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Finally, the lack of proper themed dungeons was a big disappointment for me. How do I connect with that? The artbook Zelda: Art & Artifacts is released on February 21st in … In particular, I think they could change the balance between the dungeons and the shrines. While it's sad to see a great weapon break, it keeps the great feeling of finding a new awesome weapon in tact. You're comparing it to previous games. I feel like a "cheat mode" where that can be disabled would be a godsend. It would have been nice to run across a "forest temple" even though there's shrines in the game. Overall my first 10 hours with the game were some of my best gaming experiences ever, but I can’t bring myself to finish it. The … I mean can you imagine what Breath of the Wild might have been like with a story that worked similar to Ocarina of Time? r/Breath_of_the_Wild: All things The Legend of Zelda: Breath of the Wild series! I think that's pretty exceptional considering all the dull, empty, massive open worlds we've been given in recent games. EDIT: Also, I'll upvote you. /r/zelda is the hub for anything and everything The Legend of Zelda - the iconic Nintendo series. Also, every weapon I get as a reward, doesnt actually feel like a reward, because I know it'll just break anyway. Maybe open worlds are too much for me. So do you think it would be in Nintendo's best interest to keep this subtitle, calling it something like "The Legend of Zelda Breath of the Wild: 2" or "The Legend of Zelda Breath of the Wild: Ganon's return" or "The Legend of Zelda Breath of the Wild: 358/2 days" I had ten side quests and five pieces of a main quest at one point. For years, I’ve believed that I didn’t like the open world, directionless nature of Breath of the Wild. It's not lined-up for me to have to go through as I progress through the game. There are so many different weapons in Breath of the Wild and while some of them are awesome, we all know that some of… You can feed moblins. 3 Things We Didn’t Like About ‘Breath of the Wild’ ... and would sometimes even require solutions that that didn’t make sense. As I've read Ginkasa's response, I feel he's got a good point. Today.....today we're going OUTSIDE (apologies for the rainbow effect, that was because of my camera! started playing a link between worlds last night, and the idea of being able to rent or buy any equipment would allow you to do whatever you want. Press question mark to learn the rest of the keyboard shortcuts. Twitter: https://twitter.com/chaffXgrenadeSoundCloud: https://soundcloud.com/chaffxgrenadeNearly two months in the making--mostly 'cause I was lazy. Some would argue that the entire point is that they’re fragile. I might make a separate post about that... New comments cannot be posted and votes cannot be cast. Each game has its own gimmick or mechanic that makes it unique from the others, but the successive entries in the series only sparingly seemed to actually learn anything from the previous entries or other video games and actually advance the series. Unless you are using weapons wrong (like using swords to mine, break open boxes or chop trees instead of clubs or big swords... or bombs) and/or hitting shields, weapons don't last that little and those that actually do (like lynel or royal guard weapons) were balanced that way since they are the strongest and you can destroy enemies with them. Zelda Breath of The Wild Guide: Top 50 Breath of the Wild Tips and Tricks Outsmart Your Enemies With These Breath of the Wild Tips and Tricks Breath of the Wild is the newest addition to the Zelda series and one of the biggest yet. But have a better story, better enemy variety, and much better dungeons. Will I like this if I didn't like Breath of the Wild? A Link to the Past come out in 1991 and we've had the dungeons and items in every game since. I think the major issue is a psychological one:Many of us are socialised by loot based games. I just want another game like ocarina of time and twilight princess. Being able to scale large mountains and float down to the wind-swept valleys was an exhilarating experience. We use cookies on our websites for a number of purposes, including analytics and performance, functionality and advertising. I didn't mind the shrines, but don't think all future games should have 120 mini challenges like BotW did. I didn't like Genshin Impact simply because I didn't find it fun. Zelda: Breath of the Wild is released for Wii U and NX sometime early next year. The problem is that none of the dungeons really push any of these ideas to the limit because you can go to them in any order. It made me use everything I had and not try to save stuff for a rainy day. Esp in hard mode. When the weapon is broken, it might be gone, but it's semantically no different than a gun without suitable ammo. Hearty radishes are just too common and make other healing ingredients seem useless. Breath Of The Wild: Everything About Link’s Past You Didn’t Know. I love how fast