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Breath of the Wild - Not Enough Zelda

Jun 01, 2021
Breath of the Wild is one of the best games I've ever played. If you follow me on Twitter, you might be surprised that the video starts with that line because I've spent most of my tweets complaining about how many reviewers overlook the game. flaws and the game really does have those flaws, not just sore points, although I have plenty of those too, but huge critical issues that I don't understand how so many critics managed to ignore, but I'd be equally guilty of not doing my job if I did. I don't acknowledge that some parts of Breath of the Wild do things better than any other game I've played, and through that admission I hope I can help you understand how conflicted I am about this game and how difficult it is to properly judge it because Breath . of the

wild

is so big and has so much to do that they are like two games in one, on the one hand you have incredible things, exploration links, mobility, freedom and many options to move around this world, the images are very stylized and earned.
breath of the wild   not enough zelda
It's not to everyone's taste, but I was constantly impressed. I can't think of another open world game that does these things better, but on the other hand you have another game, a game that feels downright unfinished and which, oddly

enough

, is what you play almost any time. you can't explore when you enter a shrine or what passes for a dungeon when you accept side quests that have less depth and are more engaging than World of Warcraft's later quests. The game's combat is the best of these, but it doesn't live up to its potential and has some balance issues that are so terrible that it feels like it was made by a team of amateurs compared to the experts who developed the exploration you experience through the world. .
breath of the wild   not enough zelda

More Interesting Facts About,

breath of the wild not enough zelda...

It sounds like an exaggeration as I'm reading it now, but this is really how I felt, there were many moments I had while playing Breath of the Wild where I have to stop in place to wonder how such a game was possible, how the hell did Nintendo manage to make this Hyrule so vast and beautiful and packed with detail and then a few minutes later I'd be thinking the opposite, how could the combat be so bad, how could a shrine puzzle be so useless, why? Was I wasting so much time when there are already an overwhelming amount of places to go and find?
breath of the wild   not enough zelda
Why is it a Zelda game when there is almost no typical Zelda content? The conflict I feel about this game is something I hope to resolve by writing this and then making the video. I can sum it up like this, imagine a hypothetical game that was 20 levels long, ten of these levels are some of the best content you will ever experience, five were okay on average, but the other five were terrible, to what extent is your overall reaction Should it be affected by those bad parts? Do you just ignore them and focus on the good, since that's what stood out the most for die-hard fans who think Dark Souls 1 is the best in the series, they would say yes, and I can't say for sure if they're right or not. .
breath of the wild   not enough zelda
I know where or how to draw these lines. I don't know if you should draw them, although it's clear to me that many critics have quarantined the sick parts of Breath of the Wild and responded only to the best. and that's all I can be vague and spoiler free if you love exploration and video games and you owe it to yourself to play this game knowing as little as possible about it if you want something deeper, combat, an interesting story, whatever kind of interesting challenges or puzzles, then you could probably skip Breath of the Wild. You may want to hear my reasons first, although you may not agree with me.
Fortunately, there's not much story to spoil anyway, open your eyes, open your eyes, wake up. Breath of the Wild begins with a cutscene. There is no menu. The first time you start this game, it simply automatically plays this intro sequence and gives you control of Linc. He has been asleep in this chamber for a hundred years and has lost his memory. You are guided. by a voice through this small area and went over the basics of the game, this opening is interesting and might make you wonder what happened, why Linc stayed here, who spoke to you, why he lost his memory, ultimately , the payoff in the story is It's not worth spending time speculating, while it's certainly a story that received more attention than any of the Mario games, it's still primarily an excuse to travel the world and have an adventure.
I think there was potential for something more elaborate, but we'll get to that much later, so for now let's focus on all the things presented here. First, the sheikah slate which I immediately saw as a pack of Hearthstone cards and could never unsee for the rest of the game, hopefully. I'm alone in that observation and if not at least someone will share my pain now that I've pointed it out, it's a Nate from shige, take it, the sheikah slate is essentially a magical smartphone, eventually it even has a camera for now. It has a map and I assume some type of GPS so you can see your location.
You can use it to survey your surroundings and mark things in the distance that will then also be visible on your map. Shortly after you unlock four apps for the phone. which you can use for the rest of the game, first let's exit this chamber, they give you some clothes in the next room and not so subtly nudge you to open the menu and learn how to equip things, then you see the exit open. like a light at the end of the tunnel, but not before you're forced to climb a wall to get back out, not-so-subtly showing that Link can climb in this game, although I guess most players won't exactly notice Of how.
The important thing is that in this first stage here you are given a brief but beautiful shot of Hyrule and the title of the game fades away. You are shown a mysterious old man nearby and then left to do whatever you want. Welcome to Breath of the. you go crazy, except you're actually more confined than you think. This starting area is called the Great Plateau and is elevated on all sides from the rest of Hyrule. You cannot leave this place until you have completed the game's tutorial where However, the success of the game is that you still have a lot of flexibility and the way you complete this area you can also skip part of it on your second playthrough when you know what you are doing.
The big plateau is one of the best things. which this game does because Breath of the Wild is all about freedom, so as paradoxical as it may seem, it shows you that freedom while keeping you confined, this part is necessary for every player to be prepared to face the world bigger before you can do it. The genius here is that I assume most players won't even realize this and will teach themselves most of the lessons. You will see the gray plateau. It's like a miniaturized version of the entire game. Everything really, to begin with, is surprisingly big. multiple areas to traverse ruins to see and multiple enemy camps, you have the fields, a mountain range, the ruins of the temple of time and your first tower to find, after that you are tasked with finding four shrines on the map.
Compare this to The Biggest Question, Hyrule, after this you're looking to complete all four dungeons on the map, which you can do in any order you want, but you're still pushed hard in the direction of one of them, like here in the plateau that drives your mission. It first takes you to the shrine that grants you the Magnesia SAP, but you can ignore that suggestion and go wherever you want, just like in the larger world, there is a mini-boss hidden in an area here, one of the stone monsters in The forest and mountain area is colder than the rest of this part of the map, which is also a feature you will encounter a lot in the world at large, preparing you to survive in hostile environments, whether with clothing or food.
Temporary, but what I like most about this. The opening sequence is how much it promotes exploration. It starts with that wide shot when you first see daylight. I saw the mountain of death in the distance and immediately wanted to go there. Then when you climb the tower, the cutscene that plays is an even better job. you see all these different towers and a shot of the distant landscape behind them as soon as I saw the snowfall I was sold I want to go there I want to see I already had long term goals to keep playing like the Ultimate thing that takes us all from great to brilliant .
You can use the sheikah sleep feature I mentioned a minute ago. He was curious

enough

to want to see how far Death Mountain was from the plateau and that moment when the scale of this world began to grow. Dawn on me was one of the best things I felt while playing this game, the gray plateau feels very big at first but it is comparatively small compared to the rest of the game to the point that after revealing the entire map, honestly , it's hard to tell where it is without zooming in and that's something you'll notice, an experience for yourself that there's a lot to explore in this game, but why is exploration good?
I've said it several times because I love this part of the game. Well, for starters, not everyone will prefer their games to have a lot of combat, puzzles, or stories. I also enjoy them a lot, but I also like to get lost in the worlds of video games and see interesting things and those two qualities, how broad is it?

wild

excels at there are a lot of interesting things to see if you get lost and it's very very easy to get lost in this game by lost i mean lost you almost always have your map and you can fast travel to the shrines you found so it's really not possible to get lost or stuck with only a few exceptions like Eventide Isle.
The two main mechanics that facilitate exploration are climbing and gliding. The first finally lives up to that famous phrase about open world games. Look at that mountain you can climb. Well, in Skyrim, this means finding an established path and following it to the top or finding literal stairs built into the side of the mountain in the wild, you actually climb it with your hands and feet and it's not a stupid alternative to walking either. You have to judge the height of things and compare them to your available stamina for something that seems so mundane on the surface.
There is a surprising amount of things you can learn here. First, you can look for possible rest points next to whatever it is. If you're climbing, some of these are obvious while others are harder to recognize. Then there is the ability to jump forward at the cost of more resistance. Link is able to climb higher at a slow pace. Your stamina lasts longer that way, but you are a lot faster if you jump, this means you can do some quick planning to make some jumps and climb faster, but most importantly you have to take into account the last desperate jump you can.
Do it just before you run out of stamina to finish the climbs you would otherwise do. Wouldn't this also be useful when it rains? The surfaces are too slippery to climb when wet, but after a few tries you can notice a pattern: When the link starts to slide, if you time a jump just before, you don't lose. Any height you have gained up to that point requires a lot of stamina but makes climbing possible, at least this was one of the many little tricks I learned while playing through experimentation and it is one of the best things about the game that rewards the player's creativity. .
Look, this climbing thing may seem unworthy of the praise I'm giving it right now, especially since I've criticized Uncharted and Tomb Raider for all the climbing in those games, the difference is that they have climbing walls with a set path to follow. to

breath

e. of the wild allows you to climb anything at any point with very few exceptions, so few that it's not really worth me saying, but I want to avoid the pedantic comment that corrects me, you can climb any surface while you're in the world, it's a decision you need to make and in order for you to determine if you can climb or if you even want to, which was one of the main reasons I preferred resistance upgrades to heart containers while playing, there is a childish question about climbing things that feeds that idea of ​​freedom it's the closest I've come to reliving how amazing it was to have a flying mountain for the first time in World of Warcraft it's like some shackles you never knew you had that were broken climb the building jump to the roof jump from the The ceiling wants to ignore the paths in the past that we have made, climb around them, it's up to you, have you ever had a stubborn streak like that in the game?
There is a cliff between you and your destination and you are clearly not going to go. wasting time going around even though you would probably end up being faster, so you do a sort of half strafing around the jagged edges of the land jumping every time the game allows you and progressing a little each time, this is more problematic through the game than anything else, but damn, you'll do it your way. The

