Oh boy, an exciting new region witha a distinct look and unique geography! I wonder what secrets does it h-

Oh boy, an exciting new region witha a distinct look and unique geography! I wonder what secrets does it h-
>something something promise of a hero
>yahaha you found me!

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This should just be changed to Picoseconds.

Pic always related

ACfag never disappoints.

Am I the confused one or is BoTW the exact opposite of a cinematic experience? The game is almost all solid gameplay with very few cutscenes and an incredibly loose story that you can take in at your own pace.

Check the date on that post. It was still prime BOTW shitposting season.

You're not the confused one.

BoW is a really good fucking game, it needed more proper Zelda dungeons though and more unique stuff in th zones. Wouldn't hurt if the bosses were harder too

true

that is a great shot of faron, is this on switch, wii u, or cemu? Guessing wii by the image quality and resolution. Also, where are you stood?

Needed more game really. Everybody was so busy praising the non-linear approach to progression and problem solving that they didn't seem to catch on to just how bland is made everything.
>Gee, I wonder if I can solve this problem by mindlessly cheesing something in a way that obviously isn't the intended solution. How engaging
>Oh wow I get rewarded either something that doesn't matter at all or an entirely generic level-up token
>I wonder what's over there, oh it's the exact same thing as what's over here because difficulty curves and linearity is for squares
I'm coming down on it awfully hard but I did enjoy quite a big of what BotW brought to the table but it's not something that I'm ever going to go back and play, unlike literally any other zelda game. I'm worried that the mindless praised it received for being incredibly technically impressive and refreshing will wind up with them throwing out the good shit that's in the series.

>if I repeat these nitpicks placed in a vacuum for long enough I can make people dislike the game! I just need them to forget everything about it!

The entire player reward structure and how interesting exploration is in a sandbox adventure game are not nitpicks user. I said in my post that I liked BotW, why are you getting so defencive?

>getting this hostile over a post admitting that they're being too harsh
unless you are one of the japs who slaved over this game, you have no reason to get so defensive about it user.

something something breakable weapons
something something recolored bokoblins x3 lizalfos x2

oh, look, another Lynel
THE MUSICH CHANGED, FINALLY A NEW BOSS!!
oh, wait, it's just another Tallus

>Gee, I wonder if I can solve this problem by mindlessly cheesing something in a way that obviously isn't the intended solution. How engaging
I actually found it really satisfying even when I cheesed my way to a solution. In the end, it's still problem solving either way I suppose so I still felt like I achieved something.

fpbp

I've heard this from a lot of people so I'm probably the odd one out here but for me I found it kind of lazy and unsatisfying. Why other doing the puzzle if I can just cheese it with bombs or ice pillars? Why didn't they plan to stop me from doing this? What's the point of doing the puzzle 'right' if the other way of doing it takes less mental effort? Does the 'right' way still feel as good? Is it as satisfying to solve a rubix cube by taking it apart and putting it back together 'solved'? At the same time you don't want it to be too controlling either, then you may as well just have a Sudoku machine or whatever. BotW just missed my personal sweet spot I guess while previous Zeldas were much closer. Having it be more linear and focused in that sense allows one to create much more engaging and satisfying puzzles and kind of 'beating the developer' by doing something unintended is trickier and thought intensive.

>Why other doing the puzzle if I can just cheese it with bombs or ice pillars?
not sure what specific instances you're thinking of here tbqh, I had in mind stuff like flipping over that ball maze (both kek-worthy and a satisfying solution at the same time imo), or the electricity thing in the camel beast where some people dropped down several metal weapons to carry part of the current instead of the proper solution. I wouldn't say either of these took more or less "mental effort" than the standard solution.

I don’t get it OP, what are you trying to say?

I agree with you. Having a lot of methods to overcome a puzzle is nice, but the puzzle needs to be challenging to begin with. If you can solve it conventionally with very little trouble, then being able to "break" it doesn't mean much, especially if the breaking method is also not that difficult.

I think the Zachtronics games (SpaceChem, Infinifactory, etc) generally do this right, they give you a lot of tools and a lot of freedom to use those tools how you see fit, but the challenge is high enough that you'll be obligated to use all those tools. They also rate you on how efficiently you use those tools, so you can solve a puzzle once and then go back and come up with a more effective method if you want.

The Talos Principle is also a good example of how to do puzzle rooms right. Even Portal and Portal 2. Really, it all comes down to challenge. Nintendo is generally very averse to adding legitimately challenging puzzles, especially in a game like BotW where theoretically any piece of content could be considered "early-game" because of the non-linear structure. Hell I got more challenge out of Triforce Heroes' puzzles because of the added multiplayer component.

I don't really have the dedicated autism to play spacechm, but is talos principle good? It's graphics look great but I've no clue how the gameplay is

It's basically a LOT of puzzles, with some philosophical themes in-between as narrative flavor. Easiest comparison is Portal, but Talos is a bit less linear and a lot more challenging. You might get stuck a fair amount, and some of the optional challenges can be a pain. I personally really enjoyed it but it might depend on what sort of games you like.

what kind of puzzles?

Basically.

there's a version that says attoseconds somewhere

There's a few different mechanics, but basically there's a bunch of (mostly) self-contained puzzle chambers where the goal is to unlock the path to the macguffin (either a tetromino or a star). You can manipulate jammers, blocks, laser connectors, fans, etc to open up barriers and other obstacles. The base mechanics (except the recorder) are relatively simple, but the way the game mixes them together can be really clever/devious.

I'm not sure I'm explaining this well so here's a random video of a really early puzzle involving just the jammer: youtube.com/watch?v=n79VnWUIKCI