What's do you think everyone agrees could have been done better in this game? I'll start with the obvious ones

What's do you think everyone agrees could have been done better in this game? I'll start with the obvious ones
>Dungeons
>Bosses

Towns. There's two human towns in the game (Correct me if I'm wrong) and they feel exactly the same. The Zora/Rito/Gerudo/Goron places are all fun and I feel like we could have replaced a few of the giant green nothing areas with cities or something.

There's three human towns. One's based off a Japanese village, one off your standard western fantasy, and the last is a tropical fishing village.

They're all very visually distinct.

Try "everything."

Except maybe the enemy AI, I guess.

I don't agree with that, there were plenty of towns and it's already almost overwhelming with how many NPCs and sidequests they had. They all looked completely different to boot.

Also what giant green nothing areas? Hyrule field? That's the large field in the game.

>No hookshot

Maybe the next game will have a hookshot and play like Just Cause 2

This. Make it a sheika slate tool and have a cool down for it. Upgraded version is cool down much faster and can use it twice before having to cool down.

I want better bombs. Remote bombs are garbage for combat and bomb arrows are too simple.

We should have gotten Chu Chu bombs

more key items/sheikah slate powers unlocked over the course of the game

less emphasis on shrines/korok seeds

The fucking Yiga faggots spawn way too often. Fuck off, I want a fucking break from combat.

Jesus they are annoying. You can't take ten steps without one trying to attack you.

*poof*
[muffled bananafag laughter in the distance]

Just scrap Korok seeds and do Skullata or something

And it isn't like you can go defeat them on a new sidequest or something. You just have to do that dungeon last.

>zelda running around naked
link you perv
you cant just tell her to take her clothes off

Firing Aonuma

>replace one type of collectable with another equally trivial collectable

You don't have to go through an obnoxious cutscene to get them

When have Zelda games ever had challenging bosses?

I think the bosses themselves were perfect mechanically. They were solid and having played TP just before, the fact they actually focus on killing you is a huge step up.

That said, I think some thematic variation could help them a lot.

On the note of bosses, more overworld bosses on the scale, if not stronger than Lynels for when you first encounter them would be amazing. Perhaps a secret overworld dungeon where you encounter a giant boss Darknut of some kind.

>shiekan slate hookshot

i rather there be different hookshots with breakablity. A lizel Hookshot would be my dream.

He didn't say challenging. Every single boss in BotW looks like Relinquished.
In a game that promotes its vast and expansive world, making everything look the same is stupid

Link's Awakening had some fun bosses. Not terribly unforgiving but tough at the start. Especially the giant Hinox boss who spams bombs and throws you down holes.

Also the giant Knight in the overworld dungeon.

>in OoT you did for every token

just because you assume doesn't mean nintendo won't make an obnoxious cutscene.

Some optional slate powers would've been baller.
>Ladder rune for easier climbing.
>Raft rune for insta-raft.
>Candle rune for lighting fires when none are available.
>Upgrades to Blue Candle rune later, letting you light a fire that will burn even in the rain.

Plus more Zelda 1 references. Everyone likes those.

The labyrinths should have been much harder. The "hardest" one should have been the easy one.

Difficulty in general needs to be boosted.

Add a "hunger" bar that forces you to keep Link fed, but also won't allow you to overeat.

Make metal weapons last a bit longer and/or add some kind of blacksmith or something that lets you "enhance" weapons that you particularly like, allowing you to keep them much longer than normal.

Lower weapon drop rate.

Yiga ambushes should be somewhat less frequent, and significantly more difficult to overcome, especially after killing their leader.

Make it exactly like Ocarina of Time which is the only style of Zelda game everyone in the world wants.

hopefully hard mode has some of these changes

those ideas are pretty dumb quite honestly. You can rockclimb over everything except shrine walls, so that rune would be used to break shrines. rafts are placed all over and even then you could just ice across. and i dunno i think having a rune to start fires makes shit like flint or firerods extra trivial.

Their spawn rate is proportional to the amount of bananas you have in your inventory.

Let me cycle through enemies in lock on.

The loot/durability system could have been rebalanced so weapons break less frequently but you get new weapons slower.

