>th-they f-fixed the dungeons in TotK
Why did you morons lie to me?
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>th-they f-fixed the dungeons in TotK
Why did you morons lie to me?
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it's all they have
That's not TotK that's Minecraft anon I can see the blocks
Lifespring Grotto wad an exception. The Thunder Temple, Stormark, and Gorongia were all good. Construct Factory wasn't a temple.
Hyrule Castle also had a nice layout.
>he didn't play the game on day -12
Joke's on you
zelda dev team overcorrects on what people dislike.
people said they hate that the divine beasts look the same, so they changed the look of the dungeons only.
fortunately, the outcry on the lack of linear dungeons now may lead on correcting that in the next game.
>the outcry on the lack of linear dungeons now may lead on correcting that in the next game.
it really fricking won't
normalgays HATE anythingt that STOPS them from making "progress"
>I paid $70 for this and you expect me to solve a puzzle to see the castle/waterfall/fairy? even though I've paid $70 already? what's with all these restrictions, I just want to have fun! I paid $70 and this is how you treat me? duuude just let me make some progress, I paid $70!
this is unironically how they think and it's been like this for decades, especially when it comes to Zelda
it's fricked
well with how much padding and repetitive puzzles there are in game, I would hope that next time around they can't think of anything to fill the game world with other than reintroducing past elements in order to pad out the game.
exactly.
their idea now is that the player should have all the tools and have multiple approaches to solve it, which makes the puzzles really mundane and the player doesn't have to think about how the puzzle works but how to bypass it.
and that's because they only think intrinsically, if they intend the player to understand how the puzzle works they would need to build it the way it was in past games
>fortunately, the outcry on the lack of linear dungeons
Normalize the idea that linearity is not a bad thing whatsoever when you are dealing with dungeon design.
The puzzles should be harder and rewarding, not open-ended so that a fricking Ubislop casual can brute force their way in a dungeon, trivializing the puzzle.
normalgays hate puzzles
puzzles could reduce sales by like 80%
>Normalgays hate puzzles
Most popular games are puzzle shit like candy crush anon
and how good are they at that shit
I hop on tetris99 when they're giving themes out and I keep making it to top 5 with zero fricking practice using a busted d-pad that sends the blocks flying all over the fricking place
that means over 90% of the normie tetris99 population is absolutely moronic
Money talks and the two best-selling Zelda games have no dungeons. Unfortunately, they're never coming back.
Divine Beasts were better
They really aren't.
They're basically the same thing... Except you have the entire pathway to the dungeon added to it, instead of just a minigame to open it.
They're bretty much the same but you also get about 45 minutes of formulaic story beats to get to them, and you get to watch the same cutscene as a reward.
>45 minutes of formulaic story beats to get to them
That also applied to BoTW but the formulaic copy paste becomes way more noticeable when you play the exact same cutscene four times. They could've afforded to take the time to make 4 cutscenes.
The whole defense on Nu-Zelda is built on dishonesty
>They fixed dungeons!
lie
>It's just like Zelda 1!
lie
>It doesn't feel like DLC blown out to a full price game at all!
lie
The lies never stop.
>It's just like Zelda 1!
What's always bothered me is that they'll say this in one breath and then paint the BOTW formula as the radical all-new change that the franchise needed in the next, and not even notice the contradiction. Also, the standard-bearer for a franchise isn't usually its first game. For Zelda, it's always been LTTP, and the new games have almost nothing in common with LTTP.
All the hype over TOTK supposedly having real dungeons this time also tripped me out after I spent years being told that dungeons were outdated and inferior to open worlds.
I've definitely noticed that those in favor of the new formula have spent years struggling to give a consistent explanation for why they like it. They just say anything to defend it and will contradict themselves without missing a beat. It's really weird.
I can tell you why the BotW and TotK are better structurally than previous Zelda titles. But you have to promise me that you won't lump me in with the rest of the crowd. I'm not going to have a discussion where I constantly have to defend what OTHER people said. Can you promise me that?