breath

ofsavage took it and made it a combo feature with the glider and I think if you haven't played the game things might start to make sense. why exploration is successful there is a lot of verticality in this game, you climb towers to reveal the map in each region, of which there are 15 and there are many highland hills around the world, you are taught from the beginning to survey the land shrines and , by extension, whatever else catches your interest, then as you begin to slowly slide down from the top you have time to look around and study everything as you descend and apparently there is always more than one thing that catches your eye .
The way down is up to you if you want to investigate and the fact that it's so easy to get around with all the sliding and climbing is why I said before that it was so easy for me to get lost in the shrine to reward you with spirit orbs. which are functionally heart pieces from the previous games, you need the same amount for them to be worth anything for heart pieces for spirit orbs, the difference is that you can choose more life or more stamina with every four you trade, so they are already shrines. They have an intrinsic value and an attraction for you to find through exploration, but it was other qualities that I discovered that, added to the reason for going out to look for things, the most subjective is that the world really is something to look at, there were Genuine Beauty for me, well I guess too many of the regions were filled with green trees and vast fields of grass, there was enough variety in the many mountains, swamps, jungles and deserts of the Highlands to keep me admiring my surroundings, which looks great.
Often the first thing that catches my eye are the cork seeds that reward players for being perceptive and stopping to look at things passing by. This is a collectible that is initially extremely valuable because it expands your maximum carrying capacity for weapons and shields. There are 900 of these seeds to find in the game and each one of them is tied to exploration or a very light puzzle. The game trains you to keep an eye out for any potential places one of these guys might be hiding. a temple or hiding under a suspiciously placed rock, there are patterns in the world that you will start to notice and nine times out of 10 and every time I thought, I bet there's a Corrick hiding there, I was right and I think most of the people I will feel like this. 900 sounds like a lot and it's actually crazy that there are so many, but I'm sure you shouldn't find all of these, you shouldn't even find most of them. 900 seeds.
It's there as a number, so the game sounds like it has a ton of content. It is there because by having so many, they can be placed everywhere so that people can find them easily without them being noticeably obvious. I found almost 300 of these seeds in the 150 hours I played Breath of the Wild and I'm sure I probably missed another 300 hidden in those same areas I passed through, this is the equivalent of casting a very wide net for players, another person who put in the same amount of hours as me. I may have found hundreds of seeds as well, but there are likely a completely different set, but the most important way that exploration was successful for me and I hope for many others was the stories where I was able to experience them myself. a unique way in video games. and more situations you can get into in real life, the most common were meeting other travelers along the way, these interactions were usually boring but a few stood out, I don't know why but saving a couple of monsters and then learn. who were looking for a flower to bloom, a silent princess is stuck in my memory, as is my first meeting with the cast, the traveling bird, Bart, listening to his accordion through the rain in the distance and walking towards the music wondering what the hell it was and then being I was given one of the many puzzles to solve, which were always easy but still fun.
My favorite was finding the snake's jaws on the map. The most important moments were when I felt like I was traveling outside the limits. There is a tangible feeling, especially at the beginning of the game. game where you're going up to places you're not supposed to get to yet, but the game still lets you do it. The most memorable of these stories for me was climbing the frozen mountain range in the southwestern part of the world. It was a very long climb and once I reached the top I discovered that I was not prepared to withstand the cold.
Now I had the option to leave to prepare better or continue forward to find a shrine or the region's tower to have a quick travel point to return next time without having to do the long climb again, of course, that's what I did, which ended up taking a lot longer than I expected. I continued forward with supplies dwindling as I ate most of my food to replenish the lost hearts. the cold before finally finding a shrine and then the tower shortly after. I'll never forget doing that in this game because it was a situation I got myself into and then I got out of there.
There were a lot of experiences like this for me while I played watching my first dragon was another, although they ended up being disappointing when I learned more about them. I know very well that this kind of thing doesn't appeal to everyone, but with everything else that has to do with exploration, making this part of the game was immensely fun for me, it was a real pleasure to get lost in this world, which is exactly what I did for my first 50 hours or so. I didn't do any of the main quests, the game was just this for me during that period. but this is only half of what there is in Breath of the Wild and I think a strong argument can be made that it is even less than that, so let's backtrack to the gray plateau after we raise the tower and are given our first quest to arrive.
At those shrines you get your first set of four spirit orbs by making these, which you can use to purchase an upgrade at the nearby Temple of Time. In the end, the mysterious old man who turns out to be the ghost of the king of Hyrule won't. Giving you the glider required to get off the plateau until you do this is more important than the orbs, however, are the sheikah dream powers that each of the shrines grants you. These are two sets of bombs, one basic series, one is the standard sphere version and the other is a cube so you can place it safely somewhere, which I thought was a nice touch.
It was also good that these recharges instead of being a limited quantity, puzzles could be designed so that the player always had access to bombs because of that, Magnus will also invite you to lift metal objects, you can move them to make bridges or stairs or open doors. Stasis allows you to freeze objects in time, this makes them mobile for the duration of the effect, regardless of the force exerted on them, so the balls will not go down a slope, which is a way of trying to test you. in the mechanics and then any series of hits you land on something while in stasis will compound at the end so you can throw heavy objects, lastly it's the mainstay of the ice ability.
I say last because this is at the top of the mountain on the gray plateau and is likely the final shrine that players will visit. There are also multiple ways up here and more than one way to combat the cold. It's another example of how. A lot of freedom the game offers to each player to choose their own journey to a destination. The Ice Pillar is exactly what it sounds like. You can also make them appear from waterfalls, but that twist on the mechanic is not taught in this shrine the way it is presented. Generate ice under a door to lift it from the water below.
Your reward for doing all this is a story about your past and the destruction of Hyrule. Zelda and Link before you lost your memories failed to defeat Ganon 100 years earlier. You've been given some very vague details about Zelda being locked in a perpetual battle with Ganon and a now corrupted Hyrule Castle and that you must first save her, though you must visit and claim the divine beasts around the land that were set up as weapons. to help. Defeat Ganon before he corrupts them so you'll get more details on how you ended up sleeping in the shrine at the beginning because you fell in battle and had to be taken there to be resurrected 100 years ago and have the game's goal purify. divine beasts save Zelda, kill Ganon, the other much more fun reward is the glider, so let's ignore the story and talk about that.
I was so excited when I first got to this point, there were so many possibilities for the game to build on what I had. Just made, the great Pluto was a closed area because of that, Nintendo knew that each player had a variety of tools when they went out to explore the world, weapons, a bow, a shield, probably, knowledge about cooking, clothing, ability to climb, plan and all four. sheikah dream powers in previous Elba games, many of the dungeons could not incorporate the tools found in previous dungeons, that is probably one reason why many of them followed a similar closed design.
In a small set of dungeons, you find their treasure and kill their bosses. then have those key items for the next set of dungeons which you can do in a different order. However, this non-linear approach still limits what each dungeon could contain, since it can't assume that each player has all the tools here in the breadth of the wild that he has. all this already so that the dungeons can be built around the idea of ​​mixing and matching different mechanics climb something, then stasis and moving platforms, you can slide towards it and then release a cubic bomb to blow something up revealing a metal box that you can manipulate to allow access. to some water for a nice pillar or something.
I can only be vague about this because Breath of the Wild never does this, so I can't show any visual examples to reinforce this point, at most there are cases where you have to use. two skills together, but that's it and even those are really rare. I was expecting a dungeon at the end of the gray plateau that would incorporate all of these tools and then introduce a new one that can be added to a growing list, but surprisingly these are all the tools you get for the entire game, not even the excuse of the president of the Dungeons and the vastness of nature add something to this list, instead the only additions you get are the ability to swim to waterfalls in Zora's quest line and a motorized jump. retake questline ability, the first of which is only required to do a handful of quests in the area you get it in and a surplus cor, the second of which is never used for anything specific, not even built shrines in any of these. concepts introduced by the first on the plateau this is such a missed opportunity I'm surprised Nintendo hasn't thought of a way to realize this potential this is the most fertile start I think any Zelda has ever had and continues to be the puzzle series and the most mediocre dungeons I have ever seen in one of these games and I have played almost all of them, even calling the divine beasts dungeons may be a stretch for some people, they are amazing Look at it with a spectacle from both the outside and the inside when the board and run through it like a more organic version of a dungeon.
It reminds me a lot of Incredible Scale and Shadow of the Colossus, which I think is a comparison. a lot of people are going to do and I enjoyed these sections, don't get me wrong, I like the unique mechanics that each one had of controlling part of the robot to make it spin or move in a way that opens different paths, they are very well put together but they are also small, There's no intelligent high level design like many other dungeons in the series, they're too small for that, the only place that really felt like that was Hyrule Castle, which depending on how bitter I feel When you ask me, I might be the only thing I consider a dungeon in the period of the game.
The divine beasts also share the same visual theme. They have the same introduction of a ghost of the pilot who died inside when Ganon took control. They have the same concept. To find a map, manipulate the unique function of the beasts and access various terminals to regain control, then kill a boss, all four share a very similar visual style. I'll talk more about the bosses later when we get to the combat, but for now I want to emphasize how disappointing this was for me. I play Zelda games for dungeons and bosses. Those are the things I look forward to the most.
Stay in your. I'll never forget how amazing some of the bosses looked in a Link to the Past or ocarina of time when I first saw them, as well as the overlapping level design and challenge and navigating those dungeons was what made me fall in love with the game. series to begin with and this is just not a breath of the wild, it just isn'tIt is imaginable. how much more rewarding the exploration could have been if there were dungeons to find in the world, the mazes, you can discover T of the potential here, unfortunately, too simple, but the idea is still present, you can feel it when you arrive, all this mystery and intrigue, imagine.
If it led to a huge dungeon, very little of this game was spoiled for me before I started playing, so I was really hoping to find a land, some dungeon somewhere while exploring. I was looking forward to it the entire game, stumbling into the entrance to somewhere and having a completely different kind of experience in a dungeon with a new tool and an awesome boss and it never happened and I don't know if that's fair of me or not , you'll have to let me know. I know it's not. It's fair to want more content because the breadth of nature is already packed with things to do, as I said before.
I have to stop and wonder out loud how Nintendo made this game because it really is so vast and even has dungeons hidden in the background. world, which would still be too small a number, it would be a lot of work, and yet even understanding that I'm expecting too much, I can't help but feel that way because Zelda in the title of this game is great. experience alone, but there's not enough Zelda to justify it, what I'm sure of is how right I am to be disappointed with the shrines because maybe that's the alternative: there are 120 shrines in the wild if 20 shrines are roughly equal.
The size of one dungeon when combined, could be the equivalent of about 6 dungeons that were cut up into small pieces and scattered all over the world, not that bad if that's how they work properly, shrines are the worst feature in breath of the wild. The section is going to be long and overly detailed because I intend to demonstrate it rather than just complain about it, so if you're not that interested in the shrines, you might want to skip the combat in part 3. The body exceeds and the shrines they have one. The main thing in common is that they appeal to a completionist mentality.
Longtime viewers may wonder why I feel comfortable saying that khorog seeds are something you shouldn't completely finish, but I forced myself to solve almost all of the witness puzzles. I reached the end of the darkest dungeon and reached the center of the galaxy and no man's sky. in those games, that's the game, those are the main features, the main goal in

