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Breath of the Wild - Page 2

post #51 of 113

Eventful day in Hyrule:


Warning: Spoiler! (Click to show)

I discovered that the Breath of the Wild version of the Hinox is about 30 feet tall, and will UPROOT GODDAMNED TREES AND SWING THEM AT YOU. I killed that bastard, and stole all the weapons he was wearing on his necklace. What an awesome battle.


I climbed to the top of a snowy, crystal-covered mountain top and found a goddess shrine guarded by a huge dragon-like guardian who was infected with Ganon's malice. What resulted was me chasing the dragon to various locations around the mountain range, shooting the infection off it until it was free. Then I shot a scale off it, which was then made as an offering to the goddess shrine and a trial shrine was revealed. Now the guardian cruises around in the sky around the mountains peacefully, and soft asian-esque music plays each time he's nearby.


Motherfucking centaurs. Firing off three ice arrows at once, then charging you with a badass sword and shield. I unloaded probably a dozen bomb arrows on him, and got in some flurry attacks whenever he'd try and swing at me. Another unexpectedly epic battle. Those fuckers don't fuck around.


I fucking love this game, and after all these adventures, I feel like I still haven't scratched the surface.

post #52 of 113
Originally Posted by HypnoToad View Post

I'm embarrassed how long its taken me to discover that if I HOLD the left trigger, I'll actually stay locked in to enemies.  For some reason I thought just tapping it would lock in like it did in OoT, so I've been sort of puzzled as to why I never stayed locked in and couldn't do any of the cool dodging attacks.  I'm sure it was probably explained to me some time in the beginning.  Anyway, combat has gotten a lot more fun and less frantic now that I can effectively dodge and block.  I'm also making a concerted effort to not push down on the analog sticks too hard during combat.



Is there a way to toggle between several enemies during Z-targeting like in OoT? I loved that feature in OoT and nothing I find seems to indicate you can do that in Wild. I am finding myself having to release the trigger and slightly turn to the next enemy in front of me and hitting the trigger again if I want to keep using my dogging moves. It's not that big a deal but I loved how in OoT you could just hold down the trigger and cycle through multiple enemies in front of you. 

post #53 of 113
Thread Starter 
Mid-game update: ~30 hours played (I haven't really kept track). 60 shrines. 70 koroks. 2 dungeons down. 15 hearts and a full extra stamina wheel. I bought the house in hateno, found the master sword, and rode a bear this weekend. Still having a blast.
post #54 of 113

Between this and Metal Gear Solid V: The Phantom Pain, it's fascinating to see how Japanese developers approach open world games vs. western developers.  Both Zelda and MGSV are about giving you the tools to tackle a sandbox in a million different ways, whereas Bethesda (hell, even CD Projekt Red) makes much more controlled experiences.

post #55 of 113

I definitely hope Bethesda is taking notes for Elder Scrolls VI.


Breath of the Wild is pretty much everything I've ever wanted from an open world game, or a video game in general.

post #56 of 113

Every long term review I have read on Breath of the Wild has people saying that the art and processing power Nintendo has put into the game wont do much but the mechanics of the game and the way they tackled the idea of sandbox game play will absolutely change the industry as a whole.  Breath of the Wild will be the next influential game most of them are saying.

post #57 of 113

Man, I am really bad at this game.  I keep throwing weapons at bad guys instead of attacking.  I keep detonating bombs in my own face.  I keep accidentally climbing things when I'm running away.  I am terrible at remembering where anything is in the world.  I don't understand horses.  I can't aim a bow worth a damn.  Cooking is irritating busywork.


I was starting to sour on the experience, but then I tried to climb the central tower, and ended up running from dear life from the Guardians, which gave me an incredible War of the Worlds vibe.  Good job there, game.


Playing on the Wii pad is nice, since all the ports are on the top, and I didn't have to buy a switch.


Drawbacks include long and baffling load times.

post #58 of 113

The Switch has shockingly short load times. I don't know what kind of voodoo magicking Nintendo did with in-game preloading. Maybe it's a benefit of using cards instead of Blu Rays?


