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Edge #304 - The Legend of Zelda: Breath of the Wild special

phanphare

Banned
yeah hopefully but if the dungeon part really is as unsubstantial as it seems I wouldnt be surprised if the game has a significant backlash from the people expecting the usual ~7 45 minute long dungeons

I always expect some kind of backlash in response to a Zelda game. that's as much of a staple of the series as anything else.
 

Nanashrew

Banned
tried to sum up that podcast because it keeps getting brought up and makes some really good points. so since it's about zelda austin does most of the talking and comparing and it should be noted that he didn't like horizon as much as the other host patrick (?) who thought the game was excellent with a few flaws. there are so many points being made so it's long but it was a really good discussion.



-horizon is a great game but the potential it showed is a bit larger than what it ended up living up to. laid a great foundation for a sequel
-larger story is great, feels like that's the highest point of praise. the things that it explores are really deep and interesting
-there are some bad exposition dumps, thought there had to be a way to do that better
-the game world feels a tad restricting for how inviting it seems. little things like aloy being incredibly acrobatic but not being able to walk over a small curb.
-aloy is great
-there's a moment with aloy at the end that's great and is a moment of the year contender
-wanted the world to feel more organic with more interaction between stuff like observing enemies fighting each other etc. "it's very rare that you find the world systemically interacting with one another". feels like when that itch was scratched it was because the game was scripting it to happen.
-horizon vs. zelda is like digital vs. analog (understands that's a weak analogy that won't hold up to scrutiny)
-in horizon you do the things the game wants you to do; specified walls to climb with predetermined route etc. vs. in zelda you can climb essentially anything you want and find your own path. the feeling of "I bet I can do this" and then being able to do it is greater in zelda.
-every impulse of exploration in zelda has been rewarded; scratching all the itches
-last zelda austin beat was MM
-would rate botw very high; ~12 hours in
-says this zelda feels like a new sub-genre to open world games. brings up witcher 3 in one corner, assassin's creed/ubi stuff in another, bioware type stuff in another, and says zelda feels like another distinct thing. hadn't seen exploration like this in the open world space outside of stuff like minecraft.
-playing zelda and horizon back to back made him realize that maybe open world fatigue isn't actually a thing and we as gamers should make the harder conclusion of zooming in and realizing that specific game isn't executing
-you're always going to be discovering things between objectives; world is filled with little environmental puzzles; encourages you to take notice of all of your surroundings
-shrines scratch the dungeon itch
-compares shrines to Nintendo's take on Portal levels; many "aha" moments
-very cool story mechanic thing, can't talk about it
-game is difficult; enemy ai is good; has died a lot; didn't die as much in horizon
-compares game to far cry; describes scenario where he was low on health and needed to get to a place, comes across a bokoblin camp and doesn't want to directly engage, finds a boulder, lifts boulder with magnet, searches for the right spot/angle to drop it, and drops it on an explosive barrel and blows the camp up.
-stuff like the above makes the story telling feel more connected to the player; zelda games the story is usually told to the the player, this is the player making his/her own story. horizon doesn't allow for player stories as much, not what it's going for though.
-combat/design in horizon doesn't push you to be creative, only a few fights where you are forced to utilize your full skill set. easy to become habitual.
-zelda pushes you to improvise a lot
-weapon degradation is cool. when you engage in combat early on you're committing to something breaking but you typically leave that combat encounter with better gear. save good gear for more significant fights/scenarios. the game does push you to use your better gear though.
-different weapon types have strengthens and weaknesses; sledge hammer is good for breaking up ore, axe for chopping trees, move set in combat, etc.
-there are special weapons for doing certain things
-enjoys cooking; very intuitive with how you combine items to make a dish
-npc interactions are great in zelda. contrasts with horizon where he wasn't excited about seeing people out and about like in zelda.
-zelda conveys both the warmth and the terror of a studio ghibli film.
-feeling of wonder and mystery in zelda; contrasts with some other open world games where you get the objective and do the objective without feeling like doing anything else in between
-has been using the screenshot function a lot which is indicative of it being a good game

then they swerve to Switch talk overall but I think they answer some more Zelda realted questions at the end so here's the podcast link

https://waypoint.vice.com/en_us/art...-the-wild-first-impressions-on-waypoint-radio

This is a great summary. I'm surprised it's not in the preview thread :p

Also really happy to see Horizon and Zelda get such great scores.
 
