True. The menuing is overly clunky and I would like a Master Mode. It would also be nice to be able to see what mats I need for armor upgrades without having to be eligible for one at a Great Fairy Fountain.
9.7 IMO. Best open world game ever, just beating out Elden Ring.
The game is easy to brute force. You can choose to play skillfully but it will not force you to because it's accessible to all ages.
You have to choose to challenge yourself, like trying to date beautiful women, or you can be satisfied fricking desperate fat old pigs with STDs and complain about it.
It's Nintendo. They make games for all ages. If you are getting bored of spamming A with weapons, try mixing up your strategies a bit or using things you haven't before. Play with the game, instead of expecting it to play you.
They can keep their games for all ages. I'd rather a game be brutally hard and punish idiot casuals who think they can button mash through the game.
8 months ago
Anonymous
That kind of attitude isn’t going to impress any girls, you know
8 months ago
Anonymous
8 months ago
Anonymous
That's nice anon. I wish you all the best in trying to scrape a sense of accomplishment from your mature games for mature gamers.
8 months ago
Anonymous
>heh, I bet you enjoy kaizo games
Yep, I do. >you're not supposed to!
Why? >because they're unfair!
I know, isn't it great? I love not being coddled.
8 months ago
Anonymous
Are you sensitive about liking kaizo games anon?
There's nothing wrong with kaizo games.
You don't have to be insecure anymore.
8 months ago
Anonymous
I just love challenging games. And I wish Zelda was more challenging. I can only self-impose challenges for so long, until that becomes boring.
8 months ago
Anonymous
>I can only self-impose challenges for so long, until that becomes boring.
Just wait until you discover that's all you've been doing by playing video games.
8 months ago
Anonymous
And a fun game makes it so I barely even have to impose limits on myself. Doesn't even have to be an action adventure game, it could be as simple as a puzzle game.
8 months ago
Anonymous
I rarely ever have to self impose any challenge on myself. What games are you playing, where that's a common thing?
8 months ago
Anonymous
Videogames are an ezmode hobby. You aren't doing anything challenging. Even kaizos are just sitting on your flabby butt pushing buttons.
8 months ago
Anonymous
I'm not the kaizo anon. I don't like kaizos.
But I would like to see you play La-Mulana. And then try to tell me games are ezmode.
8 months ago
Anonymous
>But I would like to see you play La-Mulana. And then try to tell me games are ezmode.
I have played La-Mulana and love games with huge extended puzzles where I need to keep notes. I loved that about BotW, where there were un-quested hints and clues from talking to people and observing the landscape. I would keep notes on what to investigate at later times.
You're still doing something very, very easy. You aren't solving real problems. You aren't physically exerting yourself. It's a toy.
8 months ago
Anonymous
>La Mulana is easy
Partner, you are lying through your teeth.
8 months ago
Anonymous
Yes, sitting on your butt playing a literally solved game is easy.
Try opening and operating a business if you would like a real challenge that involves innovative puzzle solving.
La-Mulana is a TOY.
8 months ago
Anonymous
ok boomer.
I want my toys to be more difficult. Is that really so much to ask?
8 months ago
Anonymous
Well physical exertion isn't the only thing that measures difficulty.
8 months ago
Anonymous
>all video games are for babies, how dare you want them to have a higher challenge?
Sorry, but no. That's a cop out. Here's what you do: Design better systems, and then if you want to make it easier for the kids, then just take what you built, lower the hit points of all the enemies, and disguise this under "normal mode". Then dress up the normal fun and engaging game as "veteran mode". Like how they did with Metroid Prime 3.
A simple trick. Easy to develop. Doesn't take much.
As for puzzle difficulty: once again, design them to be challenging and engaging, and then include a helper characters to assist the player through. Make this helper character optional, so they don't become annoying like Navi or Fi. Like say for example, the help function is built into the Sheikah slate. You take a photo of the room, and then send it to Purah. She will give you a few ideas. Again, easy to do, because all it requires is some text. Think Metroid Prime again. Scan Visor. The feature is already halfway implemented with the hyrule compendium.