Anyway, if the Wii-U uses motion controls for aiming, turn it off. I was having a bad time trying to aim the bow, boomerangs, and slate scope thingy until I turned it off.

post #59 of 113

The load times are directly related to cards I would bet.  How long did N64 and pre games take to load?  How long do DS games take to load?  That is a function of forgoing optical discs I guarantee.

post #60 of 113
Yeah, the short load times ara a direct result of using cartridges.
post #61 of 113

I honestly feel like I've gone through a lot to get to this moment.  (Spoiler-tagged for safety, but c'mon... it's The Legend of Zelda)



Warning: Spoiler! (Click to show)




This game is amazing.

post #62 of 113

I don't think I'm cut out for this game.


Got sick of never having enough swords, so I'm trying to find the big totoro thing so he'll expand my inventory.  I forgot to mark the location, and I keep getting lost.  


On the way, I meet my first Yiga adversary, and get my ass kicked.  A lot.  Decide to avoid at all costs.  


Somehow I end up on the edge of a butte thing, raid a Bokoblin camp, get a horse, but I can't get the horse off the butte, because the sides are too steep.  I go all Man from Snowy River down a hillside, thinking it's an exit, but it's a big sinkhole, and I reload because I'm not going to leave a digital horse to die in a pit.


Then I just chucked it all, headed to the marshlands, and the first shrine puzzle was irritating.


Think I'm going to give up.  It's involving, but the frustration is outweighing the fun.  


It's not you, Zelda, it's me.

post #63 of 113
Originally Posted by MrBananaGrabber View Post


Somehow I end up on the edge of a butte thing, raid a Bokoblin camp, get a horse, but I can't get the horse off the butte, because the sides are too steep.  I go all Man from Snowy River down a hillside, thinking it's an exit, but it's a big sinkhole, and I reload because I'm not going to leave a digital horse to die in a pit.


post #64 of 113


post #65 of 113

I came crawling back.  Bought the house!  Filling house with things!  This really IS a fantasy game!


May not be enjoying the experience as much as most, but I am really impressed with the technical achievements on display here.  I honestly don't think I've encountered a single glitch.  For an open world game?  That's incredible.

post #66 of 113

Breath of the Wild tribute to the late Satoru Iwata?  Spoilers ahead so watch carefully...



post #67 of 113

I'm getting pretty pissed that it keeps raining when I need to climb somewhere. And I killed my first Hinox yesterday! It was on some island that took away all my stuff initially. It felt kind of cool to Batman the whole situation up and intelligently bring that fucker down by rolling boulders on him, lighting the grass on fire to slow him down, etc.   

post #68 of 113
Thread Starter 
Originally Posted by bigbrother View Post

I'm getting pretty pissed that it keeps raining when I need to climb somewhere. And I killed my first Hinox yesterday! It was on some island that took away all my stuff initially. It felt kind of cool to Batman the whole situation up and intelligently bring that fucker down by rolling boulders on him, lighting the grass on fire to slow him down, etc.   

Eventide! One of the biggest highlights of the game, I'd say.
post #69 of 113

Just found and finished Eventide last night. Brilliant mission, and made me feel a weird sort of nostalgia for stepping out of the sleep chamber and into Hyrule for the first time.

post #70 of 113
I just finished this (i.e. destroyed Gannon).

Lots of fun bits along with a great sense of discovery makes this an excellent game.

However, I missed a crucial discovery that allowed me to mitigate damage. Without this discovery, I tried to deal with damage be a) grinding shrines for hearts and b) cooking a lot. Both of these activities got tedious and when I finally caved and looked up how to upgrade armour on the internet, I found myself overpowered.

I liked the world, but would have preferred more 'proper' dungeons rather than the 120-ish shrines.
post #71 of 113

People are finishing this?


I've had the game since the 3rd, and I've only completed one Divine Beast. I've gotten probably 150+ Korok seeds, done dozens of shrines, and I'm just now making my way towards the Ancient Tech Lab in Akkala. Taking my time through it all has been blissful.

post #72 of 113

I'm 3 dungeons down, just one left, got the master sword, fully developed Tarry Town and I've finished several quests, shrines and collected lots of Korok seeds.

Kinda surprised there is no pole fishing in the game (that I know of); catching fish barehand or using bombs feels weird in a Zelda game.

Best town/region for me has been Gerudo; loved the quests (although it took me a while to get the hang of the stealth bit) and character moments there (it turns out being an all female race/society does have it fair share of issues/problems), but the Zora come a close second (the Zora prince's shining smirk gets a laugh of me everytime).

