Soooo we got a post friday as well. Maybe they will be showing pictures every week day. Hopefully they get into new material too.
Aight so, they didn't tweet anything today. So i guess we will just randomly get old pics few days a week.
Soooo we got a post friday as well. Maybe they will be showing pictures every week day. Hopefully they get into new material too.
As someone who did look, and enjoyed looking, I do really understand people who want to hold back. Even if the spoilers aren’t huge - 200+ pages of images does provide a lot of information - and shows plenty of crazy designs that would be fun to encounter unexpectedly in-game.
I can’t decide if I regret it or not - but I do really love speculating on the puzzle pieces atm.
It's like a party but you were not invited.I’ve been pretty tempted to take a peek in the art book threads, haha. Part of the reason is just wanting to know what everyone else thinks. It’s fun to enjoy this stuff with other people, so there’s definitely some feeling of being left out.
For me it's like a party I was invited to but for personal reasons don't want to attend.It's like a party but you were not invited.
of LegondZeldors
If they have a lot of ideas that clearly don’t fit into TotK they probably stockpile all of them to return to them later. Also they do listen to fan feedback somewhat otherwise we may have gotten a linear BotW, since they seemed to be so fond of Skyward Sword which is a scary thought.hate to be this guy, but I wonder if they’ve already started production on the next Zelda? does anyone know how this usually works?
I think so as they always have small teams prototyping stuff. Ideas from totk that didn't make it will either become DLC or used in the new game. I think they will move away from the botw formula though. They will probably go for a different art style and different setting in general. I think a return to the Sea world of Wind Waker would be great and then add diving into the mix.hate to be this guy, but I wonder if they’ve already started production on the next Zelda? does anyone know how this usually works?
I think so as they always have small teams prototyping stuff. Ideas from totk that didn't make it will either become DLC or used in the new game. I think they will move away from the botw formula though. They will probably go for a different art style and different setting in general. I think a return to the Sea world of Wind Waker would be great and then add diving into the mix.
Doesnt dissagree with his statement. Changes in setting and artstyle are not that far of.Zelda’s never been as popular as it is now. The next decade of Zelda is likely to iterate on Breath of the Wild as a template, just as Ocarina of Time served as the template before it.
The omission of Darknuts/Iron Knuckles was pretty glaring. I'm wondering if they didn't want to put in heavily armored enemies since you're given a tool that's supposed to let you move metal at will (magnesis) and they don't want to trivialize those fights but at the same time they don't want you do see big metal armor and wonder why magnesis isn't working.Been playing other Zelda games in preparation for TotK which has made me think a lot about potential returning enemy types. Even people who loved BotW won't argue that enemy variety and enemy distribution was somewhat lacking in that game, though different weapon types and elemental variations obviously helped a bit. And with ancient Sheikah tech effectively gone, it means we're also losing five Guardian enemy types. Luckily, TotK seems to refresh the old monsters and add several new ones but I hope it also addresses some of my other more specific complaints that I think some people here share.
Obviously, we're gonna need a completely new set of boss fights since I doubt they will reuse the Blights. Though I did like the fights mechanically, I was, like many others, disappointed in their similar aesthetics and narrative framing. I think it's fine to have a recurring boss enemy type (more on that later) but if those make up the bulk of boss fights, it can wear thin. This is something the Zelda team is usually good at so BotW felt like an outlier.
The other thing is that I'd also like to see more enemy types unique to different habitats. In BotW you basically get the basic enemy types in almost every area but with elemental variants thrown in. This was obviously the consequence of effective resource management but it also makes all these environments feel less unique. With the sky and underground opening up in TotK, this seems even more necessary. We've already seen those weird things hanging from the ceiling in one of the trailers so that's a good sign.
Anyway, if you wanted to read the some random ramblings from a very bored mind, this is for you. I mainly approached it with my three main criticisms in mind. Putting these in spoilers mostly because it's a lot of text and images. This won’t include anything about TotK beyond what we've seen in the teasers and trailers so I'd appreciate if people didn't reply with stuff from the artbook leak.
Darknuts, Phantoms and other knight-type enemies are probably the most notable omission from BotW and with Ganon(dorf) being resurrected, it makes sense to bring them back in some form. I always liked the idea of these super formidable elite warriors sent by the big bad that give you a difficult time in a 1-on-1 fight only for the game to suddenly throw multiple of them at you. For a new version I'd like to see some sort of combination of the Darknuts of Wind Waker and of Twilight Princess: Heavy, hulking enemies but underneath all that armour they are quick and feral canines. Think a bit Maliketh the Black Blade from Elden Ring. It's also easy to add variety to them through different weapon and armour types or putting them on horses. I think these could effectively take the role of the Guardian Stalkers but I think I'd prefer some of them to be unique named enemies, like how Onox was basically an Iron Knuckle.
