pretty comfy game. enjoyed the artstyle and music. some of the shrines are too easy tbh, but this is a nintendo game so that's expected. People complain about too many menus in combat and that's a fair argument.
What's your brand of autism?
Also you do NOT need to get the glider.
I highly recommend going for as long as possible without it and trying to exploit physics, ultra hand builds, and general fuckery to survive/explore.
It's very neat.
Also no fast travel.
Was playing glider-less, until I stopped a few months ago. Wanna get back to it eventually, cause it's pretty cool. Helps that I haven't even played BotW so I have no prior experience with the glider to make me miss it.
I wanna eventually start making and piloting fighter planes
What exactly is being reversed in the webm to cayse the fling/launch?
Very funny.
I always avoid the main path in open world games as long as possible, so for about 40% of my playthrough I thought they purposely removed the glider because there are so many more mobility options with the building and fusing mechanics. Wow, bold move. Nintendo devs really know what they're doing. This is fun finding ways to work around it.
Nope. Turns out it's the first thing you get in the main town and it took the magic out of the remainder of my playthrough because I couldn't avoid using it once I knew it was the easiest way to move around. Wish I could edit it out of the game to stop myself because I have no self control
Did you just not watch any pre-release footage?
They showed the glider plenty. But yuh going without it really makes you need to think around some situations.
>20 years ago they were games with great stories and great characters with puzzles attached to them
True. But zoomers will probably be typing furiously at you saying this was never true and Zelda story was always shit. And so is the 30 years of lore behind it. And frankly speaking, I think Nintendo nowadays align with that type of thinking anyway because they don’t really care much anymore. Furry goats are the future
i bought it but never played it. i mean, from what i can see, its just a breath of the wild dlc. why bother?
zelda games now are just childrens puzzles with a basic beat the evil boss story attached to it, 20 years ago they were games with great stories and great characters with puzzles attached to them
tl;dr theyre just milking this shit for money now and its not worth playing imo
>hating popular things does not make you interesting or unique
What depressed loathesome fags you both are,
It was a sled I believe. You can flip small objects with the ultrahand faster than large objects, which is abusable if you flip the small object, then attach something long to it, and rewind it to make this new, large contraption flip back at the same speed it did when it was small.
So I flipped the sled, attached my catapult to it, and placed my "safe box" on the end. Put a control stick on the safe box to hopefully keep Link inside.
I was attempting to be fancy and catapult myself into the underground, but I had to give up and just drop the box inside all boring-like
>not noticed the fans are also on backwards
I done did the fuck'em ups anon.
I was aware moments after. It was not easy getting that gem to the shrine.
>loved botw >didn't like totk
anyone else here?
life must be hard being that retarded and of poor taste.
I always avoid the main path in open world games as long as possible, so for about 40% of my playthrough I thought they purposely removed the glider because there are so many more mobility options with the building and fusing mechanics. Wow, bold move. Nintendo devs really know what they're doing. This is fun finding ways to work around it.
Nope. Turns out it's the first thing you get in the main town and it took the magic out of the remainder of my playthrough because I couldn't avoid using it once I knew it was the easiest way to move around. Wish I could edit it out of the game to stop myself because I have no self control
The glider is extremely limited. Especially early on when you have no fucking stamina. You can't handglide up mountains or through caves. What a dumb complaint. The handglider has always liberating and it's limitations are perfect.
Going off the main path is genuinely how I believe this game should be played. I did that fully unintentionally and ran into a couple bluekoblin camps fresh off of the island and it forced me to pull out everything the combat system had to offer, old and new rather than just BS flurry rush stuff, and it's only then did I learn to love this game. I was especially disappointed afterwards to find the 'intended' path had basic bitch bokoblins. Also bonus points for this game's Purah she makes me 'happy'
that's a whole lot of arbitrary bs/rules to make the game fun, not that I don't appluad you anon... it's just that it's sad you have to do this to make the game fun.
Sometimes less is more, anon. Personally, I think that the game really suffers from having too much freedom, to the point where the game doesn't feel well-"designed". It feels lazy and underbuilt.
>When you have so many options that every obstacle becomes trivial, the game is stops being fun
No it becomes MORE fun. Because rather than being led by the hand and told what do to do and where do go, I tackle every siton my own back using my own wits and resources. And TotK is probably the most challenging Zelda game since Zelda II.
3 weeks ago
Anonymous
Except there’s barely any situations that actually require the player to use their own wits or resources, save for early game moments where you’re lacking in a particular resource or ability and need to get creative. Everything having such a flatline difficulty because the devs can’t anticipate what’s the player does in what order doesn’t help either
3 weeks ago
Anonymous
>Except there’s barely any situations that actually require the player to use their own wits or resources, save for early game moments where you’re lacking in a particular resource or ability and need to get creative.
That's complete nonsense. Your dogshit made up drivel is not how anyone else experienced TotK. We had these same laughable bullshit arguments for 7 years with BotW. Go play a vastly shitter game and cry yourself to sleep.
3 weeks ago
Anonymous
I don't know, Anon. Why build vehicles when I can warp everywhere? Why engage in shrine puzzles when I can just cheese my way to the end with some zonai tools? Why waste my swords and bows fighting against Gleeoks when I can just make an orbital laser?
The game's system makes every enconter, every puzzle, and traversal trivial and pointless
3 weeks ago
Anonymous
>Why build vehicles when I can warp everywhere?
You can't. You can only warp to places you already discoverd by exploring.
>Why engage in shrine puzzles when I can just cheese my way to the end with some zonai tools?
You can't. Unless you spent ages farming those items. In which case that was as decision YOU made because you have the freedom that
>Why waste my swords and bows fighting against Gleeoks when I can just make an orbital laser?
That's a great idea. I'll need to try that. Thanks for the tip.
The player will constantly use their abilities in new and interesting ways, constantly putting their knowledge of the games mechanics to the test and constantly using their own wits.
So you are full of shit. TotK rapes your favorite game and you cannot cope.
3 weeks ago
Anonymous
Oh, you're the Ericposter. Nevermind, I thought I was dealing with a neurotypical person
3 weeks ago
Anonymous
Why do you keep coming here if you don’t want to listen to others and only repost the exact same things every thread? Surely there’s a better use of your time
3 weeks ago
Anonymous
There is nothing funnier to me than laughing at you mentally ill troons. The juggernaut success of the Switch is the biggest prolonged nonstop assfucking this board has ever endured.
Capped by two Zelda masterpieces at each end of its life cycle. You cry and seethe and foam at the mouth with rage and it will never ever stop being belly-achingly hysterical to me.
>implying implications to imply
What a queer ass fag lord you are.
Learn to have fun you cock smoking shit.
After doing the tutorial and landing in Hyrule I made my way to akala for no other reason thatI wanted to check in on my bro Robbie. I had no glider so getting around certain places and doing some shrines required creative work arounds. It was quite enjoyable, stop being a depressed jaded loser.
I'm not complaining about anything. I'm just saying "attraction" is meaningless because there is no canon where they specifically wind up together, even SS.
defensive and homophobic much?
you cockbrained retard, I had plenty of creative fun with the game, but it doesn't change the fact that doing so hardly matters.
botw had the same damn issue
>game gives you freedom to play as you want >somehow this is bad
it's the confliction of game identities, not the freedom that's the problem
Sometimes less is more, anon. Personally, I think that the game really suffers from having too much freedom, to the point where the game doesn't feel well-"designed". It feels lazy and underbuilt.
Creating a game with the amount of freedom, player agency and world dynamism is insanely complex. Which is why you don't see other developers even attempting something like TotK.
Going back to more simplistic, restrictive games feels like a backwards step. Other games feel dumbed down by comparison.
3 weeks ago
Anonymous
I see what you're saying, but at the same time, I can't help but feel that I don't understand the "why do this" question; seriously, what purpose does all that dynamism serve? Dynamism, on its own, doesn't necessarily make the game more fun or interesting to engage with.
I guess if you're a programmer or someone who appreciates systems, you would like the tech-demo aspect of the game, but if you're trying to play the game for the craft, you're vastly underserved.
3 weeks ago
Anonymous
>question; seriously, what purpose does all that dynamism serve?
Well I guess the most obvious answer it creates a more immersive experience. That's absolutely essential for an adventure game. Being able to head into the world and tackle adversity using your own wits and resources is what adventuring is all about. It's YOU vs THE WOLRD. Its more rewarding to figure things out on your own I think. It's pretty hard to get this done in a way that feels organic to the player and the don't see the strings.
3 weeks ago
Anonymous
The problem is that you will ALWAYS see the strings; that's the nature of video games as a whole. Believable, realistic worlds that are 1:1 with real world systems have always been, and will always remain a pipe dream. Seriously, no game developer, Nintendo included, has designed their sandbox worlds in a way that is particularly interesting to play, or interact with in any meaningful fashion. Add onto this the massive expense (in both labor costs and financial costs), and I have to conclude that this style of game is incredibly wasteful.
We really ought to stop chasing this dragon as an industry and focus on more limited scope games. Open-world just doesn't work, hasn't ever worked, and we need to be brave enough to admit that.
3 weeks ago
Anonymous
>The problem is that you will ALWAYS see the strings
So, when people talk about "immersion" it's less about being fooled into believing it's reality and more about being able to appreciate the detail and get lost in the care put into the experience. That's what suspension of disbelief really is. It's not a state of accepting an obvious lie, it's a state of appreciating the art and craft of those who made it.
This is why modern games are not immersive despite having such realistic graphics. There's no attempt made to render detail outside of the engineered experience, which is more like a movie set than a video game.
