Now that the dust has settled, can we finally admit this place is the most moronic thing about TotK?
>barren
>same fricking enemies
>full of ganondorfs cum
>can bypass the darkness mechanic by building a flying motorcycle and collect all the checkpoints/shrines
>only rewards here are literal previous game amiibos outfits
could be said about literally the whole game
the enemy placement makes no sense in the depths
it would make more sense for the bokoblin outposts to be built on the abandoned mines instead of around random ore deposits
if you're going to the depths for zonaite then the easiest thing to do is just fast travel from mine to mine and get ore without ever having to deal with any enemies
Rated the game 10/10 in metacritic and I think they're shit.
>babe it's 4 hits of durability left! time for your daily pristine farm!
>yes nintendo
it's my biggest disappointment yeah, exemplifies the problem with the game really, yes they've added a lot of things but very little is significant and memorable
underground exploration was my number one desire after the game was revealed, I was really hoping they'd cram tons of bizarre events, creatures, vistas, races and villages down there, and in the end it's the worst version of a dark world in the series and essentially pointless to explore after about an hour or so, you've seen everything the area had to offer
what a waste
Sad, considering the very first reveal of this game was the depths
unironically the original trailer is much more interesting than what the depths ended up being
you had a bridge in a large cave with luminous stones giving off light, underground rivers, what looked like the entrance to a dungeon, zelda riding a new animal carrying a bunch of supplies hinting at a new camping system, weird murals and overall a much smaller scale
it looked genuinely exciting which makes the end result all the more disappointing
I too now yearn for an Underdark adventure that is the scope of an entire or near entire game. I think The Forgotten City is something like this. It was a mod for Skyrim then became its own game. It's good that all this Underdark stuff made me remember it.
nah its fun
ninty came up with something truly brilliant the way they included the depths- it seems WAY better at the start of the game when you have no idea what the frick it really is. So everyone raves about this spooky, pitch black massive mystery cave and it only adds to the hype and review scores, sells gangbusters, and then it's not until a couple weeks or 20 hours of gameplay later that the player realizes that the depths are fricking stupid.
i never expected anything but filler from this shithole as soon as i saw the enemies are the same as above but glow red
the sky however is another story
all unique content in the depths:
>fire temple
>spirit temple
>final boss
>kogha fights
>yiga hideouts
>frox
is that it?
did I miss anything?
two armor sets I guess
the depths are the size of hyrule and there's literally nothing to do but grind like an MMORPG
colosseums
which are copy/pasted content same as everything else in the depths, they literally just copy/pasted the colosseum from BotW's overworld
ok man, sure thing
yeah it's pathetic
they should have done something akshually ballsy and have the entire game take place in a giant underground map with all brand new content, that was what I hoped after the 2019 reveal, but alas
I'd enjoy that. Funny that they would have a lore reason for the overworld to be what the depths is now, barren aside from random enemy camps, if the story was that Ganon's cataclysm forced everyone underground and made the surface unlivable. Could have continued the theme of Ganon being a force of nature from BotW.
So the underground area would just be hyrule and the overworld would be what?
I just feel like it would make more sense if they were reversed.
Overworld would be post-apocalypse Hyrule, littered with tough mobs and evil zonai constructs, both of which have learned to pilot vehicles like the yiga. You'd have to fight or sneak through mobs and gloom (that's actually laid out in a meaningful way) to reach dungeons. There would be one dungeon per region, and clearing it would rid that area of gloom and maybe unlock areas that were covered by gloom or severe weather events (like ice, lava, storms, gloomy overgrowth, etc.).
I was hoping they'd do another ALttP thing where you have to go back or forward in time, or even swap timelines to one where ganon has wrecked everybody's shit. I love that type of shit. Makes you pay attention to the details like oh there wasn't a hole in that wall before I wonder what happens if I go in there and zap back to my reality.
>but grind like an MMORPG
You mean to play the game. THey literally throw like 11K Zonaite at you if you just. PLAY. THE . GAME.
You just want shit handed to you is all it is.
