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Extensive new details on Zelda Breath of the Wild from Game Informer (Maybe spoilers)

Rodin

Member
Master Sword not being invincible doesn't mean it will break. It's a unique item, central to the story as we've seen from the trailers, so at the very least you'll be able to fix it somehow.

And about dungeons, like i said in the other thread i don't think the quote about dungeon being "simpler" means that their easier, badly designed or something like that. I mean we saw some shrines, not even advanced ones (except maybe one shown at E3) and the puzzles were fantastic, certainly better than many (most) rooms of older Zelda dungeons. So even if dungeons here are just bigger shrines (and it doesn't sound like that to me), they'll still revolve around physics/runes/items to be solved in many different ways, which in my book is still better than what we had in the past. I care more about this than dungeons having a specific theme, or the compass/map, or a certain item in them.
 
Based on what I've seen, I think Shrines are replacing the parts of dungeons which normally give you new toys and puzzles. So we still have that, but they're in Shrines. The proper dungeons sound like major challenges that are more objective based rather than the toybox design, and getting to the dungeon in the first place sounds like an outdoors dungeon in itself.

Which sounds infinitely better as an improvement. Zelda doesn't need to be a slave to its own conventions forever. Switching things up and the manner in which you progress is what the series has needed for a while.
 
Whats funny is dampolflourken has been complaining about stale Nintendo for the past 3 years and all the sudden he taking it back lol

I'm sorry, but are you talking about my criticism for 3D World? Yes I do think Nintendo games got stale for the last couple of years, but with Odyssey and this new Zelda Nintendo is getting it back on the track, so can you please explain me what this has to do with the discussion here and more importantly, what does your post add to the overall discussion that we have here right now?
 
Amazing. Now I just need confirmation you will get some partners at your side in the game at some points. Some character designs are gorgeous and it would improve the experience (remind me of Impa in SS who has such a great design and has 5 minutes cutscene presence)
 
I'm sorry, but are you talking about my criticism for 3D World? Yes I do think Nintendo games got stale for the last couple of years, but with Odyssey and this new Zelda Nintendo is getting it back on the track, so can you please explain me what this has to do with the discussion here and more importantly how this does add to the overall discussion that we have here?
Wasnt just 3D world it was Nintendo criticism in general and it relates to discussion of your complaints as irony.
 

Chaos17

Member
Lol that pretty much where my head is at now.

Personally lot of us thought that last year when we watched the 5 hours of gameplay of Tree house, lol https://www.youtube.com/watch?v=rtZwAGNVjc0

Ck8lLnzVAAA9mzy.jpg
 
I'm sorry, but are you talking about my criticism for 3D World? Yes I do think Nintendo games got stale for the last couple of years, but with Odyssey and this new Zelda Nintendo is getting it back on the track, so can you please explain me what this has to do with the discussion here and more importantly, what does your post add to the overall discussion that we have here right now?
You just said the new Zelda is a "no-go" from the new information, now you say it's back on track.
What the hell are you talking about?
Who you talking to?
 

Rodin

Member
Please don't be MGSV
please don't be MGSV

If you read the bits about the world, you know it's pretty much the opposite of MGSV.

I didn't really consider it, but I do hate that in games.

Knowing that it'll break eventually also deters me from buying weapons in games. Seems like a bad investment.

That is concerning.

Game is designed in a way that this mechanic makes sense. You stack up on weapons, save the strongest ones for the strongest enemies. Changing them all the time ensures that there's a lot of variety, and considering that all the weapons have their moveset, there are probably some of them that work better against some enemies and others that work better against others.
Personally lot of us thought that last year when we watched the 5 hours of gameplay of Tree house, lol https://www.youtube.com/watch?v=rtZwAGNVjc0
Lol i don't think anyone who watched those streams immediately thought of MGSV of all things, outside of the stealth options.

Traversing the world is sooo much more interesting. In fact here is one of the best things, in MGS V was what hurt the game the most. It would've been a much, much better game with a MGS3-like structure.
 
– No invincible weapons in the game, Nintendo says

What about the Master Sword? Maybe you can use it while it's rusted and it'll break so you have to let it rest/obtain more items or stuff to restore it again.

