The Legend of Zelda: Breath of the Wild (NS/WiiU)



  • @Haru17 said in The Legend of Zelda: Breath of the Wild (Switch/WiiU):

    And I have to ask: if you're not fighting in Breath of the Wild, what are you doing?
    What is the 10 minutes of the game that is just quintessential Breath of the Wild experience?

    I don't get it, the way you talk about the game, it sounds like you took no pleasure at all in the simple fact of traversing and exploring this world. Yet you still spent 200+ hours completing it, even the freaking Koroks. Why did you do that to yourself? :D



  • @Oscillator said:

    "Passable" is the word I'd use for them.

    Trash still feels right, but just for you I'll lower it to disappointing. It doesn't earn passable when the final phase barely even makes an effort to attack you.

    @Haru17 You decide what those 10 minutes are. The game doesn't decide for you. It just lets you explore how you want with the toolset available to you. I understand this is a foreign concept to you since you prefer games where the 10 minute quintessential experience is watching a cutscene.



  • Sadly, I had nothing but frustration with the game. I only played about 2? Hours of the game, but it was enough for me.

    The start wasn't too bad, nice shot running into the world for the first time. Eventually that old man kept trolling me though and started to annoy me. My first major frustration was running to one of the mandatory shrines. It plonks one right on top of a cold mountain, so of course I suddenly notice myself dying because of the cold. No chance I'm faffing around clueless to find what I need when the guy clearly said just "go here". So I start save scumming just before I die in order to finally reach both shrines.

    When I finally got the glider, I found myself just running, and running, and running towards a marker that seemed miles away, my only interaction being two lazer things that pretty much one shot me and wouldn't get off my back. Once again, saving and loading seemed to be the only solution here. There was then some annoying girl telling me to stay off the flowers and then finally a village. The ..thing in the village then put another destination for me, and upon opening the map to see how far away it now wanted me to go, I promptly switched it off.

    The game's not for me, not by a long shot.


  • Banned

    @Sheria said in The Legend of Zelda: Breath of the Wild (Switch/WiiU):

    I found myself just running, and running, and running towards a marker that seemed miles away

    Welcome to open world video games.

    We hope you enjoy your stay.



  • Well, at least in GTA I can get in a taxi and inst-skip to the mission objective. Thing was, I kept hearing this world was full of something around just about every corner. All I literally came across was trees, grass and death machines for what turned into a good 10 mins of just running.


  • Banned

    @Sheria There is something around every corner.

    You're just not looking hard enough for those 900 Korok seeds.

    https://ibb.co/hH4BqF



  • @Sheria It's so hard to take this post seriously. You're trying to bruteforce a game, then complaining when it pushes back, then complaining more that you're having a bad time cause you're save scumming to continue bruteforcing the game instead of trying to learn at all. There's multiple ways to get around the cold, many of which are conveniently plopped right outside where it turns cold. While there's no taxi to hop in to play the game for you and bring you across the world to somewhere you've never been before, there are horses also conveniently plopped right off the Plateau, so you could've just grabbed one you liked and rode it straight to your objective if you had absolutely no intention of smelling the roses along the way. There actually is something around every corner if you don't go tunnelvision and remember to
    Youtube Video



  • I was simply trying to play it how I wanted, and I don't see how I was brute forcing anything when I was following every single instruction of the game so far. The old man said to mark three shrines, which I did. He asked me to complete the three shrines, which I went to do. Don't get me wrong, I don't want things 100% spelled out for me, but not a single, organic thing warned me of the cold and gave hint as to how to combat it. And why is this even in the game at all? It's a terrible design decision and about on par with Far Cry 2 and its malaria.

    I personally went from the plateau, to the castle (accidently) yo the village, and saw zero horses. In fact I saw zero anything aside from these fast lazer things, which basically forced me to consistantly concentrate on dodging just to stay alive as I ran.



  • @Sheria said:

    not a single, organic thing warned me of the cold and gave hint as to how to combat it

    Let's see from the top there's loading screens, Link shivering animation, when you start taking damage, the tip that flashes the first time warning you about it, and probably more games warnings I'm not remembering right now.

    @Sheria said:

    Don't get me wrong, I don't want things 100% spelled out for me

    I don't know. Sounds like you do.

    @Sheria said:

    to the castle (accidently) yo the village, and saw zero horses

    First off, if you ran through Hyrule Field that means your instincts to avoid danger are broken, which is backed up by you bruteforcing through the cold area. You should've seen Guardians and went another way or at least enjoyed your hellbent trip through somewhere risky to be at this point in the game, because if you weren't why not try going around another way? I know there's multiple groups of horses on that route, so you must have missed all of them, again tunnel vision chasing your waypoint. Just sad that open world games have done this to you where you're not exploring or even paying attention to your surroundings, just chasing a dot. This game has few dots to chase, and you're not required to chase any of them once you get off the Plateau, and yet you turned your brain off and went autopilot chasing it instead of taking your time, looking for a better route, or even scavenging supplies to make the trip easier on yourself. Of course you had a terrible time. I don't even know what you were thinking. Were you trying to crit path speedrun the game to get to something else or something?