This design is superior, because now players are incentivized to play through the difficulty, rather than choosing the easy route.
TotK puzzles only felt "easy" because the first thing you think of, or the second, will probably work, because the systems are incredibly flexible and you can jank and power your way through many puzzles avoiding the intended solution.
That's a pitfall of such open ended and creative design.
The combat is eh, no real argument. I would like a Master Mode but I'm not going to let that ruin my time. It's dull to hammer on Silver enemies with ~30-60 power weapons. It gets more challenging to create or wield 90+ weapons. The trick of zora weapons + zora bubble for massive power only recently dawned on me and it has made combat way faster now that I'm in the late game.
>TotK puzzles only felt "easy" because the first thing you think of, or the second, will probably work, because the systems are incredibly flexible and you can jank and power your way through many puzzles avoiding the intended solution.
This is only true up to an extent. Some solutions are way too effective. Much of the puzzles are in shrines where you can't use zonai capsules or climb. So there is room to build some really cool stuff in there. But the game never really got beyond the experimental stage. It gives you a concept to experiment with, but then that concept is never extrapolated out to a more complex configuration.
Or how about the fire temple for example. you have to build a cart to get over some broken rails. I ended up over thinking the solution, and built this super long train of carts, when it was completely unnecessary, because I could just use like 2 and get the same results. They didn't make the broken rails broken enough to require an interesting cart configuration. They just had that one gap idea from the tutorial zone, and that was as difficult as it would ever be.
Agreed. Too cinematic, unlikable characters, no difficulty, mandatory unskippable tutorial that's not even fun to engage in, about a 5/10 if I'm being generous.
>BOTW retcons all previous games as stories told to their children by their mothers >TOTK retcons BOTW by making all the shiekah tech magically go poof because it's no longer relevant to the plot >also hylians are descended from furries
>Tell me about it's worldbuilding?
Pretty shallow. The narrative is cool. Like, if it were merely a 90 minute movie, they would have something nice. But it's a 150+ hour video game. So it feels shallow. They expand the scope of the world to the skies above, the caves below, and the history long long ago. Seeing these aspects of the world actually brings up more questions than answers. There's still so much we don't know. And we will likely never know, as nobody really thought about it. Things exist because they did. things stopped existing because they're old and got replaced with newer things. And then those things stopped existing because generic ancient evil.
I don't know what Immortals is. But whatever it is, I doubt it compares in presentation to Zelda. I'm looking at some screenshots on google, and no that cartoony art style is not equivalent to Zelda. Similar sure. But it appears Immortals has that very western cartoon style I'm not really fond of. Like World of Warcraft, or League or Legends.
If there's anything that Zelda does better than anyone else, it's presentation. The art, the MUSIC. he music in Zelda is just uncomparable to anything.
>BOTW retcons all previous games as stories told to their children by their mothers >TOTK retcons BOTW by making all the shiekah tech magically go poof because it's no longer relevant to the plot >also hylians are descended from furries
>Tell me about it's worldbuilding?
Pretty shallow. The narrative is cool. Like, if it were merely a 90 minute movie, they would have something nice. But it's a 150+ hour video game. So it feels shallow. They expand the scope of the world to the skies above, the caves below, and the history long long ago. Seeing these aspects of the world actually brings up more questions than answers. There's still so much we don't know. And we will likely never know, as nobody really thought about it. Things exist because they did. things stopped existing because they're old and got replaced with newer things. And then those things stopped existing because generic ancient evil.
Still haven't finished it yet because I like slow boiling zelda games but you know what progressively I's starting to agree with people who say botw is better. Yes there is way more stuff to do, combat is more constant, horses are more relevant, dungeons have better designs than the beasts plus overall it feels like you are more powerful with so many options available. BUT botw had the magic of having to struggle(at least until midgame) with getting from point A to point B, surviving climates was more tricky and no rusty weapons bullshit. Totke just feels too easy to navigate and to compensate devs cluttered the map with side quests, random puzzle, caves, more enemies excetera to plant you stopgaps to stop you from going too fast even though you can still easily ignore everything and just target the dungeons.
Agreed. Farm from it, in fact.
