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Zelda BOTW
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2019-04-02 at 3:45 AM UTCSong of storms and use the song of time to get 2 letters from the shop dude
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2019-04-02 at 4:37 AM UTC
Originally posted by DietPiano 45% of the time you spend in this game is pressing the B button running through a hollow, boring ass world or climbing slowly or waiting for it to stop raining so you can climb slowly.
It's not that there isn't some good stuff in it, but the game would be three times better if the world was three times smaller. It'd make the world less bare and more interesting looking more compressed like that, and the time spent running straight forward would be less disrepectful to your time.
The water one took 15 minutes. The 4 divine beats are not adequate substitutes for 8 Zelda-tier dungeons, nor are the shrines.
The shrines are retarded. I don't want to play a singular puzzle a bunch of times, I want the OPPOSITE, which is a few elaborate, differently themed dungeons where the puzzles are interwoven into each other.
No locked doors and keys, straight linear "beasts"…ugh.
Game was rushed to make it for the switch release so they made it waaaaay bigger by adding empty space in the world and made you move waaaaaay too slowly in order to make it longer. This is why theres a bunch of singular puzzles that all LOOK THE SAME. Because it was quicker to make that than 8 fleshed out thematic dungeons.
When I was 15 and didn't care if a video game didn't intentionally disrespect my time, I'd be fine with it. Now? No way, man.
BotW is definitely very different previous titles, in previous games the world kind of exists to tie the dungeons together which is fine. BotW goes pretty hard on de-ephesizing the dungeons, but replaces them with an overworld that's actually the most amazingly fun part of the game. Aside from the towers, which take maybe 5 minutes to time tops, I can't think of a single place where I actually _needed_ to climb anything. You can navigate some areas or avoid combat by climbing and I found it pretty satisfying trying to route a path along a cliff face with limited stamina, but sometimes I'd come to a situation where I was like "I could climb for 10 minutes or I could go gank these fools, let's fight", or use the bazillion environmental options for getting around or fighting.
I loved that about the game. It felt like I had infinitely more meaningful player agency in BotW than so so many "your choices matter" style games. Like there's very little you can do in BotW that will come back to bite you later or whatever, but you just had such a range of options in handling every micro-situation that I felt meaningfully invested in choosing my path through the game as opposed to mass-effect style "linear corridor into select one of two options in dialogue followed by another corridor either way". -
2019-04-02 at 1:11 PM UTCYeah just let me use my brain, it is that simple. Even if the end result is "you killed 5 goons", the fact that you can choose how makes all the difference.
Lanny did you know you can goomba stomp enemies with your shield if you flip over them and start a shield surf? Finding different ways to style on fools was the selling point to me. -
2019-04-02 at 6:28 PM UTCI did not, every time I talk to someone about the game I learn something new you can do. I just learned the other day you can parry guardian lasers back at them for a 1 shot kill.
My favorite was time freezing large objects and whacking them to playing golf with them. Also I loved disarming enemies, grabbing their weapon, and hurling it at their face. Something about switching up weapons in the middle of combat based on what was laying on the ground was a lot of fun. -
2019-04-02 at 8:42 PM UTCThat sucks.
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2019-04-02 at 9:13 PM UTC
Originally posted by Lanny BotW is definitely very different previous titles, in previous games the world kind of exists to tie the dungeons together which is fine. BotW goes pretty hard on de-ephesizing the dungeons, but replaces them with an overworld that's actually the most amazingly fun part of the game. Aside from the towers, which take maybe 5 minutes to time tops, I can't think of a single place where I actually _needed_ to climb anything. You can navigate some areas or avoid combat by climbing and I found it pretty satisfying trying to route a path along a cliff face with limited stamina, but sometimes I'd come to a situation where I was like "I could climb for 10 minutes or I could go gank these fools, let's fight", or use the bazillion environmental options for getting around or fighting.
I loved that about the game. It felt like I had infinitely more meaningful player agency in BotW than so so many "your choices matter" style games. Like there's very little you can do in BotW that will come back to bite you later or whatever, but you just had such a range of options in handling every micro-situation that I felt meaningfully invested in choosing my path through the game as opposed to mass-effect style "linear corridor into select one of two options in dialogue followed by another corridor either way".
Not knocking the combat mechanics or fighting style, but what you said doesn't take away from the fact that they could have had 8 fleshed out dungeons instead of 4 mini dungeons and an assload of monotonous single puzzles that most people will skip over half of because they lose interest before then. It was never like that in previous titles. -
2019-04-02 at 11:38 PM UTC
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2019-04-03 at 12:13 AM UTCI remember playing The Legend of Zelda for months on end back in the mid-'80's on the Nintendo. It was very addictive.
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2019-04-03 at 1:09 AM UTCBeen awhile since I was able to enjoy a Zelda title. Definitely out of the loop as far as experience goes, but I've looked over reviews and video of most of the games. As a fan I'd love to see them push the limits on how realistic the look of the world can be while focusing on the dungeons. Boss fights and dungeon detail would be what makes the game for me.
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2019-04-03 at 1:31 AM UTC
Originally posted by DietPiano Not knocking the combat mechanics or fighting style, but what you said doesn't take away from the fact that they could have had 8 fleshed out dungeons instead of 4 mini dungeons and an assload of monotonous single puzzles that most people will skip over half of because they lose interest before then. It was never like that in previous titles.
Ok, that's fair. I agree the actual gameplay of most the shrines got tedious after about a dozen or so and the dungeons were pretty brief. Longer dungeons with more complexity and either less shrines or more variety in shrines both would have made the game better than it was. I guess I'm ready to forgive that though because I didn't think those things were really at the heart of the game. The sequence of spotting a shrine in the distance and getting to it was satisfying, just navigating the world was interesting and challenging and constituted the majority of the game. In fact the central quest of the whole game is just figuring out how you're getting through the castle.
I'm not saying the game was perfect, but I don't think short dungeons or lack-luster shrines hold it back from being an amazing title. -
2019-04-03 at 2:25 AM UTCMy biggest complaint was the dogshit framerate.
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2019-04-03 at 2:26 AM UTCFuck me, going from a 144 Hz monitor to a barely 30 FPS title was PAINFUL
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2019-04-03 at 11:24 AM UTCI liked the long form of nocturne of shadow
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2019-04-03 at 11:36 AM UTC
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2019-04-03 at 1:11 PM UTCLong version requiem of spirit and song of time background track in temple of time
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2019-04-03 at 1:19 PM UTCNerds!
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2019-04-03 at 5:05 PM UTCThe tower surrounded by guardians was the biggest pain in my asshole, but it was very satisfying to sneacc up there.
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2019-04-03 at 10:01 PM UTC
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2019-04-03 at 11:46 PM UTC
Originally posted by Lanny Ok, that's fair. I agree the actual gameplay of most the shrines got tedious after about a dozen or so and the dungeons were pretty brief. Longer dungeons with more complexity and either less shrines or more variety in shrines both would have made the game better than it was. I guess I'm ready to forgive that though because I didn't think those things were really at the heart of the game. The sequence of spotting a shrine in the distance and getting to it was satisfying, just navigating the world was interesting and challenging and constituted the majority of the game. In fact the central quest of the whole game is just figuring out how you're getting through the castle.
I'm not saying the game was perfect, but I don't think short dungeons or lack-luster shrines hold it back from being an amazing title.
I thought it was going to be more polarizing than it seems to be. If I was going to describe Zelda in two words, it would not be "tedious" and "grindy". -
2019-04-04 at 2:38 AM UTC