>I can tell you why the BotW and TotK are better structurally than previous Zelda titles.
Not that anon, but you couldn't tell me, because there is no structure to them.
I went exactly where I wanted to go in both of those games from the spawn point, but ToTK especially had a direct route in mind for the player to take from the beginning.
An open structure is still a structure. Being allowed to go where you want from spawn(post tutorial anyway), is a superior feature over the linear structure. As the nature of the game is to give the player freedom to explore. And exploration means having choices. Very similar to Zelda 1 in that respect, where the player can technically access most areas in the game from spawn. There is no reason to gate a player off from a whole zone. Gating smaller things that require items I understand. Though, item gating can be excessive too. It has to be done as sparingly as possible. But zone gating is completely arbitrary and meaningless. Why shouldn't you be able to go to Lanayru before Hebra? Or go to Lurelin before Goron City?
because we wanted to trick the most people possible into playing the game LMAO
absolutely devious!!!!!
you VILL play the zelda gaemu and you VILL like it
thats a temple, dungeons are underground only.
There's already a TotK schizo seethe thread up.
The game world should be open
Dungeons should be linear with clear puzzles and optional branching paths/ shortcuts
The player should have freedom go explore and even go out of order, but there should also be an intended order.
>but there should also be an intended order
agree with you on everything other than this. the only thing that should have an intended order and be presented in the intended order is the story. which could have been done if the geoglyphs would have appeared in order.
in terms of main quest in dungeons, they should be linear, or rather introduce new challenges, reward the player with new items and abilities and be real challenging puzzles with keys. the order in which the player stumbles upon these should be entirely irrelevant. of course, for the noobs the game will suggest to explore in an area, but it shouldn't be these long tedious quest of cutscenes and fetch to open the dungeon.
I can't wait until Majora's Mask is on PC.
it's 92% done, looking forward to it too
The pc port team shop of harkinian actually finished the code themslves, so it's at 100% aand they're already well under way at making a pc port. But will be a few months still
Daily reminder
Ocarina of Time was a game with a great story supplemented by puzzles
BoTW/ToTK are puzzle games supplemented by mediocre stories
hate the art style
hate the music
hate what theyve done to my zelda
frick em
>endless TotK seethe
This is a board that says that Twilight Princess was a good game, and I'll take a thousand more BotW style Zelda's over that. There are even people here that have started defending Skyward Sword, so I must conclude that this board has a consensus on being committed to completely shit taste and is not to be trusted.
they all suck except for OoT/MM
I like both
this shithole can't possibly have any sort of nuanced discussion it has to be neverending binary shitstirring, can't defend a game without shitting on another, always trying to seed conflict between people
Ganker is israeli
>There are even people here that have started defending Skyward Sword
Because the remaster improved on nearly all of its flaws.
>There are even people here that have started defending Skyward Sword
>started
I always did.
I defended TP and SS for years in this shitty board. I played all the mainline Zeldas and I never liked BOTW, especially after I got over the novelty of the open world and realized how barebones it was.
> and I'll take a thousand more BotW style Zelda's over that.
Congrats, you want more games that further destroy the Zelda conventional structure and want everything to be casualized for your enjoyment.
The franchise isn't for you
OoT and MM are my favorite games, gay. If this board was around when they released you would be shitting your pants and crying about how the formula was le changed
>WW has boring toddler tier dungeons far worse than nu Zelda
>TP takes away any positives WW implemented like the soulful graphics and atmosphere, and enemies that drop and pick up weapons, and has the shittiest Zelda overworld, boring drawn out start and weird wolf sections
>SS everything
The franchise needed revitalization, and anyone b***hing about muh dungeons is full of shit. Zelda dungeons have not been good since MM
>I’ll take 1,000 AssCreed collectible hunts over more of the best dungeons in the entire series
Absolute fricking shittest taste
>best dungeons in the series
>no actual exploration or puzzle solving
It is not possible to enjoy TP/SS if you have played games that were not made by Nintendo
Low quality thread
When the game leaked early anyone that wasn't a die hard tendie told the truth
It isn't our fault that you didn't listen
You homosexuals really don't comprehend what good game design is, do you? Locking you away in a single place would've left the world itself lacking. It's pointless to do that when they can use the world as part of it.