Better optimization on release. Hard mode on release. Less or no content blocked by amiibo.

Other than that, it was pretty much perfect.

Yeah but a boss should challenge you in order to be good. No Zelda game does that.

I can commend past Zelda bossses for looking unique and distinct from each other (dams Skywards Sword bosses) but none of them require complex strategies or make use of your skills. The vast majority involve you just spamming the dungeons item.

I've got my fingers crossed!

A ton of the content and general effort seemed to go into the south east portion of the map (zora's domain down to the ocean and over to the great plateau). I'd like them to spread it out more or just add more content in the world to keep the player engaged and interested.

Also, more monster variety

>Let me cycle through enemies in lock on.
you can do that, tap the lock-on to cycle between enemies

I was very disappointed when none of the labyrinths had no lynels in them. They were just lame experiences to me.

>Plus more Zelda 1 references. Everyone likes those.

How fucking dare you.

i cook with all my bananas for that added boost of attack and i can say that's a load of bollox.

>let's go back to the same hand-holdy amusement park formula we've had for decades
Yeah no thanks faggot.

>Combat
>Dungeons
>Graphics (& Performance)
>Story (& Characters)
>World Design (Original Setpieces, Interesting Locales, etc...)

I would drop the 100 years later thing. It made for an interesting premise but Nintendo didn't do enough with it, and it made you feel disconnected from most of the characters. I'd rather just have the standard adventure plot instead.
Dungeons should go without saying. When they first revealed the game (at Dorito Pope's show I think), I really thought the dungeons would be strewn around the world a la LoZ, instead they're bigass flying machines with samey aesthetics. There should've been ~8 dungeons throughout the land, with the hardest ones being the most hidden.
In general there was a lot of shit I felt they could have added, Nintendo has barely even tapped into the game's potential. Hopefully the inevitable sequel takes things to the next level.

Optional, hidden dungeons. The Divine Beast are great. I love them. The game would've benefitted from a few more traditional dungeons, though.

More mounts. We should've been able to register a deer, at least.

Dog and wolf companions to travel with instead of just Wolf Link. Maybe you could buy armor or whatever to make them bulky enough to actually stand a chance in a fight. Have the whistle commands like with Yunobo to make them stay out of the way if the enemy is too strong.

Even the A.I. is messed up because they have very small boundaries. If they leave them they'll turn around (despite being an arms-length from you) or sometimes they'll just disappear and reset, health and all. Very poor design. The world has no loading screens (apart from Beasts and Shrines), but it in no way feels cohesive, gameplay or story-wise.

Look at how everyone throws a raging shitfit every single time a Zelda game doesn't copy Ocarina 1:1. Maing every single game a copy of OoT will keep everyone happy.

>I'd rather just have the standard adventure plot instead.

You can't have a standard adventure plot in an open world, it doesn't work. Why is Geralt hunting werewolves when Ciri is being chased by elf space nazis?

You can't have traditional dungeons in a game like this. The two contradict each other. The best scenario is more Hyrule Castle like dungeons, but as far as the linear, key item based dungeons go, it's not possible to have those in a game like BOTW since this game is focused on giving the player as much freedom as possible.

ALBW tried this, but the dungeons became simplified and overly easy because the developers couldn't predict which dungeon you would take on first.

Who's throwing a shitfit with BOTW other than some contrarians on Sup Forums?

Going back to that rehashed formula guarantees I go back to not buying Zelda games.

>Have the whistle commands like with Yunobo to make them stay out of the way if the enemy is too strong.

or you know, you can order him to stay because that lynel is 50 feet away.

You are crazy. The setup of waking up in post-apocalyptic Hyrule is great, was a wonderful wistful atmosphere.

I loved the first labyrinth, seeing that there were others with very similar layouts and aesthetics was really disappointing. I'm glad they didn't rehash the island at least.

As opposed to past Zelda games?

XCX managed it fairly well with the main plot being confined to missions

The final dungeon was amazing. Wish there were more like that.

I would haved like a couple more cities.

DUNGEONS

I think we can all agree that an open-world Zelda needs at least a few fuck-huge temple style dungeons hidden in caves or giant towers.

