LukasManak22
who the fuck is that
Man I love all the different concepts from people that you always share!
Man I love all the different concepts from people that you always share!
I think this makes sense. That green 'magic meter' from the 2014 demo makes me think they had a more holistic magic mechanic planned instead of the Shiekah Slate cooldown (unless that green bar was stamina which I'm skeptical of), so reviving that idea seems like something they'd do. They've even brought back this idea of using vials to store energy.
Link's shooting up that forbidden sauce.
Aonuma should have listened - the motorbike was so out-of-place and bad. That whole DLC was strangely low-quality compared to the utter perfection of the main game. The horrible implementation of hard mode being the worst offender.
That one boss battle made up for it, but in general... disappointing.
i would not say that it was low quality (the dungeon and the shrines where some of the best, the boss fight to, mechanically the bike was fun, the sword trials where at least a good skill/resource check, and the one hit obliterator, while being a harsh challenge/wall was at least somewhat comparable to eventide, where you needed to use mechanics you usually dont or just be more resourcefull.Trial of the Sword was awesome. The shrines were awesome, as was the dungeon.
What was’t awesome was how it made no efforts to capture the sense of discovery and adventure that made the game so precious for many people. The content was (imo) haphazardly pasted into the map, and the discovery of the content was tedious and bore no resemblance to the game proper. They really just pasted tiny map .jpgs on pillars and said “go find them”
Also the One-Hit Obliterator segment being a barrier for entry was not a great choice.
Edit:
There was also a promise of more story during its announcement, and the amount of “story” was really negligible.
I actually loved hunting for the memories. But the jpeg pillar thing from the DLC was one of the weakest parts of the whole game to me even still lollol
We will. But your copy will have them blocked off. Just cuz.The most important thing for me right now:
Dungeons.
I need to know if we will enter dungeons again! They need to show it on the next trailer!
Who here wants Korok Seeds back or something equivalent?
Also, not having to voice everything relieves pressure from the writers - easier to make changes until late in development, add weird and hard-to-find stuff, etc.. Just look at Morrowind (non-voiced) vs. Oblivion (fully voiced): both quality and quantity of writing takes a nosedive because everything had to be voiced (plus it slows down the pace of game so much.)I actually would heavily prefer that any non-cutscene NPC conversations only have grunts because if you want to skip or go faster through them (which is what you usually do) you end up having just sentences weirdly cut off and you basically glitch through conversations. Grunts, body and facial animation plus text are a way smoother integration for these encounters in my opinion. I prefer it that way anyway - you could also just have the option to choose between the two but I don't think that is ever any option in any game.
Slight rant: DLC may be a bit of a weird proposition for EPD's organisation structure. In other studios it's a way to keep the part of the team that's not on pre-production for the next project busy until they can hop unto the new project when it goes into full production. For Nintendo, however, the folks that aren't on pre-production get reshuffled to other projects within EPD, so there's no need to find a way to keep them busy.The DLC scored pretty low or middling at quite a few outlets. It wasn’t bad or broken as a whole, but it was so far removed from Breath of the Wild’s core loop that it continues to make me question just how much we can rely on Tears of the Kingdom to hit the mark. I’m just choosing to believe they parked any of the actually good or ambitious ideas for Tears at the expense of the DLC.
King Rinkuto.I think this makes sense. That green 'magic meter' from the 2014 demo makes me think they had a more holistic magic mechanic planned instead of the Shiekah Slate cooldown (unless that green bar was stamina which I'm skeptical of), so reviving that idea seems like something they'd do. They've even brought back this idea of using vials to store energy.
Link's shooting up that forbidden sauce.
the beauty of them was that you neither had to get them all to get something important and neither were you meant to get them all but you could get them all and they still gave you a small reward if you did. to me they're an essential part of the BotW appeal and experience. Stumbling through an unfamiliar area and noticing that familiar yet odd looking element in the environment and finding another one of these little guys IS that game in a nutshell.I do.
They were kind of an essential part in making every unique hero’s path feel worthwhile - no matter what path you took you’d have something to catch your eye and reward you.
I can understand getting sick of them after a while, or losing interest as they decreased in value, but they were a really fun part of the early journey. The question for the development team would be how to make them entertaining and satisfying to find even at 100 hours.
I would love to see the Magic Meter return. I will be a very happy lad if we see the first glimpses of gameplay and there’s that classic green line under the hearts on the HUD. Pretty sad it was cut from both Twilight Princess AND Breath of the Wild 1. It’s time for redemption.
It wouldn’t be used for that.Hmmm bringing back the magic meter at this point would be kind of a downgrade tho, considering you could already use stuff like elemental weapons and arrows in BOTW.
but what were you quoting thenIt wouldn’t be used for that.