zelda

, there is so much more in the spotlight, even ignoring the main quest, it's clear that exploration is front and center, you could argue that it's there in the name. of the game it is for this reason that I am willing to pass the side quests.
I don't enjoy any of them, although some of the characters had funny lines and were charming and that's okay because they were clearly filler content for me. I wish the game had great side quests, why not? If something can be good, why not have it in the game? But I would have preferred to have dungeons and more Zelda content. Instead, basic surpluses are clearly not something you should obsess over even though The reward you get for finding some of them is important. I'll say later that it's even a game that breaks the number of seeds you need for each upgrade slot increases quickly, so it's not worth it for each one while we're here. and I just mentioned no man's heaven, I'm alone and having flashbacks of how the inventory updates here are like hell, that game really hurt me.
I can still see it in another game. The difference between seeds and shrines is that I believe you are destined to make most of them. I don't think you have to do all of them to consider yourself done with the game, although I don't think it's crazy to go that route if you want, but do more than half, maybe even 80 of them. the 120 is reasonable if you explore most of the world and do the entire main quest or maybe it should be a comparison to the 70 stars out of 120 in Super Mario 64, that's still a lot of hours of content dedicated to the shrines I did all of. 120 for the video and that content alone took me about 20 and that's a pretty accurate estimate because I went through all my images and stitched each shrine together mainly because I wanted to be able to review all the shrines for this exam, but also because I'm as crazy as a straw , all these different clips are the 120 shrines, we will break them down shortly, for now it is important to know that there are two ways to find all the shrines in the game, the first is that you simply find it with your eyes or with your ears, you see a shrine , you walk up to it, open it and then take the elevator down, you get off and say, yes, it's a shrine or you listen to it with your shrine, you're on the board and you play whether it's hot or cold to locate it, this can actually consume a long time, as is all the waiting for the sanctuaries to play their motion pictures, which are always the same and then uploaded and downloaded.
The second way to find a shrine is through a quest often. This means that the shrine is inaccessible until you perform a task, but it doesn't always mean that that can cause problems when you are measuring the value of each of these shrines because although each shrine has the same visual style and recycles the same assets over and over again. again the internal content can be very different. I'm going to sound disrespectful with what I say next, but I also feel like Nintendo has already wasted my time, so I think we'll break even, at least I hope so for most. of these shrines are so bad that it seems to me that the developers delayed bring your kid to work day and had everyone design their own shrine with incredibly simple tools and the ones that everyone liked the most became the most shrines in the game, that's how tame a lot of this content is, so let's break it down because I think it was pretty bold and I need to support it first.
The easiest examples to remove are combat shrines, they are all identical. In the same room with the same enemy is a medium-sized guardian robot that will have a variety of weapons and shields to use against you and a small, medium, or super health pool, depending on whether it's a minor, modest test. or greater, these enemies always have. The same mechanics and the only change in the environment are the pillars you need to provoke them and have them hit when they enter a certain attack mode. On harder trials you need to use your magnetic powers or your ice pillars to create these barriers, which for me Made the fights easier because I can guarantee there would be something to use if you count the tutorial intro shrine for these fights, which I definitely think you should do, so these take up 21 of the shrines in the game, 1/6 of the shrine / bit by bit.
The dungeon content is made up of this same fight over and over again, stay with me because most of the time it gets worse. Shrines that require completing a quest will be crafted and this is generally the best shrine content in the game. The missions. I'm not talking about the shrines themselves, there will be some kind of puzzles in the world or some tasks that you will have to complete. Cass will present a puzzle like finding the right spot to shoot an arrow through two of these rock formations or a woman in the desert will require you to go on a quest to make her a drink before she frees up space.
You can access a shrine that has you carrying an ice cube through monster-filled ruins and hiding it in the coldest shade so it doesn't fade away. Don't melt while fighting, there were 35 of these types of questions in the game in my playthrough, technically there are more than that, but not all shrines require you to have the quest to access them, just most of them do so these 35 25 of them ended up with an empty shrine, although I hate the time wasted loading these things for what amounts to a free pass, it's more than acceptable for some of the shrines to be like this because some of the quests are complicated enough to justify it, so missions like Navigating the huge mazes on the map or completing the challenges in the Lost Woods or even Tide Island, which was one of my favorite parts of the game.
Missions like this justified the empty shrine at the end, as that's just the reward the shrine puzzle was. However, not all quests are worthy enough of this pass and it gets doubly strange because some elaborate quests have puzzle shrines at the end, 10 of them do and some of these are some of the most important shrines in the world. In the game there is a mission in the Rideau region that requires you to find a group of bird children to practice some song in a nearby nest. You have to hunt them in the village and then cook some special food for the most troublesome one.
You need to solve a puzzle by listening to their song in the nest, only then does the shrine appear and it still leads to a series of puzzles within other quests, such as holding a snowball at the right angle under the sun so that its shadow is cast on it. The panel leads to nothing, an empty shrine or lighting these torches in the desert, which takes less than a minute, leads to an empty shrine, not all of them were made to be the same and it gets worse with some of the shrines you can find no missions. that are also empty there was one hidden in a wall that my shrine detector detected no quest empty inside another one in a cold lake that was very easy to find and get to the same easy to find without a quest no puzzle inside the shrine This is a game that promotes exploration, so it should have been predictable that someone like me, who enjoyed going to the far reaches of the map, would have found some of these shrines before finding the quests, this one here, which was empty when I discovered that was linked. to some sort of quest in a nearby town, a quest I got much later and watched autocomplete instantly in my quest log.
I have no idea if there were any challenges I accidentally skipped, but I don't. I don't think that matters to me, it was a dead try, this means there are 29 shrines like this in the game, just a bridge with a chest and a water chamber and not everyone had enough media trips there to justify the fact that Some of the longer quests, like solving the heart-shaped puzzle in Rito Village or taking photos of the broken monument on the beach, still have a puzzle shrine at the end, after all of this, many of the ones that don't have.
I feel suspiciously unfinished. The sanctuaries that remain are those found directly in nature. These also include the starting shrines on the plateau and the simple ones in the areas closest to the starting area. I think this split can be a little difficult to follow. so let's update all the shrines in the timeline. The first group on the left are the 60 shrines that you find and then solve a puzzle. The next 10 are those who have a mission in the world but still have a puzzle trying after and the rest. 50 are the 21 combat shrines, 25 quests with empty shrines, and the 4 shrines I found without a quest that were completely empty.
We've already gone over how variable the quality of some of the missions can be. I think it's worth mentioning if you know others. very quick examples, although the puzzle that requires you to stab a platformer with a specific weapon really should have had a puzzle shrine underneath it. I owe the shrines that require you to present a scale of each of the three dragons to unlock the path, especially since this is something you will have to do many times if you want to upgrade your armor, conversely, discover the ruins at the end of the Canyon biggest in the game and fighting my way through many broken Guardians was one of my favorite moments in the game, even afterwards.
I was disappointed that I didn't find a secret dungeon. It was still enjoyable and worth it and an empty shrine at the end, as were some of the minigames like the Goron climbing challenge and the Sands Hill races in the desert. There are some stinkers in these. quests, but it was the best written content in the game on average, which isn't something I can say for the 70 shrines in the game that had puzzles. The biggest problem is that many of them are too simple and this is also where I will go through most of the examples I have seen and divide the 70 shrines into the five groups you see now.
The four to the left of the tutorial shrines on the gray plateau. The next group are 15 shrines that I consider good. and interesting, the next group are another 15 that are just okay or almost bad, then there are 32 that are completely bad and a waste of time or repeat concepts and then there are the 4 on the other end that I'm going to label as terrible because they use frustrating motion controls, a lot of this is going to be subjective. What I just said may be somethingthat you don't agree. Some people may like those motion control puzzles, while I hated them, so I'm going to go over each group and explain why I separated these puzzles.
Obviously I can't solve them all, but I think you'll be able to understand my reasoning and then decide if you agree with me or not. First, let's set the 4 walkthrough shrines as a basis for what I've considered to be a good series of puzzles, each of these follows a pattern of introducing a concept and then trying it at least twice after that, so with Stasis mechanics you must freeze a gear, then freeze a ball, then freeze another ball. that you then have to hit the frozen wall to move, it's a progression of the idea each time.
The same goes for Magnus's ability, your bombs and the ice pillar, you make a pillar to climb up a ledge and then open a door, use it to block a guardian. hit and then pick up the seesaw, this progression of an idea is what's missing from the vast majority of shrines I've labeled bad, they're just okay, for example this shrine requires you to place a bomb on a block and then use another bomb. blow it up in the air so you can go through the ceiling, this is actually a cool concept, timing different bombs, but after doing this first part you are done, this is the end, in this other shrine you jump two spaces with the Open the glider and sail by the wind and voila, this is the whole sanctuary.
This one offers the huge task of jumping on a raft and moving water, then it fills up and has three more in a row, then you have to use a stream and a pump to clear your way and that's it, actually this is the entire sanctuary . You shoot an orb from a pillar into the docking pit, then throw a ball through the door, it opens to another pit, and then jump to the end. This, like many other shrines, should have been the first phase and the first room to be based on this concept. Instead, it's already over.
The same goes for this one, where you have to shoot a ball into the air so that a jumping pillar activates and you can shoot a crystal. that's all shrine to the most ridiculous example of all, there's this one that needs you to freeze an electrified ball so it falls to the ground or you can time a magnetic grab I guess and then you're done, you take it to idle power. change and that's it. I had to put the controller down after the shrine and really think about how this made it into the game. There are others who are so close to introducing a great concept.
This one has heavy balls with strings. You shoot first. string and see them fall to press a button, then the next room requires you to freeze the ball so you can shoot both strings without it moving out of button alignment. It's a good idea, but you're done, apart from a couple. optional ball easier for him chest this is all there is to do in the shrine for some of the other bad guys and some of the good guys there are a lot of repeated concepts the shrine has a lot to do with using stasis to throw objects but this is the same puzzle that the tutorial used to teach you this mechanic.
It repeats itself again. Same for balls rolling through the slots that you need to stop or block. It's the same thing or this sanctuary that was similar to the inside of a giant clock. It could have been a really interesting puzzle that involves stopping certain gears in a specific order or moving on to more complex chambers like this one with more mind-bending puzzles. Instead, you climb to the top, do a simple jump, and then freeze the gear at the right moment. it's exactly the same as the first thing the game taught you to do in the stasis tutorial shrine after going up these stairs, the shrine is over some of the shrines which are okay, based on an idea, but still too simple , this one called Time is Critical introduces the concept of a button, a ball and a moving platform, then tests you twice after this with a slightly more complex version, so there is a progression, but it's not enough, There are quite a few shrines that are like this in contrast.
For these, you have some good sanctuaries that seem to have gotten ten times the attention, so I'm only half joking about bringing your kid to work. The explanation is that these good shrines are the only ones that feel like real game designers made them there. was one that was an assault course with lava wind and synchronized glider jumps, another that delivers on the promise of timing bomb explosions first with a simple introduction of an automatic push pillar, then one that you have to control and then a final room that needs bombs placed in a slightly clever way to solve it, most shrines involving electricity also followed this pattern, they start simple and gradually increase with each stage of the shrine, just the fact that they had stages Unfortunately, for them there was a decent shrine that was built on the basis of magnetic ability, first by having a set of platforms that swung into place and then timing a jump on them and then rolling the spiked balls around the ceiling meme or make them swing in a pattern. that you can run across and then do some stairs to the end and that difference in approach those spiked balls had to solutions might be what many of you are yelling at your monitors right now that I'm wrong about these shrines because many many of them have multiple solutions, are flexible and therefore fun.