They should have leveraged the verticality of the mazes better. Maybe instead of having huge, open hallways, you fill them with lots of that black goop stuff. Have tendrils of it stretching across the path at varying elevations, forcing you to climb over, through, and around it to get to your goal.

Throw more enemies into the labyrinths, they're the perfect place to have Shrine Guardians milling about; two or three of those assholes is way scarier than any regular Guardian.

Maybe add Big Poes back to the game and have them be a labyrinth-exclusive enemy. They can pass through the walls. You're fucked.

What about them?

Try looking outside of Sup Forums once in a while.

The side missions were all fine, but the main missions barely worked in the open world. I stumbled on every single Lifehold setpiece before the mission to go get it.

in the original zelda, you can kill all but one of the enemies and that screen will only have one enemy left, making it much easier to scroll over in the future. it even saves in battery backup.

i'm surprised this mechanic never came back.

Not him, but didn't play. What do you mean by confined to missions?

BOTW's story execution is good though, not sure what the complaint's really about.

Add some Redeads do the dead ends just to spook the player
>take a wrong turn
>AAAAAAAAAAAAHHHHHHHHHHHHHH

Fuck it, have the walls close in on you in some spots.

The side missions for the most part were very bland though. Generic RPG quests like kill X mobs or fetch X items with zero character.

Lose or seriously improve cooking and weapon degredation, or at least let you repair any weapon. There should be at least two weapon shops. A grappling hook and the Pegasus boots would've been appreciated.

Needs an actual story. Or, if they wanted to go full mysterious, drop the memory shit and add more mystique and strangeness to Hyrule. There was no fun little twist towards the end of the story, no surprises and no real villainous presense.

Explorable interiors. Miyamoto said years ago there would be huge dungeons. What's the point of all the survival features if you never really need to use them? Aside from Zora River at the very beginning, I never thought, shit, I need to prepare for this.

The whole Sheikah shrine aesthetic needed something to tie it all together, make it feel worthwhile. You'd think there would've been a final sprawling Sheikah palace (either underground or floating in the sky) where you learn a dark secret or uncover a lost piece of Hyrule history. Something. Or, a massive final Divine Beast you can actively climb on. Yeah, it would be even more of a SotC ripoff than the game already is, but it would combine the two most prominent elements of this game: the shrine aesthetic and climbing.

I like SS more than a lot of people, but I feel like Fujibayashi, as a director, lacks the ability to see the big picture. Aonuma deserves criticism too, I don't know how he could call this the "ultimate" Zelda. I hope they shake things up for the next big Zelda title.

Sure you can, have the same plot but instead of having Link "remember" everything, just have him discover things for the first time. Instead of the champions being ghosts, they can be alive, and they can go on to pilot the divine beasts. Having a champion character and someone like Prince Sidon at the same time is redundant and muddles the plot, they should have been the same character.

The setup was good but Nintendo didn't do enough with it. Makes the first part of the game interesting but makes the rest of the plot disappointing. It was wasted potential. I'm saying they should go back to standard adventure because I don't have enough faith in Nintendo's storytelling to ask them to do a proper post-apocalyptic plot, if this was someone like Yoko Taro it would be a different story.

I do, and I always see positive conversation. No one I know personally dislikes it, everyone seems to love it. It also got great reviews even by reviewers not on Metacritic.

man do i miss traps.

all the shrines seem to want to be more playful funhouses than dark sinister dungeons.

>Flashback exposition
>Good execution

Ignoring that it's poorly written and is another in a long entry of blatant rehashes, the execution, I.E. the Storytelling is complete, amateur hour shit.

The design for Keese.

>every Zelda game for the last 30 years
>a bat

>BotW
>eyeball with wings

The labyrinths were a perfect place to do some Indiana Jones and the Last Crusade shit. The one had a huge basement in it and they didn't do anything with that. Could have had invisible paths and shit and if you fuck up, you fall into a fuckhuge room filled with Guardians.