You can't both complain about an empty open world and that the world is fluidly part of the dungeon unless you're a fricking brainlet.
>You can't both complain about an empty open world and that the world is fluidly part of the dungeon
I can when the dungeon sucked ass, you fricking moron
This is good you stupid fricking Gaijin. You are simply nostalgic for the old days
man that one was so shit
Hi Carlos.
the water dungeon was easily the worst in the game, i'm not whatever person your schizoid brain brought up
the dungeon itself was shit but the pre dungeon was great
they should do both obviously but I hope they don't abandon the more involved pre dungeon sequences in the next game
>the dungeon itself was shit but the pre dungeon was great
also not true, it was okay, nothing to brag home about, some kind of mid objective point inbetween a major dungeon but not really on par with ice cavern or the lostwoods/forest maze.
I'd say that the Rito had the best lead up to their temple in terms of the climb, Goron was the best looking temple overall, in the underground city, and that the desert temple had a better lead up to the boss than the zora did, considering it was the only real attempt at an unskippable Zelda dungeon.
>not really on par with ice cavern or the lostwoods/forest maze.
you're a wienersucking boomer and you should have a nice day
puzzle/gameplay wise, it isn't. Visual wise, it isn't because visually it isn't unique to the zora domain, it's a generic sewer water level up/down level, that matched rest of hyrule design philosophy, with floating wooden platforms.
Neither icecavern, or lost woods/maze was the worst part of OOT, and that's what the prelude to the water temple is on par with.
I liked all the water dungeons thematically i've played tbh apart from Skyward Sword which I never played, ToTK/BoTW, which suffered from the open world focus and being in a transitionary period between 3D and 3D Open World
Twilight Princess even had the added bonus of not only getting a zora based water Dungeon, but being the hub focused around introducing the ice dungeon due to the freezing of zoras domain with snowpeak manor.
I know OOT water temple gets memed on because of the fact its possible to softlock the game there in the original N64 version but as a temple design/boss/item received, it's a banger bruh
i dont get how hard it is to have a dungeon design expert group, hand focused on designing dungeons, where story can be inputed, good dungeons, gameplay irregardless of story currently planned based off goron tech, zora tech, etc.
It cant be hard. Just have a tema focused on a proper dungeonnnnn
then the overworld people can tweak it to force it in open world
it caaantt be that fricking hard to mix classic zelda and TOTK/BoTW, just make a fricking team, full of skilled dungeon designers
to plan something that can be plug and pasted, and then focus on applying the gameplay gimmick into the rest of it later
i just
caaant
fricking get it
if you'rre going to make a majority of the world you experience and interact with be so heavily spread out, and based off individual contact points of interests, in the development cycle, you might as well leave the dungeons in the same way instead of forcing the dungeon design to play along with the story, the story should adapt to it, not vice versa
It's impossible for them to make a water "dungeon" that isn't shit.
Twilight Princess had a pretty good one
MEant to reply this to you
feel like zelda has multiple good water dungeons for the most part
Why didn't they use those shrine teleporters to teleport you into a real water dungeon. It would be so much better if the dungeons were seperated from the open world through teleporters. But they wanted their no loading screen temples.
>5 disjointed puzzles in a row
Okay so it's basically on the same level as the other post-MM 3D Zelda games, what's the problem
MM dungeons are objectively better
my issue was how easy it is to cheat in the temples. I just ceiling warped around the fire temple without even building and riding carts like i was supposed to
the spirit temple in totk felt like classic zelda.
nahh, not really. It was a good dungeon, I wouldn't say classic zelda.