I understand that it can be fun to do things like that, but my perspective is that a boring puzzle with three boring solutions instead of just one boring solution is still a boring puzzle and that some of the solutions break these shrines in stupidly easy ways that show such a lack. thinking. On Tendou's side, there is a shrine that has a lot of wind, a ball and a spring to sit on, the idea is that you should use it. blocks that cut off specific fans so that the wind currents that are left active will roll the ball towards the spring from start to finish so that you have time to reach the rising pillar that the spring activates when it is active.
This looks like it could have the potential to be a cool puzzle, well not only is this shrine one of those one room, single layer puzzles, but it's also completely subverted by using stasis on the ball when it's already on the dock and then run towards the pillar and this mechanic that freezes a ball in the middle. rolling on a slope is something they taught you in the tutorial shrine, all players will know this, imagine if putting a bomb in the slot would work just as well because it has the same shape, that's how poorly designed this puzzle is to add insult to injury.
There are two of these wind current shrines that can be ruined in the same way and look, I also understand that there is an inherent problem here that could be something that another group of people could be shouting that I'm wrong about the breath of the wild It's an open world game, that means there's a soft limit on how complex shrines can be because if you can do them all in any order, that means the really difficult ones could ruin the players experience if they come across a challenging one. At first, something like this. what happened to me was the combat in the game, the opposite happened to me with the shrines at the end of the game while searching for the endings I was finding modest and minor combat shrines that I could kill without any effort, this would be the reason.
Why are even the shrines I have grouped good or rather the best of many bad ones? Some of them are interesting but still don't have much to offer compared to some of the puzzle content and level design in previous Elder games. So maybe I'm wrong to criticize them for this lack of complexity. There should be easy shrines so there are more accessible ones and too many really difficult ones could ruin the game, except I can think of three solutions to this problem and I'm just a guy. with a YouTube channel, not a legendary and experienced developer at Nintendo, the first solution has to do with how shrines exist in the wild compared to other open world games in Skyrim or Fallout 4, places that you can enter to through a load. screen or a real place, this is a bit abstract without an example, so think that a cave in Skyrim has to remain a cave after you have loaded into it or a factory or a sewage plant in Fallout 4, the interior It has to match the exterior.
They have to be coherent somehow and are therefore limited as to what the interior can be. All shrines have the same reused entrance. They have the same internal theme. They even have the same resources and music that plays. This means that. Shrines don't actually have to physically match your entry location on the map. That is to say, Nintendo could have made a set list of shrines from five to 120 and dynamically changed which shrine you load into depending on how many you've made before. that by doing it this way there could have been an actual difficulty curve updated with shrines expanding on concepts from previous shrines because the developers knew players already had a chance to see them, it would also have made it possible for what happened to me to happen again . all the combat shrines I encountered at the beginning would have been minor, then modest in the middle of the game, and major towards the end.
The same goes for the puzzles, all the easy ones would have been the first 20 or so you found in the world and might have gotten harder from there, some of those watching might balk at this idea because it means everyone gets shrines in the world. same order and you may see that, in addition to being boring, the other solution is a modified version. Trines are separated into levels of difficulty, for example, sets. of 10 or 15 that are grouped by very easy, moderate and so on up to very challenging tutorials and each set of 10 or 15 could have that order coded within its level with more difficult versions of each type of shrine in each set so that the Developers can still design these shrines based on previous concepts and at the same time make it so that each player sees them in a different order.
The third solution would be fewer shrines so that some of them can be larger. Make some of them have more than one spirit orb and progression stages. in ideas so that more can be built on top of any base, say burning leaves to reveal hidden paths and switches that each shrine is based on. This concept could be taken even further with some weird mega shrines that take a few ideas and maybe go crazy with them. have some interact and overlap with various spirit orbs to find them in different rooms, maybe there could even be new girls introducing these mega shrines that add a new twist to the existing mechanics, so the developers have even more chance to be creatives.
They could have a single theme and then limit the level design with multiple rooms and more enemy types or even a boss to fight at the end. The name mega shrine is a bit strange, although it would be nice if they could call them something else. I wonder what that name could be. What it boils down to: Too many shrines were like this. I had to spend time finding it, messing around with the cutscenes and all the loading screens. I was also able to run uphill and dodge balls with metal spikes. that they came down to look for me or I couldn't avoid them either, even that didn't matter, this was the entire shrine and it kept telling me that's all, that's all there is after every shrine like this I ended up with only 15 shrines that could be considered good, another 15 that are only good and the rest are bad, empty a mixed bag of world quests or copy and paste the same combat shrine.
I think it's easy to understand why this core part of the wilderness expanse was so disappointing and really ruins the game, there's also the problem that it's always too easy to figure out what is required at the sanctuary, if there's no water then you can exclude the ice pillar immediately and the same goes for the opposite, if there is water, than you expect to use, the magnesia suffers. Similarly, if there are no metal objects in a shrine, while it's not always immediately clear whether you're going to need to use stasis or bombs, adding more tools during the game would have helped a lot with that.
I also think it's worth mentioning briefly. that some of the hidden chests are more fun to reach than most of the puzzles found in each shrine. These optional challenges are often still overly simple and the items they contain are generally not worth the time, but the puzzle itself is sometimes worth the time and creativity. and the intent shown in some of these should have been the basis for the challenge after some of the initial shrines. It's a shame it wasn't done that way and I think that concludes everything for theshrines, maybe I'm waiting for it too.
There's a lot of game in this case, but I don't really believe it. The amount of time wasted on loading alone is enough to show that these weren't as well thought out as they could have been, why weren't the shrines? just a pet stole that rises from the ground after completing a quest and only gives you the spirit orb instead of all that loading and waiting, why are there spirit orbs instead of just choosing between a heart piece or a piece of resistance? at that time after completing the shrine, like why have all the burden to go back and talk to the temple with some kind of time and then hand it over and wait for it to arrive at the site, like it slows everything down, this unfortunately coincides with some .
Of my thoughts on combat, not all, but enough. I have a feeling that's what a lot of people were waiting for in this video, so let's get to that now, fighting enemies and how the breadth of the wild turned durability into a four-letter value. word the two words I would use to describe combat in Breath of the Wild are fragile and inconsistent and fragile does not refer to the durability of the weapon, although now that I've written it it would have been a lot more fun if it had combat is fragile because Breath of the wild is a game that breaks too easily, so fighting enemies is something that you should do your best to enjoy because there are too many traps and temptations that make it too easy, however, let's start being positive because if you manage to walk down this tight line and find a way to make combat fun, then it can be fun and not just a little bit.
There is a surprising amount of freedom in combat that reflects exploration in the world and how you can creatively solve the game's puzzles. Small enemies almost always come at you in groups. These groups are also almost always in camps in the world that you can approach and plan to take on. The other type of encounter are mini bosses, but these are few and far between, depending. It depends on how you play, clearing these camps is most of the combat and the breath of nature, so let's focus on that, for now, freedom is found by playing with the mechanics, you can approach the camps in a direct assault and fight against them in what normally happens.
In the chaos, you can stealth your way to take out guards at night and then sneak attack sleeping enemies for massive damage or steal their weapons before they wake up so they have to fight you unarmed or you can embrace the creativity and go more than a little crazy. metal objects, while those can be turned into weapons, shoot, burn enemy clubs to nothing, have a fragile weapon of your own at the beginning of the game, you can deliberately break it over an enemy's head so that their weapon flies out of their hands and then you pass the dazed goblin. and pick it up to kill the enemy with their own weapon when your stasis rune is upgraded, you can freeze enemies in place for cheap hits or stasis rocks or logs to smash enemies, old fashioned push rocks to smash them , blow up explosive barrels.
Throw bombs, but be careful not to get kicked back and the possibilities here are far beyond mine. However, the donkey from the video game Givet e has a great video showing how fun this can be and again it all comes back to how subjective it is. Playing the game this way failed to engage me for a significant amount of time after a few camps of doing things like this, I felt like it was not only inefficient but I no longer enjoyed it and this becomes even more true later on. When the more difficult enemy types start appearing in the world with their really big health bars, stealth is also pretty simple, but can be fun, especially if you attack camps from the sky, you can glide down and shoot arrows during the Bullet or arrow time, I guess.
Clearing the tower sentinels and then landing softly next to the sleeping monsters, stealth killing them, isn't a bad way to play and the option is welcome. Direct assaults were what I chose to make it more fun and more challenging, but this is the part of the game that lives up to the idea, you have to make this fun for yourself because holy shit, this combat system is Fall apart without rules and self-imposed limitations, problems are everywhere, but you can find most of them in the numbers. Heal yourself by pausing the game by opening your inventory and eating raw ingredients or cooked foods.
There is no limit to the amount of healing you can receive while You are on pause and there is no limit to the amount of food you can carry and the ingredients are everywhere. You were almost out of stock and cooking recipes that use any Hardy ingredients automatically become full heals after cooking something so simple like a hearty vegetable plus a single apple becomes a full heal because the game needs to give you full health in order to grant you the Extra yellow armor hearts that are part of that type of ingredient similar to some food buses can increase your health numbers. defense and offense, which might make you wonder how damage is calculated on defense if you watch my video on Dragon's Dogma you're about to watch.
Be surprised that Nintendo did the same. Each heart container is made up of four quarters. Each weapon has a damage number attached to it and each number represents a quarter heart of damage. I discovered this by giving Bakka Bland specific weapons and letting them hit. Me without any armor are they baka mixes or mixes because by the way I feel like I'm going to like the trapped cobblers they look like goblins and they look like goblins so I think it should be limping with the books but baka Blin seems more easy to say? for me, we're going to go with that, we're going to go with baka Blin, that's what we're going to go with, so a basic read, baka Blin, the lowest enemy in the game, we'll do half a heart worth of damage to him when he wields a two . damaged suit, so each point of damage is a quarter heart.
Likewise, if I gave him a real sword that has 36 damage, it deals me a full 9 hearts of damage. 9 hearts multiplied by four quarters in each art of course equals 36, so it's still there too, things get a little more interesting with some of the higher level enemies, these are based on colors, so like I said the red baka mixes are the weakest, then there are the blue ones, then the black ones and finally the silver ones, the way the damage is handled is at that higher level. Enemies have an additional damage bonus to each attack, for example when unarmed a silver Baka Blin will deal six hearts of damage, but if you give it the same two damaged sticks it will now deal six and a half hearts of damage, so that the weapon will continue doing the same thing.
It doesn't matter which enemy has it, it's just that taller enemies have a fixed amount of bonus on top of it, for another example, if you give a silver buckle on the same royal sword as before with 36 damage that turned into nine hearts, then You'd expect him to. Be the same as the stick, the silver baka Blin should add six hearts of damage on top of those nine hearts and sure enough, that's what happens, that's 15 hearts of damage if you translate this into numbers than a red baka Blin holding a sword real. the damaged weapon is only doing nine hearts 36 damage while the silver baka Blin is doing 15 hearts 60 damage now let's put the armor in link so we can show you how easy it is to break this system forever every point of defense you have is subtracted directly from The incoming damage is not a percentage reduction, so it's not like 50 defense points, it means that all damage is reduced by 50%, it means that whatever damage number the enemy has is reduced by 50, for What if I have armor, that adds 36 defense. so that red baka Blin with a real 36 damage sword won't be able to hurt me as you can see that's almost true, the game never allows you to be completely immune, instead it reduces the damage to just one heart if I use it.