Read what I was replying to, please.
Edit: oops, guess i forgot to quote it
Agreed. And let Link use more magical items, something in the vein of the spells of Zelda II or the lens of truth.I would love to see the Magic Meter return. I will be a very happy lad if we see the first glimpses of gameplay and there’s that classic green line under the hearts on the HUD. Pretty sad it was cut from both Twilight Princess AND Breath of the Wild 1. It’s time for redemption.
The most important thing for me right now:
Dungeons.
I need to know if we will enter dungeons again! They need to show it on the next trailer!
Is that from the trailer?
Is that from the trailer?
I feel so behind on the marketing, and I’m pretty sure it is a lack thereof, but also feel like I don’t have the marketing media memorized like I have for Zelda games in the past.
it's from the initial revealIs that from the trailer?
I feel so behind on the marketing, and I’m pretty sure it is a lack thereof, but also feel like I don’t have the marketing media memorized like I have for Zelda games in the past.
Yeah, it's from the E3 2019 trailer. The image just has more brightness to it.Is that from the trailer?
I feel so behind on the marketing, and I’m pretty sure it is a lack thereof, but also feel like I don’t have the marketing media memorized like I have for Zelda games in the past.
With context of what they showed and how long ago they showed it, yeah I'd say that particular entrance is intended for the intro story area. I still expect underground including that area will be a big focus though, and I mean I doubt you're going to be fixing the Goron's malice problem by being up in the sky.But is it the entrance of a dungeon or just the entrance of where Ganondorf's body was being kept at?
whynotboth.gifBut is it the entrance of a dungeon or just the entrance of where Ganondorf's body was being kept at?
I mean, this is why we're still on the whole "underground" thing. There aren't just dungeons that manifest in places we've been to before since this is a fairly short time after the last game's events (compared to hundreds or thousands of years between games like before). Where at least some part of it is undergroud locations that can and have to be accessed through tunnels you somehow unearth in the familiar overworld (maybe related to getting fallen debris from the sky islands out of the way to reveal entrances) or something like that.I wonder if the will expand the world's outskirts. If the dungeons are on areas we already know I would be dissapointed.
If they expanded BOTW world the area I'd like to see the most would be that area beyond Gerudo desert.
Well, i’d say tough luck honestly. Of all the BOTW criticisms, i’m 99% confident the one they will respond to most is the dungeons, especially considering that last trailer has a part that shows a “7 trinkets” engraving, implying 7 dungeons.I feel like I am quite alone (at least on this forum) in the fact that I prefer the BotW dungeon style over previous 3D games. I love exploring the overworld, finding smaller riddles and puzzles and finding new cool places especially in the 3D games. I do like puzzles, but not 2 hour long puzzles like some dungeons are.
BotW was perfect for me in that sense - many more smaller dungeon like experiences in shrines and a few 30-60 minute bigger dungeons and a bigger last dungeon.
Just recently played through Skyward Sword which often is hailed for it's great dungeons, and it only reinforced my thoughts on the matter. I got bored and irritated at it at more than once before I beat most dungeons.
what BotW did with its shrines was absolutely perfect for the game that it was: a game about exploring and appropriating an unknown space and organically stumbling over new stuff constantly. doesn't mean this'll work for a game that is set up differently which is why TotK is not just BotW-but-the-map-is-new (like, for example, when you go from Assassin's Creed Origins to Odyssey) but having these landmasses in the sky and possibly places to go underground, your relationship and approach to that world changes and just littering it again with multiple dozens of mini puzzle rooms likely won't work as well. You can easily mix them, though. You can have a few larger spaces that are distinctly themed and isolated from the rest while having (fewer) puzzle box caves elsewhere for small chunks of that sort of gameplay.I feel like I am quite alone (at least on this forum) in the fact that I prefer the BotW dungeon style over previous 3D games. I love exploring the overworld, finding smaller riddles and puzzles and finding new cool places especially in the 3D games. I do like puzzles, but not 2 hour long puzzles like some dungeons are.
BotW was perfect for me in that sense - many more smaller dungeon like experiences in shrines and a few 30-60 minute bigger dungeons and a bigger last dungeon.
Just recently played through Skyward Sword which often is hailed for it's great dungeons, and it only reinforced my thoughts on the matter. I got bored and irritated at it at more than once before I beat most dungeons.