Edge mentioning that the dungeons arent substantial and are hardly the complex network of puzzles weve come to expect is killing my hype a lot. Im interested in screwing around in the open word and finding stuff and the combat looks great but thats more of a distraction for me than what I wanted to be the main part of the game. A bunch of mini dungeons isnt enough either. I was fine with four dungeons if they were long and intricate but this is sounding lame.

My guess is the dungeons are about as substantial as the type you'd find in A Link to the Past. As those are my favorite types of Zelda dungeons, I'm thrilled. I've never been a big fan of the 2+ hour dungeons you find in most 3D Zelda games, as well designed as they are.
 

Mutagenic

Permanent Junior Member
And they can in a separate thread so people can actually discuss what this thread is about. Which is not Skyward Sword.

Skyward Sword was the last console Zelda released and was also reviewed a 10 by Edge. People are discussing both games. You'll be ok.
 

phanphare

Banned
To be fair, the controls in skyward sword were atrocious.

you know, I never had a problem with them. I remember feeling a bit lost in the first fight with ghirahim but after that it was smooth sailing for me.

Breath of the Wild's oppressive freedom and overly interesting structure is going to make Zelda fans flock back to Skyward Sword.

I hope it does make people appreciate the linear nature and tightly designed areas in skyward sword more. there were a lot of faults with that game but I felt like maneuvering your way through each of the areas was a big strength and it was honestly a pretty radical shake up to the Zelda formula.
 

Nickle

Cool Facts: Game of War has been a hit since July 2013
Breath of the Wild's oppressive freedom and overly interesting structure is going to make Zelda fans flock back to Skyward Sword.
 
I think folks need to go back and play the old Zelda games, especially LTTP and OoT. I'm playing through the series before launch and I'm getting bored while playing the temples, simply because they all follow the same logic of find key, find object, find boss key, get to boss room. After playing through LTTP, OoT is kind of a drag to play through, it only for the very similar structure the games enjoy. About to drop it and start WW, to see if it feels any better. Would play through Mm, but wouldn't finish in time with all the side stuff.

I have just replayed OOT and also about to Replay MM

OOT was great, not boring at all.

Oracle of Seasons on the other hand is a full drudge. You normally get the new weapon 3/4ths through the dungeon, solve maybe 1 or 2 puzzles with it, and they're hardly reused after that. Ages is much better in this regard I've found.
 
Breath of the Wild's oppressive freedom and overly interesting structure is going to make Zelda fans flock back to Skyward Sword.

It's actually amazing to have two 3D Zeldas with completely different design philosophies exist back to back. I really hope we get an HD remaster of SS on Switch. The game doesn't use IR controls, so the joycons should be able to replicate the experience perfectly.
 
J

Jpop

Unconfirmed Member
Skyward Sword was the last console Zelda released and was also reviewed a 10 by Edge. People are discussing both games. You'll be ok.

And you can go make a thread to discuss Edge giving Skyward Sword a 10 and not shit this thread up.

Ok, so here's the thing.

a) this thread is not about the Egde Skyward Sword review.

b) the """argument""" that X website/magazine once gave this other game a good score so we should not pay attention to their review this time, is insanely stupid. Not all similar scored reviews are equal, and there is a good chance they were performed by completely different reviewers.
 

Kinsei

Banned
To be fair, the controls in skyward sword were atrocious.

I actually love the controls in Skyward Sword. The biggest problems in the game for me were the dumb fetch quests at the end which were obviously only there to pad out the length and the second dungeon. I really don't like the second dungeon (Earth Temple in case anyone forgot).
 