I will also feel kinda disappointed if the Master Sword isn't invincible. It's a really cool reward for getting to the end of the game and not having to worry about constantly searching for new weapons. I feel like this would be so obvious.
 

duckroll

Member
Let's talk about the dungeon that GI described. They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon. First, the dungeons are smaller and less confusing, which means they're not mean to be large maze type dungeons. But stay with me here, he makes it very clear that the elements of what makes a Zelda dungeon a dungeon are very much there. First, there -is- a map "item", it's just not an item, it's a place in the dungeon you have to find to place your Slate into, to "download" the map before you can access it. Secondly, there is no compass item because there's no need for one to point out where the boss room is. Like much of BotW's design, they want the ultimate objective to be clear, so you can see where you need to go from the start. The trick is figuring out how to get there, and to do so you need to naturally path your way through the puzzles and various parts of the dungeon to gain access to your objective. In this case it's an opening at the top, and the solutions are wind based, leading you to an outside area at the top where you fight the boss. Open air battle. So much for "no themes", "all look same", "mechanical assets", or whatever. Lol.

They also mention that Aonuma points out that they are putting a lot of effort into making sure the -approach- to the dungeons are unique and fun as well, so getting into the dungeon feels as fun or more fun than the dungeon itself.
 
Hmm... This seems to be confirming some of my fears about the game. Im fine with a new direction but it seems a bit more extreme.

Im sure Ill like it, but Im wonder if it will really feel like Zelda at all.
 
The sheikah slate's utility by default should allow for a more in depth, yet simpler to navigate level and puzzle design regarding large dungeons.
 
goddammit i keep telling myself i'm not gonna read any more zelda threads until launch

WE STILL HAVE SO MUCH TIME UNTIL RELEASE WHHYYYY
 

The Third Heat

Neo Member
To prepare for BotW I decided to replay the original Zelda games on the NES Classic. I finished Zelda 1 the other day and I started Zelda 2 today. I can say for certain that the more of I play of them, the less worried I am that BotW will not feel like "Zelda" because the things it aims for are things which were literally the foundations the series started with - adventure, combat, discovery.

What people seem to forget is how much Zelda and Metroid have in common, and how Zelda has slowly strayed from what made early Zelda titles and Metroid so much fun: discovery and experimentation. The hand-holding of the last three titles has really hurt that sense of discovery, coupled with each game's formula being so similar in each. But BotW is completely different and I for one am excited to discover and experiment. I'm excited to not pick up a cool new item and instantly know how to use it and where to use it. I'm excited to not have a companion character ringing in my ear every ten minutes to tell me where to go next. I'm excited that for the first time since the original Zelda, we get to get lost in Hyrule. That sounds pretty cool to me.
 
It's crazy how afraid and resistant some are to change. I've been playing Zelda for 30 years and I couldn't be more excited for this game's new direction.

I don't think that really applies. Sure, this game is openworld in nature that's fine. I don't have a problem with that. However, why does it need to come at the cost of simplyfying the dungeons and or removing what made them great in the first place? Why can't we have both? Openworld and a good dungeon count?

I honestly don't care at all for the shrines. Never have done since they were first shown at E3 2016. I'd be happy if they removed all shrines for the game as long as we got our 8+ Labyrinth styled dungeons themed to the location it's based in.

For me the bread and butter of a Zelda title are the dungeons themselves. The compexity (although not all were) but a surprising amount did make me scratch my head at times, the secret items the progression etc.
 

Plum

Member
Yep, the dungeons are exactly what I thought they would be. More objective-based, free-form dungeons that are simpler in terms of overall design sounds great when you've also got the typical dungeon puzzles in the Shrines.

Outside of the dungeons I'm expecting people to be really surprised by just how much has changed in this game. People need to keep an open mind when going in, Zelda is as much about the Compass as Mario is to the Fire Flower.

Lets hope we don't get to add another few lines on to that classic Miyamoto 4chan screencap.
 

Maxinas

Member
I will also feel kinda disappointed if the Master Sword isn't invincible. It's a really cool reward for getting to the end of the game and not having to worry about constantly searching for new weapons. I feel like this would be so obvious.

Not invincible doesn't mean that the master sword will break into dust just like the other weapons. Being a special weapon, it will probably deplete itself after extensive use, and you'd have to recharge/reforge it again somehow. It wouldn't make sense that such an important item would break and disappear forever if you use it too much.
 
You just said the new Zelda is a "no-go" from the new information, now you say it's back on track.
What the hell are you talking about?
Who you talking to?

