Playing BOTW

>playing BOTW
>come across pic related area
>constantly raining
>sections are flooded
>ruined statues
>can't use metal items because of lightning
>literal 10/10 atmosphere
>no instructions about what to do
>see orbs scattered on ground
>work to move them onto platform and then into space below each pillar
>takes forever but finally manage to move them all
>cutscene plays
>oh shit I can't wait to see what's going to happen
>is it going to be a badass boss? Or maybe a dungeon to explore?
>instead it's ANOTHER fucking shrine

Seriously this game is nothing but elder god tier atmosphere/design punctuated by abysmal execution. What a disappointment.

Attached: Trial_of_Thunder_shrine_quest_00010.jpg (1920x1080, 141K)

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ign.com/boards/threads/aonuma-on-zelda-breath-of-the-wild-–-development-shrines-art-style-more.454917081/
en.wikipedia.org/wiki/Peak–end_rule
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it was a shrine quest, like no shit it was for a shrine?

If shrines had different tile sets you autists would literally not bitch anymore about it anymore.

It's wasted potential is what it is.

it'd be a lot to expect if every shrine quest actually ended with a boss or huge dungeon, but I get what you're saying. Personally, I enjoy the quests themselves for what they are.

I wish people would be a bit more critical and less sheep mindish about the game. It has GOAT aspects, it has ... WOAT aspects. But everyone seems to praise the game for everything in it, then turn around and shit on other games for containing the same features. The hyper MMO-tier pointless fetch quests and '3 sentence token'-characters. The endless repetition of trivial content.

I have a feeling the devs will just repeat the same shit with the next game, which will be terribly disappointing.

I wouldn't go as far to say that it has "WOAT aspects", but there is definitely room for improvement in some areas. What makes the game so good, though, isn't so much the features as it is the game design as a whole -it's not something tangible or easily explained.

I can't understand why they'd design such a great area just to turn it into another shrine.

There's lots of really fleshed out side quests and side quests with interesting objectives, like terry town, the whole guerdo questline, and like every shrine quest. There's a handful of get X amount of Y because I want it quests but it really is a handful and literally every rpg made in the last 30 years contains them, so I don't really get why people slam Botw over this.

This guy gets it. Games are more than the sum of their parts, and at their best can move you and make you feel a certain way. Botw did that for people and there's no room for debate.

The main arguments about the game are always spreadsheet tier bullshit. X weapon types + Z dungeons/(10km squared map*real shrines - reward shrines - tests of str)*the total number of enemy types/the amount of enemy types in majora's mask = the games real score

I see this shit every single day on this board. Or worse, the people wishing the game had 80 bosses and 12 dungeons hidden around or some ridiculous nonsense like that. No other ~100 hour games get that criticism, that they need 50x the content.

Because it was cool? And atmospheric? And fun? You got an envrinomental puzzle which opened up an instanced area that was a pure puzzle space which granted you a reward. Like what the fuck else do you want from the game

probably because those shrines are a lot easier to implement (both from a technical and game design standpoint) than a large boss or elaborate area. Keeping in mind the game had to run on a wii u with only 1 gigabyte of ram (which is why assets repeat, although they did a reasonably good job at disguising more obvious repetition - took people months to notice, for example, that the hylia bridge is simply mirrored)

>Games are more than the sum of their parts,
Exactly.
I was actually quite surprised when I watched TP's old review of SH: Downpour; when they started listing some negative traits of the game (ie "empty" open world, breaking weapons, very lightweight main story, sidequests that mosty grant ya flashback videos...), I instantly thought of BotW. However, where as I love the latter to bits, I absolutely loathe SH:DP.

I wanted the execution to at least match the atmosphere. How cool would it have been to solve the environmental puzzle, and instead of a shrine popping out of the ground you had a miniboss descend from the sky to fight while rain and lightning swirled around you? Or if a dungeon opened up and you explored the flooded, swampy ruins below the platform to search for treasure? Or literally anything other than another fucking shrine?

Did you go to Eventide island yet? That was probably one of the funnest shrine quests I've played so far. This one with the lightning was pretty good too, but year, a little underwhelming in the end.

Well no game is going to have infinite content my friend. A unique enemy with a never before seen move set isn't going to pop out 120 times, there's not gonna be a 50 floor dungeon under every puzzle. If they stuck 2 shrines together and put a swamp texture over them would that be the execution you wanted? You're not thinking about the game from a design perspective, you're just wishing for more and more shit, in a game that is in the top 1% for lots of shit in it already. Maybe you shouldn't be such a cynical fuck and just enjoy the game

I wonder what you're comparing it to, as well. What game "executes" in your opinion, so I can have a metric for your stupidity.