For the critical acclaim SS got. It's nice to hear Anouma and Miyamoto constantly talk about fixing the mistakes and complaints people had with it. They talk like the game didn't recieved a good score.
 

Mutagenic

Permanent Junior Member
And you can go make a thread to discuss Edge giving Skyward Sword a 10 and not shit this thread up.

I encourage folks to discuss SS like they have been, which has had very little to do with its review anyways, while you continue to do a fine job of shitting up this thread yourself.
 

bounchfx

Member
99% of the time it wasn't and SS was certainly not in that 1%

not sure what to tell you. all my wiimotes were broken then? the moves would either be delayed or not happen at all
I'm open to being called an idiot, however, Lol. in the end pacing issues are what really ruined the game for me (overly long, boring intro and tutorials), not the waggle controls. too many other games afoot and I didn't give it enough time for me to care, unfortunately.

gorgeous game and art style though. I'd like to revisit it someday like I did with WW
 
I'm glad they went in this direction. Majora's Mask was the pinnacle of the 3D semi-linear template and they haven't come close to topping it. Trying instead to improve upon Wind Waker's more open, exploration focused approach has clearly paid off.
 

LotusHD

Banned
Breath of the Wild's oppressive freedom and overly interesting structure is going to make Zelda fans flock back to Skyward Sword.

Lmao, as much as I like SS, I'd be really interested in seeing people's reasoning for preferring SS. Not that it'd be inherently dumb, but I'm curious nonetheless.
 

phanphare

Banned
Twilight Princess and Skyward Sword get me wanting something like a director's mode for a video game once you beat it. I will never remember where I heard that from but it was on a podcast or something and it'd basically be the video game equivalent of chapters in a movie that you can skip to. so if, for instance, I wanted to boot up Skyward Sword just to play a certain dungeon or something I could do that. I realize some games have multiple save slots and you can sort of accomplish this but it'd be so cool to see something standardized throughout the gaming industry in that regard, and it could be gated behind beating the game once. it's the only medium that really has this problem. if I want to read a certain passage from a book or something I just flip to it and read it, if I want to watch a certain scene from a movie or tv show I just scrub there, if I want to hear a certain song I just play it. if I want to play specific parts of Twilight Princess or Skyward Swords (games that have incredible highs, the highest in the series in many respects, but also have a lot of low points) I've got to play that shit from the very beginning.
 
Well the review mentions that there are some set pieces missions that you do before to get to the dungeons, so that will be as exciting as getting there. They also say that while they are a little smaller than past 3d dungeons, they are still great.
 

LotusHD

Banned
Twilight Princess and Skyward Sword get me wanting something like a director's mode for a video game once you beat it. I will never remember where I heard that from but it was on a podcast or something and it'd basically be the video game equivalent of chapters in a movie that you can skip to. so if, for instance, I wanted to boot up Skyward Sword just to play a certain dungeon or something I could do that. I realize some games have multiple save slots and you can sort of accomplish this but it'd be so cool to see something standardized throughout the gaming industry in that regard, and it could be gated behind beating the game once. it's the only medium that really has this problem. if I want to read a certain passage from a book or something I just flip to it and read it, if I want to watch a certain scene from a movie or tv show I just scrub there, if I want to hear a certain song I just play it. if I want to play specific parts of Twilight Princess or Skyward Swords (games that have incredible highs, the highest in the series in many respects, but also have a lot of low points) I've got to play that shit from the very beginning.

True. I liked that one stage where you went through hordes of monsters in order to reach Zelda and Ghirahim. I recall liking that a bunch.
 

sanstesy

Member
raw
 

foxuzamaki

Doesn't read OPs, especially not his own
tried to sum up that podcast because it keeps getting brought up and makes some really good points. so since it's about zelda austin does most of the talking and comparing and it should be noted that he didn't like horizon as much as the other host patrick (?) who thought the game was excellent with a few flaws. there are so many points being made so it's long but it was a really good discussion.