Oops, meant crystals, not Zonaite I have over 5.1K past the 4.5 that were needed and I didn't even collect anything outside of chests and boss drops for over half the depths. nor did I ever revisit anything.
okay and
you can kill bosses in the depths to grind your crystal zonaite
and then what
literally everything in the entire depths aside from
(and the great plateau area quest)
is just copy/pasted filler
same enemies copy/pasted from surface, same colosseums, same armor sets from botw, same field bosses, same everything.
There's nothing to do down there, and the few depths locations of any interest are just rolled into the main questline of fire/spirit temple.
There's almost zero unique content in 95% of the depths map
they should’ve done more with it for sure, it’s a shame. i did like it anyways though
perfect opportunity for the DLC
completely rework the depths, adding new biomes, new enemies, new architecture, new quests, and lots of cave systems under the depths
One of the best ideas totally squandered.
Before release cynicism to the sky islands was real. copy&paste, islands aren't even 1/10th the landmass.
I figured it was bait and switch for an underground, about as big as the existing world. Didn't think it would be 1:1, but big enough to more than double total landmass between it and sky islands.
but it's nothing. It's literally 1:1 with the surface, but no biomes. You can not readily identify what part of the world you are under by looking at your surroundings. It's awful, and literally copy pasta inverting the Z axis. I would have completely defended that maneuver if there were biomes as a clever resource efficient effort that compliments gameplay as players can compare topside to under for assisting navigation
but it's the same thing everywhere. No unique structures or architecture. No unique flora. No unique fauna. Anywhere you go within the depths is roughly comparable to anywhere else you go in the depths. Literally the only interesting place is under death mountain, but that is merely the depths + lava. It's nothing.
>You can not readily identify what part of the world you are under by looking at your surroundings.
This is really the only actual problem. It makes it kind of feel like it was rushed out since they did a decent job with Eldin.
Making the regions thematically based on the ones above would've likely led to more to do by default too since it would almost certainly generate new ideas as they went.
Yeah a fricking waste tbh sky was also moronic but they needed something than redone hyrule
I liked it. I only wish that they added greater zonai device variety. Seeing the same 2 or 3 stockpiles really made vehicle experimentation not worth bothering with. You can just build the same wing with fans attached every time. Wing, 3 fans, control stick, and a rocket to lift you off the ground. Bam, now you fly to the next location.
Also, I'm not sure why there are bombs scattered around, when using them is way to cumbersome. Having to attach them to your device, and somehow get the bombs near enemies without getting chased down, then drop the bombs on their heads without blowing yourself up. It's just way too much work. They should have provided targeting heads and canons and lasers, so you can actually effectively assault the enemies.
Yeah, but complaints aside. I still liked exploring it all. Though, I'm still missing 1 lightroot. Pic related. My guess is that there's a secret chasm on the surface, hidden in a cave. But I've scouted out the surface zone and couldn't find one. I'm out of ideas.
keep scouting the surface
Oh shit. I guess I missed a hole. I did that around Rito village too. I did a full 180 tour around the island on boat, and didn't find anything. Until I climbed back up, and discovered an npc that told me he found a hole. I never felt more blind in my life.
It's on the southern edge of that island along the cliff. There's no bubble frog in the cave so it doesn't get marked on your map nor is it highlighted by magic horse vision.
The depths are a good changeup from normal exploration and people shitting on them are not understanding this. You spend 5 hours aboveground mapping, exploring, etc. and clear out an area. You can immediately follow this up by going belowground and mapping that out using the information you have from above. You can even do this in reverse and find all the lightroots first to identify where shrines are. The depths function by having clear lines of sight to things you want to see (lightroots are visible in the distance) and clear markings on the map where points of interest like mines are. You are not supposed to scout the entire depths on foot. You are supposed to use vehicles and anything else you can to go from point to point and not really stop and sniff every single bomb flower on the way. It's more focused and you should not be spending oodles of time down there. Even if you're farming zonaite the most efficient thing is to go to mines. You enter the depths, beeline to point A, beeline to point B, and so on. You can certainly explore it if you want to in detail, but there's a reason that there are no koroks or anything down there and the visually striking stuff like lightroots, mines, forges, and yiga bases are what you should be going for. Walking around there for 10 hours in a row is where you're making a mistake. Tired of it? Just fricking go back up and do some more later like god damn it's so easy.