True. The menuing is overly clunky and I would like a Master Mode. It would also be nice to be able to see what mats I need for armor upgrades without having to be eligible for one at a Great Fairy Fountain.
9.7 IMO. Best open world game ever, just beating out Elden Ring.
>I would like a Master Mode
Understatement of the century. The game is brain dead easy. I would just like any challenge.
The game is easy to brute force. You can choose to play skillfully but it will not force you to because it's accessible to all ages.
You have to choose to challenge yourself, like trying to date beautiful women, or you can be satisfied fricking desperate fat old pigs with STDs and complain about it.
>because it's accessible to all ages.
You say that like it's a positive. Accessibility is cancer.
It's Nintendo. They make games for all ages. If you are getting bored of spamming A with weapons, try mixing up your strategies a bit or using things you haven't before. Play with the game, instead of expecting it to play you.
They can keep their games for all ages. I'd rather a game be brutally hard and punish idiot casuals who think they can button mash through the game.
That kind of attitude isn’t going to impress any girls, you know
That's nice anon. I wish you all the best in trying to scrape a sense of accomplishment from your mature games for mature gamers.
>heh, I bet you enjoy kaizo games
Yep, I do.
>you're not supposed to!
Why?
>because they're unfair!
I know, isn't it great? I love not being coddled.
Are you sensitive about liking kaizo games anon?
There's nothing wrong with kaizo games.
You don't have to be insecure anymore.
I just love challenging games. And I wish Zelda was more challenging. I can only self-impose challenges for so long, until that becomes boring.
>I can only self-impose challenges for so long, until that becomes boring.
Just wait until you discover that's all you've been doing by playing video games.
And a fun game makes it so I barely even have to impose limits on myself. Doesn't even have to be an action adventure game, it could be as simple as a puzzle game.
I rarely ever have to self impose any challenge on myself. What games are you playing, where that's a common thing?
Videogames are an ezmode hobby. You aren't doing anything challenging. Even kaizos are just sitting on your flabby butt pushing buttons.
I'm not the kaizo anon. I don't like kaizos.
But I would like to see you play La-Mulana. And then try to tell me games are ezmode.
>But I would like to see you play La-Mulana. And then try to tell me games are ezmode.
I have played La-Mulana and love games with huge extended puzzles where I need to keep notes. I loved that about BotW, where there were un-quested hints and clues from talking to people and observing the landscape. I would keep notes on what to investigate at later times.
You're still doing something very, very easy. You aren't solving real problems. You aren't physically exerting yourself. It's a toy.
>La Mulana is easy
Partner, you are lying through your teeth.
Yes, sitting on your butt playing a literally solved game is easy.
Try opening and operating a business if you would like a real challenge that involves innovative puzzle solving.
La-Mulana is a TOY.
ok boomer.
I want my toys to be more difficult. Is that really so much to ask?
Well physical exertion isn't the only thing that measures difficulty.
>all video games are for babies, how dare you want them to have a higher challenge?
Incel ACgay
Sorry, but no. That's a cop out. Here's what you do: Design better systems, and then if you want to make it easier for the kids, then just take what you built, lower the hit points of all the enemies, and disguise this under "normal mode". Then dress up the normal fun and engaging game as "veteran mode". Like how they did with Metroid Prime 3.
A simple trick. Easy to develop. Doesn't take much.
As for puzzle difficulty: once again, design them to be challenging and engaging, and then include a helper characters to assist the player through. Make this helper character optional, so they don't become annoying like Navi or Fi. Like say for example, the help function is built into the Sheikah slate. You take a photo of the room, and then send it to Purah. She will give you a few ideas. Again, easy to do, because all it requires is some text. Think Metroid Prime again. Scan Visor. The feature is already halfway implemented with the hyrule compendium.
This design is superior, because now players are incentivized to play through the difficulty, rather than choosing the easy route.
TotK puzzles only felt "easy" because the first thing you think of, or the second, will probably work, because the systems are incredibly flexible and you can jank and power your way through many puzzles avoiding the intended solution.
That's a pitfall of such open ended and creative design.
