The Legend of Zelda: Breath of the Wild

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Denster
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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Denster » Sat Jul 06, 2019 2:15 pm

It's from ROTK.

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Victor Mildew
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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Victor Mildew » Sat Jul 06, 2019 2:33 pm

Not in my head it's not

Hexx wrote:Ad7 is older and balder than I thought.
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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Denster » Sat Jul 06, 2019 2:36 pm

:lol:

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by OrangeRKN » Sat Jul 06, 2019 2:40 pm

That's amazing :wub:

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Jenuall » Sat Jul 06, 2019 4:44 pm

Why didn't the Rito light the beacons?

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by deathofcows » Sat Jul 06, 2019 9:08 pm

Captain Kinopio wrote:That is wonderful.


+1

Warmed my cockles it did.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Poser » Fri Aug 09, 2019 9:21 am

Alreet guys, is there a 'post game' on this? Basically I've done the four Divine Beasts now so Ganonis probably up next. I'm really powered up and the beast bosses have been pretty straightforward. I want to see the finish, but don't want it to end and want to be able to dip back in and explore some more if I want to.

Without spoilers, is there an option to dip back in after Ganon, or do I need to keep a separate save file?

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by DarkRula » Fri Aug 09, 2019 9:23 am

It'll permanently keep the game as Ganon-ruled even if you beat him, so there's no worries about that.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by OrangeRKN » Fri Aug 09, 2019 9:44 am

You won't miss anything by beating Ganon, but you will gain from it, so go ahead and do it

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Poser » Fri Aug 09, 2019 9:46 am

DarkRula wrote:It'll permanently keep the game as Ganon-ruled even if you beat him, so there's no worries about that.


OrangeRKN wrote:You won't miss anything by beating Ganon, but you will gain from it, so go ahead and do it



OK, cheers.

It really is just a ridiculously good game. Never known a game that was so distracting, and so diverting, and so much fun to just explore and walk around. I'd like to think I'll find every single shrine one day.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Squinty » Fri Aug 09, 2019 10:08 am

I can see the issues with Breath of the Wild, but I'd still give it a 9/10.

I hate to sound like a Britains Got Talent intro, but the most special thing about the game is the journey. It was amazing travelling around this world on foot and seeing all the stuff in it (disclaimer, I still haven't seen all the stuff in it).

I felt the same way about Xenoblade Chronicles X a few years back.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Poser » Fri Aug 09, 2019 10:49 am

Squinty wrote:I can see the issues with Breath of the Wild, but I'd still give it a 9/10.



Genuine question, and sorry if this is well-trodden, but what do people tend to dislike? I assume the breaking weapons is high on the list.

Cards on the table: I've never really played Zelda before this, so if it breaks series rules then that's lost on me a bit. :toot:

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Robbo-92 » Fri Aug 09, 2019 11:00 am

The weapon durability and no proper dungeons like previous entries in the series, but if you’ve never played them you won’t have missed them or realised they were gone. Re the weapons breaking I found it very annoying in the first portion of the game where most things broke after a few hits but then it quickly goes the completely opposite way, you get ta lot of high powered weapons thrown at your feet that, for the most part last more than enough time to collect another handful of weapons to replace it when it eventually breaks.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Jenuall » Fri Aug 09, 2019 11:16 am

There isn't really anything about the game that I actively dislike, as in the mechanics or game play - I have no problem with the breaking weapons as it helps mix up the players approach and there's never really a shortage of weaponry on hand any way!

In terms of basic stuff I think some of the UI and the way the player interacts could be improved - switching gear is still a bit clunky, the cooking is repetitive if you're brewing up a big batch of stuff etc. But those are minor points.

Some big things for me that I think could improve an already amazing experience are:

I want a more involved story, things to care about, insights to hear about the people around me and that make finding new places more fun. At the moment its a bit - "ooh a new village, I wonder what fetch quests I can do for everyone for no real reason!" :lol: Majora's Mask is still the high point for involved narrative and questing in the series, do more stuff like that please Nintendo!

I've spoken about it on here before but I think the risk/reward structure of the game could do with some tuning - there isn't much that the game can give you to make battling harder enemies in the wild worthwhile. Slogging through a bunch of high level enemies, wrecking your weapons and depleting your arrow stocks to be rewarded with a small number of rupees or another crap shield is not the best experience if it happens over and over again!

I think they need to double down on the slate powers as well and truly embrace the emergent gameplay and empowering the player to come up with their own solutions to problems. There is a good amount of this in the game but mainly on a small scale. Various "puzzles" in the world are still only solvable by the prescribed method, give the player their powers and let them work out a fun solution themselves!

Again this is something I've discussed at length before - exploration is the backbone of the game but gets nullified way too early I think. There is so much joy in the challenge of navigation at the beginning of the game. Balancing limits like the stamina bar and planning a route up a mountain, surviving in the cold or heat etc. where you may need to create a makeshift camp to warm up, cutting down trees to make bridges or makeshift rafts to cross a body of water. This was really great stuff in the early game, but very quickly climbing becomes trivial, heat and cold can be dealt with easily and any water you need to cross comes with a handy boat nearby. And failing all that just climb a hill and glide everywhere! Exploration is still great in the game, but it could have retained so much more excitement from keeping that extra level of challenge and requirement on the player to think, prepare and keep their wits about them!

Some more indoor locations would be fun too - the Castle was great and the Divine Beasts were too, but I think there was more that could be done. I don't think a return to traditional dungeons is necessarily the right answer, and I didn't miss them as much as some seemed to, but something along those lines would be cool.

So yeah, various things that I would love to see them build on for a sequel, but my goodness is the game already so great!

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by Squinty » Fri Aug 09, 2019 11:39 am

For me, it was the durability of weapons, climbing in the rain and the slight technical issues.

I did not miss the dungeons.

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PostRe: The Legend of Zelda: Breath of the Wild GOTG v2
by OrangeRKN » Fri Aug 09, 2019 11:46 am

- 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

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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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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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