An even higher defense up to 84, still deals 1/4 heart, so this shows that there is a minimum amount of damage each hit should deal, but this is so low that as far as I'm concerned it's still effectively zero if I go. on the silver belt with the same defense rating of 36, then it should be logical that the armor nullifies all the real sword and all that should be left is the silver Baca which combines the base six hearts of damage correctly and this is exactly what what's going on. Armor 36 negates the damage of weapon 36. If I raise my armor to 60, then all of it is gone.
Baca's silver mix now does 1/4 heart per hit, just like the red one, and it's the same if I go. up to 84 armor, this way upgrading armor breaks the game and I'm very lucky I didn't realize this until I already finished it because it would have been yet another thing I would have had to stop. from using it to make the game fun if you have played and wonder why sometimes you took massive damage out of nowhere and that's why the world and the breadth of the wild levels with you, the toughest enemies start to appear even In On the Great Plateau, you'll find these silver Baca Globes later in the game and with them come better weapons, so if you're not upgrading your armor as you play, you'll take a lot of hits with the same high damage weapons that you'll start using because Instead of percentage modifiers, Nintendo uses this crazy subtraction system that causes solo armored players to be destroyed.
Players with high armor don't take any damage and the people in the middle have to play a game of chicken to decide whether they want to or not. They should upgrade their armor to make the game a little easier, but not too much, otherwise they will ruin the game by blocking all incoming damage. It's worth quickly noting that there are a few abilities that still deal a good amount of minimal damage. It doesn't matter what level of armor you have, this Guardian laser, for example, in Flex, 14 and a half damage on a bare link, then three and a half with sixty-four armor and still three and a half with 84 armor, so that there are a handful of cases where it's quite different, although the final fight with Ganon is one of them, but that's okay, I feel like I'm messing with the game here, but this is too stupid not to mention that if you fight against Ganon naked and defenseless, then most of his attacks have to do with the same amount of damage, his laser does 11 and a half hearts, all his sword cuts do 10 hearts, which means a silver belt with a rinky-dink royal sword which, to be clear, is not an endgame weapon, it's a midgame weapon. does more damage than this huge epic punch from the final boss, even without a weapon, this little silver goblin has six hearts as close as possible and for the most ridiculous thing of all, a silver mob with a fucking spear that's on fire, we'll do By the way, Ganon's weapon is also on fire, so I think it's a fair comparison, so why are the numbers so terrible?
By balancing offense and defense in this way when you can't be sure if the players will. Even having access to upgrading armor is a nightmare, so the percentages would have been much better. Same for that healing problem. If players can instantly heal themselves from any damage, then it makes sense for the enemy to increase very high damage in the game now your health. It's not just these hearts, it's all the supermarket food that you carry with you so you can see your health and your blood in a similar way, your health bar is not just what is at the top of the screen, it is all of your blood vials also the cool thing is that to access the rest of that health you have to play well enough to time a heal in the middle of a fight and also recognize that you should heal instead of attack, but also not heal too much. early so you don't waste a lot of world breath it also has an additional safety net that if you are at full health you can't be killed in one hit, you keep a quarter heart even if you only have three hearts in the attack, that's a lot more damage than that, as long as you have food you are effectively invincible, except when an attack misses and deals damage twice in quick succession, which was rare, it only happened to me with elemental attacks that I guess deal a physical hit. and then a magical one together so they can break this safeguard.
Something as simple as having the game resume after selecting food and having a second or two of downtime while Link eats would have solved half of this problem. so now you have to run away from enemies and position yourself to heal instead of being able to eat twenty apples and a whole turkey while staggering on the ground, the solution to the other half of the problem would be to limit the amount of healing. you can carry for each fight a simple way to do this would be toRaw ingredients don't heal linked cooked foods they do and you can only carry a set amount of them this way you don't have Tori's stupid internal limits on picking up ingredients, but you can still restrict the amount of potential healing you can carry at a time.
This might even be something you could improve or expand on by finding things by exploring more cooked food slots or maybe they would have to be kept in special containers after cooking, maybe you could. I have four of them at the beginning four glass jars or cups what's the word I'm looking for here I feel like maybe I should start with a B and those are the first two major problems on this list that I couldn't find a way to mention until now Damage calculations and armor healing and recovery errors in consistent rules, mobility and balance, low enemy variety, and weapon durability.
My hope is that by now you should have a decent idea of ​​why I labeled the combat fragile, it's intentionally too easy. break it with food and it's very easy to accidentally break it with armor upgrades now the answer to those problems is to simply not use them, don't eat during combat and don't wear armor, but this brings up a lot of really difficult questions. which I can't cover in this video about the intentions of the developers and how much responsibility the players have to make the games fun for themselves and if there is a right or wrong way to play a game, plus the game still has to have a system of healing ignoring the option completely.
Not a good answer, this is a two way street and unfortunately with the other problems on this list it just keeps getting worse because even though I finally found a way to make wilderness combat a lot of fun, it just wasn't. that after my first hour of playing, if food and armor are ways players can break the game, then balance issues are ways the developers broke it and this is also something that goes both ways. beginning of the game after finishing the big photo and When I was given a glider, I wanted to ignore the main quest and start exploring.
I had so many possible directions I could go, but I finally decided to go south. I had two reasons for doing this, the first was one that I think a lot of people will do. I understand that this was the shortest trip to the edge of the map and I wanted to see what was on the edge, the other was in the canyon that stretched into the distance, it seemed like an interesting place to explore so that's what I did if you have played. You completed the game and explored this canyon yourself. You know I made a terrible mistake.
We'll talk about enemy variety shortly here, but it's important for everyone to know right now that there are wandering mini-bosses out in the wild, the one that lives in. This Cannon is called Lionel, and despite being the hardest enemy type in the game, more so than any of the bosses, including Ganon, he is the only one of the four miniboss types that doesn't have a fancy, extravagant health bar. title I got here so soon I was still armed with my bad Pluto weapons and being the hardcore gamer that I am, I started fighting this thing and they handed me my ass, their arrows killed me easily, every hit was potentially fatal, their set of Movements was much more advanced than anything else I've seen so far and I was still getting used to the controls, however these are all good things in my opinion.
I like when games put challenges like this in the world to overcome because that's exactly what I did. I learned to run out of the way of his arrows. I learned to dodge his attacks, many of them perfectly to activate a special counterattack mode. The player holding the controller was able to learn and overcome this challenge, so what's the problem? Well, even though I was able to defeat this monster, Link couldn't or, more specifically, his weapons couldn't. I was unable to deal enough damage with them before they broke and I was left with no options, it wasn't that I couldn't dodge long enough or something it's that I was literally unable to kill this monster without better equipment, this drove me away. of combat for dozens of hours after this.
I'm not kidding either. I dismissed much of this as a team-based game that was about acquiring armor, weapons, and more hearts. My response to this may seem extreme, but I hate when games combine equipment and skill progression without making it so that players can still make their way if they play well enough. I hate having to run from this Lionel because my weapons weren't up to the task now the tragic thing about this is that if I had literally gone in another direction that's what happened don't get me wrong this is still Nintendo's fault and There are many things I could have done differently to avoid this, but this is bad luck on my part for encountering this monster, it also ruined any sense of exploration I had at the time.
I actually thought, oh, I guess I can't go anywhere after all because my team might not be there. good enough for some areas not that they were difficult, they would be on Cybil so early in the game because Lionel didn't have a fancy health bar like Dallas' stone monster on the gray plateau. I thought this whole region was full. of this type of enemy, so I should go somewhere else. I imagined the entire desert crawling with these guys. This is the centaur. Earth, stay away. There is another address. I could have gone and found the line so early and went out of my way to try it.
In my second game of three hearts, there is a Colosseum near the large plateau that has a Lionel at the bottom. If you go there first right after getting the glider, there are enough monsters on the floors above Lionel that dropped good enough weapons for you to comfortably. kill him early, most of them still break, but it's possible and this is the kind of thing the other Lionel needed in the cannon, but I also said that this issue goes two ways: weapon durability in this game has been such a topic. hot that I have read quite a few articles about it.
My impression is that many people who have played Breath of the Wild didn't realize that the world grows with you. I don't know what causes it and I don't have time to commit to another match to find out what the average damage of the weapon in your collection might be or how many enemies you have. You have killed or how many shrines you have defeated, it could also be how many regions you visited or how many towers you have climbed. What I do know for sure, however, is that it is not caused by clearing the divine beast dungeons or at least that. my game world started getting harder before I did any of them, so it's not a requirement that harder enemies come with better weapons, harder fights, like I said, the hardest type of Baca Blin started appearing in the initial area after I returned later with dragon bone. weapons instead of basic sticks, this is true for all regions of the world, everything scales as you gain power and experience, except dungeons, so the way I played is that I got lost exploring and things became more difficult on the first change.
I realized it was the black Baca mixes and then the black blizzards. I finally saw my first Silver Moblin and then even a silver Lionel because even they have tougher versions too and came to the incredibly reasonable conclusion that if the world was this dangerous, then surely the dungeons. and Ganon must be even more so in these dozens of hours exploring. He had visited quite a few shrines. I gained more hearts and stamina. I hadn't really upgraded my armor and hadn't thought to research how it worked, so that added to the amount. These high level enemies were hitting me.
However, the most important thing than all of this is that I stumbled upon the lost forest and found the Master Sword. The Master Sword is the only weapon in the game that does not break permanently and instead loses its energy and has to recharge for 10 minutes before it can be used again. It has 30 attack damage, which is in the middle of the line. It's even below the actual swords we were using before, however, in the presence of Guardian enemies, it gets a damage buff. starts to glow and increases damage by 60 per hit armed with this weapon, the world didn't feel all that different, in fact I was very disappointed that the Master Sword could break and in the case of enemy camps it often did break before he could kill. multiple enemies, this legendary sword felt legendarily fragile, but when I finally went to finish the dungeon content, everything changed what I'm about to show you is the zora domain boss, the great elephant divine beast, this is the first dungeon that I completed this is the first boss I fought and it's the first time I fought him this is what happened this is backwards the balance you can achieve I ruined the game by playing it the way I did I couldn't enjoy it The boss fights the other three weren't as extreme as this one, but they were still so easy that I didn't even know what their mechanics were until I fought them again on my second playthrough with three hearts, after leaving the big plateau, you can ignore everything and go.
Straight to Hyrule Castle, you can collect a variety of weapons inside the walls and then go for Ganon from the beginning, if you do this, the game will have you fight all the divine beast bosses in a row before Ganon fights, while if you do the beasts first, there are no other bosses here and Ganon gets a big nerf to 50% health. Instead, these two options are on opposite ends of a spectrum of insanity, even Ganon is a pushover if you do the four beasts first at 50% health. makes the master sword fight a joke even in its second phase and then its third phase is even worse than that, but if you rush here then it turns into this huge 11 phase fight that took me over half an hour do from start to finish. and in doing so, I learned the mechanics of each boss and they were pretty good, not too cool or mind-blowing, but a lot of fun.
I wish I could have experienced them properly on my first run through the dungeons. Same for Ganon himself. I wish it had been a proper fight the first time. Instead, I felt like I was being punished for playing poorly. No boss fights for me. They were all much easier than the normal enemy groups in the world. These are problems that arise from a team-based system. than a skill-based one and even then the problem is exacerbated by the disposable nature of the weapons you find in the world, you can safely expand the enemy camps because you can steal their weapons right there, on the spot, so that there is equality of conditions, while with bosses, if the game increased these fights in response to some kind of trigger, let's say if you ever pick up a weapon that has more than 40 attack power, the fights become stronger and even more stronger than that if you take an attack power of 50. weapon, well you may not have those weapons anymore when you get there, it is very unlikely that that will be the case because once you find one you usually find many more but for bosses like this would want to avoid the players experience and what I did with Lionel in the beginning, this may also be the reason why there are so few enemies in the dungeons so that you don't break your way and half of them to the boss.