Exploring Death Mountain wearing essentially a deep lava suit was a blast, specially when combat took unexpected turns (Ive knocked my fair share of Moblins into lava); love the mine carts and cannon's there!

And again, the whole "Lost Memories" mechanic is absolutely genius, in terms of how it develops Link and his story while sticking to him being silent.

Finally, Lynels are this game's Deathclaws; no matter the level or arsenal you have, running into one is bad, bad news (One the fuckers nailed me with a shock arrow...while I was escaping via paraglider, making me fall to my doom from waaaaaaaaaaaaaaaay to high up).

post #73 of 113

I completed my second Divine Beast this weekend, and that was almost by accident.  I thought I was starting a chain of events that would lead me to it, but instead the game was like, "Hey, let's get up Death Mountain and deal with this now".


I'm making an effort not to look up how to do anything online.  I have checked to make sure I didn't miss anything before "completing" each Divine Beasts since the game warned me I couldn't re-enter.  And after scouring all the stables and towns I had access to, I did look up to see where the hell Hestu vanished to.  I've got 60+ seeds since I last saw him and I'd really like to expand my inventory.  Still haven't found him, I just know he's not anywhere I'm at yet.


I did check out a few "Wish I'd known this when I started" type of videos on Youtube.  Best info I've found so far is that equipping a flame or ice based weapon affects body temperature. 


Any non-spoliery take on what the deal is with the dragons?   I haven't tried shooting at them, 1) because I don't think I've been close enough, 2) because even if I were, I don't think I'm equipped to battle one, and 3) if I could kill one, I don't think I'd feel good about it as they're really cool looking and don't seem aggressive.

post #74 of 113

The dragon at Lanayru mountain is infected with Ganon's Malice, and there's a fun (and challenging) side mission to cure him. The other two I've seen flying around, but haven't encountered them up close yet.


They're guardian spirits of Hyrule.

post #75 of 113
Originally Posted by D.T. View Post

People are finishing this?



Brave souls. I am not even going to attempt to kill Gannon, probably not even the Divine Beasts, until I have done almost everything that I know is possible. I have had a blast just exploring the entire map for shrines and doing little of anything else. I am probably going to have to cave and look up how to find some easy attire so I don't die of heat exhaustion again in Gerudo Desert or freeze to death in the northern territories.       

post #76 of 113
Originally Posted by D.T. View Post

The dragon at Lanayru mountain is infected with Ganon's Malice, and there's a fun (and challenging) side mission to cure him. The other two I've seen flying around, but haven't encountered them up close yet.


They're guardian spirits of Hyrule.

Ive gotten scales of two dragons that open up Shrine quests, but I had no idea you could actually cure them. Will look that up in game.

post #77 of 113
Thread Starter 
There's a shrine for each dragon, and they're kind of a let down. I was expecting some sort of power up but it's just an elemental weapon in each one.

Pretty sure they're invincible too. You can shoot off scales and horns to upgrade armor. I tried to land on one, Shadow of the Colossus style, and got hurt and fell.
post #78 of 113

I see.


Still, what an amazing showcase of game design; I mean just check these out:




The Tree Traavel and Maganesis raft tricks are mindblowing...I seriously would had never thought of those, and that the developers did is even more amazing.

post #79 of 113
Did all the shrines, got the Master Sword and all of Link's memories, collected a few dozen Korok seeds (enough to upgrade my inventory as much as I needed), and fully upgraded two sets of armor. Ganon has also now been deteated. Probably took me about 70 hours. I could probably play more, but I think I am going to step away. Mass Effect and Horizon await.

In all honesty, I might sell my Switch now that I am done with Zelda. I really want to play Super Mario Odyssey and Xenoblade 2, but I could probably just rebuy the system then for less than I could sell it for.
post #80 of 113
Originally Posted by ScottieFerguson View Post

Not touching the Switch, but reaaaly resisting the temptation of picking up a Wii U, since it'd also let me play Skyward Sword.  I played Twilight Princess on Game Cube, so why not continue the tradition?