>can bypass the darkness mechanic by building a flying motorcycle and collect all the checkpoints/shrines
MUH FLYING MOTORCYCLE
this is as salient a criticism as saying that bayonetta 1's combat can be trivialized by the killgore glitch, or DMC5's by faust. If you lack the self-control to not use a degenerate strategy that makes a singleplayer game less enjoyable for you, you've got no one to blame but yourself.
>get all Light roots
>prize is a commemorative medallion
>it does nothing
is a commemorative medallion
moronic rewards in this game
yeah because you're not supposed to do it
>Make map in game
>but you're not supposed to explore it
Not all of it, no. Just like you're not really supposed to get every korok, or every moon in mario odyssey.
Like, when you play microsoft flight simulator, do you feel compelled to fly over every square mile of the entire Earth? Are you going to spend decades going over every planet in Starfield? Are you eternally trapped in minecraft expanding your map until it hits the memory limit?
It's not how the game was intended to be played anon.
>No you’re not supposed to unlock the entire depths map!
There’s only 120 of them. It’s not that crazy hard to do. Time consuming? Maybe, but far from impossible. It’s nowhere near getting all 1000 moons or whatever was in Odyssey. Get lost, lazy scum.
Point is, it's not fun and you're not supposed to do it. The developers are aware it's not an enjoyable task so they don't lock a good reward behind it, just like they don't for korok.
Not all of it. It's for replayability, on your first playthrough maybe you mostly only explore around the desert, and on your next playthrough you stick around the volcano. The game is set up so that you can competently get through it without having to explore every nook and cranny to find some unique item required for progress. There's always enough shrines and koroks that you never feel like you're doing the same ones even if you're playing the game for the fourth time. Only an autistic would sit and 100% a single run.
I liked totk a lot, but it really did many things wrong.
The weapon fusing is a fantastic addition. The peak of my gameplay was around midway in, when silver enemies started to appear and I really liked how the weapons looked. I kept thinking, "Holy shit what about gold enemies? What will they look like?"
For the next 100 hours of my gameplay, no new enemy type ever spawned, I effectively reached the end of that gameplay loop back then and I only completed two temples.
The map is effectively reused. I would have been fine if there was at least two new villages, but while technically there are two, they definitely are not the same. I kept expecting a village in the sky and one in the depths - nope. The overworld did not change enough for me to have again a sense of wonder.
The depths would have been fine if AT LEAST the armors could have their own special skills. Of course they don't. Well, sometimes you find a nice weapon or shield and those are nice.
In general armor sets make no sense. The ones that let you do elemental attack will never trigger and there is no way for YOU to change the weather. Then there are some sets that you find in the caves that, again, you will never use.
I suppose that, if you didn't play BOTW before, this game is pretty amazing with the sense of wonder, but that is not the case for many players.
>rush to a light root skipping everything
>mark next root
>rush to the light root skipping everything
The light thing was a stupid take and kills exploration, there's way too many of them and the whole place is almost empty anyway
that wouldn't be a problem if you could go back to the area you just lit up to explore but you never do that because there's nothing interesting and everything looks the same so you just immediately move towards the next root
Depths is fun. It’s a navigation puzzle for zonai builds.
>For Zonai Builds
You mean the hoverbike
No it's not. It COULD be. But it's not.
>Discover zonai parts.
>It's a couple stone slabs(what the frick are you supposed to do with those, some wheels, some fans, a hot air balloon, and a wing.
>Assemble hot hair balloon.
>It's too vertical, and doesn't take you where you need to be.
>Assemble car
>Going pretty good for a while.
>Encounter hill that the car can't climb. Forced to leave car behind and climb on foot.
>Use ultrahand to carry car over hills.
>Set car back down.
>Drive 10 feet until the next steep hill.
>It's faster to just leave it behind and run on foot.
>Assemble wing with fans.
>Take flight.
>Fly over everything, trivializing the "puzzle" terrain.
>Halfway to the next lightroot, the wing runs out of juice and disappears, dropping your ass in the middle of nowhere.
>Have to use glider to get as much distance as you can before you run out of stamina.