The combat is eh, no real argument. I would like a Master Mode but I'm not going to let that ruin my time. It's dull to hammer on Silver enemies with ~30-60 power weapons. It gets more challenging to create or wield 90+ weapons. The trick of zora weapons + zora bubble for massive power only recently dawned on me and it has made combat way faster now that I'm in the late game.
>TotK puzzles only felt "easy" because the first thing you think of, or the second, will probably work, because the systems are incredibly flexible and you can jank and power your way through many puzzles avoiding the intended solution.
This is only true up to an extent. Some solutions are way too effective. Much of the puzzles are in shrines where you can't use zonai capsules or climb. So there is room to build some really cool stuff in there. But the game never really got beyond the experimental stage. It gives you a concept to experiment with, but then that concept is never extrapolated out to a more complex configuration.
Or how about the fire temple for example. you have to build a cart to get over some broken rails. I ended up over thinking the solution, and built this super long train of carts, when it was completely unnecessary, because I could just use like 2 and get the same results. They didn't make the broken rails broken enough to require an interesting cart configuration. They just had that one gap idea from the tutorial zone, and that was as difficult as it would ever be.
Very weird example considering how stupidly easy Metroid Prime is. The game literally plays itself. Just lock on and mash A.
Agreed. Too cinematic, unlikable characters, no difficulty, mandatory unskippable tutorial that's not even fun to engage in, about a 5/10 if I'm being generous.
Your style is too predictable. Try harder.
have a nice day ACtroony.
Yeah, it's pretty mid ngl and the best things to come out of it were mostly the meme machines people made in the game.
it's not even close to good.
>It isn't perfect
No. But it is the best.
genshiteater seethe thread #84726262822
HEY ALL
Finally, an Eric thread
Lel. I forgot this even came out. It wasn't nearly as eventful as the original BOTW, that's for sure.
Skyrim gay here.
Tell me about it's worldbuilding?
BOTW and Immortals were fricking boring.
TES has the best lore of any video game series, while paradoxically doing the worst job to highlight it of any series.
You won't find a comparison here. The most you get is "We buried every other Zelda in ten thousand years of rubble."
Witcher 3 and Fallout 3 can stand up to it.
How the frick do people even praise this at all?!
The game is very nice aesthetically. It's shallow worldbuilding is presented in a nice way.
So is Immortals, but no one goshes about it.
Dawm the power of branding is strong.
I don't know what Immortals is. But whatever it is, I doubt it compares in presentation to Zelda. I'm looking at some screenshots on google, and no that cartoony art style is not equivalent to Zelda. Similar sure. But it appears Immortals has that very western cartoon style I'm not really fond of. Like World of Warcraft, or League or Legends.
If there's anything that Zelda does better than anyone else, it's presentation. The art, the MUSIC. he music in Zelda is just uncomparable to anything.
>BOTW retcons all previous games as stories told to their children by their mothers
>TOTK retcons BOTW by making all the shiekah tech magically go poof because it's no longer relevant to the plot
>also hylians are descended from furries
>Tell me about it's worldbuilding?
Pretty shallow. The narrative is cool. Like, if it were merely a 90 minute movie, they would have something nice. But it's a 150+ hour video game. So it feels shallow. They expand the scope of the world to the skies above, the caves below, and the history long long ago. Seeing these aspects of the world actually brings up more questions than answers. There's still so much we don't know. And we will likely never know, as nobody really thought about it. Things exist because they did. things stopped existing because they're old and got replaced with newer things. And then those things stopped existing because generic ancient evil.
It's garbage
Still haven't finished it yet because I like slow boiling zelda games but you know what progressively I's starting to agree with people who say botw is better. Yes there is way more stuff to do, combat is more constant, horses are more relevant, dungeons have better designs than the beasts plus overall it feels like you are more powerful with so many options available. BUT botw had the magic of having to struggle(at least until midgame) with getting from point A to point B, surviving climates was more tricky and no rusty weapons bullshit. Totke just feels too easy to navigate and to compensate devs cluttered the map with side quests, random puzzle, caves, more enemies excetera to plant you stopgaps to stop you from going too fast even though you can still easily ignore everything and just target the dungeons.