Is /vint/ enjoying the new zelda?
Is /vint/ enjoying the new zelda?
it's seems alright but i don't have a switch or wiiu, oh well.
Yes.
Kinda, I like the combat and the exploration, but the dungeons are way too simple and many of the game systems could be more complex.
Also
>tfw most traps/boys in your country are fucking ugly
I want to fuck some leaf's ass, you guys have nice twinks. 9.4 Inches cock here.
We do have some nice boys, sadly I'm not one of them.
Feels bad man
Yes. Especially the Akkala and Hebra regions. Really feel like home.
Hebra felt just like BC
I want to suck Link's feminine penis.
Yes
Of course the faggots forcing the gay link garbage were the fucking canadians.
Fuck off to tumblr you betamales
Post loli so they all get jailed.
Comrade, you'll have to proceed with us.
I got the 4 orbs gave them away at the church for a heart and that old asshole still won't give me the glider. Wtf
There's a new zelda game?
It's genuinely really unfun for me. It's too casual, too handholdy with some of its mechanics, there's no hard mode, no incentive to explore, and overall it runs horribly. Anyone who thinks 30 FPS is acceptable for an AAA 60 dollar game really needs their head checked. I'd give it a 4/10 max.
Cemu 1.7.4 link when
>too handholdy with some of its mechanics
What did he mean by this?
How is it "too handholdy"?
The weapon durability system for starters. It doesn't teach you preservation, nor does it punish you for throwing away your weapons. It will literally spew a billion weapons at you of all types, so you don't even have to learn how to use different kinds. You can just stick with one or two the whole game. There's no challenge in it.
plus, what happens when you die? Does the game actually punish you in any way? No, it doesn't. There's not even a march of shame, that even WOW had. And when you're more casual than World of Warcraft, you need to rethink your game decisions.
I want to hold hands with Link!
Waiting for CEMU, not buying nintendo shit anymore after the game cube
What's going on in this image?
Wait, preservation? Why must it teach you preservation? And the fact that it doesn't teach you is the definition of not handholdy. And how can you stick with one or two weapons the whole game? Unless you mean weapon types?
I agree dying has no consequence, but given all the random, out of your control ways you can die while experimenting it is necessary
What is there to do after beating the game and doing all the shrines? And don't Ya-ha-ha! me, ok?
>game not teaching you something is hand holdy
Is it opposite day?
Also, throwing your weapon at an enemy's face is part of the gameplay you retard, why must it be punished?
Seems pretty straightforward: user chaining Octoballoons in a minecart to fly
I focused on side quests and upgrading all my armors.
I mean, that takes like 100 hours, what more do you want?
Ya-ha-ha!
I couldn't make out that it was a mine cart for some reason. Must be all my allergy meds
Very slowly because there isn't shit to do on the switch otherwise
>Wait, preservation? Why must it teach you preservation?
If it's not teaching me anything, why have the mechanic in the first place?
>And how can you stick with one or two weapons the whole game? Unless you mean weapon types?
because at no point, at any part of the game, in any part of the overworld, will you ever say "dang, I ran out of weapons". Essentially, you're making me constantly swap to other weapons for no reason, and it comes across as annoying. It's not challenging, and I don't feel like using different weapon types. The game lets me stockpile a thousand same weapons with no consequence, so variety goes out the window.
>but given all the random, out of your control ways you can die while experimenting it is necessary
That just means you can be reckless while exploring, and that ruins exploration by taking the thrill out. Why not just give me the ability to quicksave and quickload while you're at it?And hey, give me godmode since dying is apparently useless, so you might as well remove it period. Having consequences for screwing up would be too logical.
Because that shouldn't be a viable option, and should only be when you're out of other moves to make. It trivializes combat when you can discard weapons like trash and pick up more weapons. The game should harshly punish you for not managing your inventory properly.
>tfw having to make it last until another game I want comes out
I'll probably try for 100% or 50% completion.
fulton recovery devices
It's okay. All the birdfuckers are American. :(
See: Last thread
The one guy that had the balls to argue with them got fucking gangraped by all of them
>I don't feel like doing it
>WAAH the game does not teach me something, it shouldn't exist!
>taking the thrill out by letting you actually experiment and not forcing you to tiptoe around everything
Why shouldn't it be? And how does it trivialize combat? The gameplay loop is using weapons to get more weapons
>too handholdy
Just say you didn't play the game
When kotaku and polygon can beat your game without having a single bit of trouble, then it's the very definition of handholding.
But they complained about dying a lot of times user
like they actually beat the game and didn't just slap a ten on it
>taking the thrill out by letting you actually experiment and not forcing you to tiptoe around everything
But that's where the fun is. Experimenting is supposed to carry a risk. When you can throw yourself off a cliff and not suffer even once, then that cliff holds nothing of interest, and navigating stops being fun period.
>Why shouldn't it be? And how does it trivialize combat?
too easy to keep distance between you and your enemies.
>The gameplay loop is using weapons to get more weapons
And the game gives you too many for no cost, with no detriment in the slightest.