I meant that the decision to design the dungeons with a similar theming is a no go in terms of Zelda dungeon design standards, not that the overall game is a no-go. I'm still looking forward to play it and it will be a amazing game but I can't help but feel a little bit disappointed about this. I hope you understand that.
 
Let's talk about the dungeon that GI described. They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon. First, the dungeons are smaller and less confusing, which means they're not mean to be large maze type dungeons. But stay with me here, he makes it very clear that the elements of what makes a Zelda dungeon a dungeon are very much there. First, there -is- a map "item", it's just not an item, it's a place in the dungeon you have to find to place your Slate into, to "download" the map before you can access it. Secondly, there is no compass item because there's no need for one to point out where the boss room is. Like much of BotW's design, they want the ultimate objective to be clear, so you can see where you need to go from the start. The trick is figuring out how to get there, and to do so you need to naturally path your way through the puzzles and various parts of the dungeon to gain access to your objective. In this case it's an opening at the top, and the solutions are wind based, leading you to an outside area at the top where you fight the boss. Open air battle. So much for "no themes", "all look same", "mechanical assets", or whatever. Lol.

They also mention that Aonuma points out that they are putting a lot of effort into making sure the -approach- to the dungeons are unique and fun as well, so getting into the dungeon feels as fun or more fun than the dungeon itself.

Thanks for the explanation duckroll. I am super excited for everything about this game. And the compass wasn't present in skyward sword or albw.
 

Atram

Member
Let's talk about the dungeon that GI described. They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon. First, the dungeons are smaller and less confusing, which means they're not mean to be large maze type dungeons. But stay with me here, he makes it very clear that the elements of what makes a Zelda dungeon a dungeon are very much there. First, there -is- a map "item", it's just not an item, it's a place in the dungeon you have to find to place your Slate into, to "download" the map before you can access it. Secondly, there is no compass item because there's no need for one to point out where the boss room is. Like much of BotW's design, they want the ultimate objective to be clear, so you can see where you need to go from the start. The trick is figuring out how to get there, and to do so you need to naturally path your way through the puzzles and various parts of the dungeon to gain access to your objective. In this case it's an opening at the top, and the solutions are wind based, leading you to an outside area at the top where you fight the boss. Open air battle. So much for "no themes", "all look same", "mechanical assets", or whatever. Lol.

They also mention that Aonuma points out that they are putting a lot of effort into making sure the -approach- to the dungeons are unique and fun as well, so getting into the dungeon feels as fun or more fun than the dungeon itself.

And this is what it really means.
 
I really hope there aren't a ton of obscure and weird things to do in order to get the complete narrative experience in the game.

I just want to do the quests, get the complete story and not run around finding collectibles or doing every single shrine in order to get the complete story.
 
Let's talk about the dungeon that GI described. They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon. First, the dungeons are smaller and less confusing, which means they're not mean to be large maze type dungeons. But stay with me here, he makes it very clear that the elements of what makes a Zelda dungeon a dungeon are very much there. First, there -is- a map "item", it's just not an item, it's a place in the dungeon you have to find to place your Slate into, to "download" the map before you can access it. Secondly, there is no compass item because there's no need for one to point out where the boss room is. Like much of BotW's design, they want the ultimate objective to be clear, so you can see where you need to go from the start. The trick is figuring out how to get there, and to do so you need to naturally path your way through the puzzles and various parts of the dungeon to gain access to your objective. In this case it's an opening at the top, and the solutions are wind based, leading you to an outside area at the top where you fight the boss. Open air battle. So much for "no themes", "all look same", "mechanical assets", or whatever. Lol.

They also mention that Aonuma points out that they are putting a lot of effort into making sure the -approach- to the dungeons are unique and fun as well, so getting into the dungeon feels as fun or more fun than the dungeon itself.

As always, trust Duckroll.
 
Not invincible doesn't mean that the master sword will break into dust just like the other weapons. Being a special weapon, it will probably deplete itself after extensive use, and you'd have to recharge/reforge it again somehow. It wouldn't make sense that such an important item would break and disappear forever if you use it too much.

Well, that's a good point. Hopefully it's not something that happens very often. I want to develop an appreciation for how much more powerful the Master Sword really is!
 

Kureransu

Member
2017_2D00_03_2D00_coverspread_2D00_610_2D00_watermark.jpg


You should consider picking up the issue for the full article and additional information.