I also understand that they couldn't have made the bosses scale any weapon you carried. time because otherwise what's the point of progression systems if the game is going to constantly escalate the difficulty? I think the world scales very well, it's easy to understand the strongest colors of each enemy and, most importantly, the weakest ones. The colors never fade, so you can still have a challenge with the newer ones while having opportunities to destroy weaker enemy types that used to give you trouble. That's what the progression system should be about, balancing the moments where you can turn the tables and feel powerful, but still.
Providing a challenge, on top of that bosses and dungeons fail, the open world succeeds and fighting all the bosses in a row ended up being one of the most fun parts of the game for me, but it also gave me a great opportunity to notice many things. Small issues and inconsistencies in combat which, if you remember, from the beginning of this section was the other word along with brittle that I used to describe the fighting in this game. The inconsistencies come mainly in the animations and the ability to burst after 150 hours. Can't. I tell you with certainty what the trigger for a successful burst is.
I can hazard a guess, but if I'm right, it's one of the stupidest systems I've ever seen. Ironically, the best enemy to show this is the Zora boss. which I eliminated after accidentally causing a gust in my first encounter, this time we will fight him in Hyrule Castle. This enemy has very slow and predictable movements in thePhase one, if you are too close to him, he will do a big explosive move. if you are too far away, he will do the horizontal slide towards the ground and if you are Goldilocks, he will continuously do a forward push, my dear viewers, if you have experience with action games that have dodge triggers or parry systems, let me ask you .
What do you think the central idea behind something like that should be if you're going to parry something in Dark Souls and that's the reward you're trying to skillfully get to by getting the timing right and with that reward comes risk? Basically, to stop an attack, you need to be in a position where you can also be hit by it. If you miss the parry, you will be crushed. If you fail to dodge, you will be crushed. The idea proposed then would be that you should stand in the path of the enemy attack and in the last possible second half dodge, to put it another way the dog should eliminate you from the damage you would have suffered if you had not done so. i moved the gun, it should cut through the air wherever you were and the closer your dodge time was to taking damage, the more it seems like you should get a reward in this games case, burst, that's not how the mechanic seen here works . stand in the path of the spear and dodge when I think it's about to come at me and it's just normal dodges, no rush, it's possible to do it right, but it requires very precise timing which is honestly way beyond anything else. timing challenge. in the game and for a while I was okay with it, I thought well, it's a great reward, maybe it's really meant to be so strict, after all it's also a boss, then I started experimenting, I deliberately went to the side of the weapon and long After the attack started dodging and causing a flurry every time I recorded this, I don't know how clear it will be in the footage, so I just want to highlight this detail.
If he hadn't dodged these attacks, he still wouldn't have received damage. I'm not even in the path of the enemy weapon anymore, and yet the game still gives me the fancy array reward. Sometimes I dodged it after the attack was almost over and it still hit me, so I guess One conclusion I can come to is that when the game is looking to see if a burst or I should activate, it doesn't care if you would have received damage, simply check the area around the link to see if there are any sources of active damage if you dodge while those conditions are met, no matter where you are you will get a McFlurry attack.
The next boss in this series appears to comply with these rules with the overhead slam of him. I can strafe and be out of danger before I dodge. and still trigger a burst, same for some of Lionel's attacks when he runs away and makes the sudden charge at him. You can unleash a burst before he has hit you, even that far away because he is in an active damage state that the game gives you. the reward you can also see examples of this during the slow motion dodge animation, the link actually collides with the enemy weapon from a bad dodge and still gets Rush mode; conversely, there were many attacks where Link actually timed his spin so well that he flipped in the air onto a sword passing very close below him, but because the game didn't think the weapon was active when I pressed the dodge button, these don't count as burst bursts, but things like this do you what it does to us immensely.
The frustrating thing about things like the Lyonel and the Thunder Plague boss fights is that a burst doesn't activate, a You can sometimes dodge damage from this attack from Lionel. I'm waiting for a window of time to have the rush and even turn Sowell on his sword. it doesn't activate then, before I can dodge it a second time, his attack comes so fast as a follow up that I can't always dodge it, this means my initial dodge was too late, but if I go before it, it can often dodge. It looks like I didn't even dodge an attack to trigger the dash and instead just did a backflip that was so graceful while Lionel flexed his sword arm that he was stunned enough to be able to assassinate him.
Medium-sized guardians show a similar problem, virtually anything with a spear, shows the same as fighting the water plague. For many other problems, you have the first boss in the series capable of spawning tornadoes immediately above you without warning or time to react afterwards. his first phase shifts three arrows to the mask area are meant to stun these bosses but sometimes it just doesn't work but it works enough that he clearly intends for there to be a similar issue for that stun it should last a few eight seconds, so I can get some free hits, but sometimes they recover instantly for no reason.
The Thunder Blight boss has an attack in phase two that I can never reliably dodge. I've seen a couple of quick runs of the game and even those players don't try. To dodge this attack, they pick it on a door, so I feel pretty comfortable saying there's something wrong with this. Goes back to the old idea of ​​Bethesda's bug in these dodge times, do they work correctly or are they slightly different times for each attack? some kind of unique feature they were trying to do and they messed it up there's no way to know this attack still hurts me during the burst because the weapon radiates fire damage but Ganon doesn't do that even though it's the exact same stroke.
Sometimes the Shrine Guardians keep advancing through a pillar and don't get stunned even though they're supposed to and this Lionel was able to shoot arrows that could go through the ceiling to kill me more than once and finally there are a bunch of attacks from normal enemies that have no Telegraph and highly questionable use of hyper armor. Your attacks usually put small enemies into a chain of stuns that you can continue to block if you're relentless, but sometimes for a reason I can't. determine that it simply doesn't work or they will instantly activate an attack without warning and knock you down.
The worst offender of things like this are the speared Baka flowers seen here. They have a warning animation that makes them spin the spear once before stabbing, but if they are spinning around before doing so or if you weren't in range and suddenly come into range, then they instantly unleash the attack at supersonic speed, There's a general sloppiness to a lot of this and that continues with the controls. There's nothing I hate more in Breath of the Wild than the camera during combat and the lack of a dedicated dodge button. The camera is easy to explain.
I shouldn't have to play roulette every time I break my block and reapply it. The right analog stick should change targets instead of being a weird rotation control that can mess up which direction you think Link is going to dodge. Sometimes I need to switch targets quickly and this makes the parry feature a bit of a gamble to use in group combat, but I'm forced to use it because it's the only way to dodge without getting stuck on whether it's toward an enemy or toward an enemy. Empty space. Link doesn't dash to the side or spin, he jumps, which means that if I want to dodge an incoming arrow while I'm in the middle of the fight I just have to hope I can do it or that he breaks the block and runs for a while to catch up.
May the arrow not reach me. These are two problems that I think are really easy to solve and would go a long way toward making group combat fun for me. I like that there are hordes of enemies to fight against. I like everyone to group up and try to attack you from different angles and attack together. It also promotes the use of spear weapons of choice. ward off stragglers who stray too far from the group, but too often it's very awkward to dodge or retarget correctly, even with images like the ones I'm showing now. Every once in a while I dodge randomly because I can't see properly or stay focused on what I'm on I want just for the controls the dodge button should be the sprint button it should work just like it does in neo tap it to dodge hold it for a sprint With that set I can finally talk about how much potential there is in this combat system because there is a lot to like during direct assaults, switching between melee weapons and the bow is quick and fluid and you are rewarded for quick headshots.
You're also incentivized to incorporate a lot of Link's mobility options if you're gliding, so you can turn on arrow timing if there's something to climb, then you can get up there to better hit your shots or perform powerful slam attacks. There are so many wonderful hit and run tactics you can use during group fights because of this and when you are hitting. an elf with his head moving in the air with each hit, it feels so satisfying. I love the downward stab in this game, reminiscent of the second NES Zelda and how awesome it feels to charge into an enemy you just knocked down. finishing it off with a jump attack looks so cool and is so satisfying that I tried to do something new and a little more daring with each camp I found, when to commit to a big spin attack, when to try to unleash a burst on the biggest monster and although many Of these camps were for me and had the same giant skull as a background, the few that used the glider and climbed in waves like this made these encounters such a joyful experience that it really breaks my heart that the lock -on sucks and there is no way to dodge it out of him because that flexibility is what's missing here.
The link is very acrobatic outside of combat, but the moment the weapons come out the game screams no, you have to be locked in, which ultimately brings us to the next point. On the list is another thing that wastes combat potential in the wild. The lack of enemy variety at a surface level. This may seem like a good bit of content, but after playing the game, you learned that many enemies are not used very well. or that it is substantial to matter so much even though there is bath slime in dr. ox and some elemental variations on all of them, since they all die in one hit and look like moving traps and real fights, it's easy to dismiss them as not really part of the combat system, the more interesting things they can do or when the bats. at you in swarms at night or when an octorok is on the sidelines of the battle and shoots at you while you're fighting in a camp, but both circumstances were extremely rare when I played the same for wizzrobe enemies.
I rarely saw these guys and when I did they were almost always alone, many bosses have the same problem, these are Lionel's. I meant before, the giant cyclops monster is called hynix, a stone monster that emerges from the ground and the mini pebble versions of it and the mold, uh, gasps and monsters in the desert, some of these have the same kind of variations than other enemies, elemental modifiers or a color system, the hynix has a skeletal variation as do the three main humanoid monsters you fight, these fights are interesting the first few times you do them, except for maybe the stone monsters , which are always a bit boring, the Lyonel fights, are the only ones that I still find a bit exciting now because they have a lot of different moves and require different reactions, running away, backflipping and side dodging depending on what they do .
Hynix, on the other hand, was much more interesting the first time and then quickly became one of the more boring enemies. A few encounters later, this fight may remind me a bit of the Demon Asylum and Dark Souls. You can force him to do a punch move, run away and then get in some easy hits or you can just shoot him in the eye to make him stagger and toughen up the fight, you can toughen it up even more with stasis so those I shot, sorry, make them even easier, which is another way you can add to the long list of methods used to destroy the combat system and Breath of the Wild.
I have to say that this fight has a lot of interesting details. The first time a hynix covered his eye so he couldn't shoot, he made me smile like an idiot. were the variations that had armor on their legs to block your hits and when I saw him rip a tree out of the ground to use as a weapon, there are probably a lot of things like this that I miss in combat because the game can be so easy to break, so it had less of a chance to show off the hynix, it would have still been a much more eventful fight if there were a lot more minibosses in the world or if they were confined to certain regions, nothing proves this more than all the bugga fights.
These aren't very interesting on their own - in fact, they're more like a puzzle involving bombs and pretending sand is lava than a proper fight - but the first time I fought one of these was after I'd played for about 80 hours. and to make them all groan at how bad the next line is, it was like finally finding water aftergetting lost in the desert, a new enemy encounter was very refreshing and made me realize how much the game needed more things like this, but it goes beyond that. because the fact that all the excavated monsters are exclusive to the desert region adds a lot of character to this area.
