What do you think was the most successful of BotW's changes to the Zelda formula? Least successful...

What do you think was the most successful of BotW's changes to the Zelda formula? Least successful? Just as a reminder these include

>total overworld seamlessness
>ability to climb most surfaces
>most of Link's skillset available from the start
>weapon durability
>many short Shrines instead of long dungeons
>more fluid and generally useful item/world interaction

And I'm probably missing some.

Overworld seamlessness, bar none. BotW accomplishes with flying colors what WW hinted at with its seamless sea. The physics engine is a close second. That all said, I just hope the next Zelda does a better job of incorporating dungeon elements into the game, I think that was a weak point of BotW. Too much of that felt like an afterthought.

Honestly? Everything.

the good:
>open world with lots to do
>very physics based world, everything reacts around the system including AI
>can craft items to boost link's capabilities


the bad:
>weapon durability too low
>framerate dips on real hardware

The shrines were the least successful. It kinda killed a lot of the organic exploration for me when I knew I was likely about to stumble upon a shrine with the same aesthetic, the same music, and the same reward. It didn't help when so many side quests resulted in a token shrine popping up.

I don't mind that shrines were there, they just shouldn't have carried as much weight as they did. I'll argue this to my dying breath - cut the shrines in half and put a Hyrule Castle tier location to explore in every subregion of the game.

the journey to the shrine is better than the shrine itself. but I do agree that shrines could have had their aesthetics handled better.

Nintendo really wanted people to know that there was more to the Jomon period than Dogus I guess

>BotW accomplishes with flying colors what WW hinted at with its seamless sea.
Funnily enough, the Wind Waker's 'open world' only exists because of the limitations of the system. The GameCube was Nintendo's first disc-based system and the vast ocean was just a clever way of disguising the loading screens because they didn't want to break the player's immersion.

>shrines could have had their aesthetics handled bet
It didn't bother me that much. It's a testament to the game's quality that most the complaints are such trival nitpicks.

But I guess they could have made some minor changes to the look of the shrines, I dunno, perhaps have the shrines look slightly different based on which region of the world you were - icy shrines in Hebra, lava based in Eldin, sand in gerudo desert etc.

I loved how immersive the open world was compared to most others released recently. It first started off a bit grim and melancholic, due to the scenery of the "Temple of Time" and how quickly the enemies could kill you. The realization that the old man who guides you was the last King of Hyrule gave a disenchanting vibe towards the future of the kingdom, almost as if you're too late and unworthy of saving the realm due to it succumbing to its malice. But upon exploring shrines, which gave you this distraction from this horrid epiphany while simultaneously preparing you to conquer said epiphany, and connecting with the NPCs (who were probably the most interesting since, perhaps Majora's Mask), you felt as if you did belong in this world. Hyrule suddenly shifted to this colorful and vibrant, yet still perilous realm which you could control anything you so desire, like how you progress in the story, how you can manipulate said objects to help you progress, or just ignore the narrative altogether and discover these amazing secrets. It truly represents an absolute zenith in the face of gaming.

Any criticism I have about this game would probably be the combat system. In previous Zelda games, especially Twilight Princess, you had multiple attacks to overwhelm your enemies (the 7 hidden skills) and could use those tactics on nearly any enemy. While BOTW retains some of those moves, I still would have liked it better had moved like the Helm Splitter or the Back Slice made a return. Heck, even the Ending Blow alone would have made combat run more smoothly. It's tiresome to wait for Bokoblins to get back up to fight you when you could easily finish them with a simple jumping stab. But anyway, I digress. It's a masterpiece.

The seamless overworld and incredible amount of freedom and player agency are the game's biggest achievements. The industry will spend years trying to replicate it.

Trial of the Sword basically grants your wish

It succeeded in ripping off Skyrim and selling it to a demographic who had never played an open world game (nintendies)

handholding removed

Ocarina of Time and Wind Waker were open world in many ways you retard

Nice shit post mate. Keep telling yourself that as you cry yourself to sleep, raging at that evil Nintendo company.

Kek

Director literally said it was inspired by shitrim. But it's okay when nintendo releases bland content-less open world garbo isnt it?
>fucking ubisoft towers
KEK

>handholding removed
Good point. The tutorial lasts about 2 minutes and then you're literally birthed into thia vast world where you have to figure everything out as you go. You learn through playing. It's brilliantly done.