Digital Foundry has confirmed that, graphics-wise, the Wii U version is exactly identical to the Switch port -- about the only real "bump" you get from the Switch version is a tiny framerate-improvement when playing undocked and a bit of added texture-filtering, and apparently the Switch's supposed 2x soundscape-boost doesn't add up to very much at all:


We've already confirmed the resolution differential between Wii U and Switch, and it's also fair to say that in almost every other respect, the visual make-up of both games is identical. Draw distances, shadow resolution, model quality, texturing, effects, and even the thick, volumetric lighting seen in the first shrine are all exactly the same. In a core visual sense, Wii U owners really aren't missing out at all. Besides resolution, each version turns in nigh-on identical graphics-settings.


There is one small difference worth mentioning, and that's texture filtering. On Switch, you get a very slight improvement in bilinear filtering quality, meaning textures aren't filtered so close to your screen. If you look close, you can spot lines passing across mapping on the floor -- especially complex brickwork. Now again, Wii U and Switch use obvious cascades, making it easy to see the point any filtering kicks in as you walk forward. But Switch does get an extra 'band' of clarity in the texture-work, before a similar drop-off in quality. Wii U is basically in line with Switch's portable mode in this sense, but to be frank, you won't notice any real difference in motion.


Nintendo's promise of higher audio quality on Switch turns out to have only the most minimal of impact. Whether that's running water, footsteps or swaying grass, the idea is that Switch can tap into its 2x boost to system memory in order to support a richer soundscape. But overall, having spent the day comparing both with closed-cup headphones on, it proved difficult to hear any difference at all. For those using audiophile-grade monitors, or high-end surround set-ups, perhaps the Switch's higher quality could shine through. But for most players, the Wii U version's sound isn't falling short in any radical way.


Even moreso than the GameCube version of Twilight Princess (which featured an entirely-inverted gameworld map from the Wii version), I'm perfectly happy with the Wii U version of Breath, since the differences between its two major iterations are far, far less significant than Twilight's were.

post #81 of 113

I think I'm finally winding this up.  Finished the last Divine Beast last night after putting it off for probably a couple of weeks.  I've got about 19 shrines left, but I think I may wrap up the story, then go back for the last shrines and several sidequests.


I think, after taking a break for a while, I may try something more akin to a speed run on this.  Not so much a speedrun, but really just a focused approach to beating the game without collecting everything I can. I waited so long into the game to address some of the story stuff, that my character is kind of over-powered*.  So, I'd like to try challenging myself to focus only on the central story and approach everything with some sense of urgency. 


I hope the DLC "Hard Mode" has something more interesting in mind than stronger enemies. If they can make the game feel more like beginning throughout, it'd be a lot of fun to revisit.


*That's more my fault for tracking down fairy fountains and farming for weapons at the coliseum.  I've got a lot of hearts, but food/armor makes having a ton of hearts a lot less useful than it used to.  It wouldn't be hard to up the difficulty if I just bought weaker armor and didn't micromanage my weapon use. 




post #82 of 113

I haven't even started the quest for my third Divine Beast, yet. I keep saying to myself "Yeah, I'll go collect the animal parts to upgrade this new armor before I go take it down," and suddenly two or three days later I still haven't gone back to the town to wrap things up. I ended up going from Gerudo Town to Akkala last night, making a stop on Mount Lanayru (and I never fast travel), with zero regrets. Just about all my armor is level 3, I've got 16 hearts and I'm almost done with the third stamina ring. I can take down White Mane Lynels pretty quick*, and I learned how to farm arrows, so I'm a killing machine sent 100 years forward in time to destroy Ganon.


* I figured out that if you use active block on a Lynel or shoot him in the face with arrows to stun him, you can mount him and wail away on the back of his head. I took one down in probably three or four minutes.


** Find yourself some Bokoblins on horseback. If there's a silver Bokoblin, kill him right away because he'll be a dickhead with perfect aim. Then, run around on foot dodging the remaining horseback Bokoblins' arrows, picking them up as you go and they never run out. You'll have a couple hundred arrows in no time flat. The best place I've found to do this is just West of the horseback archery camp.

post #83 of 113

If you  level up immensely before facing Ganon like some of you sound like you are, then don't be surprised how easy he is. I maxed out the ancient armor, the of the Wild attire, and loaded up on ancient and bomb arrows and found the final fight pretty straightfoward. You'll see how beating all the Divine Beasts makes it even easier. Still a great game. I kind of love how the hardcore fans are at a loss on where to place this in the Zelda timeline. Just roll with it guys.   

post #84 of 113

Yeah, the Divine Beast dungeons themselves have been really quick and easy up to this point. Which, honestly, was a little refreshing the first time around, since I never want to go through another tedious Lord Jabu Jabu or Water Temple ever again. But, I was expecting something a little more in-depth, overall. The bosses in each of them even easier. I hope Ganon is at least a little challenging, but Link is regarded a such a badass throughout the game, and the reason Ganon won 100 years ago was...