I love this feeling of the dungeon being a place that leaves me mental drained. After finishing one all I want to do is relax in the overworld with light puzzles and quests. It was also a good way to force me to stop playing as I almost never want to finish another in the same day.I feel like I am quite alone (at least on this forum) in the fact that I prefer the BotW dungeon style over previous 3D games. I love exploring the overworld, finding smaller riddles and puzzles and finding new cool places especially in the 3D games. I do like puzzles, but not 2 hour long puzzles like some dungeons are.
BotW was perfect for me in that sense - many more smaller dungeon like experiences in shrines and a few 30-60 minute bigger dungeons and a bigger last dungeon.
Just recently played through Skyward Sword which often is hailed for it's great dungeons, and it only reinforced my thoughts on the matter. I got bored and irritated at it at more than once before I beat most dungeons.
I was thinking about something like the shrines that, for some reason, emerged from underneath on some of the locations we already know. I hope they don't do that.I mean, this is why we're still on the whole "underground" thing. There aren't just dungeons that manifest in places we've been to before since this is a fairly short time after the last game's events (compared to hundreds or thousands of years between games like before). Where at least some part of it is undergroud locations that can and have to be accessed through tunnels you somehow unearth in the familiar overworld (maybe related to getting fallen debris from the sky islands out of the way to reveal entrances) or something like that.
There could be stuff like cave-ins, sink holes, shifted landmasses due to earthquakes that create new locations we can discover that hide dungeons or entrances to dungeons, for example. That would also go well with caves/caverns/tunnels. The events that kick off the game and cause Hyrule Castle to rise up from the ground could "easily" facilitate all of this (and possibly more). The possibilities are plentifulI love this feeling of the dungeon being a place that leaves me mental drained. After finishing one all I want to do is relax in the overworld with light puzzles and quests. It was also a good way to force me to stop playing as I almost never want to finish another in the same day.
Even if you are minority on this forum I believe a lot of people shares your preference given how BOTW ressonated with more people than other Zelda games.
I was thinking about something like the shrines that, for some reason, emerged from underneath on some of the locations we already know. I hope they don't do that.
Hyrule Castle erasure!I liked the divine beasts too. Felt like there could have been 1 final big official temple to make a change but it's mainly the fact that there was only those 4. But tbh it was unique and fun. To be on the Vah Medoh or Vah Naboris's back and see the map move was insane.
Hyurle Castle didn't feel like a huge dungeon and more like an area that happened to have walls and roof. There was no puzzle. It was still a pretty nice sequence, but that was not a proper dungeon.Hyrule Castle erasure!
I feel like I am quite alone (at least on this forum) in the fact that I prefer the BotW dungeon style over previous 3D games. I love exploring the overworld, finding smaller riddles and puzzles and finding new cool places especially in the 3D games. I do like puzzles, but not 2 hour long puzzles like some dungeons are.
BotW was perfect for me in that sense - many more smaller dungeon like experiences in shrines and a few 30-60 minute bigger dungeons and a bigger last dungeon.
Just recently played through Skyward Sword which often is hailed for it's great dungeons, and it only reinforced my thoughts on the matter. I got bored and irritated at it at more than once before I beat most dungeons.
I feel like I am quite alone (at least on this forum) in the fact that I prefer the BotW dungeon style over previous 3D games. I love exploring the overworld, finding smaller riddles and puzzles and finding new cool places especially in the 3D games. I do like puzzles, but not 2 hour long puzzles like some dungeons are.
BotW was perfect for me in that sense - many more smaller dungeon like experiences in shrines and a few 30-60 minute bigger dungeons and a bigger last dungeon.
Just recently played through Skyward Sword which often is hailed for it's great dungeons, and it only reinforced my thoughts on the matter. I got bored and irritated at it at more than once before I beat most dungeons.
About the 4 Divine beasts, what do you guys think will happen to them? I remember Zelda saying one of them stopped working in the ending. Also, the stone link uses to climb to the skies with the reverse power looks tooo similar to a stone used to construct the Divine beasts?
You are not alone. BotW is the most successful Zelda ever, and praised like OoT.I liked the divine beasts too. Felt like there could have been 1 final big official temple to make a change but it's mainly the fact that there was only those 4. But tbh it was unique and fun. To be on the Vah Medoh or Vah Naboris's back and see the map move was insane.
They did hire new people for dungeon designing a few years ago so i think they will go back to bigger dungeons. I feel like people will appreciate Botw's dungeons more when they see it's not a forever formula. As a one time thing, the Beasts and shrines were a great idea. But i liked them knowing this would probably change again in the next game. They change so much from one Zelda game to the other that i doubt something so linked to the story like the shrines or divine beasts would stay. I think there could be some smaller dungeons and bigger ones. But i would maybe balance that number to 6-8 huge dungeons to 20-30 smaller ones instead of 4 medium dungeon and 120 shrines.