>GIANT fucking dragon in the sky
>HOLY SHIT WHAT IS THAT
>try and track it down, can't get near it. But there are three dragons and three fountains.
>oh shit are they gonna give me quests or dungeons or something?
>does each one correlate to a character we're gonna get a cutscene for? do I get a buff or exclusive gear like a coloured tunic with a bonus based on each element?
>hours later come across a mountain with a dragon dying on it
>game explains exactly what I need to do
>flying into fucking space to shoot a giant moving target to get a magical scale to drop into a fountain to access...
>a shrine are you fucking kidding me?

Those dragons were a massive fucking disappointment. I get that the shrines were basically designed so one team could do a bunch of one room puzzles while others worked on the overworld or whatever, but goddamn if they gave us a couple more places to explore with some resonance, and a couple more giant monsters on the overworld this game would be infinitely replayable. I can't wait to see if they keep going in this direction with a sequel. If they give us a Zelda 2 type game in the BotW engine it'd be incredible. 5 or so dungeons like Hyrule Castle scattered about with secret entrances and shit would be immense.

>thunder plateau
>The labyrinths
>the dragons

So much good fucking shit in this game that just slightly falls short of being amazing.

to me, the dragon was the reward - when I played, I heard rumours about a dragon around mount lanayru from some NPCs, I think there was even a quest I got to investigate there. Blew my mind when not only was there a huge dragon there, but a miniboss (albeit really easy one) against it. The spectacle of that was amazing, it didn't need a reward to try and top it imo.

Maybe instead of mini-dungeons that only give you balls they could've made it so things like equipment or abilities are gained as permanent rewards like
basically half of video games in existence

>Keeping in mind the game had to run on a wii u with only 1 gigabyte of ram
Terrible argument. Much more varied games exist on consoles like the PS3 with only 256mb of ram.

The shrine quests themselves are actually usually pretty great because they make you actually use your brain to solve problems and they usually present multiple ways of figuring things out. Yes they end with a shrine usually but every shrine has at least one bonus treasure that has a useful item in it, so I personally find them to be rewarding experiences. Yes you're always getting a shrine but I have no issues with the content the shrines provide and the quests themselves usually present an interesting or novel experience.

I agree that BotW should have more varied rewards though, mostly I have a problem with the rewards for actual quests rather then the shrine quests (the quests are usually cool but the reward will be like 50 rupees or something which isn't very useful). This and the enemy variety are my only two real big gripes with the game. Definitely not enough to ruin the game for me, but definitely elements I'd like to see changed up in the sequel.

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the game has those things as well, though, they're just rare (which is appropriate imo, if everything I found lasted forever then those items would lose their impact a lot). There's a few armor sets and the champion abilities, as well as the hylian shield (not technically infinite but it lasts so fucking long that it may as well be).

I think you misunderstood, botw is an open-world game with a huge render distance. This takes up memory (and storage), which the wii u is extremely limited with. That's why assets repeat, as otherwise they couldn't achieve that far draw distance and physics distance for the game.

>with a huge render distance
Well that's factually wrong. Let's find an example then:
Fallout: New Vegas is a much more varied game which exists on consoles like the PS3 with only 256mb of ram.

>Well that's factually wrong.
nigga whut? you can literally see from one side of the map to the other (as long as there's clear skies)

>in a game that is in the top 1% for lots of shit in it already.
Don't agree. It relies very heavily on repeated content. Dark Souls is a physically smaller game but with significantly less reuse, and the breadth of unique content was one of the most lauded parts of the game.

there's plenty to do in BotW
>shrines
>shrine quests and other environmental puzzles (over 50 in the game)
>korok challenges/puzzles
>sidequests
>wildlife to hunt
>horses to tame
>enemy camps as well as rare enemies to fight such as Lynels, Hinoxes, Moldugas, etc.
>environmental hazards, weather and climate changes that affect gameplay and basic navigation
>villages, stables and lone houses/facilities to find
>photos to take for the compendium
>treasure chests to uncover
>resources to gather for mining, cooking, upgrading, etc.
>random events such as travelling NPCs, NPCs interacting with enemies, Yiga assassins, etc.

