This game is complete and utter GENIUS

This game is complete and utter GENIUS

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Indeed. BotW has it all - a deep story, gorgeous visuals, inventive combat, challenging gameplay, brain busting puzzles, something new to discover every step you take, and of course the completely groundbreaking physics that shattered everything we know about video games. This is simply Nintendo at their best.

>make big map
> every dungeon takes place in its own area seperate from the world map

Good job on making an open world nintendo

Yeah?

One of the most polished games I have ever played. A lot of work, care and money went into developing this game and its engine.

Anyone who thinks this game is bad is either trolling or has never played it, because if this game is bad then all are bad because there is not one game that does what this game does better.

Like it, dislike it, I don't care, but you simply have to agree that its engine is a technological marvel.

>playing kiddy games

...

you do realize that footsoldiers in real life were just as fucked against polearm-wielding mounted troops? not to mention its a dumb ass goblin with a wooden club

>every dungeon takes place in its own area seperate from the world map
Hyrule Castle doesn't

You do realize foot soldiers in real life had swords that didn't break in four swings

So does mounted attacks do less damage? That's a lot of hits for not much effect, then the fucking spear breaks. Seems highly homosexual.

t. never played the game past the first hour

Also swords in real life break really fast. Try hitting them against a wall or on some armor for a few swings. See the damage it takes.

Mounted attacks actually do at least 50% more damage. For one, he is fighting a golden enemy (the strongest version of an enemy in the game), and secondly he is using the silverscale spear, which does a pitiful 9 damage (early game weapon)

Can't tell if sarcasm.

I still can't believe it is real.
I thought nintendo was dead in terms of creativity after what we saw with WiiU.
This game gave me hope for everything, now I can believe again in a good Paper Mario game.

Spears are quick and keep the enemy at a distance. That moblin can't do a thing. Good tatic from the player. However, spears are also really weak and it quickly broke so now the player has to adapt and think of of something. The fight keeps evolving.

>game is previously a sequence of tight and well crafted levels
>falls for the open world meme
It's not fair bros

Hyrule Castle was the only decent dungeon.

Been nearly a year, but I'm still astounded by what Nintendo achieved on the hardware they used.

BotW felt like it was designed by a group of amateurs who hired professional developers to make the game for them. Highly polished, but fundamentally broken in many ways.

Have you tried colour splash? Basically non-existent story, bearable gameplay but where it really shines is the dialogue. It's worth it just to hear what everyone has to say, go into it expecting the worst and you'll be pleasantly surprised

Lots and lots of the shrines were great though.

Atmospherically I would agree with you, the Divine Beasts just feel like slightly larger outside shrines and it's where I think a bit of linearity could've helped out. The puzzle quality and overall fun from some of the shrines really top Hyrule Castle however in my opinion.

They were easy, shared the exact same theme, were not integrated into the world whatsoever, and followed the same exact formula every single time. There's no exploration or sense of discovery in a shrine, it's just solve a basic puzzle within a small space with the same tools you get at the very start of the game over and over again. And those are the GOOD ones. It gets old.

>The puzzle quality and overall fun from some of the shrines really top Hyrule Castle however in my opinion
Hard to disagree with that considering there were no puzzles whatsoever in Hyrule Castle from I remember. That's why I can only say it was decent instead of good. I made it to Ganon almost right after starting the game without much issue aside from the one time I got locked in with a silver lynel, which was my first encounter with them.

>They were easy, shared the exact same theme, were not integrated into the world whatsoever, and followed the same exact formula every single time. There's no exploration or sense of discovery in a shrine, it's just solve a basic puzzle within a small space with the same tools you get at the very start of the game over and over again. And those are the GOOD ones. It gets old.
I disagree with most of this. The repeated aesthetic gets boring yeah. Maybe a draw back of the limitations of the Wii U, I dunno. I hated the combat shrines those were legit awful. But I had fun with the other 100.

The shrines exist as a break from the overworld. They offer a different type of playstyle from the exploration. They test the player's 3D spatial awareness, knowledge of the game's mechanics, lateral thinking, creative problem solving and progressively teach the player how the physics of the game work.

Those footsoldiers would've also gone down in one or two strikes, not be massive, worthless damage sponges.

Yes.

>The shrines exist as a break from the overworld. They offer a different type of playstyle from the exploration. They test the player's 3D spatial awareness, knowledge of the game's mechanics, lateral thinking, creative problem solving and progressively teach the player how the physics of the game work.

