Alter_Fridge
Member
How the fuck did I own a Gameboy as a youth, adore Zelda 1, 2 and 3 and never even set eyes on Link's Awakening?
My younger self, I am disappoint
My younger self, I am disappoint
First, Twilight Princess is the worst of the 3D Zeldas. Good dungeons, but that’s it.It's also a Wii U game. Also it is the worst 3D Zelda game ever made except for the incomplete and empty Wind Waker (and I don't say that lightly).
It’s okay for it to not be your cup of tea, but to say that it isn’t even a good game represents far too large a break from reality
Announced during the direct, figured it deserved its own thread.
There were goombas in the original game too
Well, 2D / 3D in this case refers to the movement options, not the engine.Second, you can’t use 2D and 3D to distinguish the types anymore, as most of the 2D Zeldas are now in 3D. Top Down Zeldas for the “2D” ones, and Ocarina Zeldas for the 3D ones.
I said second worst 3D Zelda, that does not make it "not even a good game". Even the worst Zeldas, Zelda 2, TWW and BotW are still good games. However, disregarding my tea time habits, there are a lot of significant issues with BotW.Third, I’m convinced that people who dislike Breath of the Wild are just being disagreeable for attention. It is an extremely charming and competently made game, lacking the outstanding flaws of TP or WW, to the point that denying this seems like being a try hard. It’s okay for it to not be your cup of tea, but to say that it isn’t even a good game represents far too large a break from reality.
BotW is pure joy, I could never understand hate for it.#Phonepunk# Cooking does take "forever" if your idea of a crafting system is a menu with item-sprites on it. Even Minecraft still asks you to smelt an iron ingot, then use that ingot to build a sword, while also separately crafting a stick (for the handle).
The process of cooking is weird. Why do I have to select a bunch of items and then interact with a cooking-pot? Hmm, I wonder if I could put other things in my arms and see how they interact. Like, what if I took these 5 octo balloons...?
What if I put a flint and some wood in my arms and dropped those? Could I make myself a fire? Ah, but what could I use for a steel?
I wonder if I carried a chicken around and got attacked?
Cooking in BotW is pure Zelda, without question. They puzzle-fied it while allowing the player to infer which ingredients do what and which items can be attached to what other items. Cooking is only one facet of an overall system of dynamic item interactions. Don't forget: you can simply lay food down on any source of fire and it will "cook" it, the only difference being that you won't be able to confer any bonuses.
Metal objects have numerous properties. Wooden objects have numerous properties. You can't use a stick or wooden club to strike a flint + wood to make campfire. A wooden shield won't attract lightning like a metal one will, but you can also use it as a source of kindling, in a pinch.
Need to descend the face of a mountain quickly? Use your hang-glider, or user your shield:
Because it beat your favorite game for goty that’s why./sBotW is pure joy, I could never understand hate for it.
Ocarina was the most empty.
Half the shrines being worthwhile is still 150 worthwhile shrines.- The shrines have a lot of redundant (strength test!) or way too simple content. Maybe half the shrines are worthwhile, but the puzzle difficulty never goes beyond first-three-dungeon territory
The content is in the interaction of the game systems.- The overworld is way too big, as a consequence, there is a lot of needless walking around; the game is not dense with meaningful content
Hmm. Not sure I agree, but I can see why you think that. If you don’t enjoy the gameplay, then gameplay becomes busywork. I enjoyed the gameplay.- The game has a lot of mechanics that are burried behind busywork, in particular the item upgrading is supreme shit
If you end up in difficult encounters, you’ll run through your good weapons and healing stuff. Towards the end of the game, you might be taking out guardians with sticks. Being prepared isn’t the same as it being easy. If you want a challenge, try playing unprepared.- The game has a totally skewed difficult curve, starting out very harshly, then getting a LOT easier once you cannot be one-hit-killed anymore and then just progressively getting easier. This makes no sense, but is a consequence of the open world design
Breaking weapons is one of the best things about the game. Similar to Dead Rising, you are surrounded by tools at all times, and if you could keep the best tools forever, you’d just use the tiny chainsaws for the whole game. Breaking weapons creates tension, forces you to adapt, and makes the premise of getting the same item as a reward still rewarding.- Many mechanics are just cumbersome. Breaking weapons, always having to fiddle with the menus, rain, blood moon, all of this is just junk
The enemies are individually much smarter in BotW. In other games, you’d have the sword goblin, the spear goblin, and the bow goblin. In BotW, you just have the Goblin. He’ll use a bow until he runs out of arrows, then grab a spear. Knock him down and disarm him, he’ll go grab the sword.- There are way too few enemy types spammed endlessly
Objectively incorrect.There are a lot of well-designed aspects in BotW, but it is one of the most deeply flawed Zelda games in my eyes.
Because not everyone finds the game "ugly", I know it might sound too crazy for you.I don't know why anyone would play this ugly lego zelda abomination over the original.
Because not everyone finds the game "ugly", I know it might sound too crazy for you.
120/2=60<<150.Half the shrines being worthwhile is still 150 worthwhile shrines.
The systems are OK, but they are not enough to carry the game on itself, a game like Zelda is very dependent on the individually designed challenges, but BotW is filled with garbage content such as enemy camps that are almost identical to each other and not in the least challenging.The content is in the interaction of the game systems.
Even if I enjoy the gameplay, it is never an excuse for grinding. And the upgrades require grinding. There is no mental or dexterious challenge in accumulating the required resources, it is just a matter of repeating simple tasks (which is why I completed the game with non-upgraded armor).Hmm. Not sure I agree, but I can see why you think that. If you don’t enjoy the gameplay, then gameplay becomes busywork. I enjoyed the gameplay.