-horizon is a great game but the potential it showed is a bit larger than what it ended up living up to. laid a great foundation for a sequel
-larger story is great, feels like that's the highest point of praise. the things that it explores are really deep and interesting
-there are some bad exposition dumps, thought there had to be a way to do that better
-the game world feels a tad restricting for how inviting it seems. little things like aloy being incredibly acrobatic but not being able to walk over a small curb.
-aloy is great
-there's a moment with aloy at the end that's great and is a moment of the year contender
-wanted the world to feel more organic with more interaction between stuff like observing enemies fighting each other etc. "it's very rare that you find the world systemically interacting with one another". feels like when that itch was scratched it was because the game was scripting it to happen.
-horizon vs. zelda is like digital vs. analog (understands that's a weak analogy that won't hold up to scrutiny)
-in horizon you do the things the game wants you to do; specified walls to climb with predetermined route etc. vs. in zelda you can climb essentially anything you want and find your own path. the feeling of "I bet I can do this" and then being able to do it is greater in zelda.
-every impulse of exploration in zelda has been rewarded; scratching all the itches
-last zelda austin beat was MM
-would rate botw very high; ~12 hours in
-says this zelda feels like a new sub-genre to open world games. brings up witcher 3 in one corner, assassin's creed/ubi stuff in another, bioware type stuff in another, and says zelda feels like another distinct thing. hadn't seen exploration like this in the open world space outside of stuff like minecraft.
-playing zelda and horizon back to back made him realize that maybe open world fatigue isn't actually a thing and we as gamers should make the harder conclusion of zooming in and realizing that specific game isn't executing
-you're always going to be discovering things between objectives; world is filled with little environmental puzzles; encourages you to take notice of all of your surroundings
-shrines scratch the dungeon itch
-compares shrines to Nintendo's take on Portal levels; many "aha" moments
-very cool story mechanic thing, can't talk about it
-game is difficult; enemy ai is good; has died a lot; didn't die as much in horizon
-compares game to far cry; describes scenario where he was low on health and needed to get to a place, comes across a bokoblin camp and doesn't want to directly engage, finds a boulder, lifts boulder with magnet, searches for the right spot/angle to drop it, and drops it on an explosive barrel and blows the camp up.
-stuff like the above makes the story telling feel more connected to the player; zelda games the story is usually told to the the player, this is the player making his/her own story. horizon doesn't allow for player stories as much, not what it's going for though.
-combat/design in horizon doesn't push you to be creative, only a few fights where you are forced to utilize your full skill set. easy to become habitual.
-zelda pushes you to improvise a lot
-weapon degradation is cool. when you engage in combat early on you're committing to something breaking but you typically leave that combat encounter with better gear. save good gear for more significant fights/scenarios. the game does push you to use your better gear though.
-different weapon types have strengthens and weaknesses; sledge hammer is good for breaking up ore, axe for chopping trees, move set in combat, etc.
-there are special weapons for doing certain things
-enjoys cooking; very intuitive with how you combine items to make a dish
-npc interactions are great in zelda. contrasts with horizon where he wasn't excited about seeing people out and about like in zelda.
-zelda conveys both the warmth and the terror of a studio ghibli film.
-feeling of wonder and mystery in zelda; contrasts with some other open world games where you get the objective and do the objective without feeling like doing anything else in between
-has been using the screenshot function a lot which is indicative of it being a good game

then they swerve to Switch talk overall but I think they answer some more Zelda realted questions at the end so here's the podcast link

https://waypoint.vice.com/en_us/art...-the-wild-first-impressions-on-waypoint-radio
I see you did it for me, thanks, I loved when he brought up npc interactions
 

Mutagenic

Permanent Junior Member
BotW is the first game in ages I've decided to play through start to finish without touching another game in between.
 