You enjoyed the 30 or so blessing shrines?
I'm not arguing against the inclusion of those puzzles, but how they were implemented. Instead of seamlessly integrating them into the world and having the player discover and explore exciting areas with puzzles where you never know what you might uncover, you have a cold, sterile, small area that plays out the exact same way over and over again with the exact same payoff. There is no excitement or anticipation with a shrine, as you already know exactly what you're going to get. The puzzles themselves are also gimped and limited by the handful of abilities you receive right at the start of the game. At no point are you ever presented with challenges that evolve beyond that.
But beyond how they were implemented, any puzzle in a shrine off the plateau is essentially worthless. They teach you nothing about how to progress through the game. You are already equipped with all the knowledge and tools necessary to beat BotW by the time you leave the plateau. The only thing that stands in the way is the player's attention span and perhaps a misguided belief that there's a necessity in doing anything else, as the only thing beating shrines and divine beasts do is make an already easy Ganon even easier.
The puzzles themselves are fine, if a bit too easy, it's how poorly they're implemented that is the problem.

tbqh, you can make that chart for literally any game on Sup Forums.

Superficially, sure

>You enjoyed the 30 or so blessing shrines?
Yeah I did. Getting to those shrines involved quests and again, ecouraging some different type of gameplay. Essentially the puzzle was on the outside. You didn't enjoy fighting the 3 Hinox brothers? Or Eventide? Or the Rito Choir?

No part of any fight should ever play out like that.

One day I'll get the motivation to set up cemu. Probably not tbhwy

>polearm-wielding mounted troops
not as common as you think

I mean, it's not that hard if you're not a fucking autist. You just download it, copy paste a few files and load the game.

I would say only a handful of those quests were any good (many were outright awful) and the shrines themselves completely unnecessary, but I do agree that they provided something interesting to do to break up the monotony in the overworld and were a step in the right direction.
I enjoyed Eventide, because it was the only portion past the plateau that gave me back some of the excitement I had at the start of the game.

This is what happens when people screech for Japanese developers to "modernize" themselves. They start copying the latest AAA garbage and shoving their games full of nickel and diming.

The shrine aspect of the shrine quests was completely pointless though, it was just a waste of time. The spirit orb and chest could have just spawned right on the overworld.

>The repeated aesthetic gets boring yeah. Maybe a draw back of the limitations of the Wii U

I've always felt like it was more of a nod to the oldschool LoZ where pretty much every interior used the same tileset.

>They test the player's 3D spatial awareness, knowledge of the game's mechanics, lateral thinking, creative problem solving and progressively teach the player how the physics of the game work.

Ehhh I'd argue that the overworld sometimes tests these things as well, particularly the shrine quests.

>I would say only a handful of those quests were any good

Not him but I thought nearly all the shrine quests were good. Which ones did you not like?

I just want the next offering to be way better and not have Nintendo repeat mistakes because some people want to pretend the game is flawless and refuse to acknowledge criticism, that's all.

I kinda agree, although I don't think it really matters. I think giving the player the spirit orb outright instead of making them go into an empty shrine probably would have been the better choice though because it certainly would have quelled some of the nonsensical bitching about "hurrr durrr it's all just shrines" for retards who were too dumb to understand that they interacted with a lot of things outside of shrines too.

The face of mental illness

What if I don't think that the game is flawless but at the same time I think that most of the common criticism on Sup Forums is completely unfounded and relies on mental gymnastics?

Off the top of my head I really disliked the mazes, any of the ones involving fetch quests, any of the ones involving shadows and certain times of the day, the missing goddess statue, and some of the others I can't place.

Overall I preferred the puzzles in the shrines, I just didn't like how they were gimped by those shrines, their inability to evolve, and how meaningless they ultimately are for the player's progression.

mounted attacks get a damage bonus but you have to be going faster than trotting speed.

It would depend on what criticism you think is groundless. Common shitposting sure, but there is a lot of valid criticism as well.

>searching but md5 hash
retard
boards.fireden.net/v/search/filename/1509482724882.jpg/

>I've always felt like it was more of a nod to the oldschool LoZ where pretty much every interior used the same tileset.
I actually never considered that, good point.

based user.
only two more weeks and a day left for the anniversary of asshurt and salt Zelda has caused Sup Forums.