>But they complained about dying a lot of times user
And as we've established, what does dying actually do to hamper the experience? Nothing. It's a slap on the wrist that puts you right back where you are, no consequence.
Now, if this game was good, it would have severe punishments for screwing up. It wouldn't drop weapons period, and reserve them for rare sidequests only, or they would be hidden extra well. And if you were caught without a weapon, you die instantly. And when you game over, you lose all your stamina upgrades, inventory upgrades, items, and health upgrades. You start all the way at the beginning, maybe keeping your story and exploration progress, but nothing more.
50% is easy. Just getting every shrines and a handful of Koroks will get you there. 100% is hell, to the point where the game becomes actively unfun after a while passed Korok hunting.
I really don't understand your point. Dying does set you back a few minutes perhaps, but why does something having not enough punishment make it not fun?
Wait, and how is it easy to keep your distance? Many enemies have great lunging attacks and ranged ones, plus, the only thing you can do at a distance is throw your weapon or use a bow. Close-combat is much more effective until you get a Lynel bow
And there is a cost for the weapons, which is your previous weapon. That is the loop. You can't survive from weapons in chests alone, you would have to fight
As for your second point, doesn't it discourage combat completely? It will be easier to run past enemies than to even engage. Also, I would rather not grind everything again, thank you very much
Your idea sucks, and I am glad you will never design a game
Are you using your Amiibos /vint/? You did get the real deal and aren't using some pirated chink strip, right?
I'm already at like 28% even after getting all the shrines and almost fully completing the compendium, but I've missed like 3 sidequests and one shrine quest. Korok seeds are a bitch.
Am I a bad person for using ice arrows to freeze wild horses so I can get close enough to mount and tame them?
This is way fuckin creepier and weird than I thought it would be. Te way they act around you is so freaky.
>but why does something having not enough punishment make it not fun?
The point of a game should be to push you to your limits. If it's just letting you pass by unimpeded, then it's no better than a movie, or a cinematic hallway simulator.
>Many enemies have great lunging attacks and ranged ones
yeah, I'm gonna have to say nah. Every one can be avoided as they're easily telegraphed.
>And there is a cost for the weapons, which is your previous weapon.
And you get way too many, so you don't suffer even if you screw up and lose it.
>As for your second point, doesn't it discourage combat completely?
So perhaps combat should have a reward that makes the risk of dying worth it? you know, like every single video game ever made?
Yes
Can you even heal horses? I don't use horses much
This is Paya, she is sad people that there are people who don't recognize she is the best girl.
Say something nice to her foreigners.
BWOASHIT FUCKASDASHGDSGF FUCK OFF NIGGER
Ah, I see. It's that we don't agree on the fundamental point of games
I still don't agree you should be punished by using your weapons though.
>brazil flag
>I still don't agree you should be punished by using your weapons though.
You should be punished if you abuse them though. I'm being handheld with a mechanic that reduces any risk from any battle I partake in, but I'm not being given the opportunity to improve or refine my skills.
...
Abuse? What do you even mean by that
>discount Malon
>best girl
she's a sperg
>He doesn't have the Thunder Helm or upgraded twice full rubber set
baka desu senpai, eh?
>bullying paya
unforgivable
I hate how not-colorful it is
It just looks like there's a screen of dust in everything. The colors look so dull and just..bland.
At no point does the game ever punish you for, oh say, rushing right into a pack and mashing the A button. In the rare event that you die, you just go right back where you died.
Full RGB user
If that's still not enough manually adjust the settings yourself
Fucking loved the game. I can only hope Hard Mode fundamentally changes the game and gives me an excuse to go through again
disappointments included boss fights and side quests. Otherwise I think it has a handful of high moments for the full franchise.
If we ever get another Hyrule Castle like BotW I will shit my pants
That's a good thing you thundering faggot who wants a Rogue Like game.
Because a slap on the wrist encourages players to be more creative and tackle things various ways without fear of being punished for it. Of course lazy fagets will just cheese everything and then whine how easy the game is. But that is what happens when you give people freedom.
tl;dr ver. Stop filling third worlder heads with retarded shit you faget.
Hyrule castle is easily the best dungeon they ever made
The boss fights really stuck out in a negative way. I don't know why they're so easy when the game has no problems otherwise when it comes to dealing up enemies that can kick your ass, especially early on.
>Because a slap on the wrist encourages players to be more creative
For what purpose? Creativity only comes as a result of a desire to solve a problem. When the problem can easily be solved, I have no need nor desire to try things another way. If the game actively bashes my skull in and tells me "that isnt' gonna work" then I want to experiment.
>I can only hope Hard Mode fundamentally changes the game and gives me an excuse to go through again
>trusting Nintendo
Master Quest was a fortunate accident
you singapore's got good taste.
I don't think I'd call it the best but it's among the strongest designs I've ever played in any game ever. It was fucking magical.
It's because the design philosophy of BotW goes against traditional dungeon zelda design. If you never want to restrict the player, you can't make a traditional dungeon and you can't force a boss to be beaten with an item.
