay in this game so far. There are plenty of weapons to go through (I'm still throwing away weapons because I keep running into inventory limits), and it's counterbalanced by the fact that you have infinite bombs, so you always have a way to do damage, even without using your "consumables". I also just recently got a few good weapons from enemies, which means I don't even need to resort to the crappy wooden clubs that weaker enemies drop so commonly, at least for the foreseeable future.I may be crazy, but having not yet played the game the weapon durability mechanic is mighty appealing to me. I love the idea of being forced to improvise on the fly during every encounter.
Question about the frame rate: How bad are we talking here? Does it ever get Blighttown on PS3 bad?
I'm knee-deep into the game and I'm starting to see these glaring faults as well.
BotW does so many amazing things right, but the fact that they fumbled the voice acting, boss fights, and dungeons of all things is superbly ironic. Not sure how they heard these dialogue lines in the studio and thought they sounded okay.
Not sure why they sacrificed most sense of item strategy with boss fights, and progression with dungeons for the sake of unlimited freedom. I feel like they didn't figure out how to compromise this aspect well.
In fact, I look fondly upon Skyward Sword and Majora's Mask for their puzzles. They were top tier item puzzles.
Here's its like...cool...lift a rock, there's a korok!
Or make an ice pillar or something. The puzzles aren't very unique yet for me (25 hours in)
Mostly everything else is amazing.
It honestly does a handful of times, but it's pretty rare, especially when you consider how much time you'll be playing the game if it hooks you.
But it does happen. I'm thinking of one area in particular.
I think the dungeons in this game are absolutely fantastic, but they're definitely not traditional and I can see why that puts off some people, especially if they're the main reason you play the series.
I don't think they're a blemish on this game at all, though. They're such a small part of the experience. I think the setpiece lead-up to each one is comparable to the best action moments from a developer like Naughty Dog. I wasn't expecting setpieces like these in a Zelda game and I hope we get more like them in the future. I do hope some traditional dungeons make a return in subsequent games, though, I'm also hoping the DLC dungeon is classic Zelda.
Fuck. This has forever bothered me about Zelda games. Especially next to other Nintendo titles.I'm with the OP on the awkward controls. 8 hours in and i'm still pushing the wrongs buttons.No issues besides that.
Thedungeon I did was so small and simple and I think literally had like 3 or 4 one-hit defeat enemies. Just embarrassing compared to previousZoradungeons.Zora
I completed Lakebed Temple in waiting for BotW launch and the difference in dungeon quality is astounding.
I think the dungeons in this game are absolutely fantastic, but they're definitely not traditional and I can see why that puts off some people, especially if they're the main reason you play the series.
I don't think they're a blemish on this game at all, though. They're such a small part of the experience...
Thedungeon I did was so small and simple and I think literally had like 3 or 4 one-hit defeat enemies. Just embarrassing compared to previousZoradungeons.Zora
I completed Lakebed Temple in waiting for BotW launch and the difference in dungeon quality is astounding.
Thedungeon I did was so small and simple and I think literally had like 3 or 4 one-hit defeat enemies. Just embarrassing compared to previousZoradungeons.Zora
I completed Lakebed Temple in waiting for BotW launch and the difference in dungeon quality is astounding.
I don't mind the Shrines, some of them have the best puzzles and then there are ones that reward you for the mere fact of reaching them by completing some mission in the overworld (my favorites beingandEventide Island)the maze en the Akkala Region
yep. dungeon gameplay without being inside a dungeon.The thing is each dungeon has its own leadup region that is distinct from the overworld. It's like how you had to go through that maze to get to the Forest Temple in OOT, but this time instead of a short puzzle / combat section there's a whole geographical region with its own side quests and mechanics and NPCs.
The thing is each dungeon has its own leadup region that is distinct from the overworld. It's like how you had to go through that maze to get to the Forest Temple in OOT, but this time instead of a short puzzle / combat section there's a whole geographical region with its own side quests and mechanics and NPCs.
Although I agree with you, you aren't gong to convince dungeon stalwarts that this is even close to the same thing. There's something about being inside an actual dungeon with small keys, a map, a compass, and a unique item that certain Zelda fans believe is impossible to top.
Good point. Leading up to theThe thing is each dungeon has its own leadup region that is distinct from the overworld. It's like how you had to go through that maze to get to the Forest Temple in OOT, but this time instead of a short puzzle / combat section there's a whole geographical region with its own side quests and mechanics and NPCs.
I have no problem with the amount of time it takes to clear the dungeons in BotW. What I have a problem with is:
1) They don't seem to have very many enemies, and then they're just basic mini Guardian grunts. The dungeons in the original games were really dangerous with lots of enemies and even introduced enemies you didn't see anywhere else.
2) The original dungeons were labyrinths that you had to navigate in just the right way to get to the boss, but the dungeons aren't like that at all in BotW - they're just a series of scattered puzzles. The kinds of puzzles we've got now would make a nice endpoint to open the boss door in an otherwise maze-like dungeon.
The thing is each dungeon has its own leadup region that is distinct from the overworld. It's like how you had to go through that maze to get to the Forest Temple in OOT, but this time instead of a short puzzle / combat section there's a whole geographical region with its own side quests and mechanics and NPCs.
Zelda dungeons haven't been metroidvania style labyrinths for a long time now anyway, they've been linear series of rooms since Twilight Princess without any meaningful interaction between them. In the past you had to think about stuff like how changing something in one room would affect the entire dungeon, but now all the rooms are self-contained puzzled with no macroscopic element to them like raising water levels and such. The Portal-esque structure of mini rooms that focus entirely on a single concept is actually more elegant than a string of arbitrarily put together single-room puzzles, what I'm saying is I prefer BotW's approach over Skyward Swords' but I would rather they go back to dungeons acting as mini metroid maps.