  • @Haru17 said in The Legend of Zelda: Breath of the Wild (Switch/WiiU):

    You don't play TES for its combat system, at least not melee, you play it for its story. In that aspect and certainly in the visual sense Skyrim's world is a lot more diverse than Breath's. Like, cutting down trees is cool, but I was never once interested in what I was doing in any of the forests across Hyrule. Eggs. Deer. Flowers; that's about the extent of it.

    Certainly, TES contains more story than BotW. But what are you doing most of the time between story sections? Fighting, puzzle solving, collecting, shopping, and just taking it all in. BotW is a closer equivalent to TES than I expected given previous Zeldas being so rigid.

    And I have to ask: if you're not fighting in Breath of the Wild, what are you doing? Shrines take like 5 minutes each and Korok seeds are well hidden even if it's obvious what you have to do once you find them after 15 hours. Side quests, I guess, but many of those are just more combat.

    Finding new locations (fields, forests, canyons, stables, towns, bridges, rivers, lakes, ponds, swamps, snowy mountains, Death Mountain, the desert, ruins, enemy camps, mazes, visible and hidden shrines), collecting stuff (ingredients, materials, weapons, shields, armor, Koroks), completing side quests (combat quests, fetch quests, overworld puzzles, minigames), all the different types of combat (melee, bow, stealth, fire, rune, among others), and just taking in the sights (the wind blowing through the grass, wildlife running around, storms, sunsets, moonlit mountains, the insides of shrines).

    This is NOT a game for those needing constant scripted action and plot progression.

    Believe me, I wish Breath took inspiration from The Elder Scrolls, but points of interest? Nope, have some more barren plains and the most boring forests in the franchise.

    If all you see are fields and forests, you've got blinders on. Besides, TES has pretty much the same types of locations - they've just got a lot more to do in them.

    The hook of the game is how the world feels as a whole. There are glaring weak points, but even so, it just feels good to be in.



  • That's not a pre warning, that's just watching yourself in trouble when you get there, and there's still no indication as to how to combat it. Of course in not wandering off into nowheresville when the map is that bloody big. All it would have taken was the old man warning of that area, and perhaps hinting that he'd heard of some protection over to the east or something.

    As for avoiding danger? Crossing the field is one of the first things the game seems to want the player to do, excuse me of not expecting such late game threats all of a sudden.

    As for why I was chasing the dot? Because I was looking for the fun to be quite honest. Open world games haven't just taught me to chase a dot, they have simply taught me that they tend to be a number of fun challenges and sections, dragged wide apart by a load of boring wandering. Some are simply worse than others for me, and this was one of the worst.

    I don't want to speed run the game, nor however do I want to spend 100 hours walking off in the random distance, just in hope of finding something. There's a happy medium too all that. I've had plenty of fun crit pathing open world games before, I see no reason why I shouldn't try here, the game seemed to promote "playing your own way".

    I already said the game just clearly isn't for me, I'm simply explaining why. I wouldnt have had fun playing it the way you discribe, i can assure you.



  • @Sheria said in The Legend of Zelda: Breath of the Wild (Switch/WiiU):

    As for why I was chasing the dot? Because I was looking for the fun. Open world games haven't just taught me to chase a dot, they have simply taught me that they tend to be a number of fun challenges and sections, dragged wide apart by a load of boring wandering. Some are simply worse than others for me, and this was one of the worst.

    I don't want to speed run the game, nor however do I want to spend 100 hours walking off in the random distance, just in hope of finding something. There's a happy medium too all that. I've had plenty of fun crit pathing open world games before, I see no reason why I shouldn't try here, the game seemed to promote "playing your own way".

    You may have been getting some fun out of open world games, but not because they were open world. You obviously crave tightly crafted experiences. Trying to distill open world games down to those experiences isn't what they were designed for. Even if other open world games have been able to provide more of what you wanted, it's not BotW's fault for not. It provides exactly what open world games are supposed to provide, which is size, freedom, and openness, just with a bit less of everything in order to keep the quality of the individual elements up.



  • @Oscillator said in The Legend of Zelda: Breath of the Wild (Switch/WiiU):

    @Sheria said in The Legend of Zelda: Breath of the Wild (Switch/WiiU):

    As for why I was chasing the dot? Because I was looking for the fun. Open world games haven't just taught me to chase a dot, they have simply taught me that they tend to be a number of fun challenges and sections, dragged wide apart by a load of boring wandering. Some are simply worse than others for me, and this was one of the worst.