Caelus

Member
tried to sum up that podcast because it keeps getting brought up and makes some really good points. so since it's about zelda austin does most of the talking and comparing and it should be noted that he didn't like horizon as much as the other host patrick (?) who thought the game was excellent with a few flaws. there are so many points being made so it's long but it was a really good discussion.



-horizon is a great game but the potential it showed is a bit larger than what it ended up living up to. laid a great foundation for a sequel
-larger story is great, feels like that's the highest point of praise. the things that it explores are really deep and interesting
-there are some bad exposition dumps, thought there had to be a way to do that better
-the game world feels a tad restricting for how inviting it seems. little things like aloy being incredibly acrobatic but not being able to walk over a small curb.
-aloy is great
-there's a moment with aloy at the end that's great and is a moment of the year contender
-wanted the world to feel more organic with more interaction between stuff like observing enemies fighting each other etc. "it's very rare that you find the world systemically interacting with one another". feels like when that itch was scratched it was because the game was scripting it to happen.
-horizon vs. zelda is like digital vs. analog (understands that's a weak analogy that won't hold up to scrutiny)
-in horizon you do the things the game wants you to do; specified walls to climb with predetermined route etc. vs. in zelda you can climb essentially anything you want and find your own path. the feeling of "I bet I can do this" and then being able to do it is greater in zelda.
-every impulse of exploration in zelda has been rewarded; scratching all the itches
-last zelda austin beat was MM
-would rate botw very high; ~12 hours in
-says this zelda feels like a new sub-genre to open world games. brings up witcher 3 in one corner, assassin's creed/ubi stuff in another, bioware type stuff in another, and says zelda feels like another distinct thing. hadn't seen exploration like this in the open world space outside of stuff like minecraft.
-playing zelda and horizon back to back made him realize that maybe open world fatigue isn't actually a thing and we as gamers should make the harder conclusion of zooming in and realizing that specific game isn't executing
-you're always going to be discovering things between objectives; world is filled with little environmental puzzles; encourages you to take notice of all of your surroundings
-shrines scratch the dungeon itch
-compares shrines to Nintendo's take on Portal levels; many "aha" moments
-very cool story mechanic thing, can't talk about it
-game is difficult; enemy ai is good; has died a lot; didn't die as much in horizon
-compares game to far cry; describes scenario where he was low on health and needed to get to a place, comes across a bokoblin camp and doesn't want to directly engage, finds a boulder, lifts boulder with magnet, searches for the right spot/angle to drop it, and drops it on an explosive barrel and blows the camp up.
-stuff like the above makes the story telling feel more connected to the player; zelda games the story is usually told to the the player, this is the player making his/her own story. horizon doesn't allow for player stories as much, not what it's going for though.
-combat/design in horizon doesn't push you to be creative, only a few fights where you are forced to utilize your full skill set. easy to become habitual.
-zelda pushes you to improvise a lot
-weapon degradation is cool. when you engage in combat early on you're committing to something breaking but you typically leave that combat encounter with better gear. save good gear for more significant fights/scenarios. the game does push you to use your better gear though.
-different weapon types have strengthens and weaknesses; sledge hammer is good for breaking up ore, axe for chopping trees, move set in combat, etc.
-there are special weapons for doing certain things
-enjoys cooking; very intuitive with how you combine items to make a dish
-npc interactions are great in zelda. contrasts with horizon where he wasn't excited about seeing people out and about like in zelda.
-zelda conveys both the warmth and the terror of a studio ghibli film.
-feeling of wonder and mystery in zelda; contrasts with some other open world games where you get the objective and do the objective without feeling like doing anything else in between
-has been using the screenshot function a lot which is indicative of it being a good game

then they swerve to Switch talk overall but I think they answer some more Zelda realted questions at the end so here's the podcast link

https://waypoint.vice.com/en_us/art...-the-wild-first-impressions-on-waypoint-radio

Sorry for quoting this entire thing but its worth it, good summary. Nice comparison between two great games.
 

HK-47

Oh, bitch bitch bitch.
So anyone have any info on what they said about Torment, the real important game that got reviewed?
 