3 weeks ago
Anonymous
Suspension of Disbelief has more to do with a willingness to engage with a core conceit than to do with an appreciation for the art and craft of a work. If I were playing something like, say, Time Crisis, the core conceit is that I'm a running, gunning dude mowing down hordes of mooks to get to the kidnapped girl. Suspension of Disbelief means that I can happily put myself in the shoes of the main character without having to question real-life issues that might arise from such a situation.
So in a way, yeah, it is like asking someone to believe in an obvious lie, promising that what comes out of "believing" that lie will be worth that act of belief in the end. The problem with sandbox games is that what those games promise often come up very short of what they promise (the "adventure", the satisfaction of unlimited "freedom", the "variety" of enemy encounters, the "amount" of weapons and tools that carry you through the game). This is as true for Borderlands as it is for Breath of the Wild/Tears of the Kingdom.
There doesn't appear to be an acknowledgement that there's a development cost for these type of things.
3 weeks ago
Anonymous
i agree >chasing this dragon
i dont even get why people want to catch it. why wait around for a worse version of something you already have? go outside.
video games are not, can not, and should not be reality plus. video games are a medium for story telling, how well your game does that determines how good your game is, end of.
>Seriously, no game developer, Nintendo included, has designed their sandbox worlds in a way that is particularly interesting to play, or interact with in any meaningful fashion.
I disagree. BotW and TotK excel at this sense of adventure, exploration and discovery. The player carves their own path through the world. The world will make the player feel restricted but those restrictions can be managed and approached by the player's own freedom and agency.
If you honestly think playing simpler more restrictive games, where you are just guided around and told what to do, is somehow better then that's your cross to bear.
>The player carves their own path through the world.
i do that every day. you do that every day. life is a game, if you feel like youre losing man up and get good. >all that other shit
utterly disconnected from the conversation.
Suspension of Disbelief has more to do with a willingness to engage with a core conceit than to do with an appreciation for the art and craft of a work. If I were playing something like, say, Time Crisis, the core conceit is that I'm a running, gunning dude mowing down hordes of mooks to get to the kidnapped girl. Suspension of Disbelief means that I can happily put myself in the shoes of the main character without having to question real-life issues that might arise from such a situation.
So in a way, yeah, it is like asking someone to believe in an obvious lie, promising that what comes out of "believing" that lie will be worth that act of belief in the end. The problem with sandbox games is that what those games promise often come up very short of what they promise (the "adventure", the satisfaction of unlimited "freedom", the "variety" of enemy encounters, the "amount" of weapons and tools that carry you through the game). This is as true for Borderlands as it is for Breath of the Wild/Tears of the Kingdom.
There doesn't appear to be an acknowledgement that there's a development cost for these type of things.
i think minecraft, terreria, skyrim, gtav, red dead 2. fall out new vagus, skyrim, and breath of the wild all coming out or to prominence in the same decade fucked with peoples exceptions real bad. i think the biggest problem is people dont know how to introspect and figure out what they want and why. all most people can do is say "this feels good, this feels bad", and devs have been stupid enough to listen blindly.
totk is only partly an example of that, really it feels like they realized they could sell their internal tests for 70 bucks. hopefully they have enough pride not to pull that twice.
TotK is BotW on steroids. It does everything better.
sure, everything but the fun part of botw. the worst part is games for the "part it does better" already exist. if you want to build funky contraptions, go play scrap mechanic.
>no game developer, Nintendo included, has designed their sandbox worlds in a way that is particularly interesting to play, or interact with in any meaningful fashion
System shock, Deus ex, thief, ultima, tes, fallout, hitman, prey
all of them are complex puzzle boxes obscured by a physics engine.
Arguably, those games didn't get it right, either. There's a reason why many players look upon Morrowind more fondly than Skyrim, despite the promise of being bigger, and better than it's predecessor.
i like skyrim because i think its prettier than morrowind, and i guess im baised. morrowind is a great game, skyrim is something else. i think the problem is trying to make every game skyrim or botw, not understanding they are lightning in a bottle. its like people have a hard time accepting when something is exceptional, and that means exactly what it sounds like. i guess envy how we get progress, just a shame is all. it wouldnt be such a problem if everyone would just slow down.
3 weeks ago
Anonymous
>Seriously, no game developer, Nintendo included, has designed their sandbox worlds in a way that is particularly interesting to play, or interact with in any meaningful fashion.
I disagree. BotW and TotK excel at this sense of adventure, exploration and discovery. The player carves their own path through the world. The world will make the player feel restricted but those restrictions can be managed and approached by the player's own freedom and agency.
If you honestly think playing simpler more restrictive games, where you are just guided around and told what to do, is somehow better then that's your cross to bear.
3 weeks ago
Anonymous
>no game developer, Nintendo included, has designed their sandbox worlds in a way that is particularly interesting to play, or interact with in any meaningful fashion
System shock, Deus ex, thief, ultima, tes, fallout, hitman, prey
3 weeks ago
Anonymous
Arguably, those games didn't get it right, either. There's a reason why many players look upon Morrowind more fondly than Skyrim, despite the promise of being bigger, and better than it's predecessor.
my brand of autism is I can't make myself go back to a game I already had my focus broken on
also I already got the glider and fucked up even more because I knew about auto build beforehand and went out of my way to get it even skipping the quest to get it naturally
>I can't make myself go back to a game I already had my focus broken on
Okay but why? >I intentionally got the no effort builder ability instantly
Well that's just you being retarded.
All I can say is delete your save, start over and just play to have fun not do 'meta' bullshit.
I don't want to delete my fucking save I already put like 40 hours in >why
because I'm autistic and my brain doesn't work and I piss in bottles because I don't want to leave my room
My first experience with this game was being drunk off my ass with a group of friends and completely losing my shit as the guy playing kept increasingly fucking a "boat" he needed to make in the tutorial. So that was fun. But then eventually I tried it for myself and it was shit.
Liked the sky map, liked the temples, liked the treasure hints, liked the new enemies, liked making new weapons, liked flying machines and motorcycles.
I like:
-the first sky island
-finding ways to reach spots like sky islands, or something in the depths
-the depths
-kill enemy camps in cool ways (zonai devices, traps and so on)
TotK is so good it has ruined all other games for me.
I find myself wanting to explore other open world ganes but being hit with invisible walls, linearity and gated progression.
I find myself wandering off the beaten path and finding nothing there to discover.
I find myself peering into bottomless chasms feeling disappointed that I can't dive down there and explore.
I find myself dealing with baby tier combat scenarios and wondering why I can't use all my inventory to create new scenario-specific items and weapons.
I find myself wishing I could create my own solutions to puzzles and challenges using my own wits and resources.
I find myself limited by the sheer inactive sterilisation of the world around me.
Nintendo have just raised the bar too damn and now I can't enjoy anything else. Video games have peaked with TotK.
Ignoring OP being a nagger homosexual.
The new monsters are by and large great. New armor sets all look good to amazing.
Dungeons are fairly solid.
Ultrahand + Fusion are great mechanics and well used.
Depths were good just needed a bit more environmental variation plus a city/town.
Great game and very good follow up
I loved weapon fusion.
Was never into building my own shit, never even cared to try minecraft, so that was meh for me.
Depths and sky were fun, loved both. Shrines, as always simple but entertaining.
Outside of the game was the fun of people seething calling it a $70 DLC while I played it for free and with enhanced framerate and graphics.
I just recently found out that if you fuse a spring to a shield it will auto-parry enemy attacks. I'm always finding out about some new game-changing tactic.
There are obviously things I liked it has in common with BOTW; gorgeous artstyle, unbelievably well made physics engine, free-form approach to combat.
TOTK also has a verticality that I absolutely love, skydiving is exactly what I wanted since BOTW, is even prettier to look at, has a decently engaging story along with a fantastic final boss fight, and the zonal creation stuff is fun as shit.
Yeah TotK felt like the game BotW was supposed to be. All of the main quests were fantastic, the amount of unique content packed into every area is crazy and the final boss battle is the best the series has ever done. Exploring Hyrule has never been done better.
it's pretty clear they're lowering the quality of zelda games gradually so people begin to expect slop so nintendo can then just pump out shitty cash grabs every year like gamefreak does with pokemon
>it's just that they're gradually losing talent >meanwhile in reality every major jap publisher fears their talent running off to Nintendo and every dev still praises the work arounds and technical skill Nintendo displays
Do please stay mad.
>Nintendo is the primary game dev in Japan that everyone defects to and/or stays with.
Then why are they outsourcing basic development components of their flagship franchises to mobile game developers?
competency crisis >oldfags can't teach >job market's unstable >software is getting too damn complex
add to that zoomers who can't sit the fuck still, and who's gonna direct the next masterpiece?
You're really gonna make this claim about Nintendo EPD of all devs? The company with the insanely high retention rate and a strong teaching culture that pushes new talent up fast?
Guarantee you TOTK was an audition for any of the designers to be Fujibayashi's successor.
i bought it but never played it. i mean, from what i can see, its just a breath of the wild dlc. why bother?
zelda games now are just childrens puzzles with a basic beat the evil boss story attached to it, 20 years ago they were games with great stories and great characters with puzzles attached to them
tl;dr theyre just milking this shit for money now and its not worth playing imo
>20 years ago they were games with great stories and great characters with puzzles attached to them
True. But zoomers will probably be typing furiously at you saying this was never true and Zelda story was always shit. And so is the 30 years of lore behind it. And frankly speaking, I think Nintendo nowadays align with that type of thinking anyway because they don’t really care much anymore. Furry goats are the future
Zoomers won't do that. It's literally just one autistic retard who defends this game with his life because he thinks it validates his shipping even though it doesn't
I don’t really get it. Weren’t Zelda and Link already banging each other in Skyward Sword? What the fuck is zelink? Maybe it’s because zoomers only played botw and totk.