    I don't want to speed run the game, nor however do I want to spend 100 hours walking off in the random distance, just in hope of finding something. There's a happy medium too all that. I've had plenty of fun crit pathing open world games before, I see no reason why I shouldn't try here, the game seemed to promote "playing your own way".

    You may have been getting some fun out of open world games, but not because they were open world. You obviously crave tightly crafted experiences. Trying to distill open world games down to those experiences isn't what they were designed for. Even if other open world games have been able to provide more of what you wanted, it's not BotW's fault for not. It provides exactly what open world games are supposed to provide, which is size, freedom, and openness, just with a bit less of everything in order to keep the quality of the individual elements up.

    Oh I agree with you. I'm not blaming the game here, although I do think if it really wants to be that way, it may as well remove the bread crumb mission trail I was following. You were talking about people here not lining up quite with the opinions you see out there, I just wanted to point out that i'm unfortunately another that didn't enjoy it.



  • Has anyone played The Champions' Ballad DLC yet?

    I'm not too far into it, but so far I'm kind of underwhelmed.

    I was hoping for a new area / new story, but so far all I've seen is recycled content and new shrines which, while pretty inventive in some cases, don't feel worth the price of admission.

    Not to mention that the very first challenges the DLC throws at you are extremely frustrating for returning players. When you haven't played the game for 6 months,

    getting one-hit killed by everything is NOT a fun way to dive back in.

    I hope it picks up and there's more exciting stuff to come, but so far it feels like the bare minimum.



  • @Axel the shrines are fine but the combat challenges are dumb, still haven’t got past the shrines though . Too busy with xeno 2



  • Hyrule can wait. too busy exploring Alrest.



  • so i just watched all of the Zelda BOTW Ballad of Champions cutscenes.

    what bullshit. this game already had a really half arsed story and if Nintendo was going to add "STORY" dlc to this game they could have at least given us more than simply a 3 minute cutscene for each champion.



  • I found the new shrines and gameplay content great but the story bits / cut scenes were lacking or at least felt like they really should have been in the main game / free.

    The motorbike is cool but obviously you unlock it at the very end of the game where it's not much use as an actual way to travel around since most players will have unlocked most of the map and plenty of fast-travel points.

    Overall I had fun and it was worth it but this wasn't amazing DLC.


  • Global Moderator

    Finally got around to playing Breath of the Wild. It's clearly a fantastic game and I can totally see why so many people loved it and why I had a great time with it. I won't go into crazy detail as I'm sure everything has been discussed but I want to go into why I probably don't love this game as much as the majority.

    Weapon degradation - Yes, I know, it's the one thing everyone has mentioned. Before I played it I was told that it's totally fine and gets you to mix up your combat. My response to that was usually that I dislike weapon degradation in pretty much every game. So I will just say that I didn't end up liking it and disagree with the people who said it encourages you to mix your combat up. For me, the combat is not deep enough to be worthy of encouraging different playstyles with weapons. So I just felt like I was picking up a weapon, throwing it away and fighting with another. I'd have much preferred if you just got a weapon and had it instead of getting a slightly better version.

    Memories - I didn't go in expecting too much because of what people said and overall the story/memories are pretty disappointing. I felt like the majority didn't really even develop what was going on in the past.

    Shrines - I'd a really good time with the majority of shrines. There were 1 or 2 motion ones which I really hated and made me dislike using the Switch in handheld even more but overall, they're a nice little challenge. I do think the measure of strenghts shrines are a bit of a waste though as it's purely stat dependant really.

    Divine Beasts - Like the shrines, I enjoyed them but probably felt like they were too easy. People mentioned that the Shrines felt like mini dungeons and the Divine Beasts were dungeons but to me it felt like the shrines were a room of a dungeon and the beasts were mini dungeons.

    Progression - And so I guess all the above really leads to this and why for me I didn't love the game while I absolutely get why others loved the whole pick up and play. When I play a game, I usually really want some form of progression. So that can be me as a player getting better, the story progression, interesting skills. For me, I don't think this game does any of that. There is nothing really from a skill point of view that you get better at. All the shrines are generally very much their own thing and the things you get from beating the Divine Beast arguably make you a worse player I would say. There is a stage too where you just feel like you're already powerful enough and there's no real need to do a shrine as you know you're just going to get more health or stamina from it instead of an interesting item.

    So I hope I explained why it's not my favourite game from last year although easily a great game. It's just missing a few things I really adore for it to be that.



  • @tokeeffe9 said:

    I'd have much preferred if you just got a weapon and had it instead of getting a slightly better version.

