Is anyone reminded of MGSV after having beaten Breath of the Wild?
I can't help but feel that the game has something missing. Four short dungeons with derivative bosses and a weak Ganon fight just doesn't tally up as justifiable content for a Zelda game to me. You could argue the shrines make up for this but they vary so considerably in length and difficulty that they only really serve as much as a side-order than the main meat and potatoes of the game.
Not to mention how many of them are simply single rooms with the monk offering you rewards for having simply found them or the laborious test of strength shrines.
Is there a secret boss or dungeon I'm missing? Where's part 3?
Wyatt Rivera
replay GZ OP
it's way better in anyway
Brandon Sullivan
Stop forcing this meme.
Colton Harris
I felt there was enough in the game, especially for shrine quests and the build-ups to each dungeon (except the rito quest, that one seemed half-baked to me); Still, if you want more dungeons then wait for the DLC I guess. t. got 200 hours in the game and still haven't beat it.
Leo Powell
The "build ups" were literally "walk here, now come back to the town".
Mason Martinez
Yes, both are over hyped brands beloved by nostalgia fags and newest game was a disappointing open world game with few different enemies and "reinventing the genre" mechanics you keep doing over and over again until you vomit.
Luis Ramirez
If it makes you feel any better, some of the DLC does add more story.
Jose Adams
not literally, no. Even the weakest dungeon quest, the Rito one, had you doing an archery minigame to later shoot at Medoh's cannons in the air. My personal favourite was the Zora's quest, where Sidon requests you to make your way to Zora's domain during constant rainfall through a barrage of enemies, including a section with 4 lizalfos with shock arrows. Later, you have to approach a Lynel (though technically killing it is optional) in order to gather shock arrows - then you ride Sidon's back as Ruta fires Ice blocks at you, you need to swim up the waterfalls coming off the side of Ruta in order to whip out your paraglider and slowmo-shot at its turrets(?); it was good shit. Naboris was also excellent with the Yiga Hideout and taking cover from Naboris' lightning attack during a heavy sandstorm whilst riding a sand seal.
So no, they were not "literally walk here, now come back to the town" by any stretch.
Isaiah Morgan
Remember how MGSV was supposed to be the greatest thing ever?
Yeah, BOTW actually delivered.
Ethan Hall
MGSV was fantastic, faggot. Stop crying over your shitty fanfiction
Parker Richardson
Nope. Some things could've been a little better but it's actually a good game with a reason for being open world, unlike MGSV.
I'm convinced it's only people who didn't play it that try to draw parallels.
Luis Cook
yeah both games are fucking amazing
Owen Nelson
No. The full experience is there. My only gripe is that the ending didn't really capture the potential magic that could have been, given everything happening up to that point.
Cooper Foster
MGS hardly had any designed levels. Most of it was basic camps
Caleb Robinson
*WOOOOOAAAAAAAAHs internally*
Thomas Evans
There are a few aspects in BoTW that had that same half-finished feeling. The pre-dungeon sequences for two of the beasts, the rito beast quest line in general, Ganon's second form.
But it was nowhere NEAR the same level as MGSV. It felt like there were entire maps, story arcs and characters in the Phantom Pain that were half-assedly chopped from the game.
Gavin Russell
I personally found those shrines that reward you for simpilly finding it to be very rewarding considering how some of those shrines require you to do something different other than the same old puzzles that most of the shrines used throughout most of the game. Iook at Eventide Islands shrine for example the first time I steped foot on the I land and realized they put you in a Castaway themed trial I was shocked to see how different this trial was from the other trials I found prior. While I completely agree that after awile the shrines start to feel dull and boring with the same look and style as the rest, I remember still getting amazed by a shrine or two that actually puzzled me and that reminded me of some of the dungeons from previous zelda games.
I would also say that with this title being their first TRULY open world style zelda game (Obviously comparing to windwakers giant ocean that just gives you the feeling of exploration until you realize the map is literally just Islands scattered around and is hardly an open world game) you would probably expect a few downsides to the dungeons in this game resulting from them stepping away from the series conventional style of you find a item and use said item to solve the dungeons puzzles and eventually ending up in you defeating the boss by using the item you got earlier in a fun and unique way that balances both puzzle solving and action filled combat.