Aeralfos are kind of a no-brainer with the Lizalfos being such prominently featured enemies and TotK going to the sky. Now that they can turn invisible they're can be even more annoying. Instead of fire, ice and electric types, however, I'd like to see them use mostly wind-based attacks, maybe to blow Link off of platforms. We've already seen Bokoblins being carried by the new unnamed flying enemy so Aeralfos could be limited to the sky islands. Of course, it'd then make sense to have them visually inspired by the feathered serpent.
Many of us probably still remember what the Gohma fight in Twilight Princess was originally supposed to look like and I feel like it's time to fully realize this in TotK. Imagine entering the Lost Woods and being ambushed by a bunch of smaller Gohma Larvae who knock out Link. He wakes up, wrapped up in spiderweb with no weapons and then has to make his way out of the Lost Woods while being chased by the Gohma's queen and scrounging up for shitty weapons. Eventually you'd find all of your equipment again and could fight it head on. Gohma could effectively work like an eight-legged Guardian Stalker but instead of shooting lasers it'd shoot spiderwebs and could regenerate its legs. Bonus points if it has an ugly egg sac on its back.
Dodongos are intricately linked to Gorons to me and with Death Mountain being affected by malice I'd love to see them come back in some form. Design-wise, I'm partial to Dongorongo as seen in Phantom Hourglass that incorporates even more rock-like features and this would definitely make sense if the ground below Death Mountain breaks up and they can rise to the surface. I'd primarily like to see them switch up the fire attacks that have been traditionally more straightforward fireballs with AOE-attacks, explosions etc.
As I've said in a previous post, I absolutely love the Gyorg Pair in Minish Cap and think would it be a spectacular boss fight in 3D, having you jump back and forth between the two. The Gyorg come in three variations: The big red female, the smaller blue male and the very small green younglings:The male uses its tail and projectiles to attack while the female can spew forth green younglins. In hindsight, the boss fight already feels like a 2D prototype for TotK. Additionally, the Gyorg, specifically the blue and green ones, could also make for an appealing basic enemy type endemic to the more tropical coastal regions in the south. I like the vibe of East Necluda and Lurelin Village but sadly there's not a lot to it otherwise. The Gyorgs with their manta ray designs, however, immediately fit in and would give it some much needed flavour. The only obvious addition from the Minish Cap version would be the ability to dive in and out of water instead of being entirely airborne.
In BotW Lizalfos basically take the role of the boomerang wielding enemies but Goriyas have never been done in 3D and I think there's potential for some cool stuff. Taking the Brother Goriyas boss fight from Oracle of Ages as inspiration, I'd basically turn them into mujina that can shape shift into shuriken. You'd essentially fight three ninja like Goriyas at once that can change their forms at will and have to kill them one by one.
In every appearance Vires have split into two Keese when defeated and I think I'd take that concept and turn it up to eleven for a 3D game by making it split into several bats at will, vampire-style. As you hack away at the Keese rushing you, Vire would gradually lose its wings and attack you on ground. In TotK specifically I think I'd probably go for a design inspired by Camazotz and bring back Dark Keese from Skyward Sword. This doesn't specifically have to be a Vire but it would work out nicely, I think.
For Wolfos I'd do it like Twilight Princess and keep only the white variant specific to the Hebra Mountains and Tabantha Tundra. But since there's already cold-footed wolves in the game, I'd make it much larger, basically the size of Moro from Princess Mononoke and have a pack of wolves accompany it. As with any wolf the temptation to look at Sif and the Red Wolf of Radagon for inspiration. And honestly, there's worse you can do than to give a wolf a dope sword. But I think it should retain its ability from Twilight Princess to hide in the snow and attack Link from below and work more like an ice version of Darkbeast Paarl from Bloodborne, infusing itself with more elemental energy as the fight goes on. In TP they have an icy glow but I like the idea of them being basically wolf spirits possessing ice and shattering into a thousand pieces when they are defeated.
I would have liked to fight a Darknut that looked like this. The player would understand that Sheikah tech is non-conductive and non-magnetic.The omission of Darknuts/Iron Knuckles was pretty glaring. I'm wondering if they didn't want to put in heavily armored enemies since you're given a tool that's supposed to let you move metal at will (magnesis) and they don't want to trivialize those fights but at the same time they don't want you do see big metal armor and wonder why magnesis isn't working.