3 weeks ago
Anonymous
Zelda and Link are always attracted to each other in every game. But it's never been so cemented as it is in TotK, where they are canonically a couple.
3 weeks ago
Anonymous
Except it's not at all. BotW/TotK is the least cemented it's ever been because basically every major female wants to jump him. And it's up to you to decide if they do or not.
>but muh same house
Most of the side quests were treated as non-canon and the house one is no different. The guy who sold it doesn't recognize Link. It was never his canonically.
Yes, if you decide they're living together that's fine but Nintendo doesn't say it intentionally. They've mentioned this in interviews from the very beginning.
3 weeks ago
Anonymous
>The guy who sold it doesn't recognize Link.
That's the joke bro. Holy fuck subtlety isn't your thing huh?
3 weeks ago
Anonymous
Link is a character Nintendo intends you to self insert for (self inserting being mental illness and mental illness being ripoe for abuse).
As such, every TLoZ chick is online because it's what you decide that happens. It's not an accident everyone swoons over Link.
3 weeks ago
Anonymous
>It's not an accident everyone swoons over Link.
people have been doing this since OoT if not ALttP though, so what;s the complaint?
3 weeks ago
Anonymous
I'm not complaining about anything. I'm just saying "attraction" is meaningless because there is no canon where they specifically wind up together, even SS.
Much much better main quest, the build up to the temple is great. Specially climbing the lost arc in the Rito Questline or the Thunder Islands in the Mineru one.
Temples are a step up from the Divine Beast, had a pleasant Time with them.
The bosses were really fun, specially Colgera, MudOctorok and King Gleeok.
Some good pieces of music here and there.
Fusing weapons made combat a bit more enjoyable giving you more options.
I liked the concept of the partners.
Shrines felt a bit more varied with the bulding
A couple of Scenes from the plot were cool like Pulling the Master Sword or Zelda Turning herself into a Dragon.
The final boss with ganon, once he turns into demon king being a 1 v 1 was awesome.
The final scene where link catches zelda was peak ZeLink Kino.
All in all, i had a pleasant time with TotK. I did everything i wanted to do in it with the main quest and like half of the shrines. Finished the game and called it a day. An improvement over BotW but still not worth 70 bucks or 6 years of waiting, and plenty of silly mistakes like the trainwreck of the plot. Let's just hope they finally nail it the next time.
Unique enemies
Building was fun
Combat was pretty much the same except OP
Gloom hands were scary at first but are pushovers literally anywhere else in the game
Music buildup to ganon is really good
My solution to the first few shrines being a complete clusterfuck
But I miss guardians and I stopped playing like a month later lol
idk man. Mole Man Miner is pretty fucking great. As is Zonai Spartan. Also really love the Danraal and Faroash armors.
But Wing suit is definitely up there.
The first time I faced one of those dragons with 3 heads near a snow stable to find a golden horse, during the final phase I was out of eyes to snipe it down so while it was casting his massive snow attack I built a hover bike, reached it and dealt the final blow all while avoiding its snow lasers. That made me feel like a fucking badass.
Same. Botw was really fun but I found totk really boring that I couldn't finish it. But I'm also one of those people that prefer Mario galaxy 1 over galaxy 2. I think a concept can only be fully impressive the first time around but doubling down and not building on the concept with an ever better concept is why I think they're boring the second time around.
I didn't play it because I didn't like BotW, and as soon as I heard breakable weapons and shrines were still in the game, as well as minecraft shit, I avoided it like the plague.
While BOTW was very lonely and melancholy and what civilization existed was barely holding on for dear life, TOTK feels very lived in. There's more outposts, you participate in armed raids on Ganon's forces, and every established society feels way more developed and lively, especially once you solve the local regional issue.
It really make you feel like all your efforts in BOTW counted for something beyond "lmao Ganon monster dead here comes a new challenger"
Adding consistent NPC companions was great too. More than just some magical entity that lived in Link's pocket and yelled at him, you had the sages fighting alongside Link.
And that goes without broaching the gameplay, the real meat of the experience. Ultrahand is fantastic and fuse makes for great improvisation and ad-hoc weaponry, whether it's just slapping shit onto sticks or making instant katanas out of horns and fangs and random handles.
I loved how conducive the whole design is to adventure. You'll be going towards one thing of interest, find a cave or some other random task and 10 minutes later you're fifty miles off course. There's a confidence in its design, where a dev like Ubisoft or Sucker Punch would panic that you're not getting enough game per game and slap a dozen icons in your path.
>While BOTW was very lonely and melancholy and what civilization existed was barely holding on for dear life, TOTK feels very lived in.
to be honest i'm not sure i like this part
it makes the world feel like it isn't just for you anymore
yeah. i havent played the game and dont plan too because of it and the reused world.
frankly totk was disapointing to see announced, i was kinda hoping we would go back to normal zelda games now.
it feels like a cash grab, i guess. if they wanted to make a zelda game they should have just done that well. the sky and cave bits are cool, basebuilding is cool, all the new plants are cool, but those are things i would have liked in botw not something i care about at all in a zelda game. i liked that in botw i could very easily forget i was link and as link i felt more like a cowboy than a knight, guess it appeals to my american sensibilities. the divine beasts where disappointingly easy, but i wasnt playing the game for them so it just rolls off. really, i wish totk was a zelda game set after botw and not botw2. the zon
so totk loses what i liked so much about botw and, from what i can tell, isnt a proper zelda game either. so why should i play it, let alone burn 70 bucks on it? maybe the puzzles, side quests, and stories are all good enough too justify it as a zelda game, but then i cant help feeling people wouldnt say its
The whole "Sky Island" part of the game was actually really underwhelming, considering that was the main selling point, but I ended up being utterly amazed by the whole underground world.
Basically, it's just BOTW, but a bit better. It's hard to say 10/10 since it's essentially the same game... but if you've never played BOTW it's without a doubt 10/10
>essentially the same game >you've never played BOTW it's without a doubt 10/10
and i really think that depends on why someone liked botw. i saw it as nintendo skyrim and enjoyed it for that. so for me its like playing skyrim, again, but the altmer are invading this time.
defensive and homophobic much?
you cockbrained retard, I had plenty of creative fun with the game, but it doesn't change the fact that doing so hardly matters.
botw had the same damn issue
[...]
it's the confliction of game identities, not the freedom that's the problem
>confliction of game identities
exactly. all the things that are good make it bad.
i dont know man, maybe its way better than i think.
>TOTK feels very lived in. There's more outposts, you participate in armed raids on Ganon's forces, and every established society feels way more developed and lively, especially once you solve the local regional issue. >It really make you feel like all your efforts in BOTW counted for something beyond "lmao Ganon monster dead here comes a new challenger"
This. They reused the map and did it well. I really enjoyed seeing how things had changed, how people's lives had turned out, how things were rebuilt, etc. >There's a confidence in its design
I see people say this sometimes, and it's something that's hard to put into words because it can mean different specific things to different people, but all ties back to the same idea.
I'd love to see the Zelda team make a Metroidvania. This confidence is exactly the 'magic ingredient' you need to be able to make a good one. Team Cherry had it (then got carried away with the DLC). Mercury Steam didn't.
I think it also points to a lack of corporate meddling. You can tell that the developers were given a free run to make what they wanted without some suit barging in and demanding that it have this much tutorializing so it meets the quotas for accessibility and wide demographic reach or some shit. Nintendo is a cut above not just because of the talent, but the corporate side can also show restraint. No other dev could have made a game like TOTK because the fucking suits couldn't let it rest without feeling compelled to meddle.
Caves and wells.
Being as easily distracted as I am in games like this, hence why I liked BotW as much as I did, these were the things I felt were missing from that game that would be worth keeping an eye out for, and were easily my favourite part of TotK, tied with the vehicle autism. Helps that in spite of sharing textures based on region, every one of them being unique is sick, a shitton of them even having a theme or cool 'thing'. Wells also sometimes being unavailable due to rain like the couple in Faron is cool too, gives it some authenticity.
Once you piece it together after a couple times, finding a spear with Misko's banner out of nowhere is the most exciting thing that makes you feel warm for going in blind.
Getting jumped by Gloom Spawn in a couple of them was also fun, especially the homosexual under Lindor's Brow being one most people will find in the first 5-10hrs like I did.
Also the Royal Hidden Passage was one of the best parts of the game and you know it.
Shoutout to the three meme wells that just send you straight to the gulag, puddles with fish and all. Somehow even climbed out of the Rowan Plain Well from the bottom thanks to a balloon once.
>Also the Royal Hidden Passage was one of the best parts of the game and you know it.
I explored it early on and managed to find all 3 pieces of the soldier armour on my own, felt great. Didn't have Yunobo yet, so I went through like 20 throwaway hammers getting through all of the rock walls.
it was a nice time killer. i don't think i can hop into it as easily as other games that have a pretty clear cut goal in mind, but for the time i've put in i had fun exploring places and wondering what was ahead of me.
i attribute this mainly to not having played BOTW that much. i finished a couple divine beasts but i beelined it to them. i didn't truly explore and just see what was going on in the world. with TOTK i did that along with collecting stuff and it was fun to see what i could build to get to the flying labyrinths.
the game was chill overall. i don't think it lacked anything specifically, but i would have liked more dungeons or ruins that had an extensive goal of fighting a big boss. or shrines and trials that were embedded in the world beyond just discovering them.
Final boss
Early exploration, before you realize the hover bike is overpowered in every way and tricializes movement
Honestly it's hard to think of more beyond that. I still like the atmosphere and overall enjoyed my time with it, but the actual dungeon/story content was pretty shit.