If I had to guess I would say that with them focusing more on the world and engine for the game itself, they were kinda limited on ways they can create fun puzzles while limiting you to using the basic shika slate runes. I hope that theyre gonna take what they learned creating this game and bring back some more conventional styled dungeons and bring back more items to use while still maintaining the open world feel that they have in this game.
And who knows maybe the new DLC will bring a huge old style dungeon back.
Adam Hughes
I expected Zelda BotW to have the same major story issues as MGS5 where things weren't even 1/10th of my expectations and I'd imagine anyone else.
Big Boss was set up to commit one hideous war crime after another, and we were meant to witness his fall to darkness to becoming the main antagonist of MG1. Instead, we get a lot of hap hazard stories and a pretty unfulfilling ending, never mind an open ended one.
BotW only delivered lower on what the trailer set up and what we got in the regard of context. Some people thought we may be dealing with all the characters in the present but in fact, everything was done in the past and was a case of revealing things as a means of memory recollection.
I liked it, the ending too, (true one) may seem not as great as the game built up, at least gave a satisfactory ending to Zelda's arc, who was actually the main character of the game from a story perspective.
I liked it, in fact I loved the gameplay, adventure, towns and dungeons. Could things have been done better? Sure, and I'd have much preferred if the story and NPC's/champions were set in the present rather than the past.
But it delivered despite what I expected and I enjoyed it.
MGS5 was hyped to heaven and on, but failed to deliver, at least from a story perspective, in its entirity.
Adrian Anderson
>The pre-dungeon sequences for two of the beasts I agree with the Rito but which is the other one? Only the Rito seems weak to me.
Cooper Clark
>MGS5 was hyped to heaven and on, but failed to deliver how do you even do a non-linear zelda story?
Chase Ross
>got 200 hours in the game and still haven't beat it. then play the fucking game you lazy fuck.
Isaiah Morales
Breath of the Wild did it through flashbacks and designated areas to unlock elements of the story. I mean, it was far from ideal but for the open world system, the execution was done well in that regard.
I wouldn't know, but I felt a lot happier with Zeldas than MGS5 by a fair margin.
Angel Hill
The build ups to the dungeons were entertaining considering how we got to do fun fighting sequences to get into the dungeons, while the dungeons themselves were lacking in the amount of content and puzzles that they held.
Thats to be expected tho since they give you all the items you need at the beginning of the game and thus the dungeons lose their old puzzle solving feel where you get a item and have to use it to solve the dungeons puzzles and to fight the boss.
Evan Roberts
All the dungeons needed were 1 to 2 "combat" rooms where you had to clear out mobs to get on to the next chamber. That's it. Would have added a bit more pace to the dungeons in my view.
Jackson Bennett
>Fetch quest >Action "vehicle" section x4
Carter Powell
The flash back elements were a great way to tell the story considering their limitations with having the game be completely open world. And with the DLC coming out that's gonna include a new original story, there's a possibility that we could get more character development and maybe some details on what was going on leading up to Ganons return
Matthew Walker
>I can't help but feel that the game has something missing You're the only one
Brandon Scott
they don't feel at all like that; play the game.
Carson Martin
this confirms the fact that everyone who played BoTW blatantly ignores it's flaws.
they could have tried to do a linear story like every other open world game and every other zelda game but no, they had to make non-linear story just because game is open world.
Elijah Bell
Both games felt empty as fuck after you've spent a fair bit of time with them and you realize that you're spending most of your time running through the environment from point A to B.
MGS V strung me along for longer with the grindy mother base shit because you were constantly improving and being given access to better equippment. With Zelda I've lost all desire to explore because I know that all I'm going to find is another shrine or korok seed. The world has some cool mechanics but there's no real reason to use any of that shit. I could chop down a tree and stasis surf across the map, but making your own fun in a game that is fundamentally lacking in content doesn't last for long.
Christian Perez
I agree with you on that I just feel that compared to prior games dungeons the dungons int BOTW feel not as memorable since they all look the same and don't have the same unique puzzles other games had that are centered around using the item you found to help you get through the dungeon. While i still think that these dungeons are fun to do with their unique map mechanic that allows you to make the divine beast move to help you solve problems, I still feel that it falls short compaired to previous titles dungeons, but again that's to be expected with the fact that they give you everything you need at the beginning of the game.
Lincoln Rogers
MGSV fucking sucked, OP. Thanks for reminding me.