Warning: Spoiler! (Click to show)
... because he blindsided everyone by taking control of the beasts and the Guardians. The fact that Link fought and beat dozens of Guardians at Fort Hateno before losing and having to be put in stasis attests to this. The fact that now he's taking the fight directly to Ganon after however much time rallying the champions, gathering weapons and armor and buffing himself up with training in Sheikah temples and... cooking... supports the idea that Ganon shouldn't be horribly difficult to beat.


It's more about the journey - Link recovering from nearly dying, regaining his memories, regaining his fighting ability and the support of his allies - than the destination. And I'm cool with that.

post #85 of 113

I've really liked the Beasts and shrines, I just wish they'd thrown in a couple of traditional dungeons on the the way.  I made a quick trip into Hyrule Castle a while back, made it as far as the library before turning back, but I found that I missed that sort of indoor experience.  Just a complex cave and maybe something inside Akkala tower would've been enough.  Like maybe have one those skull hideouts hiding a deep cave system with some kind of spider boss.


Also, this game let me fight graboids, complete with baiting them with bombs from atop residual boulders.  If only I could pole-vault with my lizal spear.


I was trying to think of what might be a cool reward for a dungeon aside from a heart, and thought some kind of charm you could attach to a weapon so that it would "recharge" like the Master Sword would be cool.  I've had a Royal Guard's sword I picked up in the castle just sitting in my inventory for weeks that I treat as too precious to use. I'll get to it after I've exhausted the 5 royal broadswords I keep cylcing in. That might be a good balance for people upset at weapon degradation or who are hesitant to use more rare weapons. 

post #86 of 113

I was also disappointed that there was no interior to the Akkala fortress. Such a cool, awesome location and difficult to get to, and it's just some korok seeds and a Sheika tower. That's a place they could have turned into Hyrule Castle-light, loaded up with more guardians and stashed some good weapons and shields.


Just wrapped up the Divine Beast in the Gerudo region. Bit of a slog, that one, and probably my least favorite of the three I've done. Half the fun of each of these is getting close enough to get aboard, and this time around was kinda lame, too. I think I may have peaked early by doing Zora's Domain first and Death Mountain second. Both of those regions were fun as hell, with excellent battles leading up to the Divine Beasts. Here's hoping the Ruto region knocks my socks off.

post #87 of 113

Yeah, the Gerudo beast was the least fun of all of them.  Keeping pace with the sand seal felt more difficult than it should be. And once you're inside, it's all pretty much contained to the one chamber, so you don't even really get to explore.  It also lacks the cool backdrop of something like a volcano that kind of makes the other beasts feel more epic.  The boss was challenging, at least figuring out the trick of it was.


The Rito beast was a lot of fun for me.  It wasn't difficult, but I feel like at a certain point you become so powerful that the challenge becomes less about beating an enemy and more about being good at beating them. 


Like the first time I took down a Lynel it took forever and was more due to an abundance of food and less about any skill on my part.  Now fighting them is fun because I'm finding better or more creative ways to defeat them, but there's not much of a threat of them killing me.   That's why I hope the "Hard Mode" does something more that bump up enemies' damage/health.  I'd rather the increased difficulty come from them being better at sustaining a fight, than simply absorbing more damage.

post #88 of 113

Alright, it looks like my next substantial sit-down with the game will wrap this up. After nearly good two months worth of gameplay and having done virtually everything, I think I'm ready for closing thoughts. Just gonna spoiler everything, because why not.


So, first up? Game of the Year. A game changer. The polish, the mechanics, the world crafting, everything is incredible. The novelty of much of it wears off over time (more on that in a bit), but otherwise, the game is just fantastic. Nintendo was brave, thoughtful and masterful in creating Breath of the Wild. But, it's not perfect. Warning: this is gonna be lengthy.