>Demon king? >Secret Stones? >[x] more Macguffins to go! (the majority of voice acted dialogue is this, for some reason) >repeat 5x
Calling it better than every other zelda game is absurd. In the end they mostly come down to you doing some short errand for an important NPC, going to the dungeon with them, beating the boss, then fucking off.
But unlike other Zelda games, the dialogue and pacing is the exact same from dungeon to dungeon, and to make matters worse, the reward you get is never very good anyway (outside the Rito one)
>they mostly come down to you doing some short errand for an important NPC, going to the dungeon with them, beating the boss, then fucking off.
In the Rito quest I had explore into a blizzard, find a sage in the mountains, then ascend into the storm, springboard jumping on flying boats and using problem solving to navigate the structures, all the way to the top where the dungeon was.
In the Goron region I had a boss fight and then rode a rocket-propelled mine cart up a mountain, flew a plane against a gigantic lava monster, then dove into the volcano to the world below and found the Fire Temple there.
In the Gerudo quest I had to defend the city against a zombie attack, solve a mirror puzzle to uncover the Temple.
And of course each region is also packed with its own unique sidequests and discoveries.
The joy of flight was captured pretty well. I love being able to come across an obstacle in the world that'd been to be climbed, and just soaring over it. Free, unrestricted, unlimited, no loading screens, just go anywhere in 3D space. I remember one time I was on a sky island and needed to go to Kakariko, so I opened my map to fast travel and noticed that I was nearby. I had a jet, so I just hopped on and flew there. There was just something so satsifying about locating the ring ruins and the huge mounds that looked tiny from so high up, descending and landing in the middle of the village.
The Space Jump was always my favourite upgrade in Metroid games. Unlimited flight in platforming games is the best, I really don't know why people don't talk about it more in TOTK.
Being able to sky dive seamlessly from the skies through the surface to the world below is exhilarating as fuck. And pretty insane coding mastery on the tiny little Switch.
I liked that they double down on durability so that you felt obligated to throw out weapons. they felt more junky and useless so breaking stuff doesn't feel as bad.
The runes feel more bland but they feel more fleshed out. Magnesis was fun but Ultrahand makes more sense. The runes also feel useful and unique, not super niche like Magnesis and Cryonis.
More stuff and more space. That's generally better. They said it was BotW 2, and they made BotW 2.
I like they removed stupid glitches like whistle sprinting. I think the BotW and TotK glitches are super gay compared to something like bomb hovering in the N64 games. They're just super uninspiring and to see people "hunting for glitches" and whining when they get patched is some of the cringiest behavior ever. It's unintentional and we live where cleaning up a game is possible.
It feels like what BotW was supposed to be but BotW released as a needed launch title. And they could spend 14 years developing Zelda from corporate standards.
I'm not ready to revisit BotW so I had a hard time sticking to TotK, but they definitely bolstered the game well.
The whole "Sky Island" part of the game was actually really underwhelming, considering that was the main selling point, but I ended up being utterly amazed by the whole underground world.
Basically, it's just BOTW, but a bit better. It's hard to say 10/10 since it's essentially the same game... but if you've never played BOTW it's without a doubt 10/10
The fact all the dungeons are built into the world and often make use of the different elevations like diving into Mt. Death to find the lava lake with the Fire Temple.
The fact the champions actually join you as party members and you can travel the world with your JRPG party.
And probably most of all the level of interaction between different towns and regions, people talk about things happening on the other side of the map and will mover around based on it. I felt one of the big shortfalls of BotW was how islanded everything was, TotK is much better in this regard.
>shrines were a improvement over botw >ultra hand is genuinely impressive on all fronts, from ease of use to optimization >purah looks so fucking hot is insane, I love her color scheme
The idea of crafting vehicles and mechs was good. Actually crafting them and using them wasn't that fun but the idea was good. Best thing I can say about the game
I liked the caves a lot. Since you always had an easy exit with Ascend, Nintendo didn't worry about making them easy to get out of. I also liked how Fuse made enemy encounters more worthwhile, even if it made weapons look goofy. The ultrahand building stuff was fine, even if you never needed to do too much with it beyond making prefab vehicles and tools.
The transition from the sky, surface, and depths is really cool. I think the game is pretty impressive but I cannot divorce it from the time between releases. I am curious to see how people who didn't live through that eventually assess each game. I think ToTK is good but it's incredibly underwhelming as a sequel, and I say that as someone who thought their expectations were pretty mild.
There are just fundamental design decisions that make the process of playing not that fun. Even the shrine puzzles feel more designed towards a "here's how you can fuck around with mechanics but we're not actually going to bother making anything good here" philosophy compared to BotW. Ultrahand is certainly a neat piece of programming but damn that shit would sure have been better on a PC because it's cumbersome to use. I don't really care if it's better than Magnesis on paper, Magnesis did not make me sigh whenever I had to bring it out.
Fuse pretty much destroys the flow of the entire game. The menu navigation for it is just horrendous, and it encourages more consistent engagement with combat that has received virtually no improvements and (thanks to fuse) a notable step back with archery. It "solved" weapon durability for a FEW idiots with loss aversion, but not even close to all of them, while also making it worse for people who thought it was fine.
I really hope time will be kind to BotW while ToTK has its reputation sour over the years. BotW is far from invalidated as a game, and ToTK, while an upgrade in the tailored content realm, is a downgrade in virtually all aspects of player experience.
Some soundtracks were good.
The sense of scale was great.
I like how at the start, you're new and have to find out shit as you go which is the best part of the game.
I liked the building and flying
everything else was not that good sadly.
It's fine if you like it, the game is decent.
Like a 7/10
>the only major dev who has had not just one but multiple system failures >while movieshitters shit up the entire industry and still sell
Not even close.
I liked the new tablet powers I guess
fusing weapons was fun
shooting elemental shit was fun
fusing random shit was kinda fun
putting rockets on things was fun
the floating islands were beautiful and had interesting design
>Dungeons (for what they were) >Actual unique sky islands that weren't the small copypasta archipelago >the more in depth caves that were like mini dungeons, like the passage to Hyrule Castle from Lookout >OST >Colgera >the entire finale
Exploration, combats, new powers, OST, caves, underground, the sky, dungeons, shrines, zelda ass, Riju, bosses, ganondorf, the new gear and weapons designs, the crafting, cooking...
A solid 9.5/10
Does the game ever tell you how to unfuse shit? I remember going like 60% of my playthrough not knowing how to do it and needing to play shines very mindfully so I didn't accidentally fuse something at the wrong time, sometimes even needing to drop shit into bottomless pits or using rewind because if I got lucky those would sometimes break things apart.
Eventually I caught a pause screen tip that told me how to do it but if it wasn't for that I might have played the whole thing without knowing how. Other than that is there a tutorial or some other prompt I missed that tells you? I was playing on pro mode if that makes any difference
>Does the game ever tell you how to unfuse shit?
doesn't it show you the prompt that you can shake the stick/the controller when you pick up something fused with Ultra Hand? Do you play with the Pro HUD?
Ah, that must have been it then. That's fun, it made my playthrough a bit more memorable if nothing else.
I also was playing with Japanese voices so I had no idea what the characters were saying during dungeons or boss fights since pro mode also deactivates the subtitles for some reason
I generally don't commit 100 hours to games I don't at least enjoy at a minimum of a 7/10 level. I do find the mindset not everything about the game is good therefor whole game bad that we see alot on this board an extremely low IQ take. And generally the loudest voices with this take haven't actually played to completion. There are aspects of the game that hinder the experience if you judge it as a whole honestly it is still a pretty good game.
I enjoyed the sandbox elements of the game, I judge a good sandbox by If I can go in with no goals, no plans, I'm not actively trying to quests etc. I'm playing the game to just play game in the sandbox. It has a good sandbox and toys are fun to play with. If I try to play spiderman 2 as a sandbox game I get bored extremely quickly and and after 15 minutes I'll find the nearest sidequest instead.
I really appreciate games that let me play at the pace I want. If I want to b-line through the main story and never touch any of the side objectives, that's great. if I want to dick around for 20 hours and not achieve anything without the game prodding to this or that now please. that is also great.
The new abilities are more fun than the old ones, even though they're so versatile they make the game trivially easy.
I also like how they actually tried with some of the boss fights this time, Gleeok is really fun the first time through and dorf having flurry rush was a nice touch.
I think weapon durability was handled much better in this game but I'm still not completely a fan. I found myself actually experimenting a lot in the earlygame with different materials and making use of lots of different weapons but midgame-lategame the crafting usually just devolved to slapping a big horn on a big weapon which mostly just amounts to more time spent in menus and less time actually doing shit.
When I uninstalled my pirated copy
I pirated it but never played it, just to screw with Nintendo.
pretty comfy game. enjoyed the artstyle and music. some of the shrines are too easy tbh, but this is a nintendo game so that's expected. People complain about too many menus in combat and that's a fair argument.
the porn inspired by it
Only Tauro and Ganondorf personally.
can someone motivate me to go back to it?
I stopped playing it even though I was having fun and can't go back to it because I'm autistic
What's your brand of autism?
Also you do NOT need to get the glider.
I highly recommend going for as long as possible without it and trying to exploit physics, ultra hand builds, and general fuckery to survive/explore.
It's very neat.
Also no fast travel.
Was playing glider-less, until I stopped a few months ago. Wanna get back to it eventually, cause it's pretty cool. Helps that I haven't even played BotW so I have no prior experience with the glider to make me miss it.
I wanna eventually start making and piloting fighter planes
What exactly is being reversed in the webm to cayse the fling/launch?
Very funny.
Did you just not watch any pre-release footage?
They showed the glider plenty. But yuh going without it really makes you need to think around some situations.