-compares game to far cry; describes scenario where he was low on health and needed to get to a place, comes across a bokoblin camp and doesn't want to directly engage, finds a boulder, lifts boulder with magnet, searches for the right spot/angle to drop it, and drops it on an explosive barrel and blows the camp up.

How DARE he.
 
And they can in a separate thread so people can actually discuss what this thread is about. Which is not Skyward Sword.

Well, the main thrust of the reaction to the Edge 10 for Breath of the Wild—not just here, but in other places where this is being discussed as well—is whether it's credible given the magazine's previous 10 for Skyward Sword, a highly divisive game.

This thread has indeed drifted towards a reappraisal of Skyward Sword a little too much even for me (although it's not as bad as how any Metroid thread erupts in flames as soon as somebody brings up Other M), but let's not pretend it isn't relevant. It provides context for whether release-day reviews illuminate anything about how a game is received in the long term.

The reality is that the whole business of professional reviewing in enthusiast media incentivizes certain priorities, design values, and styles of play that don't have any predictive power over a game's long-term reputation or how it is discussed. Sometimes this works in favour of a game you love; sometimes it works against it.

What the Zelda series' astonishing historical performance in scored reviews tells me is that the games always leave superb impressions on the first pass and in that 20-to-30-hour sweet spot. A lot of backlash to the long introductory sequences of the past few 3D releases was exacerbated by how it's precisely these sequences that most feel like a chore on repeated visits, and therefore hold up the worst. I can certainly attest that for my part, the first time I played TP I really appreciated that the game made you work your arse off for 3 to 5 hours to earn that green tunic and that first dungeon. It's when you want to experience the game again and get to the best parts that you notice all the fat that can be trimmed. (And yes, I know a lot of others objected to the slow start right from the beginning; but it's when the kind of fans who care about Zelda enough to discuss it on message boards play through the game multiple times that the frustrations snowball into a popular talking point.)

As another example, Fire Emblem Awakening is the model of a review-friendly game: accessible, lively, content-rich, full of interface refinements in a clean and tidy presentation, challenging to the average-to-semi-serious player who has never heard of Serenes Forest. And the many reasons that it's... a sensitive subject in hardcore Fire Emblem circles today—imbalance of the pairing system, same-turn reinforcements, lack of diversity in map mechanics, trivialization of certain mechanics via breeding Galeforce into every child, a certain resentment towards the change in tone of the storytelling compared to previous games—are not the kind of thing that would ever make it into a release-day mass-market review. The lesson that a Fire Emblem die-hard takes away from this, whether they like Awakening or not: never read reviews.

Zelda games are popular and beloved enough to be heavily scrutinized after release in ways that scored reviews can't and won't anticipate. We might as well be prepared, and one way to do that is to consider what we think of the precedent. We should ask ourselves what all the unanimously glowing impressions could potentially be missing.

If you have a history of distrusting media reviews, it's wise to exercise doubt even when the early word tells you exactly what you want to hear. Of course we all stand to benefit if BotW is indeed a masterpiece. But we've all known what it's like to feel as though a credulous enthusiast press has collectively called it wrong. That isn't unthinkable; who knows what the flame wars over BotW will be like in a year?
 

Polygonal_Sprite

Gold Member
I think folks need to go back and play the old Zelda games, especially LTTP and OoT. I'm playing through the series before launch and I'm getting bored while playing the temples, simply because they all follow the same logic of find key, find object, find boss key, get to boss room. After playing through LTTP, OoT is kind of a drag to play through, it only for the very similar structure the games enjoy. About to drop it and start WW, to see if it feels any better. Would play through Mm, but wouldn't finish in time with all the side stuff.

I'm glad they're switching it up so much. The old formula was extremely stale.
 

Porcile

Member
The bigger crime in all this is that Goldeneye, Resident Evil 4 and Metroid Prime were more than deserving of receiving a 10 but didn't get one *shakes fist*.
 
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