they break. It was part of the gameplay and theme. They all have the same difficulty essentially as opposed to getting progressively harder as you expand your arsenal of tools. But I will say this: One of the major themes of Breath of the Wild, is deterioration. My favorite Zelda games mostly don't have such a companion, I didn't miss them there and I don't miss them here. I think they easily could have had those types of dungeons inserted into the world but I suppose it didn't fit their creative vision. It works very well in my personal experience, but it wildly goes against any well-known notions of how weapon systems are supposed to behave, and as such it should be clear this can backfire hard. It's a lot like Dark Souls to me, where the lore and story are gathered from item descriptions and character dialogue. It makes you resourceful and encourages you to always try different ways to approach a foe. It's what made Zelda special and different from other action/adventure games and RPGs. I genuinely dont care how good the rest of the game is. I know you can’t expect both huge open world and proper themed dungeons, but for some reason I did. Even arrows are few and far between, forcing you to use your rarer munitions and eventually leaving you with a useless weapon. I'm happy that they tried something new but I really hope they find the middle ground for their next game. This is the story of the time I deleted my save file, and why I don’t regret it. Also there was not really enough to work towards. It feels like they made an open world game and then added some Zelda things after to make it a Zelda game. There are elements from past Zelda games that they can use to make the next Zelda even better if they stick with the sheer freedom this game offered. SS had a lot of what you're wanting here, but I couldn't even finish that game. I found it boring, going on missions wasn't the most entertaining and nor did it bring me satisfaction. I did not get that in BotW. It's US that woke up 100 years later, and we have no idea about this world, we have no idea about what happened 100 years ago. When all is said and done I do believe that Nintendo has stumbled onto something good here. As compared to say, dark souls where most people find a weapon they like and never try anything else. Even though the story was bland, I really enjoy how it was presented. Although it's similar to something like Skyrim, I didn't have a giant HUD arrow pointing me where to go. Whether it's price, waiting for bugs/issues to be patched, DLC to be released, don't meet the system requirements, or just haven't had the time to keep up with the latest releases. A gaming sub free from the news, hype and drama that surround current releases, catering instead to gamers who wait at least 6 months after release to play a game. The plateau was incredible and had the right density but the wider world just didn’t for me. Relying on a loose "recover memories" or "recruit pilots" narrative was meaningless for me. I get why they did it though, wanting you to experiment with different strategies and not just mash Y with the mastersword to win. What's the story behind Hebra Peak's hole? They are just story elements to keep the game feeling alive. But, even with map markers and people to give you directions, there is still a large open world to explore, and you will miss a lot if you don't. If they never broke, you'd soon fill up your arsenal with crazy over-powered weapons, it would end up dull. At the basic level that is it. Many of the things you listed are "traditional" Zelda elements that have been milked dry over the past 20+ years. We're only tasked with goal of killing Gannon, but even that requires dozens of quests to find. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. Outside of the lack of narrative, the gameplay was too complicated and not fulfilling. Circle back around to Breath of the Wild, and exploration is back. But I don't believe it's the fault of the games design. This just seems crazy too me. Also mixing elixirs and food with attack buffs (which is not that hard since you can use bananas, mushrooms and/or crabs that are pretty common) helps with dealing faster with enemies... also the Barbarian set or the Fierce Deity set (if you have the amiibo for it) to increase your attack power, or the Sheikah set to make sneak attacks easier. As Breath of the Wild is one of the most popular games, I'm considering this one. For what its worth, I do think some of these elements could be worked back in in a way that hews a little closer to the traditional Zelda game without reneging on the change in the flow of gameplay in regards to the openness or the focus on exploration. I want agency, a motivation; something to attach me to the story and make me feel for the MC. There are many secrets about Zora like Finley and Princess Mipha that even some serious fans haven't uncovered. Indeed, I agree with OP's point about the lack of dungeons that have a solid theme. - Page 2. Change the story a little, new