People are saying that there are dungeon-like areas in the Overworld, is this true? I haven't encountered anything like that yet.
People are saying that there are dungeon-like areas in the Overworld, is this true? I haven't encountered anything like that yet.
I guess I have to keep looking, the only blessing shrines I've found are fromThere are a few really excellent examples of things like this. They've been really surprising and fun as far as I've seen so far. They're sort of overworld "puzzle areas" that once completed, reward you with a puzzle-less shrine. There are some mighty impressive ones.
People are saying that there are dungeon-like areas in the Overworld, is this true? I haven't encountered anything like that yet.
I've been completely obsessed by this game since first booting it up but I have to agree with some of the negatives mentioned in this thread.
My list, in no particular order:
- Enemy variety could be a lot better than fighting through countless camps of the same three types so far (save for less frequent, but very welcome other enemies sprinkled in between).
- Voice acting is quite inconsistent and jarring in places, and that is coming from someone who rarely gets bothered by such things. Maybe they should have gone with the team behind the Souls games instead?
- Getting what seem to be the four main items to use in shrines right at the beginning of the game is something that greatly limits the puzzle designs in shrines as the developers can only be sure of those being in the player's possession.
- Shrines are mostly too short and I also don't really like their unified high-tech / clean look.
- Weapons break far too quickly, especially the metal ones, and it makes little sense in terms of world building that there are no vendors who sell basic weapons nor that there aren't any smiths who can fix them. I would have liked a system where more valuable weapons could be repaired by, for instance, using a somewhat rare item or tool. Being a master swordsman, it would also make sense that Link would gradually perfect his skills with each weapon type and that they would start to break less quickly as a result. (I can't get the image out of my mind that Link is not so much saving Hyrule but that he is trying to get his hands on and then destroy as many weapons as he can.)
- Some of the frequently repeated cutscenes are starting to get on my nerves, especially the unskippable Blood Moon one and all the skippable Shrine ones (that still take up time even when skipped).
Other than these I really like the game and consider it a monumental experience. I can't wait to explore the rest of its vast world and visit the other domains.
I'm not going to repeat everyone else's gripes about this game, but please know I share in just about all of them but nothing disappoints me more in this "Zelda" game than how the dungeons are handled.
Shrines with maybe 1-2 puzzles in them spread across the landscape and these poor, small excuses for "dungeons" are a huge blemish on this game in the lineage of Zelda. One thing that Zelda games have done very well starting with Link to the Past is what I like to call the "Rewards Drip". Zelda games in general have a very good balance of rewarding players for their time and ingenuity, and dungeons were the epitome of that rewards drip. Rewarding players with a varied collection of challenges, battles and actual, tangible rewards. The hours spent in previous games' dungeons are among the top highlights in my gaming history.
These new shrines and mini-dungeons leave me more with a shrug than a smile when I get through them, and come nowhere close to the full dungeons in previous games in the series, and making me trek for minutes at a time across a big, mostly empty landscape to get to the next unsatisfying pale shadow of a Zelda dungeon has not endeared me much to this game.
I'll admit, I have a long way to go still, but as of right now Breath of the Wild is a contender with Skyward Sword for my least favorite 3D Zelda.
Being a master swordsman, it would also make sense that Link would gradually perfect his skills with each weapon type and that they would start to break less quickly as a result
I arrived at a shiekah tower that was surrounded by a massive, busted up camp, surrounded by fatal sludge. From a nearby ledge, I saw a group of enemies on a multi-story camp tower, one of whom was asleep by himself. So I glided over to him, dropped a few feet away, and switched to a single handed sword - because from experience with a single handed sword in a variety of combat encounters, which I might not have engaged in if I had an unbreakable weapon of a different type that I relied on, I knew that a sneak strike with a single handed sword wouldn't knock my enemy away, and I'd get to keep the parts his body would drop instead of letting him fall down into the sludge. So I snuck up to him and killed him and everything worked as planned. My sword was nearly broken at that point - so I just threw it off a cliff. Then, I snuck up the circular stairs to the next floor, but a large enemy standing on that floor spotted me on the way up. So I then switched to a large heavy club, a weapon subtype which I usually disdain using, because I knew from experience that with a few hits I'd be able to knock that large enemy off balance into the sludge, trivializing the encounter, keeping me from having to use a defense potion since I've got four measly hearts, and saving a few weapon hits on top of it all. And so I did. He dropped his own spiked club with the second hit before going sailing off of the platform, and I picked it up without thinking about it, because I had an open slot. I saw a metal crate nearby which would have supplies in it, and I destroyed it with that spiked club, because - out of necessity and experimentation - I found out for myself that spiked weapons function the same way as the weak sledgehammers I used to be more inclined to hoarding. Little considerations like this permeate all of my combat decisions, and it's partly because of weapon degradation, having to utilize everything available to me as I acquire it, that I'm able to engage the tools I have in a more informed, creative, and effective fashion. And as I noted, I'm still pretty early into the game, but I've got 12 weapon slots now which wasn't a hard bump and it's trivialized weapon management.
[...]it's frankly better to throw caution to the wind, use up all your shit, and pick up the drops with this game. I only hold on to elemental rods, everything else is recyclable, especially since I've been crafting food and potions efficiently too. And when you're using food and potions effectively, pretty much every drop is effective insofar as its archetype's specific qualities apply to the situation at hand.
While I really enjoy climbing as a mechanic, I wish it offered more variety and challenge, it's not entirely engaging.
The boss battles are incredibly easy. Just spam bomb arrows. Which is great because I don't much like boss battles.
Same here actually.People are saying that there are dungeon-like areas in the Overworld, is this true? I haven't encountered anything like that yet.
Not sure how they heard these dialogue lines in the studio and thought they sounded okay.