    Would you though? Applies to Zelda combat in many games, but I especially think to Windwaker, where by the end of the game when you're fighting lots of dudes at once you're simply going through the motions of "okay, I cut this to drop their armor, and then I do this move and they die" and it gets super boring. At least with weapons with durability it leads to scenarios like disarming your enemy and stealing their weapon to fight them with or looking at a threat and going "I should switch to this weapon I've been holding onto as they're effective against these enemies." You also would be less inclined to use all the other tools at your disposal for taking out enemies if you just had a sword that never broke, and I know this because the way you play the game after getting the Master Sword proves it, even with its recovery periods.

    I do think the measure of strenghts shrines are a bit of a waste though as it's purely stat dependant really.

    As someone who ran to a moderate test one when I had 4 hearts and still pretty bad gear, resulting in my most fun encounter in all that I played of the game, then I'll disagree. Not having tons of hearts yet to fall back on I had to be super careful as each hit was devastating at that point in the game. I literally got down to half a heart left and beat the enemy by smashing my final weapon across it with the crit damage from the weapon breaking being just enough to finish it, and it was thrilling. Now, I wasn't as thrilled later on running into lots of these same cookie cutter Shrines when I had so many hearts and such good gear they no longer posed any sort of threat to me, so I do wish there were less of them in general, but that one amazing multistage fight of my first encounter with it when I was technically too weak for it was absolutely worth the experience. Was also great at that stage of the game to get some of those ancient weapons that were more powerful than the stuff I'd find anywhere else.

    When I play a game, I usually really want some form of progression.

    Hearts and Stamina are one progression. Learning cooking and how to make the best stuff is another. Upgrading your outfits for defense is another progression. Upgrading your Runes to be more powerful and have new abilities is another progression. More powerful weapons appearing from slaying many enemies is yet another progression, one you feel very directly when you can start one-shotting lesser enemies. Upgrading your inventory to carry around way more weapons, bows, and shields for every situation is another progression.

    So that can be me as a player getting better, the story progression, interesting skills.
    There is nothing really from a skill point of view that you get better at.

    Maybe you, but I know I certainly got better at traversing the world. I learned how to go through terrain much more efficiently, a necessity earlier in the game when you have very limited stamina, and still use later on when you have tons of stamina to breeze through the world like a bullet, to the point where a horse would only slow you down. Got much better with the bow as well and knowing when to use it and when not to as arrows are such a precious commodity, even late into the game. No more getting zapped and dropping stuff, because you know to use a ranged option to dispatch those types of enemies instead. You also know not to waste weapon durability on ChuChu, because you can easily take them out with bombs instead. You start putting mental sticky notes on every weapon you pick up, knowing exactly what scenario you're saving it for.

    Story progression is mostly in harder enemies appearing, including the Yiga Clan starting to pop up places which eventually ramps up in frequency, and while that isn't much it is because the story is about you becoming stronger to take down Ganon, which everything you're doing lends to that goal at the end of the road. Yes, you can get reckless as a player after Mipha can just revive you when you die most of the time, but the whole point of that is you earning that power to have a slightly better chance against Ganon and his minions. That's a progression, although obviously generally agreed to be one of the game's weaker sides, a concession made to facilitate the game's extremely open nature.

    The runes you get at the very beginning and things you get after Divine Beasts from the Champions are your traditional "skills" you'd find in other games, but what I love is the skills you and others discover and are still discovering while they play from playing with what the game allows you to do and combining elements to pull of crazy stuff. Saw one of the other day where someone figured out you can toss a boomerang straight up and then move a certain pattern to make it spin around you lots in a row, heavily damaging enemies around you. Saw another where bailing from a shield surf spin at the right time would make Link perfectly vault over a wall horizontally that would normally be impassible height. The game is full of these things to discover if you play with the systems available, and while there might not be a shield charge that inflict six seconds of cold damage over time with a cooldown mapped to a button, you can pull out an ice weapon and freeze an enemy with a single attack before switching to a Korok Leaf and blowing the frozen enemy sculpture off a mountain, shattering it below. It rewards experimentation and creativity, and the progression is you discovering and learning these fun tricks to pull off.

    you know you're just going to get more health or stamina from it instead of an interesting item

    Aside from the couple Shrines with pieces of those few armor sets in them, there's where I totally agree with you. What ticked me off in particular playing was finding extra important locations like the Shrines of Power, Wisdom, and Courage and only getting the usual rewards from them, instead of something that more significantly shook up the gameplay like finding Rings that permanently halve the damage you take or such, although that example in particular isn't needed after you've found a couple Great Fairy Fountains. A couple more toys like the Master Cycle Zero would've been nice, but I'm sure that'll get fixed on the next game now that this one set the base and they have more time to fill out the rest.