Jesus, you're still butthurt?

It got emulated.

I'm not the one praising trash skyrim ripoff because it's all you have

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BotW shits all over the design of every single open world game ever made. I know it. Everybody knows it. Cry some more.

butthurt faggot SEETHING

I didn't particularly hate shrines, but I wouldn't miss them if they were to go. I think 30-40 mini dungeons based on overworld areas like the Forgotten Temple and Akkala Citadel would be better than 120+ shrines sprinkled everywhere

Nintendo created the open world genre a long time ago, mate.

It fails as a skyrim clone. It fails as a zelda game. It fails at an exclusive (also on PC).

Is there ANYTHING Blunder of the Trash does right?

>total overworld seamlessness
Worked fantastically.

>ability to climb most surfaces
Good.

>most of Link's skillset available from the start
This one's more mixed. It's nice to know I'm ready for any Shrine after the Plateau but I also miss the satisfaction of returning somewhere with the right item. Another Rune would've been nice for this purpose.

>weapon durability
Didn't mind this as much as most people but I don't think it worked the way Nintendo wanted it to.

>many short Shrines instead of long dungeons
Some shrine puzzle concepts could've been fleshed out more. Some shrine quests shouldn't have ended in blessings. Having so many made exploration a foregone conclusion and a bit of a drag sometimes.

>more fluid and generally useful item/world interaction
Great, but it's telling that this stuff really shined when you were limited (Plateau, Eventide).

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Shrines visuals and music should be based around the region they are
Combat shrines shouldn't exist
Empty shrines shouldn't exist, just gime me the reward or give me some puzzle.
Give more rewarding items, more armors less useless weapons.

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Being emulated is a longstanding Zelda tradition though.

triggering aspies like you

>Is there ANYTHING Blunder of the Trash does right?
Oh it's YOU. I thought you would have committed suicide by now.

way less shrines in favor of more memorable dungeons

True.

I wish I could feel things as easily as you do. I didn’t have any epiphanies while playing, nor did I connect with NPCs. Then again, to feel such strong emotions from playing a Zelda game as an adult...maybe I don’t want to feel things that easily.

How will the next Zelda game top BOTW?

Freedom is the best part, I think
It's literally 'See that mountain? You can climb it'

If gone back to other games and run into walls, forgetting I can't just climb literally anywhere

OHNONONO

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>Most successful
Using the original Zelda as inspiration.

>Least successful
Weapon durability and healing with impunity while paused.

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That was a teach demo, not a screenshot, you moron.

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Thank you.

...new Zelda game? I... don't know about that. It feels as if BOTW is too good to be surpassed. The only way I could see a new Zelda game would be... if Zelda were the protagonist.

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worked

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This. The Shrine were the least well impleneted part of the game. I ilke the idea of optional mini dungeons, but they're too repetitive in their current form.

I'm not a fan of giving all of link's abitlites form the start and letting you do the ares in any order. It prevents the game from having any difficulty curve and weakens your sense of progression.

>needing a reward for exploration

So these are the people that hate on BotW? People who don't understand that exploration is meant to be its own reward? If you dont feel that sense of wanderlust then maybe you should realize you are the problem and not the game.

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Most of those were bad besides seemless overworld

The problem would be that it makes the game more linear. Unless all the later upgrades are optional, but then what's the point.
I don't know, how would you allow that same freedom as the game has now, while still giving new interesting skills throughout the main game?

This. Achievements/Trophies culture was a mistake

The reason why most people hate on BotW is because their minds have become so dumbed down from other open world games that have to use quest markets and arrows on the map and have to reward them with constant pats on the back in the form of items or quests. BotW is just too different and relies on things like exploration and creativity to be truly appreciated at this time. It will take time for people to get over the conditioning that years of dumbed down games have caused them

>linearity
>a problem
Open world memes need to stop

Odysseys is shit as well though

Yeah the amount of times I've tried to climb up small ledges in other games is unreal. BotW has actually ruined some games for me in that respect. It's hard to go back.