Warning: Spoiler! (Click to show)

The Good:


• The look, feel and depth of the game's world. Eventually, you'll not even think twice about seeing just what you can get away with. Things like setting trees on fire and picking up the baked apples that fall from it, attaching Octorok bladders to a raft and creating an aerial assault platform, using Stasis to hit a rock, grab on and travel faster. But for those first few dozen hours, it's staggering how many options and how much freedom you're given in this world.


• The tightly-crafted story. Take away all of the exploration, travel, side quests and collecting, and the game's main story is actually very brisk. However, having Link recover his memories as a way to give us more time with Zelda (more than I think we've ever had in a game, save Wind Waker) was nice and really helped to develop the characters -- even Link. Learning that Zelda initially resented Link because he had found his destiny while she was struggling to fulfill hers, eventually coming to fall in love with him, and finding her true power while saving his life was all a fresh new sense of discovery and character depth for the franchise. The "dungeons" go fast (there's no Water Temple-esque sections of the game; every Divine Beast can be beaten within a half hour), but the reward for completing them - more time with each of the old Champions - is great.


• The bravery in the game's design. Slapping a shirt on your back, giving you the Sheikah Slate abilities you need and setting you loose on the world is really brave on Nintendo's part. The fact that after leaving the Great Plateau, you're able to walk straight to Hyrule Castle and potentially beat the game is really cool. Making your own choices on where to go first, which parts of the story to uncover and complete and even skipping some, most or all of the story entirely is fucking cool. There's little if no hand-holding in Breath of the Wild, but always a sense of direction and purpose. It's impeccable sandbox game design.


The Bad:


• The game is punishing. I'm not talking about difficulty; the game starts out hard as hell, and you're going to get better through trial and error, sticking your neck out for better weapons and hearts/stamina upgrades. Very quickly, you end up pretty overpowered and even bosses are a total breeze. I'm talking about the not-so-awesome choices Nintendo made with the game. For the sake of realism and depth, Breath of the Wild forces you to accept a lot of frustrating game play mechanics. Rain is not the least of these. Not being able to climb things when it's raining started out as a cool and interesting quirk in the game's mechanics... until you get about a dozen hours in and discover the massive amount of climbing involved in the game. And how most of Hyrule (aside from desert and snow areas) experiences rain like every 12 fucking in-game hours. It's wildly frustrating to have to stop and re-think your path because it's suddenly started raining and won't stop for a while. Just recently, I was trying to climb out of Tanagar Canyon to the West in full sunlight when I started sliding down the wall. I couldn't figure out what the hell was going on. The game had decided it was time to rain again, and the game world hadn't caught up yet. So it was several seconds of climbing and sliding before the rain actually started, and I was fucked. Then - get this - I walked about a hundred feet over, and the rain stopped. I walked back, and the rain began again.


There's other aspects like this. Stupid shit like a registered horse I'm riding suddenly deciding to veer left and off the side of bridge because oh, he's got a wild temperament. Even though I've spent the last week or so riding around on him, training him and feeding apples each time we stop. Every decent horse in the game has a wild temperament. Every time you go for a ride, you run the risk of that horse - no matter how long you've trained him - suddenly deciding to jump off a cliff, run into a boulder, stop in the middle of a fight. That's not fun. When your gameplay choices shift from obstacles to rage-inducing, gameplay-stopping walls, you've made an error.


• Much of the quests, collecting, side quests and more rely too much on the massive game world, and it doesn't quite work. Where Elder Scrolls stands to learn much from this game, Breath of the Wild could stand to learn from Elder Scrolls about balancing content versus space in the game world. And the rewards for completing something are lackluster and usually not worth the damn trouble. Towards the end, finding all 120 shrines became a guessing game with an online map of their locations. One in particular, up in the Hebra Mountains, is damn near impossible to find without the use of the guide. And finding and completing all 120 gets you some awesome, classic armor... that's weak as shit by all standards at that point in the game, and requires some ridiculous farming to upgrade. I'm probably 200 hours into the game and I can't be fucking bothered to go farm four claws from each of the dragon guardians, when they spawn at specific times each day and only once per day. Fuck that. This isn't an MMORPG. The weapon connoisseur mission has you bringing back a specific weapon from somewhere out in the world to a kid in Hateno village who wants to see them. That's fine, if weapons didn't constantly break and are in very short supply. I'll never finish that quest because I haven't had a Guardian Axe+ in probably two weeks or more.