>hating popular things does not make you interesting or unique
What depressed loathesome fags you both are,
It was a sled I believe. You can flip small objects with the ultrahand faster than large objects, which is abusable if you flip the small object, then attach something long to it, and rewind it to make this new, large contraption flip back at the same speed it did when it was small.
So I flipped the sled, attached my catapult to it, and placed my "safe box" on the end. Put a control stick on the safe box to hopefully keep Link inside.
I was attempting to be fancy and catapult myself into the underground, but I had to give up and just drop the box inside all boring-like
Well that's creative, on both accounts.
>not noticed the fans are also on backwards
I done did the fuck'em ups anon.
I was aware moments after. It was not easy getting that gem to the shrine.
life must be hard being that retarded and of poor taste.
>Putting Link in a safe deposit box
>So you can safely deposit him into the depths
I always avoid the main path in open world games as long as possible, so for about 40% of my playthrough I thought they purposely removed the glider because there are so many more mobility options with the building and fusing mechanics. Wow, bold move. Nintendo devs really know what they're doing. This is fun finding ways to work around it.
Nope. Turns out it's the first thing you get in the main town and it took the magic out of the remainder of my playthrough because I couldn't avoid using it once I knew it was the easiest way to move around. Wish I could edit it out of the game to stop myself because I have no self control
The glider is extremely limited. Especially early on when you have no fucking stamina. You can't handglide up mountains or through caves. What a dumb complaint. The handglider has always liberating and it's limitations are perfect.
Going off the main path is genuinely how I believe this game should be played. I did that fully unintentionally and ran into a couple bluekoblin camps fresh off of the island and it forced me to pull out everything the combat system had to offer, old and new rather than just BS flurry rush stuff, and it's only then did I learn to love this game. I was especially disappointed afterwards to find the 'intended' path had basic bitch bokoblins.
Also bonus points for this game's Purah she makes me 'happy'
that's a whole lot of arbitrary bs/rules to make the game fun, not that I don't appluad you anon... it's just that it's sad you have to do this to make the game fun.
>game gives you freedom to play as you want
>somehow this is bad
Sometimes less is more, anon. Personally, I think that the game really suffers from having too much freedom, to the point where the game doesn't feel well-"designed". It feels lazy and underbuilt.
When you have so many options that every obstacle becomes trivial, the game is stops being fun
>When you have so many options that every obstacle becomes trivial, the game is stops being fun
No it becomes MORE fun. Because rather than being led by the hand and told what do to do and where do go, I tackle every siton my own back using my own wits and resources. And TotK is probably the most challenging Zelda game since Zelda II.
Except there’s barely any situations that actually require the player to use their own wits or resources, save for early game moments where you’re lacking in a particular resource or ability and need to get creative. Everything having such a flatline difficulty because the devs can’t anticipate what’s the player does in what order doesn’t help either
>Except there’s barely any situations that actually require the player to use their own wits or resources, save for early game moments where you’re lacking in a particular resource or ability and need to get creative.
That's complete nonsense. Your dogshit made up drivel is not how anyone else experienced TotK. We had these same laughable bullshit arguments for 7 years with BotW. Go play a vastly shitter game and cry yourself to sleep.
I don't know, Anon. Why build vehicles when I can warp everywhere? Why engage in shrine puzzles when I can just cheese my way to the end with some zonai tools? Why waste my swords and bows fighting against Gleeoks when I can just make an orbital laser?
The game's system makes every enconter, every puzzle, and traversal trivial and pointless
>Why build vehicles when I can warp everywhere?
You can't. You can only warp to places you already discoverd by exploring.
>Why engage in shrine puzzles when I can just cheese my way to the end with some zonai tools?
You can't. Unless you spent ages farming those items. In which case that was as decision YOU made because you have the freedom that
>Why waste my swords and bows fighting against Gleeoks when I can just make an orbital laser?
That's a great idea. I'll need to try that. Thanks for the tip.
The player will constantly use their abilities in new and interesting ways, constantly putting their knowledge of the games mechanics to the test and constantly using their own wits.
So you are full of shit. TotK rapes your favorite game and you cannot cope.
Oh, you're the Ericposter. Nevermind, I thought I was dealing with a neurotypical person
Why do you keep coming here if you don’t want to listen to others and only repost the exact same things every thread? Surely there’s a better use of your time
There is nothing funnier to me than laughing at you mentally ill troons. The juggernaut success of the Switch is the biggest prolonged nonstop assfucking this board has ever endured.
Capped by two Zelda masterpieces at each end of its life cycle. You cry and seethe and foam at the mouth with rage and it will never ever stop being belly-achingly hysterical to me.
>implying implications to imply
What a queer ass fag lord you are.
Learn to have fun you cock smoking shit.
After doing the tutorial and landing in Hyrule I made my way to akala for no other reason thatI wanted to check in on my bro Robbie. I had no glider so getting around certain places and doing some shrines required creative work arounds. It was quite enjoyable, stop being a depressed jaded loser.
Fair enough.
defensive and homophobic much?
you cockbrained retard, I had plenty of creative fun with the game, but it doesn't change the fact that doing so hardly matters.
botw had the same damn issue
it's the confliction of game identities, not the freedom that's the problem
Creating a game with the amount of freedom, player agency and world dynamism is insanely complex. Which is why you don't see other developers even attempting something like TotK.
Going back to more simplistic, restrictive games feels like a backwards step. Other games feel dumbed down by comparison.
I see what you're saying, but at the same time, I can't help but feel that I don't understand the "why do this" question; seriously, what purpose does all that dynamism serve? Dynamism, on its own, doesn't necessarily make the game more fun or interesting to engage with.
I guess if you're a programmer or someone who appreciates systems, you would like the tech-demo aspect of the game, but if you're trying to play the game for the craft, you're vastly underserved.
>question; seriously, what purpose does all that dynamism serve?
Well I guess the most obvious answer it creates a more immersive experience. That's absolutely essential for an adventure game. Being able to head into the world and tackle adversity using your own wits and resources is what adventuring is all about. It's YOU vs THE WOLRD. Its more rewarding to figure things out on your own I think. It's pretty hard to get this done in a way that feels organic to the player and the don't see the strings.
The problem is that you will ALWAYS see the strings; that's the nature of video games as a whole. Believable, realistic worlds that are 1:1 with real world systems have always been, and will always remain a pipe dream. Seriously, no game developer, Nintendo included, has designed their sandbox worlds in a way that is particularly interesting to play, or interact with in any meaningful fashion. Add onto this the massive expense (in both labor costs and financial costs), and I have to conclude that this style of game is incredibly wasteful.
We really ought to stop chasing this dragon as an industry and focus on more limited scope games. Open-world just doesn't work, hasn't ever worked, and we need to be brave enough to admit that.
>The problem is that you will ALWAYS see the strings
So, when people talk about "immersion" it's less about being fooled into believing it's reality and more about being able to appreciate the detail and get lost in the care put into the experience. That's what suspension of disbelief really is. It's not a state of accepting an obvious lie, it's a state of appreciating the art and craft of those who made it.
This is why modern games are not immersive despite having such realistic graphics. There's no attempt made to render detail outside of the engineered experience, which is more like a movie set than a video game.
Suspension of Disbelief has more to do with a willingness to engage with a core conceit than to do with an appreciation for the art and craft of a work. If I were playing something like, say, Time Crisis, the core conceit is that I'm a running, gunning dude mowing down hordes of mooks to get to the kidnapped girl. Suspension of Disbelief means that I can happily put myself in the shoes of the main character without having to question real-life issues that might arise from such a situation.
So in a way, yeah, it is like asking someone to believe in an obvious lie, promising that what comes out of "believing" that lie will be worth that act of belief in the end. The problem with sandbox games is that what those games promise often come up very short of what they promise (the "adventure", the satisfaction of unlimited "freedom", the "variety" of enemy encounters, the "amount" of weapons and tools that carry you through the game). This is as true for Borderlands as it is for Breath of the Wild/Tears of the Kingdom.
There doesn't appear to be an acknowledgement that there's a development cost for these type of things.
i agree
>chasing this dragon
i dont even get why people want to catch it. why wait around for a worse version of something you already have? go outside.
video games are not, can not, and should not be reality plus. video games are a medium for story telling, how well your game does that determines how good your game is, end of.
>The player carves their own path through the world.
i do that every day. you do that every day. life is a game, if you feel like youre losing man up and get good.
>all that other shit
utterly disconnected from the conversation.
i think minecraft, terreria, skyrim, gtav, red dead 2. fall out new vagus, skyrim, and breath of the wild all coming out or to prominence in the same decade fucked with peoples exceptions real bad. i think the biggest problem is people dont know how to introspect and figure out what they want and why. all most people can do is say "this feels good, this feels bad", and devs have been stupid enough to listen blindly.
totk is only partly an example of that, really it feels like they realized they could sell their internal tests for 70 bucks. hopefully they have enough pride not to pull that twice.
sure, everything but the fun part of botw. the worst part is games for the "part it does better" already exist. if you want to build funky contraptions, go play scrap mechanic.
all of them are complex puzzle boxes obscured by a physics engine.
i like skyrim because i think its prettier than morrowind, and i guess im baised. morrowind is a great game, skyrim is something else. i think the problem is trying to make every game skyrim or botw, not understanding they are lightning in a bottle. its like people have a hard time accepting when something is exceptional, and that means exactly what it sounds like. i guess envy how we get progress, just a shame is all. it wouldnt be such a problem if everyone would just slow down.
>Seriously, no game developer, Nintendo included, has designed their sandbox worlds in a way that is particularly interesting to play, or interact with in any meaningful fashion.
I disagree. BotW and TotK excel at this sense of adventure, exploration and discovery. The player carves their own path through the world. The world will make the player feel restricted but those restrictions can be managed and approached by the player's own freedom and agency.