>you need to have a high IQ to understand the world of breath of the wild
Open world games suck because they're mostly empty space

How exactly are climbing and more item utility bad things

>muh empty space

Kill yourself faggot

The best part of Zelda is the fact that you can do literally anything once you leave the tutorial.
And it's nothing like any other open world games, they usually have main quest you have to follow while the world is just a backdrop, in zelda you can go to ganon and kill him 30 min into the game

Nigger BOTW uses fucking map markers. It's the same as any other open world game in that regard. Every once in awhile they actually take the leash off and give you a quest where you have to actually find something yourself, but you're still given extremely obvious instructions like "look for it on a mountainside in sunset direction from the tower closest to it".

It isn't fucking morrrowind, which was the last and only open world RPG made past 2000 where you were given directions and told to find the shit yourself, and often had to figure out the directions or how to get there entirely on your own. BOTW is a great fucking game but it isn't some old school shit.

Nobody said linearity was a problem.

But the Zelda series has always been largely steeped in non-linear gameplay and exploration. BotW addresses and fixes a lot of the problems with modern open world 3D game design (although it still suffers from inevitable genre pitfalls like enemy repetition and difficulty balancing).

Play Minecraft and make computer circuits, castles, mona lisas. Terraria, ARK. Autism gaming has existed for ages. Just because BotW is your first game where you have no clear-cut objective doesn't mean that its the first for other people.

In older Zelda's you would enter a cave and do some challenge s to climb a mountain. In botw you jump on a wall and hold up. I prefer the old way more

BOTW could have REALLY used a hookshot item. Could have made it a reward for exploring Hyrule Castle or something.

Less shrines or none at all, more locations like the castle, longer beasts-like dungeons.
The overworld was perfect but they could add underwater/underground areas.
This way they can also balance the hookshot being godlike in open spaces.
That's what we need in the sequel.

>>total overworld seamlessness
fantastic
>>ability to climb most surfaces
great except rain is a total cockblock
>>most of Link's skillset available from the start
not a fan, I miss the hookshit, kind of kills the sense of progression. The Runes are also pretty shit compared to traditional Zelda items.
>>weapon durability
Could've been done better, early game you're just using shit weapons until they break then late game you're constantly playing inventory management. Also why care about getting cool weapons when they're just gonna break in 20 hits anyways?
>>many short Shrines instead of long dungeons
Probably the biggest flaw of the game. The shrines become so boring and make the game have a lot less replay value. Would've preferred traditional dungeons.
>>more fluid and generally useful item/world interaction
Very good, no one can deny the controls and physics engine are incredible

>total overworld seamlessness
>ability to climb most surfaces
These are both excellent.

>most of Link's skillset available from the start
Good but shouldn't mean no unlocks. e.g. the game doesn't need a hookshot but that doesn't mean there shouldn't be one. Rapidly scaling mountains with the hookshot and flying around with the paraglider would've been great.

>weapon durability
Starting the game, this is a curse. Find a good weapon? Hesitate to use it because it might break and you don't know if you'll find it again. They did a poor job conveying that you'll find everything again. In late game you use any weapon whenever you want because you know you can grab another when it breaks. I like the idea of fighting with found weapons, but it should be made clearer at the start that you don't need to be careful with cool ones.

>many short Shrines instead of long dungeons
Originally I thought this was fantastic. Seeing a shrine off in the distance encourages exploration. I rounded the entire map by spotting shrines and towers off in the distance before I even went to Kakariko Village. But once you've done 40 or so it starts to get old. Once you've done 80 then the rest are just a chore. They should keep a handful of shrines dotting the map, but for the rest they should combine them into dungeons. Real dungeons with an aesthetic matching the area. I'd like it if they had maybe 40 shrines and 8 dungeons in addition to the Divine Beasts (which I think are absolutely peak level design, but too short on their own to carry the game). The dungeons should be better hidden, sprawling series of puzzles and fights, ending with a boss battle, littered with lore about Hyrule 100 years past.

>more fluid and generally useful item/world interaction
This is great. The consistency is fantastic. Everything metal behaves the same, every fire behaves the same, enemies, allies, environment, it all reacts in a seamless and natural way.

I would have made it more lenear. The amount of openess in BOTW isn't worth what it sacrifices in progression.

You could compromise by having tiers of dungeons that you can complete in any order to unlock the next tier. That way the player can have some freedom in their approach, while the level designers are able to increase the compleity of each dungeon because they can be sure the player has all the items and understand the mechanincs of the last tier of dungeons.

You're basically describing ALBW except it never assumes you have more than one thing, I was really hoping BotW would work in a way expanded from it too.