First Survival Horror game in the Zelda franchise.
Its literally my only concern and what is keeping my excitement in check.Lol that pretty much where my head is at now.
There's a blacksmith. There is fast travel.That is concerning.
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.
Whats funny is dampolflourken has been complaining about stale Nintendo for the past 3 years and all the sudden he taking it back lol
Wasnt just 3D world it was Nintendo criticism in general and it relates to discussion of your complaints as irony.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?
Please don't be MGSV
please don't be MGSV
Lol that pretty much where my head is at now.
You just said the new Zelda is a "no-go" from the new information, now you say it's back on track.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?
Please don't be MGSV
please don't be 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.
Lol i don't think anyone who watched those streams immediately thought of MGSV of all things, outside of the stealth options.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
I meanPlease don't be MGSV
please don't be MGSV
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.
" No invincible weapons in the game, Nintendo says"
Fuck that.
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.
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 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.
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?
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.
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.
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.
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.
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.
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 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.
Zelda can get mad at you and scold you
I mean
Spending time by fires in the world passes time
sounds a lot like the Phantom Cigar.
Its a shame most people will jump to conclusions before processing a logical train of thought like this.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.
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.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.
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.
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.
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.
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.