If you honestly think playing simpler more restrictive games, where you are just guided around and told what to do, is somehow better then that's your cross to bear.
>no game developer, Nintendo included, has designed their sandbox worlds in a way that is particularly interesting to play, or interact with in any meaningful fashion
System shock, Deus ex, thief, ultima, tes, fallout, hitman, prey
Arguably, those games didn't get it right, either. There's a reason why many players look upon Morrowind more fondly than Skyrim, despite the promise of being bigger, and better than it's predecessor.
my brand of autism is I can't make myself go back to a game I already had my focus broken on
also I already got the glider and fucked up even more because I knew about auto build beforehand and went out of my way to get it even skipping the quest to get it naturally
>I can't make myself go back to a game I already had my focus broken on
Okay but why?
>I intentionally got the no effort builder ability instantly
Well that's just you being retarded.
All I can say is delete your save, start over and just play to have fun not do 'meta' bullshit.
I don't want to delete my fucking save I already put like 40 hours in
>why
because I'm autistic and my brain doesn't work and I piss in bottles because I don't want to leave my room
it made snoys seethe
Diet Coke > Regular Coke
Also the porn from Link and Zelda is great
The only thing i liked about it was that i got it for zero dollars
My first experience with this game was being drunk off my ass with a group of friends and completely losing my shit as the guy playing kept increasingly fucking a "boat" he needed to make in the tutorial. So that was fun. But then eventually I tried it for myself and it was shit.
Liked the sky map, liked the temples, liked the treasure hints, liked the new enemies, liked making new weapons, liked flying machines and motorcycles.
Loved a lot from this game. 9/10
I like:
-the first sky island
-finding ways to reach spots like sky islands, or something in the depths
-the depths
-kill enemy camps in cool ways (zonai devices, traps and so on)
TotK is so good it has ruined all other games for me.
I find myself wanting to explore other open world ganes but being hit with invisible walls, linearity and gated progression.
I find myself wandering off the beaten path and finding nothing there to discover.
I find myself peering into bottomless chasms feeling disappointed that I can't dive down there and explore.
I find myself dealing with baby tier combat scenarios and wondering why I can't use all my inventory to create new scenario-specific items and weapons.
I find myself wishing I could create my own solutions to puzzles and challenges using my own wits and resources.
I find myself limited by the sheer inactive sterilisation of the world around me.
Nintendo have just raised the bar too damn and now I can't enjoy anything else. Video games have peaked with TotK.
alright fag calm down, no need to false flag that hard.
Hard to argue with this. TotK is simply on a different planet to everything else. Not a single adventure game on any system comes close to it.
It's a glorified RPGmaker game (and a crap one, literally just a walking simulator) with gmod mechanics added.
>I find myself dealing with baby tier combat scenarios
like every single zelda game huh?
that it ends
Ignoring OP being a nagger homosexual.
The new monsters are by and large great. New armor sets all look good to amazing.
Dungeons are fairly solid.
Ultrahand + Fusion are great mechanics and well used.
Depths were good just needed a bit more environmental variation plus a city/town.
Great game and very good follow up
Gameplay, the only thing that really matters
I loved weapon fusion.
Was never into building my own shit, never even cared to try minecraft, so that was meh for me.
Depths and sky were fun, loved both. Shrines, as always simple but entertaining.
Outside of the game was the fun of people seething calling it a $70 DLC while I played it for free and with enhanced framerate and graphics.
I just recently found out that if you fuse a spring to a shield it will auto-parry enemy attacks. I'm always finding out about some new game-changing tactic.
There are obviously things I liked it has in common with BOTW; gorgeous artstyle, unbelievably well made physics engine, free-form approach to combat.
TOTK also has a verticality that I absolutely love, skydiving is exactly what I wanted since BOTW, is even prettier to look at, has a decently engaging story along with a fantastic final boss fight, and the zonal creation stuff is fun as shit.
I liked that it was BotW but with actual substance beyond "Wow... Zelda has never been like this before..."
Yeah TotK felt like the game BotW was supposed to be. All of the main quests were fantastic, the amount of unique content packed into every area is crazy and the final boss battle is the best the series has ever done. Exploring Hyrule has never been done better.
it's pretty clear they're lowering the quality of zelda games gradually so people begin to expect slop so nintendo can then just pump out shitty cash grabs every year like gamefreak does with pokemon
>it's pretty clear they're lowering the quality of zelda games
Kek'd
Arceue was better than this game tbh
It's not intentional, it's just that they're gradually losing talent
>it's just that they're gradually losing talent
>meanwhile in reality every major jap publisher fears their talent running off to Nintendo and every dev still praises the work arounds and technical skill Nintendo displays
Do please stay mad.
>3 wheels going the wrong direction
Nintendo is the primary game dev in Japan that everyone defects to and/or stays with.
There's a reason their new HQ has been delayed to make it LARGER while everyone else downsizes.
>Nintendo is the primary game dev in Japan that everyone defects to and/or stays with.
Then why are they outsourcing basic development components of their flagship franchises to mobile game developers?
>Then why are they outsourcing basic development components of their flagship franchises to mobile game developers?
They aren't.
>that they're gradually losing talent
source, mr. schrier?
competency crisis
>oldfags can't teach
>job market's unstable
>software is getting too damn complex
add to that zoomers who can't sit the fuck still, and who's gonna direct the next masterpiece?
>oldfags can't teach
You're really gonna make this claim about Nintendo EPD of all devs? The company with the insanely high retention rate and a strong teaching culture that pushes new talent up fast?
Guarantee you TOTK was an audition for any of the designers to be Fujibayashi's successor.
well it's good to hear at least one company's doing things right
Nintendo hasn’t been capable of making good games in decades. Luckily for them games are mass market slop with zero standards now.
Anon, Zelda has been an yearly series for quite some time now.
Yes, but that started with MM and WW.
i bought it but never played it. i mean, from what i can see, its just a breath of the wild dlc. why bother?
zelda games now are just childrens puzzles with a basic beat the evil boss story attached to it, 20 years ago they were games with great stories and great characters with puzzles attached to them
tl;dr theyre just milking this shit for money now and its not worth playing imo
>20 years ago they were games with great stories and great characters with puzzles attached to them
True. But zoomers will probably be typing furiously at you saying this was never true and Zelda story was always shit. And so is the 30 years of lore behind it. And frankly speaking, I think Nintendo nowadays align with that type of thinking anyway because they don’t really care much anymore. Furry goats are the future
Zoomers won't do that. It's literally just one autistic retard who defends this game with his life because he thinks it validates his shipping even though it doesn't
What shipping? Is it that homo that likes Kass? Or Sidon. I lost track with these homosexuals honestly
Nah I'm talking about zelink fag. You can spot him by his insistence that anyone criticizing the game is just upset about the idea of a white couple.
I don’t really get it. Weren’t Zelda and Link already banging each other in Skyward Sword? What the fuck is zelink? Maybe it’s because zoomers only played botw and totk.
Zelda and Link are always attracted to each other in every game. But it's never been so cemented as it is in TotK, where they are canonically a couple.
Except it's not at all. BotW/TotK is the least cemented it's ever been because basically every major female wants to jump him. And it's up to you to decide if they do or not.
>but muh same house
Most of the side quests were treated as non-canon and the house one is no different. The guy who sold it doesn't recognize Link. It was never his canonically.
Yes, if you decide they're living together that's fine but Nintendo doesn't say it intentionally. They've mentioned this in interviews from the very beginning.
>The guy who sold it doesn't recognize Link.
That's the joke bro. Holy fuck subtlety isn't your thing huh?
Link is a character Nintendo intends you to self insert for (self inserting being mental illness and mental illness being ripoe for abuse).
As such, every TLoZ chick is online because it's what you decide that happens. It's not an accident everyone swoons over Link.
>It's not an accident everyone swoons over Link.
people have been doing this since OoT if not ALttP though, so what;s the complaint?
I'm not complaining about anything. I'm just saying "attraction" is meaningless because there is no canon where they specifically wind up together, even SS.
For Link anything goes.
You seem to keep forgetting when Zelink shippers are critical of the game and get called Eric by hardcore tendies.
>20 years ago they were games with great stories and great characters with puzzles attached to them
you werent alive 20 years ago tourist-kun
Much much better main quest, the build up to the temple is great. Specially climbing the lost arc in the Rito Questline or the Thunder Islands in the Mineru one.
Temples are a step up from the Divine Beast, had a pleasant Time with them.
The bosses were really fun, specially Colgera, MudOctorok and King Gleeok.
Some good pieces of music here and there.
Fusing weapons made combat a bit more enjoyable giving you more options.
I liked the concept of the partners.
Shrines felt a bit more varied with the bulding
A couple of Scenes from the plot were cool like Pulling the Master Sword or Zelda Turning herself into a Dragon.
The final boss with ganon, once he turns into demon king being a 1 v 1 was awesome.
The final scene where link catches zelda was peak ZeLink Kino.
All in all, i had a pleasant time with TotK. I did everything i wanted to do in it with the main quest and like half of the shrines. Finished the game and called it a day. An improvement over BotW but still not worth 70 bucks or 6 years of waiting, and plenty of silly mistakes like the trainwreck of the plot. Let's just hope they finally nail it the next time.
Also, Nintendo always makes the hottest girls.
How would it be hard? It's just BotW 2. Most of the shit is fine like BotW was.
Since there are only like 4 major problems the didn't like list is far easier.
Unique enemies
Building was fun
Combat was pretty much the same except OP
Gloom hands were scary at first but are pushovers literally anywhere else in the game
Music buildup to ganon is really good
My solution to the first few shrines being a complete clusterfuck
But I miss guardians and I stopped playing like a month later lol
I liked exploring, fucking around with the new powers, the story was much better in this one and the temples were much better than the divine beasts.