Brayden King
>Both games felt empty as fuck I got that feeling from MGSV, FO4, FFXV etc but I never felt that with BotW, maybe because I'm good at spotting enemies, resources and koroks?
Ryder Campbell
That's literally the prelude to every one of the dungeons. You fetch the item, you ride on a thing and shoot arrows. You can spruce it up with all the flowery descriptions you want but it's all the same formulaic shit.
Owen Lopez
>I got that feeling from MGSV, FO4, FFXV etc but I never felt that with BotW t.totally not biased user
Gabriel James
I acknowledged its flaws in my other post. It does, but nothing which would be considered a kick in the balls.
Off the top of my head, I felt the open world music was a bit dry and the dungeons could have done with more combat. Rito town too was clearly left unfinished.
Linear story with open world which allows you to potentially bypass certain elements would be far too difficult to put together.
What if, for example I chose to go to Death Mountain first, wheris Rito was canonically the first in the storyline? How would you fix that?
I don't know other open world games, truly open, which allowed you such freedom and keep a coherent story all put together tidly. It just does not work.
Just because I liked the story and narration doesn't automatically mean I'm drooling over the game.
Jaxon Lewis
That is a fucking stretch right there, and you're still wrong - Rudania has nothing like that in its dungeon quest.
Isaac Peterson
>You fetch the item, you ride on a thing and shoot arrows Not him but you really need to play the game
Colton Jones
Ah yes, I forgot that. Thematic dungeon design would have been welcome. That said I am happy the Watere dungeon in Botw was the first I enjoyed instead of wanting to cut myself than finish it.
Nolan King
Thanks?
I remember running across the MGSV plains between side OPs and thinking how pointless it was, I didn't feel the game rewarded you for capturing animals/finding plants etc
Juan Flores
The Gerudo one has a really cool idea but doesn't really ramp up in difficulty or alter its pace as you progress. I was expecting to avoid lightning balls, or small bolts that turned the sand into glass blocks to block my path. It's just riding alongside the beast and smacking it four times, though.
Carter Hall
For the beast fight? Yeah I think it's quite weak, but the Yiga Clan Hideout is part of that dungeon's quest and that part was great imo
Lucas Bennett
gta developers put roadblocks in non-story important parts. hell even they stopped putting roadblocks in gta games and still kept the story straight and not confusing.
story is convoluted for no fucking reason. honestly what does BoTW reward you? extremely powerful weapons that are useless and worthless because they are durable as tissue paper?
Nolan Gonzalez
There are things in the world but most of it felt pretty meaningless to me pretty quickly. As soon as you've got enough koroks to have a decent sized inventory they're nothing more than an endless collectathon. Resources aren't that useful past the early game either outside of the health restoration items. I actively avoid combat now too since I'm sick of fighting the same enemies I've been fighting for the entire game.
Charles Taylor
Good point, I was just talking about the sequence directly before entering the beast though.
But when you consider the quest lines before that, then yeah the Rito one is fucking pitiful compared to the others. The Zora one could be gimped too, if you explored enough to find 20 electric arrows and skip the lynel stealth/rape section.
Caleb Davis
The point of BOTW was to give you the freedom of choosing what you do and on what order you want to do things. If they incorporated a linear story then the game would face the problem that skywards sword had resulting in the game having you follow a set path with a predetermined order of which dungeons you complete which is exactly what they were trying not to do with BOTW.
The way BOTW did its story was the most effective way they could do it since the player could experience the story in what ever order they want to by being allowed to tackle the dungeons in any order, while giving backstory on what happened through the memories scattered around Hyrule allowing a even amount of both game play and story.
The only thing they fell short on in my opinion was the 4 champions adn how little character development the game gave for them, but that could possibly change with the new story DLC that they're gonna release in a few months, which could also give people a more traditional zelda story.
Nathaniel Morales
GTA had key areas with which to progress the main story but had fun side quests for a bit of world building. You could absolutely level whatever city you were in to the ground but you don't get story till you got to point A or B.
It was good storytelling sure but it wasn't done in the similar manner as BotW where you could go to one of four different cities, each one with narrative significance.
Jeremiah Phillips
>meaningless to me That's a shame, I never had that feeling
Ethan Harris
>The Zora one could be gimped too, if you explored enough to find 20 electric arrows and skip the lynel stealth/rape section. Nah not really, the road leading up to Zora's Domain is part of it as well, feels more like traditional linear zelda since you can barely climb anywhere in the heavy rainfall as well. Most people seem to do Zora first, I think the game leads you in that direction but I don't remember.