That thought has also crossed my mind and I think it makes the most sense. Depending on how that magnesis-like power works in TotK they could probably sidestep this issue.The omission of Darknuts/Iron Knuckles was pretty glaring. I'm wondering if they didn't want to put in heavily armored enemies since you're given a tool that's supposed to let you move metal at will (magnesis) and they don't want to trivialize those fights but at the same time they don't want you do see big metal armor and wonder why magnesis isn't working.
I also wish the Yiga soldier battles involved more direct swordplay.
Been playing other Zelda games in preparation for TotK which has made me think a lot about potential returning enemy types. Even people who loved BotW won't argue that enemy variety and enemy distribution was somewhat lacking in that game, though different weapon types and elemental variations obviously helped a bit. And with ancient Sheikah tech effectively gone, it means we're also losing five Guardian enemy types. Luckily, TotK seems to refresh the old monsters and add several new ones but I hope it also addresses some of my other more specific complaints that I think some people here share.
Obviously, we're gonna need a completely new set of boss fights since I doubt they will reuse the Blights. Though I did like the fights mechanically, I was, like many others, disappointed in their similar aesthetics and narrative framing. I think it's fine to have a recurring boss enemy type (more on that later) but if those make up the bulk of boss fights, it can wear thin. This is something the Zelda team is usually good at so BotW felt like an outlier.
The other thing is that I'd also like to see more enemy types unique to different habitats. In BotW you basically get the basic enemy types in almost every area but with elemental variants thrown in. This was obviously the consequence of effective resource management but it also makes all these environments feel less unique. With the sky and underground opening up in TotK, this seems even more necessary. We've already seen those weird things hanging from the ceiling in one of the trailers so that's a good sign.
Anyway, if you wanted to read the some random ramblings from a very bored mind, this is for you. I mainly approached it with my three main criticisms in mind. Putting these in spoilers mostly because it's a lot of text and images. This won’t include anything about TotK beyond what we've seen in the teasers and trailers so I'd appreciate if people didn't reply with stuff from the artbook leak.
Darknuts, Phantoms and other knight-type enemies are probably the most notable omission from BotW and with Ganon(dorf) being resurrected, it makes sense to bring them back in some form. I always liked the idea of these super formidable elite warriors sent by the big bad that give you a difficult time in a 1-on-1 fight only for the game to suddenly throw multiple of them at you. For a new version I'd like to see some sort of combination of the Darknuts of Wind Waker and of Twilight Princess: Heavy, hulking enemies but underneath all that armour they are quick and feral canines. Think a bit Maliketh the Black Blade from Elden Ring. It's also easy to add variety to them through different weapon and armour types or putting them on horses. I think these could effectively take the role of the Guardian Stalkers but I think I'd prefer some of them to be unique named enemies, like how Onox was basically an Iron Knuckle.
Aeralfos are kind of a no-brainer with the Lizalfos being such prominently featured enemies and TotK going to the sky. Now that they can turn invisible they're can be even more annoying. Instead of fire, ice and electric types, however, I'd like to see them use mostly wind-based attacks, maybe to blow Link off of platforms. We've already seen Bokoblins being carried by the new unnamed flying enemy so Aeralfos could be limited to the sky islands. Of course, it'd then make sense to have them visually inspired by the feathered serpent.
Many of us probably still remember what the Gohma fight in Twilight Princess was originally supposed to look like and I feel like it's time to fully realize this in TotK. Imagine entering the Lost Woods and being ambushed by a bunch of smaller Gohma Larvae who knock out Link. He wakes up, wrapped up in spiderweb with no weapons and then has to make his way out of the Lost Woods while being chased by the Gohma's queen and scrounging up for shitty weapons. Eventually you'd find all of your equipment again and could fight it head on. Gohma could effectively work like an eight-legged Guardian Stalker but instead of shooting lasers it'd shoot spiderwebs and could regenerate its legs. Bonus points if it has an ugly egg sac on its back.
Dodongos are intricately linked to Gorons to me and with Death Mountain being affected by malice I'd love to see them come back in some form. Design-wise, I'm partial to Dongorongo as seen in Phantom Hourglass that incorporates even more rock-like features and this would definitely make sense if the ground below Death Mountain breaks up and they can rise to the surface. I'd primarily like to see them switch up the fire attacks that have been traditionally more straightforward fireballs with AOE-attacks, explosions etc.
As I've said in a previous post, I absolutely love the Gyorg Pair in Minish Cap and think would it be a spectacular boss fight in 3D, having you jump back and forth between the two. The Gyorg come in three variations: The big red female, the smaller blue male and the very small green younglings:The male uses its tail and projectiles to attack while the female can spew forth green younglins. In hindsight, the boss fight already feels like a 2D prototype for TotK. Additionally, the Gyorg, specifically the blue and green ones, could also make for an appealing basic enemy type endemic to the more tropical coastal regions in the south. I like the vibe of East Necluda and Lurelin Village but sadly there's not a lot to it otherwise. The Gyorgs with their manta ray designs, however, immediately fit in and would give it some much needed flavour. The only obvious addition from the Minish Cap version would be the ability to dive in and out of water instead of being entirely airborne.