Wing suit is the best Zelda outfit in the entire series. I wish the world were taller so I could fall for longer.
idk man. Mole Man Miner is pretty fucking great. As is Zonai Spartan. Also really love the Danraal and Faroash armors.
But Wing suit is definitely up there.
The first time I faced one of those dragons with 3 heads near a snow stable to find a golden horse, during the final phase I was out of eyes to snipe it down so while it was casting his massive snow attack I built a hover bike, reached it and dealt the final blow all while avoiding its snow lasers. That made me feel like a fucking badass.
>loved botw
>didn't like totk
anyone else here?
BotW was amazing 7 years ago but TotK makes it look like a rough first draft.
no
i never played botw so thats probably why i liked totk
Same. Botw was really fun but I found totk really boring that I couldn't finish it. But I'm also one of those people that prefer Mario galaxy 1 over galaxy 2. I think a concept can only be fully impressive the first time around but doubling down and not building on the concept with an ever better concept is why I think they're boring the second time around.
90% of stuff that totk sells for brand new (in ads etc) were already in botw. it's like you retards forgot botw existed
>90% of stuff that totk sells for brand new (in ads etc) were already in botw
Do you really want to play this game? You want me to list all the content in TotK and you can tell me where to find it in BotW?
Undead Ganondorf looked cool, I guess. It would’ve been more interesting if he was the actual Ganondorf though and not a brand new one
I didn't play it because I didn't like BotW, and as soon as I heard breakable weapons and shrines were still in the game, as well as minecraft shit, I avoided it like the plague.
I like the starting area cuz that's all my toaster could handle
the exploration
I like that TOTK is post-post-apocalyptic.
While BOTW was very lonely and melancholy and what civilization existed was barely holding on for dear life, TOTK feels very lived in. There's more outposts, you participate in armed raids on Ganon's forces, and every established society feels way more developed and lively, especially once you solve the local regional issue.
It really make you feel like all your efforts in BOTW counted for something beyond "lmao Ganon monster dead here comes a new challenger"
Adding consistent NPC companions was great too. More than just some magical entity that lived in Link's pocket and yelled at him, you had the sages fighting alongside Link.
And that goes without broaching the gameplay, the real meat of the experience. Ultrahand is fantastic and fuse makes for great improvisation and ad-hoc weaponry, whether it's just slapping shit onto sticks or making instant katanas out of horns and fangs and random handles.
I loved how conducive the whole design is to adventure. You'll be going towards one thing of interest, find a cave or some other random task and 10 minutes later you're fifty miles off course. There's a confidence in its design, where a dev like Ubisoft or Sucker Punch would panic that you're not getting enough game per game and slap a dozen icons in your path.
>While BOTW was very lonely and melancholy and what civilization existed was barely holding on for dear life, TOTK feels very lived in.
to be honest i'm not sure i like this part
it makes the world feel like it isn't just for you anymore
yeah. i havent played the game and dont plan too because of it and the reused world.
frankly totk was disapointing to see announced, i was kinda hoping we would go back to normal zelda games now.
it feels like a cash grab, i guess. if they wanted to make a zelda game they should have just done that well. the sky and cave bits are cool, basebuilding is cool, all the new plants are cool, but those are things i would have liked in botw not something i care about at all in a zelda game. i liked that in botw i could very easily forget i was link and as link i felt more like a cowboy than a knight, guess it appeals to my american sensibilities. the divine beasts where disappointingly easy, but i wasnt playing the game for them so it just rolls off. really, i wish totk was a zelda game set after botw and not botw2. the zon
so totk loses what i liked so much about botw and, from what i can tell, isnt a proper zelda game either. so why should i play it, let alone burn 70 bucks on it? maybe the puzzles, side quests, and stories are all good enough too justify it as a zelda game, but then i cant help feeling people wouldnt say its
>essentially the same game
>you've never played BOTW it's without a doubt 10/10
and i really think that depends on why someone liked botw. i saw it as nintendo skyrim and enjoyed it for that. so for me its like playing skyrim, again, but the altmer are invading this time.
>confliction of game identities
exactly. all the things that are good make it bad.
i dont know man, maybe its way better than i think.
all the things that make it GOOD don't fit the PEAK of what could be a good Zelda game.
Elden Ring gets closer.
A strong mix of freedom and adventure that feels highly rewarding and is driven by a strong plot.
>TOTK feels very lived in. There's more outposts, you participate in armed raids on Ganon's forces, and every established society feels way more developed and lively, especially once you solve the local regional issue.
>It really make you feel like all your efforts in BOTW counted for something beyond "lmao Ganon monster dead here comes a new challenger"
This. They reused the map and did it well. I really enjoyed seeing how things had changed, how people's lives had turned out, how things were rebuilt, etc.
>There's a confidence in its design
I see people say this sometimes, and it's something that's hard to put into words because it can mean different specific things to different people, but all ties back to the same idea.
I'd love to see the Zelda team make a Metroidvania. This confidence is exactly the 'magic ingredient' you need to be able to make a good one. Team Cherry had it (then got carried away with the DLC). Mercury Steam didn't.
I think it also points to a lack of corporate meddling. You can tell that the developers were given a free run to make what they wanted without some suit barging in and demanding that it have this much tutorializing so it meets the quotas for accessibility and wide demographic reach or some shit. Nintendo is a cut above not just because of the talent, but the corporate side can also show restraint. No other dev could have made a game like TOTK because the fucking suits couldn't let it rest without feeling compelled to meddle.
You can go inside all the buildings
Caves and wells.
Being as easily distracted as I am in games like this, hence why I liked BotW as much as I did, these were the things I felt were missing from that game that would be worth keeping an eye out for, and were easily my favourite part of TotK, tied with the vehicle autism. Helps that in spite of sharing textures based on region, every one of them being unique is sick, a shitton of them even having a theme or cool 'thing'. Wells also sometimes being unavailable due to rain like the couple in Faron is cool too, gives it some authenticity.
Once you piece it together after a couple times, finding a spear with Misko's banner out of nowhere is the most exciting thing that makes you feel warm for going in blind.
Getting jumped by Gloom Spawn in a couple of them was also fun, especially the homosexual under Lindor's Brow being one most people will find in the first 5-10hrs like I did.
Also the Royal Hidden Passage was one of the best parts of the game and you know it.
Shoutout to the three meme wells that just send you straight to the gulag, puddles with fish and all. Somehow even climbed out of the Rowan Plain Well from the bottom thanks to a balloon once.
>Also the Royal Hidden Passage was one of the best parts of the game and you know it.
I explored it early on and managed to find all 3 pieces of the soldier armour on my own, felt great. Didn't have Yunobo yet, so I went through like 20 throwaway hammers getting through all of the rock walls.
it was a nice time killer. i don't think i can hop into it as easily as other games that have a pretty clear cut goal in mind, but for the time i've put in i had fun exploring places and wondering what was ahead of me.
i attribute this mainly to not having played BOTW that much. i finished a couple divine beasts but i beelined it to them. i didn't truly explore and just see what was going on in the world. with TOTK i did that along with collecting stuff and it was fun to see what i could build to get to the flying labyrinths.
the game was chill overall. i don't think it lacked anything specifically, but i would have liked more dungeons or ruins that had an extensive goal of fighting a big boss. or shrines and trials that were embedded in the world beyond just discovering them.
The Ganondorf boss fight and the Zelink art. That's it. It's just a crap RPGmaker game in 3D with a gmod DLC.
Final boss
Early exploration, before you realize the hover bike is overpowered in every way and tricializes movement
Honestly it's hard to think of more beyond that. I still like the atmosphere and overall enjoyed my time with it, but the actual dungeon/story content was pretty shit.
>the actual dungeon/story content was pretty shit.
Nah the main quests completely trump every other Zelda game. The Rito quest was kino as fuck.
>Demon king?
>Secret Stones?
>[x] more Macguffins to go! (the majority of voice acted dialogue is this, for some reason)
>repeat 5x
Calling it better than every other zelda game is absurd. In the end they mostly come down to you doing some short errand for an important NPC, going to the dungeon with them, beating the boss, then fucking off.
But unlike other Zelda games, the dialogue and pacing is the exact same from dungeon to dungeon, and to make matters worse, the reward you get is never very good anyway (outside the Rito one)
>they mostly come down to you doing some short errand for an important NPC, going to the dungeon with them, beating the boss, then fucking off.
In the Rito quest I had explore into a blizzard, find a sage in the mountains, then ascend into the storm, springboard jumping on flying boats and using problem solving to navigate the structures, all the way to the top where the dungeon was.
In the Goron region I had a boss fight and then rode a rocket-propelled mine cart up a mountain, flew a plane against a gigantic lava monster, then dove into the volcano to the world below and found the Fire Temple there.
In the Gerudo quest I had to defend the city against a zombie attack, solve a mirror puzzle to uncover the Temple.
And of course each region is also packed with its own unique sidequests and discoveries.
>it-its just the same thing in each region!!!
Who are you trying to convince?
Just another amazing adventure with new physics and creation mechanics that no other adventure game can do.
The joy of flight was captured pretty well. I love being able to come across an obstacle in the world that'd been to be climbed, and just soaring over it. Free, unrestricted, unlimited, no loading screens, just go anywhere in 3D space. I remember one time I was on a sky island and needed to go to Kakariko, so I opened my map to fast travel and noticed that I was nearby. I had a jet, so I just hopped on and flew there. There was just something so satsifying about locating the ring ruins and the huge mounds that looked tiny from so high up, descending and landing in the middle of the village.