Yeah I guess it sucks if you're a moron/shitter/snoynig. Otherwise its kino
stfu false flagger
have a nice day ACgay
i wish it would have had unique bosses / minibosses roaming the underground like froxes and other shit do. stuff that you cant find elsewhere would be cool
Just like in BoTW, the beginning and early-mid game are the best experiences you will have out of ToTK. Hell, out of any Zelda ever. But everything after that, thought, is just a chore or it's outright unrewarding.
>Just like in BoTW, the beginning and early-mid game are the best experiences you will have out of ToTK. Hell, out of any Zelda ever. But everything after that, thought, is just a chore or it's outright unrewarding.
OoT is literally the other way around, kid phase is kinda boring, but Adult link part of the game is kino
The way you're meant to interact with it is fundamentally different from the surface.
>traversal is significantly faster thanks to super-common caches of vehicle parts
>way easier to locate distant points of interest because things shine in the darkness, also because you can tell where light roots are because they match shrine locations, and also because treasure/statue locations get specifically marked on your map in ways they rarely do on the surface map
>health decay and occasional ascension points promote returning to the surface
You're explicitly not intended to spend more than 5% (MAYBE 10% if you really like it) of your playtime in the depths. You go down a deliberately-placed chasm, you go to a specific objective and collect some zoanite along the way, maybe check out a shiny thing or two, and you go back up. Getting every lightroot is as autistic and unintended as getting every korok.
It's basically bonus content that I wasn't expecting so I was very pleased with it.
Why were the monsters farming zonaite?
they are delicious
That's like asking for every tendie and journoshitter to admit to being morons. Not happening
obsessed
you know, when it comes to shitposting, less is more
the depth+ ALL the sidequests + ALL raru's blessings shrines (30%+ of the total shrines) + ALL the caves + most of the overworld are a total waste of time
my enjoyment of this game and wouldve been greately increased if all of these werent in the game
its like having to go through piles of literal shit to find actual good content not some resused/procedurally generated trash
i had a much more negative opinion on the game but i decided to just "rush" to the ending in the last few days (i was pretty much a completionist up until i reached the 4th temple) and the pacing and the over all experience was much more fun than following what the game told me to do and wasting time with tedious filler content
still this game is inferior to BOTW and it has major design issues
>150 shrines with garbage filler content
>80 instances of the sign guy
>50 wells to find with a chest/plants inside
>100 caves with a frog inside every time
>same camps with enemies dotted everywhere
>1000 korok seeds
>Depths are just reskinned enemies and zonaite
>Sky Islands all have the same green crystal puzzle
>MMO style farming for costume upgrade mats so you won't get oneshot
TOTK is the literal textbook definition of 6/10 Ubislop were the same 5-6 things are stamped around a map 100+ times with no progression in difficulty.
And the kicker is, they had 6 years to rethink the formular or at least tweak it and it's 90% the same core structure with a new gimmick meant for the roblox audience.
How did this get perfect 10/10s? I don't know, how did SS get perfect 10/10s?
Should've had enemies that looked like deepsea creatures to go with the deepsea aesthetic.
But you don’t understand. You go to the depths to mine for resources (that’s fun) to power up the no-fun battery to build bullshit machines that never matter aside from trivialising the game.
blows my fricking mind that they made such a big area with one fricking biome. Just... what the frick?
They clearly had no idea what they wanted to do with this game. It's just a rehash of BotW but with a different ancient ayylmao-iens group and some switched up abilities.
The depths are shit and they should’ve spent the dev time on the sky islands.
I just wanted some cool gadgets to find that help with exploration like the boomerang or chain hook but I guess that was too hard for them to do even though they had the mechanics already made.
>make huge sky island walls that fell onto hyrule blocking off parts of the map
>have to do a dungeon for the rewind ability upgrade to send them back to the sky and open up more of the map
>have to do a dungeon to get a gadget that lets you go down chasms
>have to do a dungeon to get the builder ability of ultrahand
>have to do more dungeons to get specific zonai parts so you can get to more areas and finally craft a flying machine to make it back up to the sky islands
>when you get a part it's in your inventory forever
>parts dungeons replace shrines
>heart pieces put back in chests where they belong
>zonai shit has a lot longer battery but can still be upgraded
>only shitty zonai parts can be found in the open world
>the parts you use from your inventory never run out but you only have a set amount you can place at a time so you can build and experiment
>endgame zonai area where you can do challenges to get more parts and make stupid huge shit
It's KINO
>not wanting to explore the Sea of Corruption
>not catching the weird fireflies to sell one to Beedle and see what he can tell you about them
>not looking for statues of the dark god and finding the gigantic one with an entire body under one of the abandoned mines
I fricking love the Depths.