In BotW Lizalfos basically take the role of the boomerang wielding enemies but Goriyas have never been done in 3D and I think there's potential for some cool stuff. Taking the Brother Goriyas boss fight from Oracle of Ages as inspiration, I'd basically turn them into mujina that can shape shift into shuriken. You'd essentially fight three ninja like Goriyas at once that can change their forms at will and have to kill them one by one.
In every appearance Vires have split into two Keese when defeated and I think I'd take that concept and turn it up to eleven for a 3D game by making it split into several bats at will, vampire-style. As you hack away at the Keese rushing you, Vire would gradually lose its wings and attack you on ground. In TotK specifically I think I'd probably go for a design inspired by Camazotz and bring back Dark Keese from Skyward Sword. This doesn't specifically have to be a Vire but it would work out nicely, I think.
For Wolfos I'd do it like Twilight Princess and keep only the white variant specific to the Hebra Mountains and Tabantha Tundra. But since there's already cold-footed wolves in the game, I'd make it much larger, basically the size of Moro from Princess Mononoke and have a pack of wolves accompany it. As with any wolf the temptation to look at Sif and the Red Wolf of Radagon for inspiration. And honestly, there's worse you can do than to give a wolf a dope sword. But I think it should retain its ability from Twilight Princess to hide in the snow and attack Link from below and work more like an ice version of Darkbeast Paarl from Bloodborne, infusing itself with more elemental energy as the fight goes on. In TP they have an icy glow but I like the idea of them being basically wolf spirits possessing ice and shattering into a thousand pieces when they are defeated.
Is it a concept-art taken from the ToTK artbook, or the BoTW one ?Imagine this dude showing up in a Divine Beast (from the concept art)
BotW.Is it a concept-art taken from the ToTK artbook, or the BoTW one ?
Wonder when we might start to hear media previews.
Actually, speaking of Game Informer, I've been wondering if we'll see more magazine previews, just because they used that as an excuse to make some fantastic artwork.I know Game informer.had an early look at BOTW before the other media previews. Early February I think, so 1 month out.
But who knows, maybe they really do stay restrained with this one.
I ask myself that sometimes, how are they going to bring back the Kohga and the new champions with how much the tone has shifted. The game feels a lot more serious and i feel like Yunobo and Kohga don't fit.What if Zelda is playable and while you're deep underground trying to escape to the overworld, you encounter........Master Kohga.
He's been down there since BoTW.
I ask myself that sometimes, how are they going to bring back the Kohga and the new champions with how much the tone has shifted. The game feels a lot more serious and i feel like Yunobo and Kohga don't fit.
Yeah, I’d always assumed the same.The trailer is cut kind of mischievously. There's a moment where Link is being "attacked" by four Guardian arms and at first glance it seems related to the Ganondorf attack, especially since Guardians were rather terrifying in the first game. But on closer inspection it seems to be a goofy scene like Link getting his clothes dyed, probably Robbie or Purah shenanigans in what looks like a makeshift Sheikah hut.
I like how intentionally misleading this new trailer is overall. Like there's also that part with the bombardment and then an explosion, but if you look closely both scenes seem to be completely unrelated (the bombardment is probably powering up enemies with malice during a blood moon, while the explosion is similar to those explosions from BotW when you defeat a divine beast boss.)The trailer is cut kind of mischievously. There's a moment where Link is being "attacked" by four Guardian arms and at first glance it seems related to the Ganondorf attack, especially since Guardians were rather terrifying in the first game. But on closer inspection it seems to be a goofy scene like Link getting his clothes dyed, probably Robbie or Purah shenanigans in what looks like a makeshift Sheikah hut.
if it was called Beldors no one would careZeldors
i fucking adore that shot of Link and Zelda. Art team went nuts on these games.Actually, speaking of Game Informer, I've been wondering if we'll see more magazine previews, just because they used that as an excuse to make some fantastic artwork.
if it was called Beldors no one would care
this has been on and off my list. it apparently got patched to play pretty well now so I'm considering checking it out on a sale.
(this game seems alright actually)
I found this game to be a real bore. I wanted to love it too, but it's rough around the edges in so many ways and the gameplay is just so slow.
(this game seems alright actually)
It's not that bad lol.Avoid it like the plague.
I’ll look at some of the images, but I want 1,000,000,000 famicoins.It's not that bad lol.