And then there's all the one-off discoveries to find and interact with, just off the top of my head:

>Eventide Island
>Typhlo Ruins
>Thundra Plateau
>Dragons
>Lord of the Mountain
>Horse God
>Kilton
>Giant Horse and Zelda's Horse
>Fairies
>Lover's Pond and Fake Lover's Pond
>Gerudo Secret Shop
>Interesting lore of various landmarks and locations told almost purely through NPC interaction
>Labyrinths
>Leviathan skeletons
>Akkala Ancient Tech Lab

>but all the quests are just generic MMO fetch/kill/find quests!
Maybe if you generalize them to the point that you're grouping completely different sidequests together you can only list three or four categories but most autists won't be doing that. Some of them use cooking, some mount-obtaining, some collecting, some killing, some the camera rune, some NPC-finding, some following, some landmark-finding, some use light/shadows, etc.

You can see the bare heightmap without meshes or foliage effects, or in layman's terms "what every game in this genre since oblivion has been capable of". Here's a test of the actual draw distance: shoot an animal, turn the camera in the direction it's running, and then marvel as instead of switching LOD or something a game on a stronger system does it just banishes in front of your eyes as if you were playing a console port of crysis 1.

It's so fucking true.

It's hilarious how triggered people got by having the little dungeons all have the same motif.

Aonuma said some shrines were bigger, had a boss at the end and had a more traditional progression. Forgive me for thinking that some shrines would be bigger, have a boss at the end and have a more traditional progression.

it's true that smaller mobs will disappear after a certain distance, but physics objects and larger entities (such as guardiands) do not. You can shoot an arrow or launch a boulder for miles and it'll still be there as long as a blood moon has not occurred yet (the game uses blood moons to reset the world when the memory limit is reached)

where's the source for what he said this?
also, some shrines are bigger and have more traditional progression; no bosses, though.

If this shrine quest were in a different Zelda game, then the reward would be a piece of heart, which is essentially what you get from reward shrines plus a piece of equipment. I think the issue with the shrines isn't their execution, but that they're meant to make up the bulk of the game's content, whereas in past Zelda games, the main content of the game would be found in dungeons. Sure, BotW has Divine Beasts, but I think most people would agree that they're by and large inadequate replacements for classic Zelda dungeons. I don't think anyone would complain about the shrine quests if BotW had substantial dungeons, because people would look at them as just really good side content rather than as the main content of the game.

If the DLC temple is anything to go by, then Nintendo is moving in the right direction. It's still not as good as the dungeons found in previous Zelda games, but it's a lot better than the Divine Beasts. Hopefully the next game will borrow heavily from BotW's overworld while also borrowing heavily from earlier games for its dungeons.

the bulk of the content is getting to the shrine (i.e. the shrine quest), not the shrine itself.

>Typhlo Ruins
Now THAT was fun
I don't even know how many times I panicked because I accidentally did something that made Link put his torch away. It was ridiculous.

>He didn't light a campfire almost right away for a renewable fire source.

that shrine quest was better than eventide for me

>muh rewards

Kill yourself faggot. I bet you are an achievement whore.

>dude theres this ancient dragon that like lives at the top of this huge ass mountain and like nobody has gone up there or ever come back from there!!!
>woah cool im gonna climb that mountain and make my way up fighting monsters and battling the freezing cold
>at the top is a goddess statue and a clear little pond with the dragon flying about
>all this just leads to a fucking shrine with an abysmal durability weapon

top kek

I meant that the bulk of the content in the game as a whole is tied to a Shrine. It's a bit of a generalization, considering how different Shrine quests are from each other, but my main point was just that people place their expectations from the dungeons in previous Zelda games onto the Shrines in BotW, when Shrines are technically only meant to be side content despite making up the majority of the content in BotW. I think that's the main reason they're disappointing to so many people. For the record, I thought that the Shrine quests were really well executed.

lemonde.fr/pixels/article/2017/01/21/jeux-video-legend-of-zelda-breath-of-the-wild-sera-un-moment-cle-dans-l-histoire-de-la-saga_5066750_4408996.html

You know how games can sometimes make you forget about a mechanic? Well, I forgot about being able to make my own campfires.
I was lighting torches as I went, but there was still that little bit of panic if I hadn't been by one in a while and was suddenly surrounded by darkness.
Also wearing the Ancient Armor in there was cool as fuck.

>frog language

into the trash it goes

This + different rewards and mini bosses

The shrines weren't the problem, the Divine Beasts were. Boring dungeons that were samey as fuck.

ign.com/boards/threads/aonuma-on-zelda-breath-of-the-wild-–-development-shrines-art-style-more.454917081/

Classic Zelda games had items

There are bigger shrines, shrines with bosses, and shrines with more traditional dungeon progression.

Sorry your autistic ass took that to expect an entire fucking stone tower temple or forest temple crammed into one or two shrines somewhere. But thats your own dumbass problem.