I can take out everything in the game with bombs (except the final boss). Much of the challenge in Zelda BotW in the beginning comes from the harsh one hit kills. Having more heart containers, the master sword, better bombs, better armor is not merely being prepared, it is making the game (much) easier. Due to the "you can go everywhere" approach, no sensible scaling of difficulty happens. The puzzles are the simplest of all the 3D Zeldas, the fights start harsh but get easy (not easier than in most 3D Zeldas though, if you do not collect better armor, but also not more difficult) and even the path finding gets easier. All three gameplay elements (puzzle, fighting, exploration) just get easier, only one of the gameplay elements starts at a challenging level.If you end up in difficult encounters, you’ll run through your good weapons and healing stuff. Towards the end of the game, you might be taking out guardians with sticks. Being prepared isn’t the same as it being easy. If you want a challenge, try playing unprepared.
Having no reliable weapon is annoying and being forced to enter the menu everytime a weapon breaks is cumbersome, especially if the weapons break so fast. In the end I just did everything with bombs and Master Sword (when available), because the game was just getting on my nerves constantly. The weapons break so fast that if you stumble on a hard test of power early on, your weapons will not suffice to kill the enemy (without relying on bombs, which, incidentally, are quite easy to learn in a way that these challenges are very easy).Breaking weapons is one of the best things about the game. Similar to Dead Rising, you are surrounded by tools at all times, and if you could keep the best tools forever, you’d just use the tiny chainsaws for the whole game. Breaking weapons creates tension, forces you to adapt, and makes the premise of getting the same item as a reward still rewarding.
If large parts of the game consist of nothing but spam of small enemies, even if they can choose different weapons from their surroundings, it is a huge issue if there are only few. All other Zeldas have more enemies, even if you disregard variants as you did above. BotW's standard enemies have some variety to them, but if you are half awake you know their behavioural patterns within few hours.The enemies are individually much smarter in BotW. In other games, you’d have the sword goblin, the spear goblin, and the bow goblin. In BotW, you just have the Goblin. He’ll use a bow until he runs out of arrows, then grab a spear. Knock him down and disarm him, he’ll go grab the sword.
No.Objectively incorrect.
I'm curious if people think this looks better than the original.
BotW is pure joy, I could never understand hate for it.
I see where you’re going but I don’t neccesssrily agree. Not to that extent anyway. This doesn’t look to be a drastic change to the formula or mood of the older games, all the tile work looks pretty spot on in comparison and the gameplay looks relatively more defined yet classic. It’s not as drastic as a change as going from RE2 to REmake 2I think the problem with this more plastic toy-like look is that it feels artificial and clinical. The charming warmth of the low-tech 2D Zelda Game Boy visuals is gone. (I have a similar opinion in regard to the original FF7 and the remake.) It's like when your favourite childhood cartoon gets a CGI makeover– something is lost when the visuals become more realistic.
Fair enough, not ugly to some, but I'm curious if people think this looks better than the original.
It seems to be the trend, we have sequels that fail to further a series or remakes/ports of existing games. Kirby and Yoshi come to mind as series that have stagnated after the snes/n64 and are incredibly dull. Pokemon has been the same game for 20 years straight. Zelda was definitely stagnant post MM with most games trying to unsuccesfully copy the OOT formula.I mean sure it looks nice but I can't help but feel that Nintendo's lack of risk will be their downfall.
How did I own a Gameboy as a youth, adore Zelda 1, 2 and 3 and never even set eyes on Link's Awakening?
How the fuck did I own a Gameboy as a youth, adore Zelda 1, 2 and 3 and never even set eyes on Link's Awakening?
My younger self, I am disappoint
The weapon breaking is just bad game design imo.
The process of cooking is weird. Why do I have to select a bunch of items and then interact with a cooking-pot? Hmm, I wonder if I could put other things in my arms and see how they interact. Like, what if I took these 5 octo balloons...?
What if I put a flint and some wood in my arms and dropped those? Could I make myself a fire? Ah, but what could I use for a steel?
I wonder if I carried a chicken around and got attacked?
Need to descend the face of a mountain quickly? Use your hang-glider, or user your shield:
Right, but this is where the complaints/suspicions that people who rag on the game come in.I think that many people overlook a simple concept when they critique BotW (and Mario Odyssey too, in my opinion). That being the concept of "play".
Like the criticism might be that the game isn't challenging enough or the story isn't deep enough or "it's for little kids".
Sometimes I feel like Nintendo gave people a sandbox and then they're like "wait, you want me to PLAY with this wtf Nintendo".
Yeah, you CAN take out everything in the game with bombs but where's the fun in that?
You don't have to do it that way.
BotW definitely offers TONS of scope for the player to get creative but I think a huge part of that is that the player needs to "play along" with the premise.
S Saruhashi It's probably not a surprise that I also don't like Roguelikes.
I view the restrictions in a different way. The game forces you to pick up and play with all these boring swords. That reduces the variety because it reduces my flexibility. Instead of finding a good weapon and using it until I find a better one, I'm forced to use bad weapons and save the good, interesting ones for later. Even then, since the good ones also break so easily, I didn't want to use them even when I needed to.
The weapon breaking is just bad game design imo.
I'm wondering what people expected it to look like? Considering the handheld games, this looks like it's inline with what they've done in the past except better.