The Legend of Zelda: Breath of the Wild GOTG v2

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Balladeer
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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Balladeer » Fri Aug 09, 2019 11:52 am

Beyond those mentioned above, the one big thing I haven’t seen much of is the paucity of enemy designs. You’ll see a lot of re-colours that don’t really paper over the fact that there aren’t too many properly different types of foes. Moblins and Bokoblins are being chucked at you right up to the finale, whereas Wind Waker and Twilight Princess had new enemies in almost every dungeon and mostly replaced them with Darknuts later on. Skyward Sword had this problem too actually.

Quick plug: I did an article covering things wrong and ‘wrong’ with BotW back in 2017! https://gintendo-namer.squarespace.com/ ... ive-energy

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by OrangeRKN » Fri Aug 09, 2019 2:13 pm

I think in terms of enemy behaviour and interactions BOTW probably has more variety than other Zelda games. It's just that visually there is not the same distinction because a lot of that variety is packed into single enemy types. Moblins, Bokoblins and Lizalfos are incredibly well designed enemies that react to all sorts of items, effects and environments, which is in huge contrast to say Skyward Sword where every enemy almost has a single puzzle-like solution to defeating it.

There are more enemy types than you initially remember when you actually think about it, I would also guess, because the same happens to me. Even discounting all the more-than-recolour variations (for example counting electric keese and fire keese under keese, all the wizzrobes as one enemy, all the Talus types as one) I count 22 enemy types!

Bokoblin
Lizalfos
Moblin
Wizzrobe
Lynel
Chuchu
Keese
Octorok
Pebblit
Guardian Stalker
Guardian Scout
Guardian Skywatcher
Guardian Turret
Stalizalfos
Stalkoblin
Stalmoblin
Yiga Blademaster
Yiga Footsoldier
Talus
Hinox
Stalnox
Molduga

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Balladeer
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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Balladeer » Fri Aug 09, 2019 2:58 pm

I think it is... kind to count the Guardians as four separate ones and the Stals as three, bringing it under 20. I do however absolutely agree with your point about enemy behaviour, and it’s a counter-argument I make (to my own point) in that article. I suppose that’s the balance that has to be struck. Nonetheless I would hope that they’ll maintain that, but include a few more species of foe in BotW2.

This point also applies to the DB bosses.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Jenuall » Fri Aug 09, 2019 3:17 pm

I think part of the problem is the enemy distribution and frequency of encounter. You spend a hell of a lot of time encountering the same small set of those enemies and almost have to go out of your way to encounter others.

Lynels, Taluses. Hinox etc. those dudes make sense to be limited in how often you meet them - they're sub-boss style enemies. But some tweaks to how often and where you see the other "standard" enemies could have helped.

If the game tracked kills I bet an overwhelming majority of mine would be Moblin/Lizalfos/Bokoblin with everything else being far lower.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by OrangeRKN » Fri Aug 09, 2019 3:30 pm

I think that's because Moblins/Lizalfos/Bokoblins are the ones with the more complex behaviour. Fighting chuchus and keese is a lot more repetitive, even with the elemental variations and the keese swarms. I think the game would suffer from increasing the share of those encounters unless they were also given more variety in behaviour (which is hard to do with a slime!)

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Pedz » Fri Aug 09, 2019 3:37 pm

OrangeRKN wrote:- Voice acting, especially in English
- Uniformity of shrine and divine beast visual design
- No way to save cooking recipes
- Slight performance issues in a few areas

Those are my only criticisms of the game I think. I do miss traditional dungeons but I don't think that's a failing of BOTW, just something I like in Zelda and miss. I also think it could be improved with greater enemy variety, but I don't think there is a lack of variety enough in BOTW for that to be a criticism.

Still think anyone criticising weapon durability is wrong :P


I had some extremely bad performance issues on the Switch there were times I thought the game had frozen only for it to carry on a few seconds laters. Wish I had I had clips of it to show had bad it was at times.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by OrangeRKN » Fri Aug 09, 2019 3:42 pm

Never had anything that bad, aside from a couple of actual crashes iirc. But yeah it seems to have varied because of all the variables, plus patching. WiiU sounded worse so I'm glad I was on Switch.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Balladeer » Fri Aug 09, 2019 3:44 pm

I’ve had two two-second crashes. Those I’ll agree are irritating, scary even the first time. Anything else is people moaning for the sake of moaning. BotW is a gorgeous bastard and that it can run at all on a handheld suggests that it’s every other game ever that has the performance issues.

Also I demand little ChuChu towns and civilisations in BotW2.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by mic » Fri Aug 09, 2019 7:23 pm

I’m on my second play through and I’ve never had even a stutter (discounting frame rate drops (and even then never when anything is happening)).

I suppose it would have been nice to hold back a few super-tough sub-boss types for the endgame when link is full-powered, but that’s not how Zelda works - I’ve found some lynels harder to beat than the bosses.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Kriken » Fri Aug 09, 2019 10:16 pm

Played it on Wii U and the frame rate in some of the towns was dreadful even after the patches - especially Kakariko and Zora's. Really took me out of the game. I did want some more/bigger towns in Botw, but I guess I was glad in a way that there wasn't. Kinda wish I had just gotten a Switch and Botw back then, as that version got a lot better after the patches. And performs even better in handheld mode at native res apparently.

Despite the issues I had, I liked the game a lot. Especially in the first 10 or so hours. Don't know if I'd say it's my favourite Zelda game but it's up there.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Superfurryfox64 » Sat Aug 10, 2019 1:16 am

That’s it, after 2 and a half years... this weekend I’m going to finally get round to finishing the Champions DLC and unlock the 5th Devine Beast.

Then maybe one day I might get time to restore the Master Swords full power... how hard is it to do?

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Pedz
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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Pedz » Sat Aug 10, 2019 2:01 am

OrangeRKN wrote:Never had anything that bad, aside from a couple of actual crashes iirc. But yeah it seems to have varied because of all the variables, plus patching. WiiU sounded worse so I'm glad I was on Switch.


I had no crashes, it's crazy to think that it can vary so much between people.

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Errkal
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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Errkal » Sat Aug 10, 2019 6:27 am

No crashes here either on Switch. Can't think of any frame drops either.

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Ad7
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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Ad7 » Sat Aug 10, 2019 7:17 am

No crashes on either Wii U or the switch.

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Squinty
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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Squinty » Sat Aug 10, 2019 8:24 am

No crashes for me. Just some bad framerate issues in Kokiri Forest, slight issues in Kakariko.


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