• The controls could honestly be tighter. Countless times, I've tried to lock on to a Guardian to use the shield parry to deflect its beams back at it... only to suddenly have the game not lock on at all, or turn around to lock onto something else. The powers gifted to you by each Champion you avenge actually get in the way. Shield parry becomes a pain in the ass because it's hard to see Link inside the red shield that comes up every time you block. You can only briefly charge your attacks after finishing the Gerudo storyline, because doing so triggers a lightning attack that you may not want to waste. It's little things, but they add up.


So, overall the game starts out every bit as magical as playing Ocarina of Time for the first... time. But with each dozen or so hours spent with the game, the veil slowly starts to pull back, and many of the game's aspects begin to wear out their welcome before the end. I've had an overall fantastic experience with the game, but I'm ready for what I hope will be a satisfying conclusion, and it'll honestly be some time before I revisit it.

post #89 of 113

Pretty much my thoughts exactly.  That damn Guardian Axe +. I've got like 3 of the Guardian Axe ++, but no +.


As for the controls, I still find myself crouching more often than I should during combat.  For a while I found myself disabling Daruk's protection.  I hate that red shield effect and it usually get eaten up by lower level attacks, so its not all that useful. 


A couple of weeks ago, I almost burned myself out when I got obsessed with finding the last 25 or so shrines.  The final five were a nightmare that I spent hours jumping around, combing sparse areas of the map for.  Finally I just used an online map.  But I had to take a break and rethink my approach to playing after that.  Between upgrading my armor and getting the shrines, I'd turned it into a grind.  So I quit fast traveling and finally started using my horse more.


The more I play, the more I wish they'd found a compromise on the durability thing.  I like the durability aspect, but I some kind of maintenance to extend the life of a weapon or something would've been nice for later in the game. I still like the idea of a lengthy quest to find some hidden blacksmith who can embue ONE weapon with regeneration or infinite durability.  That would be a fun reward for a really challenging dungeon.  I'd just like to not feel the need to hoard weapons and juggle them around so I keep a reserve of broadswords. 


I've got a handful of sidequests to take care of, and I expect I'll do Hyrule Castle sometime in the next week or so.  Then I'll take a break from this. I still want to do a focused run through where I only free the beasts, get the Master Sword and defeat Gannon and ignoring side quests/memories/shrines (except those needed to get the Master Sword).  Just a playthrough designed to keep things challenging.  It would be really fun to do playthrough that let's you start with an infinite durability Master Sword.


I feel bad about some of the gripes I have, because they're "I've played this 200 hours" gripes.  Like, I'm tired of saving the same idiots who are a looking for hearty truffles.  Let me give them a truffle and make them look for something else in a different location.

post #90 of 113
Originally Posted by HypnoToad View Post

I feel bad about some of the gripes I have, because they're "I've played this 200 hours" gripes.


Totally! It's a game that begs you to play for 200 hours, but the level of content just isn't there to sustain it. It's fucking weird having Beedle right there every time you turn a corner. Or the married couple looking for Silent Princess flowers. I've played so much just because I don't want to stop playing in that world. But at the same time, that world is punishing me for spending so much time in it. It's such a geographically massive world, but the more time you spend in it, the smaller you come to realize it actually is (in terms of content). 900 Korok seeds does not justify the game world being this massive and empty. I never felt that with Morrowind, Oblivion or Skyrim; maybe because there's much less geography that needs filling with content, but random caves to explore, bandit ambushes, crafting... everything feels slightly more alive and organic.


I think I've said this upthread, but in a lot of ways, Breath of the Wild feels prototypical. We've got this amazing game, but now the foundation and learning experiences are out of the way, and more time can be spent refining future sequels instead of actually figuring out if it's all possible and how to make it work.

post #91 of 113

Had a chance to play this for an hour or so over the weekend.  Really appreciated the care and craftsmanship on display in terms of the gameplay, though it wasn't really my cup of tea graphics or art style wise.

post #92 of 113

Just finished it. Yeah, Ganon was way too easy. Way too amazingly crafted and dramatic to be that damned easy. Anyway, the ending was fitting and I was surprised to have been moved by it. I was hoping that last shot before the credits wasn't the last, and I was delightfully surprised.