The Space Jump was always my favourite upgrade in Metroid games. Unlimited flight in platforming games is the best, I really don't know why people don't talk about it more in TOTK.
Being able to sky dive seamlessly from the skies through the surface to the world below is exhilarating as fuck. And pretty insane coding mastery on the tiny little Switch.
I liked that they double down on durability so that you felt obligated to throw out weapons. they felt more junky and useless so breaking stuff doesn't feel as bad.
The runes feel more bland but they feel more fleshed out. Magnesis was fun but Ultrahand makes more sense. The runes also feel useful and unique, not super niche like Magnesis and Cryonis.
More stuff and more space. That's generally better. They said it was BotW 2, and they made BotW 2.
I like they removed stupid glitches like whistle sprinting. I think the BotW and TotK glitches are super gay compared to something like bomb hovering in the N64 games. They're just super uninspiring and to see people "hunting for glitches" and whining when they get patched is some of the cringiest behavior ever. It's unintentional and we live where cleaning up a game is possible.
It feels like what BotW was supposed to be but BotW released as a needed launch title. And they could spend 14 years developing Zelda from corporate standards.
I'm not ready to revisit BotW so I had a hard time sticking to TotK, but they definitely bolstered the game well.
The whole "Sky Island" part of the game was actually really underwhelming, considering that was the main selling point, but I ended up being utterly amazed by the whole underground world.
Basically, it's just BOTW, but a bit better. It's hard to say 10/10 since it's essentially the same game... but if you've never played BOTW it's without a doubt 10/10
The fact all the dungeons are built into the world and often make use of the different elevations like diving into Mt. Death to find the lava lake with the Fire Temple.
The fact the champions actually join you as party members and you can travel the world with your JRPG party.
And probably most of all the level of interaction between different towns and regions, people talk about things happening on the other side of the map and will mover around based on it. I felt one of the big shortfalls of BotW was how islanded everything was, TotK is much better in this regard.
>shrines were a improvement over botw
>ultra hand is genuinely impressive on all fronts, from ease of use to optimization
>purah looks so fucking hot is insane, I love her color scheme
cant believe a slant eyed tiny dicked yellow skin gachashitter has really decided to make these threads every day for the rest of his miserable life
The idea of crafting vehicles and mechs was good. Actually crafting them and using them wasn't that fun but the idea was good. Best thing I can say about the game
I liked the caves a lot. Since you always had an easy exit with Ascend, Nintendo didn't worry about making them easy to get out of. I also liked how Fuse made enemy encounters more worthwhile, even if it made weapons look goofy. The ultrahand building stuff was fine, even if you never needed to do too much with it beyond making prefab vehicles and tools.
building stuff to do things
>kill mobs
>get high
>collect loot
other games either dont let me build stuff as nicely or just have nothing to do
the sky islands, but they are a small part of the game. I preferred BotW
Just exploring the world again. It all felt fresh because I hadn't touched BotW since 2018.
>video games are not, can not, and should not be reality
Yeah bro I'm fucking sick of fighting dragons in my street.
Ganon's Boss Fight Theme, same as BotW. That's about it.
Looks too much like BOTW, so I never played it. I already played BOTW.
The transition from the sky, surface, and depths is really cool. I think the game is pretty impressive but I cannot divorce it from the time between releases. I am curious to see how people who didn't live through that eventually assess each game. I think ToTK is good but it's incredibly underwhelming as a sequel, and I say that as someone who thought their expectations were pretty mild.
There are just fundamental design decisions that make the process of playing not that fun. Even the shrine puzzles feel more designed towards a "here's how you can fuck around with mechanics but we're not actually going to bother making anything good here" philosophy compared to BotW. Ultrahand is certainly a neat piece of programming but damn that shit would sure have been better on a PC because it's cumbersome to use. I don't really care if it's better than Magnesis on paper, Magnesis did not make me sigh whenever I had to bring it out.
Fuse pretty much destroys the flow of the entire game. The menu navigation for it is just horrendous, and it encourages more consistent engagement with combat that has received virtually no improvements and (thanks to fuse) a notable step back with archery. It "solved" weapon durability for a FEW idiots with loss aversion, but not even close to all of them, while also making it worse for people who thought it was fine.
I really hope time will be kind to BotW while ToTK has its reputation sour over the years. BotW is far from invalidated as a game, and ToTK, while an upgrade in the tailored content realm, is a downgrade in virtually all aspects of player experience.
TotK is BotW on steroids. It does everything better.
It's way more tailored to retards and they added linearity to those retarded things, so no it's not.
Core is decent because it's BotW's core but it has no replay value unlike BotW thanks to linearityfags complaining.
I liked changing the glider fabric
I was using the kakariko shop fabric for the longest time.
Just got the majora fabric via an amiibo card.
Some soundtracks were good.
The sense of scale was great.
I like how at the start, you're new and have to find out shit as you go which is the best part of the game.
I liked the building and flying
everything else was not that good sadly.
It's fine if you like it, the game is decent.
Like a 7/10
Zelda's ass and feet
tendies are a cult
>the only major dev who has had not just one but multiple system failures
>while movieshitters shit up the entire industry and still sell
Not even close.
here comes the brainwashed cultist
Yes, I know, I responded to the projecting retard.
Why would I ever replay Tears of the Kingdom over Dragon's Dogma?
Why are you in a Tears Of The Kingdom thread rather than a Dragon's Dogma thread?
Because I hate Tears of the Kingdom, and women.
> play zelda
> get associated with furries
it hurts bros...
Link has been a bunny rabbit since ALTTP bro.
SHUT THE FUCK UP AHHhh
The sound design is incredible.
>The sound design is incredible
This. Playing TotK with a good pair of headphones is amazing
Was it just me or was this game very boring? I got to the first objective after the starting area and kinda just stopped playing.
i enjoyed how it was the best zelda game to date
I liked the new tablet powers I guess
fusing weapons was fun
shooting elemental shit was fun
fusing random shit was kinda fun
putting rockets on things was fun
the floating islands were beautiful and had interesting design
and... that's it
The caves
>Dungeons (for what they were)
>Actual unique sky islands that weren't the small copypasta archipelago
>the more in depth caves that were like mini dungeons, like the passage to Hyrule Castle from Lookout
>OST
>Colgera
>the entire finale
Exploration, combats, new powers, OST, caves, underground, the sky, dungeons, shrines, zelda ass, Riju, bosses, ganondorf, the new gear and weapons designs, the crafting, cooking...
A solid 9.5/10
i love i can just skydive from sky to underground seamlessly, its pretty impressive they can do this on a crappy tablet hardware
The moment you jump on the dragon.
I haven't finished the rest of the game, but that was neat.
TotK was the fulfillment of everything BotW prefigured. It's the game I said I hoped Nintendo would make when I was still only 15 hours in to BotW.
Does the game ever tell you how to unfuse shit? I remember going like 60% of my playthrough not knowing how to do it and needing to play shines very mindfully so I didn't accidentally fuse something at the wrong time, sometimes even needing to drop shit into bottomless pits or using rewind because if I got lucky those would sometimes break things apart.
Eventually I caught a pause screen tip that told me how to do it but if it wasn't for that I might have played the whole thing without knowing how. Other than that is there a tutorial or some other prompt I missed that tells you? I was playing on pro mode if that makes any difference
>Does the game ever tell you how to unfuse shit?
doesn't it show you the prompt that you can shake the stick/the controller when you pick up something fused with Ultra Hand? Do you play with the Pro HUD?
Ah, that must have been it then. That's fun, it made my playthrough a bit more memorable if nothing else.
I also was playing with Japanese voices so I had no idea what the characters were saying during dungeons or boss fights since pro mode also deactivates the subtitles for some reason
Pro HUD is kinda too aggressive in this game, BotW shows more. They should have made it like Skyward Sword with "Full", "Minimal" and "Off"
I generally don't commit 100 hours to games I don't at least enjoy at a minimum of a 7/10 level. I do find the mindset not everything about the game is good therefor whole game bad that we see alot on this board an extremely low IQ take. And generally the loudest voices with this take haven't actually played to completion. There are aspects of the game that hinder the experience if you judge it as a whole honestly it is still a pretty good game.
I enjoyed the sandbox elements of the game, I judge a good sandbox by If I can go in with no goals, no plans, I'm not actively trying to quests etc. I'm playing the game to just play game in the sandbox. It has a good sandbox and toys are fun to play with. If I try to play spiderman 2 as a sandbox game I get bored extremely quickly and and after 15 minutes I'll find the nearest sidequest instead.
I really appreciate games that let me play at the pace I want. If I want to b-line through the main story and never touch any of the side objectives, that's great. if I want to dick around for 20 hours and not achieve anything without the game prodding to this or that now please. that is also great.
The descent down to fight Ganondorf was amazing. Like an inverse Ganon's tower but Link basically went to hell to confront him.
>Like an inverse Ganon's tower
I hadn't thought of it that way.
The new abilities are more fun than the old ones, even though they're so versatile they make the game trivially easy.
I also like how they actually tried with some of the boss fights this time, Gleeok is really fun the first time through and dorf having flurry rush was a nice touch.
I think weapon durability was handled much better in this game but I'm still not completely a fan. I found myself actually experimenting a lot in the earlygame with different materials and making use of lots of different weapons but midgame-lategame the crafting usually just devolved to slapping a big horn on a big weapon which mostly just amounts to more time spent in menus and less time actually doing shit.
I really dont like the underdark.
I haven't event finished the game just because of how unfun the underdark is.
Haven't played it but I want to lick Riju's sweaty abs
I liked the fact that it single-handedly killed the franchise.
The yiga clan are pretty cool and master Kohga is funny. His theme is my favorite track in both games.
kino