I took a photo of it from a distance and read the bio and for some reason thought I had to talk to the dragon somehow, and maybe answer a riddle or something. I didn't realize it was just a case of chipping a bit off and then dunking it in the spring for water. And once you know that the dragons really lose their mystique. It was cool to encounter them but it would have been great if they'd just said something to you or allowed you to do a thing. Fuck, I didn't even know you could craft dragon armor for ages and had tog o back and grind them.

>variety would stop you losers whining about the lack in variety

wow
WOW

Oh yeah wow.
Why would you want locations with varied themes that are well integrated into the world that may have fulfilled many different purposes?
Why delve into a forgotten ruin, plunge past the tonsils of a fish or explore a manor kept by Yetis when you can just take an elevator under the ground to a neon shrine that was built explicitly to challenge the hero by the Shiekah 120 times?
And I'm sure this time that crafty Shiekah who came up with this shrine will have come up with an interesting challenge!
>Two bombs
Yeah wow that sure sounds like a very pertinent hint right in the name, I sure hope the puzzle doesn't have to do with activating a switch twice by using your ability to have two bombs out at the same time.
Honestly it's barely even that. The game can't even manage to have every shrine be unique since there are so many trial (virtually identical) and blessing shrines (absolutely identical). The game lacks some significant bite.
It kind of irked me when I geared up in my full fish gimp suit fully intent to pounce on the dragon that had been steadily eroding the very mountain he was sailing though that when I finally committed to the leap what I got was me clipping through it rather than an extended electric entanglement of eminent erotic excitement.
The shrine was the icing on the cake of killing my interest in those fuckers.
That's only true for a small selection of shrines though. There are many where the shrine quest is just meh and many shrines simply do not have attached quests.

simple, because they spent all their bannanas on atmosphere in the world they didnt leave any for shrines. I bet when this game gets modded to PC the first thing some fags are going to add is new maps for every shrine

>burger language

into the trash it goes

>ign.com/boards/threads/aonuma-on-zelda-breath-of-the-wild-–-development-shrines-art-style-more.454917081/

it literally states that shrines were designed to be rewards and that's what we got in the final game

I came across that today.
It basically spells it out for you that you need to put the balls in the corresponding holes to be granted access to a shrine when you walk anywhere near.
OP is retarded

retard

This reads like someone hellbent on shitting on the game rather than someone actually disappointed by it.

If you were underwhelemed by fucking BoTW? Its time to find a new hobby dude. No matter what they did you wouldn't be satisfied. Unless you think nintendo should have spent 5-10 more years on a game just for your asinine nitpicks.

Are you telling me you wouldn't be upset if you couldn't do a shrine cause you didn't grab the fucking ice move yet cause they hid it in one of the divine beasts or something?

Why? Shrines are extremely useful.

soyny still SEETHING after a WHOLE YEAR I see

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>blessing shrines
don't you only usually get these after shrine quests?

He also said some are bigger and have a boss at the end. I wasn't expecting 120 stone tower temples, but I was expecting some -keyword: some- of the shrines to be bigger and have a boss at the end.

The main problem is that people cannot seem to comprehend that traversing the world IS the content. I have to imagine that these kinds of complaints come mainly from the severely autistic and people who haven't actually played the game.

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Excuse me for not being excited at the prospect of knocking a scale off a dragon for a blessing shrine. BotW is fun but it's still lacking in many areas even if some of its accomplishments are very interesting.

Not always sometimes it can be something really simple. It often felt like a 50/50 shot as to whether or not something just a bit more than mildly out of the way in the overworld was going to be a blessing shrine or not. I'd barely consider the dragons to be extensively involved endeavors outside of the infected one.

That's a bit of a cop-out, you can claim that anything is "The Content" and settle your discussion right then and there. Consider bringing forth arguments as to what is the "Compelling" content. Shrines rob the world of its mystery, leading to traversing the world being less compelling.
Do you want to roll that optimally sized snowball down a hill to smash down those doors if you already know that those double doors are just a gateway to an elevator that leads to a neon room with a pathway down the middle and water on both sides with a monk and a chest or would your motivation change if you didn't know what to expect?
The barebones selection of enemies and the Koroks also don't exactly fill out the world, hell the Koroks exist almost entirely for the purpose of getting you to pay attention to the world rather than to be a thing that you hunt down.
It's a pretty nice world though for the most part.

>inb4 pretentious fuck
If I can't be a pretentious fuck on an anonymous imageboard then I can't be a pretentious fuck anywhere.