Warning: Spoiler! (Click to show)
I really hope the DLC picks up right where the final post-credit scene leaves off. I want more time with Link and Zelda together, adventuring. And I really, really want to explore post-Ganon Hyrule.
post #93 of 113

They released some more details for the first batch of DLC.  The map feature is a little disappointing.  Its neat and would've helped track down those last few shrines, but I was hoping they had something more interesting in mind for the "New Map Feature".  But honestly I can't think of anything better, I'd just hoped they had.


Kind of feel the same about Hard Mode.  I was hoping it was geared more towards making the survival aspect more prominent throughout the game instead of just bumping up the difficulty.  Regenerating health for monsters is a good addition though.  But, at a certain point a Lynel with 8000 hp is just more tedious to beat than a Lynel with 5000. 


The new armor and especially the Trial of the Sword are welcome additions.  I can't see myself doing another playthrough without just focusing on getting/powering up the Master Sword first (assuming removes durability).  I'm hoping the new armor is tied to new side quests. It would be disappointing if its just random loot you'll come across.

Edited by HypnoToad - 5/2/17 at 6:12am
post #94 of 113

It's the white bokoblins and moblins that annoyed me more than lynels. I'd still go after a lynel for its weapons, but after a while I just started skipping all the other enemies as the return was not worth the investment of weapons lost. I too was hoping that hard mode would be more about survival and less about hitting enemies 200 times instead of 150.

post #95 of 113

Yeah, if they could find a way to maintain the struggle you feel in the first 30 hours or so, that would be ideal.   Instead of bumping up the difficulty, give enemies better weapons, or different armor.  What I'd really like to see is the more creative options for dispatching enemies kind of leveling up. At a certain point, finding creative ways to take out monsters becomes more about dinging them or getting a head start.  So I found myself using them less and less and just jumping into combat.  Finding a way to keep the unorthodox options viable would do a lot to keep combat interesting and lessen the reliance on weapons.  


Maybe at a certain point monsters start wearing wooden armor that's more susceptible to fire. Or metal armor that you can grab with magnesis to toss them around. To be fair, for all I know these mechanics are in the game and I just haven't noticed it.


After leaving the Great Plateau, were there any areas where cutting down a tree was an option for crossing a chasm? Late in the game I remembered this and couldn't think of any times it would've come in handy outside of when the game told me to do it.

post #96 of 113
Originally Posted by HypnoToad View Post


Maybe at a certain point monsters start wearing wooden armor that's more susceptible to fire. Or metal armor that you can grab with magnesis to toss them around. To be fair, for all I know these mechanics are in the game and I just haven't noticed it.


After leaving the Great Plateau, were there any areas where cutting down a tree was an option for crossing a chasm? Late in the game I remembered this and couldn't think of any times it would've come in handy outside of when the game told me to do it.


Later on, Hinoxes start wearing ankle guards so you can't just run under them and hack away. Some wear wooden guards that you can light on fire, and some wear metal guards -- I never tried using shock arrows on them, though.


The only other place I can remember having to chop down a tree to get across something was one of the tar pit areas with a big bokoblin skull fort in the middle. I chopped down some trees to get across the tar and take them out.

post #97 of 113

I think it's mostly me trying to get used to the WII-U controller, and I don't really like the stronger emphasis on crafting, but man, do I suck at this game.  Sure is purdy, though.

post #98 of 113

It gets a lot more managable if you focus on cutting a straight line to towers and likely shrine locations so you can build up hearts. Avoid enemies if you have to. There can be some decent stuff from camp chests, but it's not worth the frustration if you're having trouble. 


The initial difficulty goes down dramatically once you get some basic gear in Kakariko, mine some minerals from the surrounding mountains, and explore a bit.

post #99 of 113

Back in this.  Only played offscreen on WiiU, so switch experience is a bit of a revelation.


Still crap at all facets of the combat though.

post #100 of 113

The Trial of the Sword Expansion is a mash up of everything right with the game. You start out each tier with no armor, food, weapons, etc. You only have whatever hearts and stamina you enter with plus the runes. You really have to tread carefully, think it out, and plan how you are going to win each floor. Oh, and if you die you have to start back at the beginning with nothing again.   

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