Credit to: http://nintendoeverything.com/tons-of-new-zelda-breath-of-the-wild-details/
For resume of the article.
I haven't read the first post, but i can assure you i wasn't expecting a list that great when i clicked on this thread. Ok going to read and edit.
EDIT:

Ok, that was an interesting read. I don't know why i chuckled about link being able to get killed by lightening. Made me think of that metal armor he wore in the trailer and him being struck down during a thunderstorm.

I kinda like the idea of it being a giant puzzle more so than a maze. Which is crazy thinking about how maze like the older games were (the water temple in OOT is GOAT). I think it'll yield a greater sense of accomplishment than a maze, especially if there are multiple ways to solve the "puzzle" of getting to the boss.
 
I hate the idea of weapon degradation in a Zelda game. That mechanic has never been fun to me and I don't see that ever changing.
 

Atram

Member
I meant that the decision to design the dungeons with a similar theming is a no go in terms of Zelda dungeon design standards, not that the overall game is a no-go. I'm still looking forward to play it and it will be a amazing game but I can't help but feel a little bit disappointed about this. I hope you understand that.

There is a theme in the dungeon, you can see it in the GI coverage and it's completely different from the shrines
 

Chaos17

Member
Let's talk about the dungeon that GI described. They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon. First, the dungeons are smaller and less confusing, which means they're not mean to be large maze type dungeons. But stay with me here, he makes it very clear that the elements of what makes a Zelda dungeon a dungeon are very much there. First, there -is- a map "item", it's just not an item, it's a place in the dungeon you have to find to place your Slate into, to "download" the map before you can access it. Secondly, there is no compass item because there's no need for one to point out where the boss room is. Like much of BotW's design, they want the ultimate objective to be clear, so you can see where you need to go from the start. The trick is figuring out how to get there, and to do so you need to naturally path your way through the puzzles and various parts of the dungeon to gain access to your objective. In this case it's an opening at the top, and the solutions are wind based, leading you to an outside area at the top where you fight the boss. Open air battle. So much for "no themes", "all look same", "mechanical assets", or whatever. Lol.

They also mention that Aonuma points out that they are putting a lot of effort into making sure the -approach- to the dungeons are unique and fun as well, so getting into the dungeon feels as fun or more fun than the dungeon itself.

Thank you, I'm gonna update my first post with that new info.
 

Enduin

No bald cap? Lies!
I still think we will see dungeon like environments out in the world. They likely won't be positioned as traditional dungeons but they will have elements related to traditional dungeons but employ and emphasize the systems and play style of BotW.

We've seen things like the giant Colosseum type ruins outside the Great Plateau and there are likely to be other locations similar to that which might offer up the kind of problem solving traditional dungeons required, but now with a twist unique to BotW. I'm willing to bet gaining access to Zora's Domain or Goron City might have some more traditional style environments leading up to them and further in beyond them. Like gaining access to the top of Death Mountain.

We just might not see what would be considered a traditional end boss, or end really. They will challenges to overcome on the way to another destination or they will simply be challenges in and of themselves.
 
Let's talk about the dungeon that GI described. They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon. First, the dungeons are smaller and less confusing, which means they're not mean to be large maze type dungeons. But stay with me here, he makes it very clear that the elements of what makes a Zelda dungeon a dungeon are very much there. First, there -is- a map "item", it's just not an item, it's a place in the dungeon you have to find to place your Slate into, to "download" the map before you can access it. Secondly, there is no compass item because there's no need for one to point out where the boss room is. Like much of BotW's design, they want the ultimate objective to be clear, so you can see where you need to go from the start. The trick is figuring out how to get there, and to do so you need to naturally path your way through the puzzles and various parts of the dungeon to gain access to your objective. In this case it's an opening at the top, and the solutions are wind based, leading you to an outside area at the top where you fight the boss. Open air battle. So much for "no themes", "all look same", "mechanical assets", or whatever. Lol.

They also mention that Aonuma points out that they are putting a lot of effort into making sure the -approach- to the dungeons are unique and fun as well, so getting into the dungeon feels as fun or more fun than the dungeon itself.
Its a shame most people will jump to conclusions before processing a logical train of thought like this.
 
