Nintendo generally assume that their fans are competent, especially with regards to Zelda.
A couple of shrines were difficult due to them but otherwise no issues. Hardly an integral part of the game.
And I say this as someone that dislikes motion controls and thinks Mario Galaxy wouldve been a way better game without the pointy waggle thingies.
The Galaxy part is interesting. How it would be a better game exactly without the Wii Remote use?A couple of shrines were difficult due to them but otherwise no issues. Hardly an integral part of the game.
And I say this as someone that dislikes motion controls and thinks Mario Galaxy wouldve been a way better game without the pointy waggle thingies.
2 games of the console 3D entries? Twilight Princess and Skyward Sword. In the case of Twilight the tutorial was heavily integrated into plot development and Link's charecterization. So mainly we speak of Skyward Sword which was downright problematic with Fi.Then Zelda's history of long tutorials is quite puzzling.
because BOTW is probably one of the VERY FEW games that did motion controls absolutely right, the motion-controlled shrines were one of my favorites in the game
2 games of the console 3D entries? Twilight Princess and Skyward Sword. In the case of Twilight the tutorial was heavily integrated into plot development and Link's charecterization. So mainly we speak of Skyward Sword which was downright problematic with Fi.
But overall you do have a point. Nintendo got way too protective of the novice user in detriment of expereinced players in many of it's games. However, Breath of the Wild was a reversal of that trend.
With the above claim you take away most of the weight of your original one:The Great Plateau, requiring players to complete four shrines until they could leave, is very much a lengthy tutorial on how to play the game. It's just less restrictive and slightly less boring than the tutorials in other Zeldas.
Basically this reduces any game that presents the player with forced sequences that introduces mechanics with a gradual difficulty curve, to an string of "tutorials" with a progression path.*For context: talking about Breath of the Wild.
Then Zelda's history of long tutorials is quite puzzling.
I don't think that gyro stuff is a gimmick. It's great and more games need it. BOTW is just better with gyro aiming. Couple shrines were too much maybe but gyro aiming is a game changer, can't go back honestly.
because BOTW is probably one of the VERY FEW games that did motion controls absolutely right, the motion-controlled shrines were one of my favorites in the game
the reason i bring this all up is because the GOTY debate thread is making me wonder how people can think it deserves to win when its just such a shitty mechanic. but thats not the point of this thread, so don't argue about that haha!
With the above claim you take away most of the weight of your original one:
Basically this reduces any game that presents the player with forced sequences that introduces mechanics with a gradual difficulty curve, to an string of "tutorials" with a progression path.
What were the problems introduced by how "Tutorializing" was implmented in some Zelda games with Skyward being a key example?Of the above points almost none of them applies to how the Great Plateau works in Breath of the Wild.
- An experienced player is exposed to information he already knows.
- Following playthroughs became more tedious.
- Not only tutorial were not skippable but they got in the way to what people considered the "nutritious" parts of the game.
- Most importantly they took away control and agency from the player.
The meaty part of Zelda's gameplay: Exploration, Combat and Puzzle solving are available to the player just seconds after starting a new game.
The 4 "forced" Shrines provides Link with all the tools needed to progress through the game so in this sense the game offers the exact structure of progression stablished by the more traditional zelda entries: Dungeon -> Item -> Unlocks Progression. Unlike past tutorial sequences the Plateau gameplay is the exact same one experienced once the world fully opens up. So the barrier imposed in the other tutorials of past games doesn't exist.
Having the Plateau Dungeons as a forced sequence was the right design call as not doing so would create more problems than what having the Freedom to skip them would have brought up to the game.
However, the like to like tutorials of other Zelda games seen in Breath of the Wild are optional NPC sequences like the ones you can have by interacting with the Old Man.
i already explained why the Plateau sequence is forced into the players. Basically if it wasn't it could cause potential issues. But to further expand, these are some of the ones that may arise in a first time playthrough:Tutorial levels are meant to tutor the player. That is, they're meant to teach players how to play the game. Doesn't The Great Plateau do this? *Of course* it does.
Here's the dead giveaway that it's a tutorial: the entire game is structured to be non-linear, but you can't tackle any of it until you go through the four shrines in The Great Plateau.
Already explained in the previous post. You seem to be dismissing how objectively different it is by saying "somewhat" different, When it fixes most of the main problems seen on introductory sequences of Twilight and Skyward:humansarehorses said:It's still a forced tutorial level despite the structure being somewhat different from past Zelda games.
Motion controls in BOTW is shit. At least when it comes to aiming. Controllers can't handle fast movements without losing track of where you started aiming completely shifting the camera even when you're not close to a radius where Link has to turn his body. Switch doesn't handle extreme or rather high values for motion control well at all. Emulating the game on CEMU using a DS4 for motion controls is like a whole new game since it can handle even extreme values and speeds with which you move the controller about.
Nintendo really gimped this aspect. As for getting a pass in this game I'd say it's because it's used ever so seldom unless you use it for bow aiming.
2/10
You get the 2 because you got me to respond. On that topic, your Sony fanboyism isn't veiled very well. You need to be more subtle.
They didn't get a "pass". People looked for reasons to criticize the game, as they should have.
The game has flaws. They've been pointed out extensively, in part because it does so much so very well.
Still 97 on MC, and still GOTY. You're just going to have to learn to live with it.
I remember a lot of people saying the same thing for Skyward Sword, and they too were wrong.because BOTW is probably one of the VERY FEW games that did motion controls absolutely right, the motion-controlled shrines were one of my favorites in the game