Anthony Nelson
seeso guys are saying BoTW is forced to do something very specific in order to be good.
this doesn't sound hypocritical at all.
Jaxson Wright
Hypocritical?
No, not at all, we're just explaining how it works, not to be good but to actually make the story work in a true open world setting. GTA needs you to go to specific areas to keep the narrative and it won't advance otherwise.
Zelda keeps you going by giving tidbits of the story regardless where you go but specified to that area.
Evan Gomez
The only thing seriously lacking in BoTW is endgame content that makes use of all your weapons/stamina/hearts. There's a very basic level scaling that gives you silver bokoblins and such but no batshit hard/lengthy quests, no absurdly powerful boss immune to flurries or cheese tactics, no extremely hazardous areas that gimp your character.
It's not even a thing that would have been seriously criticized in previous Zeldas, but since they went the open world route, it's expected to have these kind of optional endgame challenges, like Xenoblade's roaming tyrants.
Hopefully the hard mode DLC gives a major overhaul to improve the difficulty. One idea I really liked was food healing you at the same speed as standing in a hot spring.
Logan Lopez
shouldn't zelda do it's own thing instead of copying other games?
then again i didn't grow up on anything nintendo so my arguments are pretty much invalid.
Brody Reed
I would have loved for ONE Zelda game to present link at a much older age after he's no longer part of a prophecy. He deserves a respectful treatment instead of the creators dressing him up like a girl and giving him overly feminine hair styles,
Ryan Russell
>dressing him up like a girl But that's the best part
Brayden Jones
Not even fucking close. BotW is a legit 10/10 mgsv is the most dissapointing game of all time, more than no man's sky, more than spore
Josiah Bailey
t.biased nintendo fan
seriously MGSV is greatest game ever made compared to no man's sky.
Caleb Hernandez
As a long blonde haired blue eyed kid, Link was the one character I felt I could actually relate to and now that I'm older, it's odd to see how many people find him feminine when I've never thought of it that way.
Henry Perry
It's just his natural form
Jacob Roberts
Silver enemies feel really shitty. Just giant hp pools to sink weapon durability on for what is essentially the equivalent of hitting an ore node or fighting a tallus. Even when they have "good" weapons they can never hit you with them because by that point you know how to destroy each enemy type.
They should've had new attack/AI patterns(or at least unique weapons) and slightly more hp than blacks.
Like imagine a lizalfos throwing a boomerange and then tonguing it back to slash through you or some shit. Moblins actually picking you up like they do bokoblins.
Jacob Bennett
It's missing a good final boss
Jaxon Hernandez
Until he hits 20 and starts growing chest hair and a beard.
Jace Williams
He'll just use the anti-aging rune
Jason Garcia
>Is anyone reminded of MGSV after having beaten Breath of the Wild?
In the gameplay sense, yeah the plethora of bullshit you can do mid-combat in MGSV, you can do in BotW, only this time it feels like they intended it rather than feeling like it was tacked on.
Liam Smith
>Never buy Robbie's Guardian Gear outside Ancient Arrows and armor >Don't feel like pooling money on shit that'll break, cool as it looks >I put more trust in my shields anyway >Master Sword's functional against the huge, roaming Guardians if I need to hack the legs for extra parts
Justin Reyes
>link growing chest hair and a beard don't you know that pretty boys never grow chest hair or a beard.
Michael Flores
Explain Johnny Depp
Adam Phillips
I hated that pig Ganon fight because it was too easy and pretty anticlimatic due to it being so easy and him not actually roaming throughout the map as an malevolent boar divinity, that would have been cool. That said I actually liked how the history was presented and having character development tied to the memories and some diaries was nice instead of hours long cutscenes a la Skyward Sword. Also at the end Zelda's character growth is well done along with the obvious flower symbolism.
Matthew Richardson
This
Blake Jenkins
>pretty anticlimatic How? It was still pretty hype regardless of difficulty
Alexander Diaz
Welcome to open world games, OP.
James Lopez
Presentation and graphics were cool, the voice acting was spot on, but when it never actually tries to hit you and just does dumb noises it kinda loses its "oh shit" factor. I guess I expected more a "this is not even my final form" moment rather than a desperate attack from an already defeated enemy.