Can't agree with the labyrinths because I thought they were interesting to navigate, and I really liked the one in Akkala with the weird basement. The sidequest related ones were better than the normal sidequests in the game IMO - Stolen Heirloom in particular was MM tier. The ones with shadows were short but the goal was to figure out the riddle, which wasn't anything super amazing but seemed pretty refreshing to me in a series that's mostly known for its brainless push-block puzzles and tired "use the dungeon item HERE" obstacles.

Different strokes for different blokes I guess, but I actually felt that the shrine quests contained better content than most of the actual shrines in the game since they often involved aspects of the environment.

>I've always felt like it was more of a nod to the oldschool LoZ
Even if that were true, it'd still be a horrible justification

Ive played it for around 4 hours so far, it's ok.

Exploration seems fucking pointless since there's rarely anything interesting to discover, just shrines and korok seeds.
And the weapon durability shit is getting on my tits.

>And the weapon durability shit is getting on my tits.
Maybe you should try getting some weapons.
The game does nothing but shit them at you over and over again.

Well what would everyone's justification be for liking repeated assets in NES/SNES games? "It was good at the time"?

I didn't care for the mazes because there's absolutely nothing interesting in them. No tricks, traps, puzzles, or enemies that I can recall. Just a bit of ganon goo. You're simply a rat in a maze aimlessly trying to find the goal through tedious trial and error with nothing interesting to engage you.
Comparing ANY of BotW's sidequests to MM's is an insult to MM as far as I'm concerned.
Fair enough, but it's the unnecessary waiting involved that lowers them in my eyes. And that reminds me of the blood moon shrine, which is just good god why tier.

Finding weapons to use isn't the problem, I just hate having to cycle through a bunch of shit that will only last a few enemy encounters. Weapons feel like toys.
It's the same reason why I don't like Enter the Gungeon.

>complete
>has DLCs
>still reuse the same 3 enemies and shrines
Get killed for real retard. This industry is getting shittier every day because of fucking cumguzzling brainlets like you.

Hardware limitation and video games being in their infancy are pretty good ones, neither of which would apply here.

Finding weapons is not the problem. It's inventory management and the fact that there's no real reason to ever use them outside of boss fights. Intentionally engaging enemies is a pointless endeavor.

>I didn't care for the mazes because there's absolutely nothing interesting in them. No tricks, traps, puzzles, or enemies that I can recall. Just a bit of ganon goo. You're simply a rat in a maze aimlessly trying to find the goal through tedious trial and error with nothing interesting to engage you.

Guardian Stalkers, Guardian Skywatchers, Lozalfos, Keese, ChuChus, secret areas like the basement with tons of Decayed Guardians surrounding a Diamond Circlet chest, chests in many corners of the maze containing rare loot and equipment. I mean there's pretty much something around every corner unless you were intentionally just trying to rush to the end.

>Comparing ANY of BotW's sidequests to MM's is an insult to MM as far as I'm concerned.

You might be looking at this one with rose-tinted glasses. MM is remembered for a few engaging character sidequests like Kafei and Anju or Romani Ranch, but a lot of them didn't involve anything more involved than talking to the right NPC at the right time, fetching a certain item or completing a short minigame. This is coming from someone who loves MM and has played the game multiple times too.

What makes some of MM's sidequests compelling is the character development, which Stolen Heirloom particularly excels in compared to the other sidequests in BotW. IMO it's even better than Tarrey Town.

Wait until the GDC Awards next month. When actual rival game developers crown BotW this place will implode. Again.

You know it.
See you then.

I don't recall, but if they're there then I'll concede that they're better than I remember. I'm pretty sure at least one of those mazes had nothing in it though, but if I'm wrong, then fair enough. Enemies would have spiced them up.

The difference to me is that BotW's sidequests were by and large fetch quests with very little development and poor payoff. Tarrey Town is by far the best quest in BotW, but what did it consist of in order for the, admittedly quite good, payoff? Literally fetching wood, fetching an NPC, fetching more wood, fetching an NPC, fetching even more wood, fetching an NPC, rinse and repeat for far too long. You fetch a shitload of wood by the end of it. Nothing about that is enjoyable at all whatsoever.

The stolen heirloom has some character development and emotional payoff, but again, the quest itself is extremely poor and payoff is just a blessed shrine.

Those are the two best quests in BotW bar none.

MM's sidequests certainly aren't all amazing and not all of them bested all of BotW's, but by and large they almost always had good world building, interesting character development, a unique quest that goes beyond fetching, and a payoff that's genuinely meaningful to the player.

Not to mention fetching anything is exacerbated by the massive open world

What ways?