I think Thunderblight was a step in the right direction with the needles that you have to throw back at him but there was never really anything else like that in the game.
let me dream BR, let me dream
also posting gay link drawings just to piss off the fags in here yelling about it
It's the game I've enjoyed most in the last 15 years.
>let me dream BR, let me dream
well, this time it IS paid DLC... so maybe that'll get their shit together... maybe...
here, have some gay Link back at ya
that's a boy
you're both gaying right now, stop it.
Nintendo has handled non-Amiibo DLC arguably the best out of all the major companies, MK8 being the stand-out example. I hope that it's not just "enemies do more damage".
I also hope that we get a full-sequel soon, I'm dying to explore another world.
Well, that's only half true, isn't it? The dungeons can force you to use a bow and a specific type of arrow to get into the dungeon.
Also the problem I have with the blights isn't that they don't require an item, it's that they don't pose much threat. They don't do much damage and they die so quickly that it feels like an anticlimax.
You could argue that all of the critical path stuff in a Zelda game has to be easy, but the game doesn't have any problems killing you in one hit in other circumstances.
I think they should've been generally harder (and maybe balanced around the idea that you'd have a 60 damage weapon like the Master Sword), and scaled aggressively.
Having to fight four blights should make getting to Ganon early nearly impossible.
he's not just a boy, he's the CUTEST boy
Now why the fuck did they turn zelda into a girl?
Why do they have non-amiibo DLC in the first place? I thought amiibos were supposed to replace that?
It's okay. It's not the best Zelda or even the best 3D Zelda, but I think they got something going on. They just need to refine what they got and we'll have a masterpiece worthy of a 97/100.
And by refine, I mean get rid of the fucking weapon durability.
>I think they should've been generally harder (and maybe balanced around the idea that you'd have a 60 damage weapon like the Master Sword), and scaled aggressively.
therein lies the issue though: Who is Zelda made for?
Obviously a game like Dark Souls is intended for a niche audience so difficulty is tuned for that. But Zelda's aim is just about everyone, so difficulty has to reflect that.
Therein also lies another question: What makes a fight hard versus what makes it tedious? Just a drawn-out fight would surely be boring, and possibly even frustrating if your weapons all shatter before beating him, no?
Breaking weapons on people's faces is great.
At the very least they can increase the penalty for screwing around with your weapons.
Why must there be one
>being manly as fuck
>gaying
and yet you're posting a qt grill, shouldn't you start with yourself?
>Being this obtuse
The game encourages you to tackle things different ways even if there isn't a problem before you.
>therein lies the issue though: Who is Zelda made for?
People of all audiences? Why must it be tailored for snot nosed children? And why must I, an adult, have to pay extra for hard mode?
>Therein also lies another question: What makes a fight hard versus what makes it tedious?
A tedious fight is one with no consequences, where death means nothing.
And will the game reward me for this? No, it won't. I can do it the most mundane way and not suffer anything for it.
No. Don't even act like MK8 handled dlc properly. It might've been good compared to the price of the full game, but the price of the full game was already overbloated.
Look at it like this. You can buy MKDS and MK7 for $75 total. That's 64 tracks, but we'll be generous and say 60 for any DS overlap in MK7. Beyond that, there's a classic battle mode, and in DS, a mission mode including boss battles.
MK8's only good contribution was the free 200cc, which is appreciated, but for $72 you get not 64 tracks, not 60, but 48. And the base game doesn't push the series in any way besides a much worse battle mode. And now they wanna charge full price for what amounts to a remaster just because they put loli bait in the game. Fuck you Nintendo.
what's with Nintendo putting this crossdressing queer bullshit in Zelda?
leave that fag shit in final fantasy
>Needing a tangible reward
There's your problem.
nah, Amiibo is almost exclusively small stuff or cosmetic. Almost universally the big content is available to everyone.
The few examples where it basically is the game sold poorly (Mario Party 10, Animal Crossing, etc.)
Even stuff like Splatoon is just costumes and levels you've already played with a different weapon.
I may get alot of hate for this, but the only good DLC is free DLC. If you want to charge money for it, don't make the game full price. I'm sick of shelling out money for content that was cut out to resell later.
>b-but they didn't do that, Nintendo is our friend!
Please. I've heard that excuse before.
When the journey AND the destination are unfulfilling, then you've wasted my time.
>A tedious fight is one with no consequences, where death means nothing.
I disagree. A tedious fight is one that takes too long to conclude.
>needing a tangible reward
>implying the fun and the aha moment is not a reward
Then why have other DLC? You're making enough money from these happy meal toys, so make everything else free. Or lower the price of the game.
>A tedious fight is one that takes too long to conclude.
that's like answering "What is as fun fight?" with "A fight I enjoy", ya dingus
To you, maybe, but I would be extremely frustuated if they make death too punishing, and I like rogue likes. But keep roguelikes in roguelikes, especially when BotW is not designed for it
So you just always need something shiny to say you're making progress. Maybe a Sony or Ubisoft open world game would be more up your alley then.