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.
Isaac Powell
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.
Gavin Myers
Honestly? Everything.
Jonathan Mitchell
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
Jason Mitchell
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.
Benjamin Cox
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.
Christian Torres
the journey to the shrine is better than the shrine itself. but I do agree that shrines could have had their aesthetics handled better.
Jack Hughes
Nintendo really wanted people to know that there was more to the Jomon period than Dogus I guess
Xavier Wood
>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.
Caleb Gomez
>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.
Luke Morris
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.
Camden Ramirez
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.
Blake White
Trial of the Sword basically grants your wish
Daniel Davis
It succeeded in ripping off Skyrim and selling it to a demographic who had never played an open world game (nintendies)
David Butler
handholding removed
Caleb Cruz
Ocarina of Time and Wind Waker were open world in many ways you retard
Cameron Myers
Nice shit post mate. Keep telling yourself that as you cry yourself to sleep, raging at that evil Nintendo company.
Lincoln Wright
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
Hudson Richardson
>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.
Brandon Stewart
Jesus, you're still butthurt?
Ryan Harris
It got emulated.
Josiah Stewart
I'm not the one praising trash skyrim ripoff because it's all you have
Henry Kelly
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Adam Harris
BotW shits all over the design of every single open world game ever made. I know it. Everybody knows it. Cry some more.
Owen Gomez
butthurt faggot SEETHING
Bentley Cruz
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
James Ramirez
Nintendo created the open world genre a long time ago, mate.
Anthony Davis
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?
Austin Edwards
>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).
William Sanchez
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Evan Hernandez
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.
Juan Murphy
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Oliver Smith
Being emulated is a longstanding Zelda tradition though.
Dylan Martin
triggering aspies like you
Nicholas Perez
>Is there ANYTHING Blunder of the Trash does right? Oh it's YOU. I thought you would have committed suicide by now.
Nathaniel Carter
way less shrines in favor of more memorable dungeons
Cooper Wilson
True.
Brody Hernandez
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.
Grayson Cox
How will the next Zelda game top BOTW?
Jackson Russell
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
Daniel Young
OHNONONO
Connor Martinez
...
Easton Brooks
>Most successful Using the original Zelda as inspiration.
>Least successful Weapon durability and healing with impunity while paused.
Wyatt Foster
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Connor Rogers
That was a teach demo, not a screenshot, you moron.
Josiah Carter
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Brody Ross
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.
Cooper Hughes
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Andrew Long
...
Caleb Thomas
worked
Benjamin King
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Benjamin Richardson
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.
Isaac Cook
>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.
Leo Ortiz
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Jonathan Russell
Most of those were bad besides seemless overworld
Leo Gutierrez
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?
Austin Ortiz
This. Achievements/Trophies culture was a mistake
Lincoln Young
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
Elijah Hughes
>linearity >a problem Open world memes need to stop
Lincoln Rogers
Odysseys is shit as well though
Jordan Brooks
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.
Juan Morales
>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
Zachary Diaz
How exactly are climbing and more item utility bad things
Zachary Sullivan
>muh empty space
Kill yourself faggot
Nathan Russell
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
Christian Nelson
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.
Joshua Torres
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).
Aaron Parker
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.
Kevin Foster
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
James Ramirez
BOTW could have REALLY used a hookshot item. Could have made it a reward for exploring Hyrule Castle or something.
Christopher Baker
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.
Asher Campbell
>>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
Jason King
>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.
Landon Harris
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.
Benjamin Martinez
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.