I meant that the decision to design the dungeons with a similar theming is a no go in terms of Zelda dungeon design standards, not that the overall game is a no-go. I'm still looking forward to play it and it will be a amazing game but I can't help but feel a little bit disappointed about this. I hope you understand that.
A lot of people will likely feel the same but that's what happens when you shake up the foundation of a tried and true series.
Many wanted that and felt Skyward Sword didn't do it like they said it would.
I guess it's a case of be careful what you wish for but as long as people go into it with an open mind, their feelings on the end result will be genuine.
A radical overhaul of a beloved franchise is fresh and exciting but bound to piss off many.
It's inevitable.
 
Why are you guys thinking there aren't traditional "items"? We've already seen a bunch in the trailers. The ice/block maker, the magnet, different types of arrows, hook arrows.

Just because they aren't "essential" to beating the dungeons doesn't mean they aren't there.
 

duckroll

Member
I hate the idea of weapon degradation in a Zelda game. That mechanic has never been fun to me and I don't see that ever changing.

Weapon durability is the one main pet peeve I have with BotW so far. I don't think I'll ever love a system like that. it's not a deal breaker, but yeah it feels like a bit of filler design. Durability is such a bad mechanic that I can instantly think of two games where it was considered and then removed because it suuuuuuuucks - Pillars of Eternity and Ni-Oh. Weapon Durability suuuuuuuuucks. :p
 
Let's talk about the dungeon that GI described. They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon. First, the dungeons are smaller and less confusing, which means they're not mean to be large maze type dungeons. But stay with me here, he makes it very clear that the elements of what makes a Zelda dungeon a dungeon are very much there. First, there -is- a map "item", it's just not an item, it's a place in the dungeon you have to find to place your Slate into, to "download" the map before you can access it. Secondly, there is no compass item because there's no need for one to point out where the boss room is. Like much of BotW's design, they want the ultimate objective to be clear, so you can see where you need to go from the start. The trick is figuring out how to get there, and to do so you need to naturally path your way through the puzzles and various parts of the dungeon to gain access to your objective. In this case it's an opening at the top, and the solutions are wind based, leading you to an outside area at the top where you fight the boss. Open air battle. So much for "no themes", "all look same", "mechanical assets", or whatever. Lol.

They also mention that Aonuma points out that they are putting a lot of effort into making sure the -approach- to the dungeons are unique and fun as well, so getting into the dungeon feels as fun or more fun than the dungeon itself.

This sounds amazing.
 
Weapon durability is the one main pet peeve I have with BotW so far. I don't think I'll ever love a system like that. it's not a deal breaker, but yeah it feels like a bit of filler design. Durability is such a bad mechanic that I can instantly think of two games where it was considered and then removed because it suuuuuuuucks - Pillars of Eternity and Ni-Oh. Weapon Durability suuuuuuuuucks. :p

I refuse to believe they are serious about there being no "infinite durability" weapons. I think the Master Sword might technically have a "durability" but it'll be so astronomical and decrease so slowly that it might as well not have one.
 
Let's talk about the dungeon that GI described. They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon. First, the dungeons are smaller and less confusing, which means they're not mean to be large maze type dungeons. But stay with me here, he makes it very clear that the elements of what makes a Zelda dungeon a dungeon are very much there. First, there -is- a map "item", it's just not an item, it's a place in the dungeon you have to find to place your Slate into, to "download" the map before you can access it. Secondly, there is no compass item because there's no need for one to point out where the boss room is. Like much of BotW's design, they want the ultimate objective to be clear, so you can see where you need to go from the start. The trick is figuring out how to get there, and to do so you need to naturally path your way through the puzzles and various parts of the dungeon to gain access to your objective. In this case it's an opening at the top, and the solutions are wind based, leading you to an outside area at the top where you fight the boss. Open air battle. So much for "no themes", "all look same", "mechanical assets", or whatever. Lol.

They also mention that Aonuma points out that they are putting a lot of effort into making sure the -approach- to the dungeons are unique and fun as well, so getting into the dungeon feels as fun or more fun than the dungeon itself.

So the map is the item this time? Thanks for claring that up that doesn't sound too bad.

However, you contradict yourself here. First you said "They didn't say it was simpler, they said that Nintendo took a simpler approach to designing the dungeon." But then you do say that the dungeons are smaller and less confusing, which does mean that the dungeon are simpler. Or am I misunderstanding something?
 
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