puzzles, new cool theme. I enjoyed the fact that I could climb on anything and I really loved gliding. Link's mind reflects that of the player on the first run through. The story did suck, I won't refute that. They were trying something new here, and when you try something new, the first time you do it, it's never going to be perfect, but it's not terrible either. Also the music for Hyrule Castle itself is one of the songs in the game that connects with you, and drives you to keep going. I would like to see some of the effort put into these puzzles returned to more of a focus on larger, self-contained dungeons while still maintaining the lack of a required sequence with maybe some smaller challenges thrown in. So you go on this adventure with secrets around every corner, and allow both the story and the world to unfold around you. I would have preferred some kind of xp system to make it feel like it’s always worth it to kill enemies. Some of the best things to find in the Library are the secret cooking recipes. Weapons are made of cardboard and I was frequently left with nothing. Think about it. I find it compelling. The linearity straight-up killed it for me. It could've just been done better. Honestly I prefer Horizon Zero Dawn in almost everything except combat flexibility and movement, New comments cannot be posted and votes cannot be cast. One of the problems that the Zelda series has faced is stagnation, They've largely been utilizing the same model for their games since ALttP with only minor adjustments or advancements. I would argue that the Zelda formula wasn't just a trope that was getting old. How can I feel like anything is a priority when no mission seems important? The 'dungeons' are sort and lack luster, but that's because they aren't the actual focus of the game. For The Legend of Zelda: Breath of the Wild Sequel on the Nintendo Switch, a GameFAQs message board topic titled "Is the Zelda team aware that people didn't like BOTW not having dungeons?" I dont want to feel like literally every weapon is fodder that will be used and replaced literally every battle. The major difference here is there is a much more developed story, and you have sign posts along the way to point you in the right direction. The majority of your complaints about Breath of the Wild however, seem to sound like it's not like the older Zelda games, and quite frankly it shouldn't, because if it was we'd most likely be hearing everyone say 'Well it's good but...it's like the older Zelda games, just bigger.' I've also noticed in the game that when you're in a empty area, the music is very subtle, very quiet, reflecting that you're all alone, yet when you're in a village, you have a full set piece of music because there is life where you are. Slowly the story gets revealed to us and we start to go 'Oh god...that happened?' - Page 2. I agree with you on the lack of the thematic dungeons. I want to enjoy my weapons that i spend effort to obtain. Why didn't Zelda (or even Mipha) express their love to Link? Bokos, Mobs and Lizalfos can be lured using some food like meat or fish. What I think is worse then all of that though is the weapon system. I don't think that's been true for a while and if the Zelda series wants to catch up it had to change and it had to change dramatically. There were a lot of things I liked, but ultimately the game didn't resonate with me. Weapons (just like ammo) drop in abundance and, by and large, balanced around the difficulty of the area/your progress. The storytelling reminded me of Metroid Prime also, especially Zora's Domain. Your sentiment toward Fi might be an indicator of why they are so high on optional progression now (remember LBW was similar). This GIF from Twitter … I constantly felt like there was too much to see and do. like that rules and would have worked sooooo well in this game. In all actuality, the large open world is all the themed dungeons you are missing, they just took the walls away. 4. I prefer the traditional Zelda dungeons. Even the box… But to THAT degree? After watching gameplay videos, hearing my friends hype it up, and finally getting my hands on it, I really dislike the game. Few games are able to accomplish that. Burdened by his destiny to save Hyrule, Breath of the Wild’s Link struggles more than the average hero, & … Durability. It's not just a trope you can throw away and still keep being Zelda. So, in a way, this game does have more than four dungeons. the more I play the more I agree with you. I honestly still think it felt like a Zelda game. I found that a brilliant bit of game design, it made loot actually valuable in a genre that normally involves picking up swords just to sell them for a pittance later down the line. That most stuff you will find is trash loot, and if you find something stronger than you have at the moment, you should hold on to it because it might be long before something similar or better comes along. then you could have had real dungeons. After watching gameplay videos, hearing my