I know it would have been a lot of work, but if each region had its own boss like this, it would have made the game hell. It's much more fun for me, some areas already do this with unique wildlife. It's a shame they couldn't have done the same with a few more fights that use the environment as part of the encounter, like the Ugga mold does. I just want to reiterate very quickly. Breath of the Wild is this gigantic 15 region world and those are all the mini bosses, there's Lionel's, Talus and Hynix, oh god these are the three you'll see over and over again unless you intentionally go into the desert in just three, what is it.
Interestingly, you will fight the same number of normal enemies. This is a bigger problem than the mini bosses. The vast majority of your fights will be against these humanoid groups. The baka combines the lizardmen and the larger mafia lens. same color variations and they all have versions of undead that appear in the night despite there being only three, they are all quite similar mafia lenses, especially they feel like they are mixtures of larger baka, the lizards are much more agile, but this brings its own problem, they lunge if you get too far away from your attack or if you try to close the distance between them, it's often a better strategy to just wait for them to come at you and then counterattack, which adds a lot of unnecessary tedium to these encounters. and that's it.
For some people, this will be the biggest problem the game has, as around 80% of all the fights you have in the wild will be against baka blends, lizards and moblins, and while there are a lot of fun things you can do with the different combat fields and camps around the world, you could double this number and it would still be considered low, but I'm forgetting something, right? There are two other enemy groups, there are the human assassins in the yaga clan and then there are the Guardians. robots, well the yaga clan attacks have the same problem as the bats and octoroks from Wiz's robes, they are quite rare and only attacked me only when I was in the world, the larger versions with two handed wind swords only They seemed to try. kill me once, which is a waste of an enemy guy.
Yaga camps around the world would have been a great way to get more use out of these enemies and during the Gerudo questline, the game shows that it is willing to send more than one. of these to you at the same time, but it never happens in the world, this waste of an enemy type honestly blows me away, I don't understand, the same goes for the Guardians, they probably didn't want the small and medium ones to come out. in the world because then combat shrines wouldn't feel special, but they're already overused in that setting, having a guardian like this appear in the middle of a camp or maybe even fighting two at the same time would have been great.
By the way, the type of enemy that the game badly needs, something that is a little heavier, more armored and slower, less fodder and more demanding of your attention, something like a large Knight in armor would have worked too, but no, just you continue fighting against the rejected mordoor. and the lizards, the much larger guardians are something I'm not sure about. I died a lot to these early on by reducing the parry time of the lasers after that, these were never a threat to me, cutting off their legs is cool, as is trying it. shooting them in the eye, but having these enemies only have a single laser attack makes them feel so shallow, it's something else, it's a shame because I like how they look and move and I love the music that plays while they charge their blast.
It's just that I don't feel like fighting, can you stop this? Unless I'm forgetting an enemy and I don't think I am, that's all there is, oh there are bees, bees count, I probably don't. I think I need to spend more time on this because the low number speaks for itself in my mind. It's very similar to the problem I have with shrines. It confuses me deeply that Nintendo thought this was enough when they put so much effort into the world. that supports these features and that brings us to the last one on our list, weapon durability, which I think after how long the section lasted deserves its own weapon durability, it's pretty simple and easy to understand, but let's go over it with some numbers before to arrive.
At the beginning of the game, you can carry eight weapons on the large plateau, ranging from starting clubs and clubs and spears to some low-level swords, hammers and axes. Later you will be able to carry many more weapons. Start finding greatswords with elemental damage energy weapons used by the Guardians and equipment that is much sleeker and more durable than what you started with. To put this into perspective, the first weapon most people will encounter are the two damaged sticks that break in about ten hits. for a total damage potential of around 20, while the 30 damage Master Sword breaks after about 40 hits for a total damage potential of about 1200, this kind of progression can be good and it makes a lot of sense for a sword legendary that seals the darkness should be much more powerful than a club, but I point this out just to have some basic numbers so you can understand the system if you haven't played the game and also to show how reliant the game is on gear combat often .
It involves changing weapons when something breaks. This is especially true early in the game, when you're using brittle clubs and clubs and rusty swords. This is the feature that I think has received the most attention from players. Some people love this system and think the entire game is based on it, while other people hate it and wish the game had more traditional weapons. I can break down what I think were the goals of this system into six main points to force the player to use different types of weapons and adapt to each one to create great exciting moments in combat to make Master Sword feel special to allow the equipment expansion slots seem valuable is a better balanced game and to reward exploration in my opinion, only one of these hits you may have already guessed which one it is, let's go over These in more detail that the argument for balance is that if the weapons weren't breakable, you could sneak into Hyrule Castle at the beginning of the game and pick up a bunch of powerful weapons and lay waste to everything.
This argument is a bad assumption. that if weapon durability was removed that would be the only change, you would still find all these weapons everywhere and you would still replace old ones with better ones. He also ignores that the world is at your level and that these weapons are in Hyrule Castle. They wouldn't always be as powerful, the weapons available here could also have their attack power reduced, but in my opinion, changing the durability system would require a lot more changes to improve the game, not to mention that Nintendo clearly didn't care much about balance . For starters, considering all the other ways you can break the game, making the Master Sword feel special initially works, it's a permanent weapon even though it needs time to recharge so it feels unique, however this clearly backfires because of this same quality when I played Master Sword. it became my pickaxe, it became my chopping axe, it was the only renewable weapon I had so it only made sense to use it on things like this since it would grow back afterwards, it was also the first weapon I would always use during fights before.
Moving on to wasting my fragile weapons, this ties into the first point on the list, this system doesn't really encourage the use of many types of weapons and many of you may have thought you were crazy, of course you are, but give me that. A minute to explain it here, there is no way to renew your weapons after they are damaged, not even the Master Sword once it starts to wear down it has to be completely broken before it starts recharging as there is no way to see it either. weapon durability, meaning you're highly incentivized to keep using the same weapon once you start using it after winning a fight with the Master Sword, I would often find some trees or rocks to intentionally go through the last eight hits to start the reload timer so it doesn't break early in my next fight.
The same goes for other weapons if you are constantly switching. You'll lose track of which weapons are already about to break. You want to avoid the situation of having half your weapons with low durability, so it makes sense to keep using the same weapon until it breaks before moving on to another one that also frees up a slot for any weapon you find next, but even if you like all that and I don't think you are wrong because these are correct decisions, you are playing in a smart way, even breaking your Master Sword can be seen as a little trick that you learn and take advantage of by being smart by using your weapons efficiently, Even if you like all that, there really isn't any variety of weapons in Breath of Nature, this system doesn't encourage much at all, Master Sword.
It's the same as the real sword or any other one-handed sword, even the one-handed clubs are just a little different and have the same spinning attack, it's the big two-handed weapons that show this best, those big swords, hammers, clubs and axes. they have the same moveset, they can emit fire, ice, lightning or just physical damage, but they are just visual adjustments to the same weapon. The only other difference is the spear, which I really enjoyed, but I found far fewer of these than any other. another type of weapon probably because they are also what I consider overpowered at blocking enemies with quick hits and long range hits.
There are only three types of weapons and breath of the wild. I don't think magic wands really count and just in case I forgot one, we can increase that number to four, but I think even boomerangs don't have the same movement animation as swords, which is still very, very low for a system that is apparently made to force you to change, I think. most people don't realize this as they defend the system because they are so enamored of the second point on this list which is the only one I agree with and I very much agree with guns breaking during the combat with a big explosion that knocks down the enemy and since the flight of their weapons is a lot of fun at the beginning of the game, when you have very few weapons and they all break regularly, switching between them is a very quick decision or you rush to steal another weapon that was just before. thrown to the ground, this is all great, it's the reason I enjoyed the big Pluto so much in both games and also going back to that highly focused system in Eventide Island, the weapon durability system is better with a low amount of truly disposable weapons. and encounters that are built and balanced around that, so the system, like the weapons you carry, degrades as you progress.
The Broccoli Man allows you to carry many more weapons in exchange for Corrick seeds. He combines this with the search for much more powerful weapons. and everything starts to fall apart now that a lot of time is wasted deciding if a fight is worth it with your special collection of high powered weapons and going back to low used ones is not possible due to the appearance of high HP monsters, there is a reason which is why the game takes you from that 20 damage potential all the way up to Master Sword 1200. At some point during the middle of the game there are too many weapons and so many of them are good that I ended up hoarding them all and rotating between my Master Sword and two free ones.
There are places for some of the average dragon loan equipment that you could collect from higher enemies in each fight, then there are chests that open with weapons, making you decide if it's worth taking what you have to throw away and then having to opening the chest again to do so, that may seem like a petty criticism but there are a lot of these chests in the game and this slows things down as the weapon slots are almost always full, in short it's not the absence of permanent weapons that That ruins the system. there's a lot of breakables, it goes from eight weapon slots to so many that it takes a few seconds to go through them all in the quick select menu, it changes from a big exciting turning point in a battle to something that makes you stop and pause. yourself while deciding what to wear next, like a man who can't choose which brand of shitty cereal he wants to buy at the supermarket and spends 20 minutes staring at all the colorful boxes until they lose all meaning, there are many, many ways. to achieve the objectives on this list that are better than how the game currently works to avoid the other problem from the beginning: finding enemies with a lot of health without enough weapons to kill them, there could simply be a weak, unbreakable weapon or an unarmed punch attack like the ones thatBaka mixes can be used when you run out.
I know bombs can deal damage, but their base version does so little that I don't think it's a viable alternative to something like Lionel or Link who could steal an enemy's weapon with special timing. Dodger for if you currently have no weapons available or Nintendo could have been smarter with their encounter designs. This is not a problem with enemy camps because you can steal their weapons. Hynix also solves this problem with the surprising inclusion of weapons still embedded in his body or hanging from his neck as trophies from adventurers he killed in the past, you can steal these weapons in the fight, meaning that the encounter itself provides you with the means to beat him if you are smart or fast enough, which I think is a really compelling idea adding this concept from Lionel.
He could have had a huge quiver full of large spears on his back that he could occasionally throw at you if you dodge, you could pick up the spear and voila, you have a weapon that could be balanced. Around this fight that you had to win by yourself, problem solved. Guardian enemies and combat shrines might have had weapons broken after you dealt them damage or they might break when they hit the pillars in the arena and then might repair themselves to do so. You can still fight while you go and pick up your new weapon. Solutions like this could justify keeping inventory slots very low, and the lower the inventory slots, the more likely you are to use all your weapons and not end up agonizing over decisions more often than anything else.
Otherwise, if you got this link right, you could get away with just one weapon slot period, but the more traditional solution would be to give Link more weapons like the Master Sword. There are only three types of weapons, so each of the tutorial trains could give one each. versions of the special weapons that you are given after each of the shrine dungeons, so a hammer that is on fire, a spear that has a good modifier and a sword infused with lightning, the fourth shrine could have a bow, these weapons would be breakable because they need them. to be given time to recharge, ideally they would have some of the Guardian energy technology, so you could justify them starting to renew shocks immediately instead of having to completely break down before they start fixing themselves, that way you can switch during combat whenever you want.