The feeling of exploration, the sense of danger and knowledge that any mistake you make is punished. It's fantastic, and especially so because I was smart enough to explore it in pieces (so I didn't try do the whole map in one go) and to jump into it before I got overpowered and the sense of danger went away.
It was an absolute highlight in my run and I loved it. By the time I was clearing it out, I was too overpowered for the sense of danger anymore, but at that point I could just zip around with vehicles, destroying any camps I found, mining Zionite, picking up costumes and masks, and it still served as a useful way of ensuring I wasn't missing any of the Shrines (I didn't complete the Shrines in BotW, but in TotK they were so much more fun, I was really looking forward to each one).
All in all, absolutely fricking loved it. Amazing addition.
Nah, the Depths are great. Though I wish it it had a warm sandy place and an icy cold place just for more variety and allowing more unique situations down there.
> It's fantastic, and especially so because I was smart enough to explore it in pieces
This is how it's meant to be done too. You're not supposed to explore in one go or aimlessly. You have a clear objective of finding lightroots, getting to treasure, or exploring ruins and you use Zonai machines to do it quicker. It never gets boring or tiring.
>It never gets boring or tiring.
Once you do the Great Plateau section there is no point in going back there besides literal mining for resources as if that’s supposed to be fun
It was kino the first time you go down there before you realize it's literally a waste of time though
I actually loved this place when it was dark. They actually should not have added the light roots. Also, they should have added dungeons in the depths, they could have even copy-pasted popular dungeons from previous Zelda games complete with those enemies in there but all ancient looking and decrepit. What a massive missed opportunity. I literally just beat this game ten minutes ago. The people who said this was just a hardcore DLC were actually 100% right. Gluing things together was kind of fun but I would have much rather an intelligent plot. This games plot is like a flat tire or a flat white b***hes ass. There’s nothing there. I enjoyed this game for the gameplay I guess but it’s so darn shallow.
First few hours in the depths
>oh shit, it's so dark, there could be anything out there! Neato!
then
>Oh, I'll just run to the lightroot first and then explore, seems like it's just the same handful of enemies and locations anyhow
>I actually loved this place when it was dark
agreed. The pitch black area in BotW was better than the depths because you couldn't just throw 100s of light seeds everywhere or light up the whole area with a light root. Would have rather they had a large shadow dungeon that made full use of the darkness than the depths
Ya it’s the worst part of totk by far and I saved most of it for last for a reason as I got an amiibo reward early and was like “oh hell no”
There is far less to do and even look at than the surface and makes the whole exploration aspect feel very vapid. Whereas everywhere in the surface feels dense with materials and whatnot the depths just has you running or gliding infinitely until something to do clips into view, like a world boss. That’s pretty much it.
The one saving grace is that the map itself is so barren that you can outright guess where everything is going to be just by looking at the map. Oh see those objects on the map? Definitely an abandoned mine. And that’s a yiga base. And that’s a grove. It’s tiresome but the robotic nature of it might be enjoyed by the people who didn’t appreciate the organic slower appeal of the surface. If all you want to really do is run from encounter to encounter and spam flurry rushes, the depths has you covered. By the time I started to use a map to finish up world bosses I only had about 10 froxs/talus/hinox down there left and just a few chests so it was all very easy to find. Too easy in most instances, but that’s the nature of the content.
>only rewards here are literal previous game amiibos outfits
Try actually playing the game
The depths just made me realise how the game distracts you with giant unclimbable walls, breakable items and constant Korok puzzles so you don't realise Hyrule is empty. "Invert" that and you just have bunch of holes you can easily glide over and you can clear the map in a fraction of the time it takes to explore BotW.