friends hype it up, and finally getting my hands on it, I really dislike the game. Zelda was once a landmark series that influenced the entire industry and defined how you do video games. I like the game a lot but agree with a a lot of this. They are still really good, but the focus got switched from exploration to following a set path from dungeon to dungeon. I'm really surprised. BotWs biggest boon is also its largest bane. There are many ways to have the exact same open world, combat, mechanics. RELATED: Breath Of The Wild: 10 Things You Didn't Know Summon The Blood Moon. The Temple of Time features a track that is sad, and has multiple long pauses, which to me demonstrates how it's a shadow of it's former self, how time has not been kind to the location. IGN (9 out of 10) "Hyrule Warriors: Age of Calamity offers a welcome trip back to a world I’ve clocked hundreds of hours in. Breath of the Wild has a stunning cinematic style and we see that mimicked in the new release trailer for Legends: Arceus. The shrines aren't identical. Like wtf a sword breaks after bringing a tough baddie down to half health? I get the story through some memories I hunt down. Also some of the later areas feel unfulfilling. I'm right there with you on dungeons and item progression. A basic repair/upkeep system would be cool. It's been repeated time and time again that Horizon Zero Dawn is the PS4's answer to Breath of the Wild. Looks like you're using new Reddit on an old browser. Because weapons break so quickly, it seemed kinda pointless to hoard. Nintendo never let Hyrule feel like it was there merely for travel. Press question mark to learn the rest of the keyboard shortcuts Maybe my tastes have changed. All the main characters were already dead at the start and only talked about. User Info: johnr283. I disliked the Shrines and Devine Beasts. This mechanic alone stopped me from enjoying the game. Really? Link does have amnesia, but it's quite clear that in this game, WE are Link. They all look like Sheikah technology (which they are, of course) and this seems bland to OP. Feel free to share news, reviews, opinions, fan art, humour, comics, or anything else Zelda. Each one has been cleverly well thought out. I'm not a big fan of open world games and Breath of the Wild didn't do anything to make me change my mind--too large of a world and too unfocused gameplay progression. Either way, I don't think I'll be returning to BotW anytime soon. I always have too many weapons. | | | | discord.gg/botw Press J to jump to the feed. If anything, “Breath of the Wild” would have been much better if Nintendo decided it ditch this idea completely and fill … I'm glad they tried something new but I hope they find the middle ground for the next entry. The only feeling of progression is exploring the map and finding shrines. If the creature has sustained damage, eating food will restore some health back. If you go back to the first iteration, you are basically handed a sword and told to go wander around this vast world and figure crap out by yourself. All your tools get thrown at you ASAP so we've essentially capped out what can be thrown in terms of puzzles right off the bat in exchange for being able to go literally anywhere. My hope is that we'll get more tried-and-true Zelda staples sprinkled into the design aspects of BotW. The game is great, I'm really enjoying it, but I'm enjoying it because it's a great open world game, not because it's a great Zelda game. You have some decent enough points, but they are all points that have been made several times before (especially about the dungeons, I am right there with you). I love all the Assassin's Creeds but I'm not a fan of Breath of the Wild. I think the story was just flat. Ah yes, the weapon system. I should not feel like everything is disposable in this type of game. One of the most fascinating systems of the game - and while I grew to love it, I can fully understand why others would have severe issues with it. While I have enjoyed it myself, I can undersstand why others might not like this theme. But - and maybe I'm overthinking things - the weapon system (especially regarding depletion rates and drop rates) in BOTW is much closer to an ammunition-based system where the weapon as a (semi-)permanent pickup is implicit and the actual weapon is the ammo. Worst offenders are the baking ingredients like eggs, milk, sugar, and butter, which are much rarer but relatively useless. After fifteen hours, I can say that the answer is a resounding "no.". I didn't care about the bottle issue. User Info: wombat013. I'm really surprised. You can literally wander around for hours and accomplish nothing--which some people love, … However, at the end of the day, this is a near perfect Zelda game. I didn't mind the shrines, but don't think all future games should have 120 mini challenges like BotW did. I think variety is the spice of life and I hope they continue to make both linear and open titles in the future. You will find enough "ammo" again, good or even