This also means that puzzles and bosses can be built safely knowing that each player will have access to these weapons at any time. Link could still have an open weapon slot to grab enemy weapons that should always be balanced at the world level to be just a little bit. better than permanents and korek seeds can now be used to increase the number of hits your weapons can deal before they break, instead of increasing inventory size with these permanent weapons you can also add a new collectible in the world to find and acquire some resource. That allows you to increase the power of these weapons as the game progresses, but not in a game-breaking way like Armor does, this ties into the only point on that list of six that we haven't gotten to yet, the Exploration isn't really improved by finding weapons.
It's great at first, but a reward isn't as exciting when you know it will break soon. This is especially true if the weapon looks so cool that you don't want to use it. I really like the wild look of Lyonel's swords and spears and I barely got to use them during my time in the game because they were so rare and broke so quickly. If you had permanent weapons from the beginning, these other weapons you found could be discovered. such as skins that you can use to alter the appearance of the initials so that each player can choose how they want them to look, there are other solutions too, especially if you accept that it is later in the game that weapon clutter becomes the problem.
Upon releasing the Master Sword, you could start using Cork Seeds to make some weapon slots permanent, perhaps the weapons are corrupted by Ganon's influence in some way and the Master Sword allows you to protect some of them through the magic of broccoli man. My favorite idea that could also improve the story. is that Link starts out with a master sword broken from when he fought Ganon in the past. They destroyed him so much that the sword shattered when they left him in the sanctuary of the resurrection. All he has is a hilt with a serrated blade.
This could be Link's permanent weak point. weapon that you can upgrade by searching for lost fragments around the world, it also makes Ganon seem much more threatening, maybe it could even be incorporated into the final fight somehow to make it more interesting. Every hit you take during that fight instantly destroys any weapon you have. You're currently wielding, it's the last boss, so you can safely inflict that kind of penalty on the player with an extreme twist on the durability system and with that said, we can move on to a discussion about the story and the main quest: Breath of the wild The story is told through some conversations, some fancy cutscenes of the dead king of Hyrule Impa, the four champions during the divine beast sections, and a selection of souvenirs you can find in the world.
The memories were the most interesting to me because they are jumbled up and I love when stories experiment with a non-linear order of events. This was made even more interesting with the first memory you access, as it introduces a bunch of characters and heavily hints at this ritual and the bond between Link and Zelda not being all it seems. Zelda may be bothered by the link for a reason that makes you wonder, unfortunately the game never unlocks this potential. Most of the flashbacks are somewhat charming scenes from Lincoln Zelda. You're not going anywhere. It's still interesting enough that I would have preferred to do it.
They play that version of the game together with Lincoln Zelda so they can talk and interact with each other when something happens. Instead, they are brief glimpses of events that are intended to be quirky or endearing rather than interesting. You would be a perfect candidate for the study. The biggest disappointment here is why I suggested the change about the broken Master Sword. The story is that Zelda has some kind of emotional block and can't access the special power in her bloodline, the one needed to seal Ganon, so she invested a lot in Another plan with the Guardians and the divine beasts that goes wrong when Ganon makes himself small and turns weapons against Elda and Hyrule throughout the game.
This event is advertised as a disaster. Ganon tricked everyone, killed Link and Zelda was left to contain him and later. It's shown that Link didn't even fight Ganon, but also killed a couple of Guardians, which immediately deflated a lot of the tension when you arrive at Hyrule Castle at the end of the game, the first time this version of Lincoln Ganon has met. finds. Instead of being a huge, tense rematch of the century where Link finally overcomes a challenge that kicked his butt last time, it's just him finally doing what he was supposed to do a hundred years ago, the main quest is pretty short and that's okay considering how much There is more to do in the game though, some areas get more attention than others and suffer from the same balance issues as the divine beasts.
Some of the areas leading to the dungeons don't scale, especially Zora's domain, where you're constantly interrupted. by Prince Fish Shark telling you to be careful with so many dangerous enemies that most players will probably be able to take out without any effort, but maybe this is a joke that didn't work, it's so disgusting that I'm starting to guess. Has to be the biggest difference between the four quest areas, it can be found in the Rideau line, the others have a chain of things to do before you can enter the dungeon. Zora has that gauntlet in the rain followed by lightning arrows from Lionel.
After climbing some waterfalls that can be skipped but still something you have to do, you use them to attack the divine beast using those abilities and board into the Goron domain, you have the slight puzzle of figuring out how to withstand the intense fire in the air, then you have to go through what is my favorite combat arena in the game, the vertical pillars in the lava. This uses a lot of Link's mobility tools in a way that clicked for me, although you can do this with the bomb cannons. I recommend not doing that and getting creative with scaling the glider and your bow, then you have to guide a goron through something like a stealth section in order to board the divine beast.
Gerudo's mission is similar. A light puzzle is required to gain access. city ​​then you have to go on a different quest to retrieve something which ends up being a mini dungeon with another stealth section which I was excited to discover you can work your way through instead of automatically failing if you get spotted good job including that option. Really well done Nintendo, there is even a mini boss here, leading to what I would say are the best divine beasts, they fight with the shadow of the colossus' weak points and ride the sand seal, so you have what too It's the best divine beast dungeon after this. my opinion, in contrast to all that, you show up in the city of Rideau and go on a mission to glide to a nearby area without any combat, you show Birdman that you know how to shoot a bow and glide at the same time in a very simple puzzle that's close and that's it, you're immediately taken to the divine beast boarding sequence, which visually is very impressive but mechanically it's really boring, there's too much downtime sliding between each cannon, it's by far the worst, one of these is clearly not like the other, in the immortal words of Shania Twain, this is not very impressive, this contributes a lot to why I don't understand the impeccable reception this game has received from many critics because there is something that It's even worse than this in the game and a lot.
The most obvious thing is that many people would say that the end of the story of a game or a movie is the most important part to nail down; It's definitely the best way to make something memorable, but I'd say it's all equally important: the beginning of catching someone's interest. attention to the middle to keep your attention and to the end to make everything that came before worthwhile. The wild ending is one of the worst fights I've ever played in a game. I can say that because it's hardly a fight to be clear. I'm not talking about the blood-borne version of Ganon that you fight in the castle, that boss is actually pretty good if you're not overpowered.
I'm talking about the giant version you fight in Hyrule Field later, there's something very wrong. With the tone of the story and the world in this game, Ganon's arrival is known as the great calamity that ended the world. Hyrule is now a post-apocalyptic fantasy setting in reality, although this place is anything but a paradise, nature is thriving, there is beauty and animals everywhere. More than that, although the many villages in the game are thriving without exception, all of them, even with the divine beasts seemingly starting to cause trouble, no one seems worried. Monsters rarely attack anyone.
The Gorons continue to expand their mining industry. There is a construction company. A quiet fishing. town that doesn't need a wall or natural barriers to keep the monsters out, there is no conflict, there is no famine, the monsters are all happy to go about their business and never attack any of these settlements, even the ones that have the job of helping you They seem so lazy. it's like yeah, any link, if you feel like rescuing Zelda then do it, it's cool, even that is so vague. Zelda is still 17 at the end of the game, so what kind of time loop paradox has been keeping Ganon contained and until now, how has he been doing it and why is it only now that his power has grown to the point?
What is causing problems again? Why are the divine beasts only now starting to make a mess in their respective areas? This doesn't really matter. A lot, but I think more effort could have been put into making the story match the setting or at least an attempt to match the freedom of taking your time to explore the world that Nintendo clearly wanted to give you because the potential was here to make this something special. Despite not giving a single word about anything to do with Zelda or the story, after seeing how weak the cutscenes were from memory, I was surprised at how epic I found this introduction to this final fight with Ganon's words Zelda here related to the historical use of series links. the triforce of courage and the amnesia of it in this game are surprisingly strong, create this momentum, oh it's ready, come on, let's kill Ganon and it stays strong as you go, take the special light bow and thenthis is not a fight that Ganon can It doesn't hurt you, I don't think this monster has linked AI, it's just a random selection of changing places and then it spews evil breath into a cone in front of it, it doesn't try to target it, it does.
Don't try to do anything, the whole encounter is riding in a circle waiting for Selva to tell you to shoot some targets and then you do that, wait a little longer and do it again. Oh, also, if you get here without catching a horse, the game just gives you. You, I thought that was a little weird. I loved some parts of this game. I know I'll replay it with the DLC features and hard mode later this year, but without those additions I don't know if I'd want to. There is still so much to see and find in the world, but the thought of having to revisit just a few of the shrines is enough to turn me off.
Breath of the Wild is, without a doubt, the best open world game I have ever played. I'm playing it as an open world game, it has so many smart decisions. I loved the blood moon mechanic because it not only contextualizes why monsters now respond in the world, but it also clearly announces it to you, so it's not a guessing game when I want to go back to old areas, but even here you can see how there are two steps forward and one step back. Why is there only one version of this cinematic? If you're going to replay it every time Blood Moon happens, why not have a shorter version? or different ones so as not to press the skip button Blood Moon happened over 20 times while playing, it actually happened three times in one night, once I think it may be buggy, the game is gorgeous, but it comes at the cost of frequent frame drops , although I prefer games to have at least 60 frames per second.
I'm NOT a big frame rate snob. I can tolerate a stable 30fps in console games, but the key word is stable. I also understand that some crashes can be forgiving because it would be a waste to reduce the graphical quality so much throughout the entire game just for the rare moment when things get really intense, yet it regularly starts chugging whenever there's grass and trees in an area like first. Most players will go after leaving the shrine at the beginning of the game. For an even clearer example of this, you have to go to court to have Astoria rate tanks higher than anywhere else in the game, the most important thing is that they tank every time I come here and this is where you update the slots in your equipment and come back to try to get the Master Sword when you get a new heart container, so you'll be coming here often.
How was this acting scene? I don't understand why the places where the game regularly starts Istanbul couldn't have been identified and improved during combat, things are generally fine except for the mob wounds, this is another case of a regular problem most of the time when I hit a mob land hard enough to make him go into ragdoll mode. the game will drop a lot of frames or even crash for more than a second, it's even more strange because when I play, when I switch to handheld mode it works better, unfortunately I can't record footage when the console is on. undocked so I can't show it.
I'm curious to see if Hard Mode will have big enough changes to fix many of the issues I have with the game, though I seriously doubt the same will happen with the upcoming dungeon content that I'm seeing for the first time is just one. A dungeon that is a little larger than a divine piece, but I could be wrong. I don't think Nintendo has ever made DLC for a game like this, so maybe it's this big edition that makes the combined game that much better than what we got. Now, like I said, I doubt it, but I hope I'm proven wrong, maybe we'll talk about it in another video at the end of the year.
Thanks so much for watching, this is the first video I've posted since updating my Patreon with pledge rewards. I'll talk about them in an upcoming video on the channel and explain why it took so long to make this video, but right now you can see some names on the screen of people pledging $5 or more each month. Thank you so much. Thank you very much for the support, these videos wouldn't be possible without it, especially the longer ones about new games like this. I also have a recommendation to make, which is something I used to do before the channel blew up after No Man Sky.
I wanted to wait. until things calmed down to start doing it again and now they have the new Novica mixing video which is very similar to mine and I think it has covered almost all the Naughty Dog games by now. It has extensive appearances from the Crash Bandicoot, Jak and Daxter games, as well as more. full videos on the gameplay of the Uncharted series and I did. I think your video on gameplay in Last of Us is the best ever done on that game. I'd say it's better to start with that one or the series on Jak and Daxter, which I was able to enjoy without having played the games myself.
Nova canoe is a small channel that I hope gets at least a little attention with this recommendation. It has the same methodical approach to gaming that I follow with everything carefully measured and thought out. -I'm almost sure that if you like my videos, you'll like theirs too and I hope to see a subscriber count. Get a big boost thanks again. See you next time.

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