The reasons that made it good was entirely taking advantage of new zelda shit, but its coat of paint was still the same generic paint all the underground/underworld had, and so it didn't really feel fresh and just more of the same underground stuff.
I'm of the impression that BoTW and ToTK are both basically alpha builds of the new idea they have for making Zelda games though, and now that they've got both a physics engine, and an overworld system that allows for puzzle solving, and exploration, that they'll be able to make the next open world zelda focused on dungeon design, thematics , unique weapons/tools. etc.
Nintendo as a company usually builds up from previous releases, and this generation was their first foray into true open world game design. I'm not as much a doomer towards the future of the franchise as others might be.
oh my bad i meant the giant pyramid in gerudo desert where you fight the gibdo queen.
Oh yeah, that was the most classic feeling of all of them, overall good even if it didn't have as much depth to the classic zelda spirit temples.
Again, Nintendo with ToTK I think showed to me they're trying to implement old gameplay elements and trying to blend them seamlessly with the open world gameplay that ToTK/BoTW have.
Shit isn't as easy though, and more open ended. I think every future zelda game in this format has a lot to over, to build up upon the previous ones, and Nintendo is the exact kind of company to keep trying to add new innovative gameplay experiences combined with the exploration.
When they finally get all aspects of it right, it'll make the best zelda game to ever come out. Something both BoTW/ToTK gays and OOT/MM gays can agree upon being the best overall zelda.
It's building towards that outcome. I can feel it.
>I'm of the impression that BoTW and ToTK are both basically alpha builds of the new idea they have for making Zelda games though, and now that they've got both a physics engine, and an overworld system that allows for puzzle solving, and exploration, that they'll be able to make the next open world zelda focused on dungeon design, thematics , unique weapons/tools. etc.
There's no reason to believe that other than wishful thinking. Aonuma's recent quote suggests the exact opposite: they'll be tripling down on the BOTW/TOTK formula exactly the way it is. Add in the sales figures, scores, awards, etc. and it's clearly not happening. Just like Pokemon and Dexit, they got away with cutting a core feature of the series and replacing it with nothing.
I don't think they could do real dungeons and the massive bloated open world at the same time even if they wanted to, nor do I think it would be desirable if they could. It'd be better than BOTW and TOTK, but still far worse than the older games, probably resulting in something like an even more tedious and half-assed Wind Waker at best. That's not even getting into how awkward a fit the old item-based progression would be with the new "you can go anywhere and do anything" approach.
totk's dungeons are an improvement over botw's but that's a very very low bar
i still havent finished TOTK because the dungeons are so boring they make me want to close the game
bro they take 10 to 15 minutes
Nobody fricking cares
>noooooo I need to push this block off this ledge to create a shortcut back to the entrance which will allow me to backtrack and hit the switch to lock one door and go back another, then go down the path I created back to where I just was
THIS IS THE ONLY PUZZLE IN OLD ZELDA GAMES
Open world fans are morons
What pissed me off if they added back small keys, but you don't use them in the temples. Total tease. After all this, I really want a traditional zelda.
Don't worry, you're not the first one to get tricked by a tendie.
Tears of the Kingdom sold like hot cakes. That means - to Nintendo - they made everything right.
You will never get dungeons again. Every Zelda game from now on will be shrine-based.
Game fricking sucks. BOTW is miles better
You fell for the tendie hype and bought it anyway. They won
Tears of the Mid
>games from 20-30 years ago are better lmao
Divine beasts were so trash that even the most marginal of upgrade is better.
Hyrule Castle in ToTK lost that amazing theme song and the 3D Dead Space UI map. The BoTW Hyrule Castle had an organic track that would change depending if you were inside or outside the castle. ToTK Hyrule castle sucks so much, I feel bad for anyone who didn't play the original game first.
Eiji Aonuma is a hack