better one. I'm someone who just collects items and never uses them. I think OP's issue is not that they are identical, but they are thematically the same. But I will say that BotW is my absolute favorite Zelda, even more so than the other 3D titles. I'm glad this sub is so active and we can all discuss games without attacking each other. Exploring is interesting, but I need something to motivate me and push me towards the next part. Breath of the Wild, I would like to argue, is different. I love the massive open-world because it kept some mystery. -> Enemy Behavior. For Immortals Fenyx Rising on the PlayStation 4, a GameFAQs message board topic titled "Will I like this if I didn't like Breath of the Wild?" Ultimately, the lack of a focused narrative was the deal-breaker for me. Maybe we'll see something like that in DLC or a future iteration that builds on this game's style. It has many positive elements, but the lack of focus is what did it in for me. Where the expenses were extremely worth it to have a story you could do in any order. I love the idea of BotW's preparations mixed with a long dungeons like in MM or TP. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. The original Zeldas you could do in any order but were still bonafide dungeons. It's fine if you don't like it, but a game can't continue doing the same thing forever, otherwise it will indeed get boring. I love this mechanic. And it has gotten me thinking that Breath of the Wild may be a bigger brand name then "The legend of Zelda" is. Many of the tactics and key elements weren't mentioned, leaving the player to figure them out for themselves. It's just your opinion, people shouldn't downvote that just because they might disagree. Unless you are a hoarder and want to keep every little stick you find along every royal guard weapon, then yes, it will be a problem, but that's not the game's fault... if that's the case then don't play Borderlands, it will FORCE you to sell a lot of the little items you find and that would be horrible. and then you find the memories and start to go 'So this is what life was like.' The music may not be as memorable as past Zelda games, but the music is smartly written for where it plays. Conditioned that strong weapons are a scarce resource. They're supposed to be mini-dungeons. I get it from speaking to people I just to talk to. gamerant.com - Erik Petrovich • 7h. It felt so restrictive that it seemed like I was only hustling from one pace-killing scene to the next. Additionally the food, while fun at first, gets maxed out way too quickly. The inherent design of the game is the opposite of the usual Zelda progression formula, which is what they wanted so I get it. Weapon degradation is not necessarily a problem in and of itself. Press question mark to learn the rest of the keyboard shortcuts. I can see why they would add this from a design perspective, but I don't like the way it makes weapons feel. You have reasonable complaints, though I'll disagree with you on the story. Put a mask then chop a tree with apples near them and they will eat them. So what we've ended up with is a series of games were each entry could potentially be confused as the direct followup to ALttP or OoT as the underlying model was intrinsically the same. An unfocused story and overwhelming amount of freedom are what the made the game unplayable for me. No, they weren't. 15 Games To Play If You Liked Legend Of Zelda: Breath Of The Wild. I didn't care about not having a companion. I can't get behind BotW and I wanted to terribly. Edit: wow, this blew up. By the time I was finishing up the last shrines I just straight up ignored the chests. Ok so I just finished and watched the good end with the cutscenes after the credits. It detracts from the depth of the story immensely and doesn't give much in return. P. S. Thanks for the gold, kind stranger! BotW does this amazingly. The expansive map, which implores the player to strike out on their own, makes the game feel hollow and overbearing. Sure, they had great stories, but it took a little bit away from what made Zelda games great. Honestly the lack of enemy variety kills it for me. The trade off here is that the dungeons are very very lacking IMO. I just don't like it. There are few things more iconic to the Legend of Zelda series than Gorons, especially when it … Its always - oh what throw away weapon is it this time? Find more subreddits like r/Breath_of_the_Wild -- All things The Legend of Zelda: Breath of the Wild! The music in Breath of the Wild reflects this theme. I could understand it early game when you have few slots, but using bombs and sneak attacks seemed like the most logical way to deal with it and it worked wonders, after a little exploration and finding a couple of koroks you have enough space to not worry about weapon shortage and by that time you've surely found where the weapons you like respawn and learned how generic every weapon is, none of them have any real value.

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