How did you KNOW the double doors led to a blessing shrine and not a puzzle or combat shrine?
If you're talking about replay value, that's something else entirely.

>That's a bit of a cop-out, you can claim that anything is "The Content" and settle your discussion right then and there.
Well, yeah. It was settled a year ago.
Everything since then is just "I don't like the content", and doesn't deserve to be taken seriously.

Well, given that there are a thousands shrines, I would not feel bad. I'd rather have to plan my journey instead of aimless travelling

I don't understand how the shrine retroactively erased the fun experience you had in revealing it?

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This nigga had his mind blown by rain

en.wikipedia.org/wiki/Peak–end_rule

>flashy gloving orbs lying around.
>some nexus in the center of this are with holes just the right size.
Literally impossible to figure out.

They're not

Extra hearts and stamina isn't useful?

Hearty Durians
Endura Carrots

Yeah, those are useful too.

i would trade 60 out of the 120 shrines for 4-5 classic 3d zelda dungeons. It would be cool if those dungeons were not part of the main quest either.

i think its ok so far

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Be reasonable and delete your Cemu right now

>If the shrines were better, you'd complain about them less

Whoa, I can feel my brain expanding at the speed of light here.

Fucking Portal 1 had a total gameplay time about equal to the time you spend simply loading into and out of BotW shrines, and even it knew it had to have at least two tilesets and designs for its puzzles.

Because most of the shrines that are mildly out of the way is one, there are 29 of those things so about 1/4 are going to be blessing shrines and they generally aren't going to be the ones out in the open either, culling the number even further. Sometimes it won't be but they're an exception and the actually good and interesting shrines are an exception to that exception which means that I'm not going to hold out hope for that small chance of stumbling upon a good shrine.
>Combat shrine
Those are also shit. Once you have done one of those you have done the other 19 with the biggest change being the health values for the guardian and the availability of pillars which isn't even that important when you have lightning arrows. Just a bit less filler content than the blessings but still awful.

some are bigger, just no bosses

>you could craft dragon armor
WHAT

not as cool as it sounds, just upgrading normal armor with dragon parts

The dragon horns can be used to upgrade the champion's tunic. He's making it sound cooler than it is.

how much has performance improved in cemu recently? last I tried (I think version 1.9.something) it was still slightly stuttery for me, even after doing every trick available at the time - I could get 60 in shrines, but overworld performance was a bit stuttery and could drop to low 20's in intense areas. Thinking of replaying it in master mode, since I hadn't played the DLC yet and skipped it on my wii u

aw for a moment there I thought there was some new armor set I didn't know about

I had this same exact moment, after I beat Ganon I came back here since I think you needed to finish all the Divine beasts to have access to all the orbs. When I saw that fucking shrine pop up I hard quit on the spot, I haven't gone back since. I still enjoyed my time with the game but I have 0 interest in doing anything post game because it's all just gonna be a bunch of shrines.

solid 30 frames
8700k
i just skip all the shrines that make you waggle

FPBP, thread was done here.

>abysmal execution. What a disappointment.

what

cry some more sonybro shitposter-kun

my cpu is quite a bit worse than that i5 6400 I'll be replacing it later this year.

the whole experience was the reward, the exploration, the woah moment when you see the dragon and battle it, the shrine was just me getting a bit stronger and better at the game.

dont know why you need big rewards, are you animal in training or something?

Just because you're using the word "quest" doesn't mean it's somehow any less fucking horrible that the game is more repetitive than even Ubisoft open world games, you literal brainlets.

Now go to the same looking shit shrines over and over again and gather ltieral turds.

yeah i just upgraded, thats why im able to play it
i had a first gen i7 920 since they came out so i went from unplayable to playable, its a fun game dont spoil yourself too much until you are ready to play it

I'm running it on 1.11.3 on a 2500k (not OC'd) with 12GB RAM and a 1060 3GB on 1440p. I get >30fps all the time, with some rare dips

>reddit spacing

>never read any professional online article let alone a book
>spacing is evil
>apparently goes to Reddit
Literally a subhuman. Not worth anyone's time.

>>is it going to be a badass boss? Or maybe a dungeon to explore?
>>instead it's ANOTHER fucking shrine

THIS. I can understand them, the game was like 5 years in development and they needed to do everything from the ground. I mean look at the story it´s utter shit. The enemy variation and everything beeing gutted into these orbs.

But they layed the foundation, only thing that is now missing is making a better story and more stuff to actually explore.

Or make it like the og idea, there are more dungeons and not just shrines, and in those dungeons you can get an item that let´s you continue.
Like the small temple in Majoras mask, where you can get the mirror shield.

much better