After 100 years she's probably ready for Link to take her right there

>i_was_only_pretending.jpg

>implying it isn't great for the open world design and doesn't mesh perfectly with LEGEND of Zelda
It creates mystery and turns the post apocalypse trend into something that feels more legendary and fitting for the series, and Nintendo games in general. I absolutely think the idea of having you wake up without any memories 100 years later was a fantastic idea that works with this game.

samefag
just admit you hate the game already

Dungeons and bosses.

Honestly, I absolutely love this game. It's so goddamn good that I don't know which Zelda is now my favorite. Exploring Hyrule felt amazing. I don't think I've felt this way about exploration since I first played OoT as a kid.

I left the dungeons for last and boy, did they disappoint.

keese in TP will win my vote for best design.

I like the BotW design too, it has an anus.

Think about what Aonuma likes, then recall BotW's content

>In planningA Link to the Past, I kept playing basic actions that were completely unrelated to battling the enemies — things like cutting the grass, lifting stones to search beneath them, and using keys to open doors. In these, I discovered that I was proceeding through the game, and I got the same feeling I did when using command inputs to actively participate in the story of a text-based adventure. I realized that those same feelings, coupled with a sense of play control response, far exceeded what I could experience through command input alone.

>lifting stones

I did like how much more geometric and cohesive they were, and I liked the shieka slate controls to be able to change bits of the dungeon, instead of just being a bunch of rooms that you sometimes have to find keys for. That sort of thing has serious potential.

But I agree that they were too easy and too short.

I do hate the game. I wasn't trying to keep that a secret. It's a bad game, right down to the gameplay.

i would love to see those zelda style dungeons but with more than one entrance. like you could find a temple through the main entry or probably by chance though an open cracked wall, or glide on inside from another angle.

>I have shit taste
Ok.

>more key items/sheikah slate powers unlocked over the course of the game
Nah, I would like more slate powers for sure but they should all be unlocked early on.

What was great about having everything near the beginning is that it made you have to figure out what you needed to use during the shrines. It was more satisfying this way and made it less transparent.

I only disliked one main dungeon but I think they should have been way more different visually and possibly longer.
Stables, enemy camps and dragons should also have been visually more distinctive. That kind of shit is always problem in open world games.
Shrines were visually fine from the inside since the reason makes sense, but I would have like the entrances to be better hidden in the world (for example: inside a hollow tree that you can cut down so you can jump down to the shrine)

Other than those problems I love the game. One of the greats imho.

>mystery
It's the same plot. Yes it has an air of mystery about it, that doesn't change that the end result is garbage. Sherlock season 4 had mystery, and it was still shit.

I don't give a fuck about "Nintendo games in general" or the series, it's a bad game and a terrible story within the entire medium. Call it a good Zelda game, call it the best Zelda game ever. It's still a shit game.

>less but longer shrines
>items that make exploration more rewarding
>more kinds of enemies

>more varied rewards for exploration (more than just korok seeds and spirit orbs)
>caves

>he watches BBC tripe

opinion discarded

Will Sup Forums ever stop being so butthurt about this game? I

I like you guys.

The only way you can think the game is shit is if you're just another instant gratification shitter with zero appreciation for the exploration and journey which everything in the game works towards creating and emphasizing.

Shrines were a mistake and so were the Divine Beasts. Go back to classic dungeons and hide them throughout the overworld. Maybe make the very first dungeon mandatory so Nintendo isn't forced to make every single other dungeon a handholdy annoying mess.

classic dungeons wouldn't work with BotW's mechanics, what you want is an entirely different game altogether - which is fine, but it's not BotW.

>classic dungeons wouldn't work with BotW's mechanics

Of course they would. You're talking out of your ass. Even some of the shrines have small keys. Nintendo just wanted to do something different, it wasn't because of any restrictions.

Journey > Destination is fine, it doesn't mean the destination has to be bad. The world was unimpressive and I was not into the combat.

Shrines are needed to fuel the exploration gameplay loop.

simply having keys doesn't make them classic dungeons, they still lack a dungeon item and the progression style that comes with it.

How is exploration not instant gratification? You're exploring at every moment of the game, in theory.

Genuinely curious what you mean by this.

Classic dungeons in the vein of
>get a key item
>use that key item to traverse through the dungeon