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Spoiler The Legend of Zelda: Tears of the Kingdom - Pre-Release Spoiler Discussion Thread (Tag Story Spoilers)

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I agree. The pirate ship wasn't present in BotW, ,akes no sense for it to appear in TotK's map only to be used as a flashback (unless it's not actually there and the art for the pirate ship is of it in the past)
In the art book Link is standing on it though.
 
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Yo actually, that’s probably a skirmish. Lurelin is under siege by pirates. Fight them off with the villagers.
Honestly I think it's a dungeon, or a small dungeon or something. I can't find the picture now but it looked massive, like the Sand ship from SS, and Link was on it alone, looked like he was exploring.
 
Honestly I think it's a dungeon, or a small dungeon or something. I can't find the picture now but it looked massive, like the Sand ship from SS, and Link was on it alone, looked like he was exploring.
Arrive at the village, fight off some enemies with NPCs towards the beach, then board then ship and go through it. Maybe some puzzles inside or something. Possibly a boss fight.
 
Honestly I think it's a dungeon, or a small dungeon or something. I can't find the picture now but it looked massive, like the Sand ship from SS, and Link was on it alone, looked like he was exploring.
Yeah while I think there might be only 4-7 main dungeons I feel like there might be a boatload of optional themed mini dungeons like the pirate ship and the towers in the sky
 
I can’t remember what the ship looks like, is it not the one encircling the tornado in the trailer?

@Skittzo Link is indeed on the pirate ship, doubt it's just a flashback

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IMG_8349.jpg
 
Did anybody else realize that the ruby Link fuses to his arrow isn't in a pointed shape like the other minerals in the artbook and the gameplay? Maybe the pointy minerals come from an enemy horn, and we can still get regular-shaped minerals by mining?
 
Best case scenario: Dungeon akin to the Ghost Ship in Phantom Hourglass.
Ok scenario: A series of fights akin to the Wind Waker Ghost Ship with a reward at the end after a sidequest.
Worst case scenario: Flashback. Link was on that ship over 100 years ago before his slumber or the artist just put that "Link for scale"
 
The pirate ship clearly looking like a dungeon or mini-dungeon, plus the location of the scimitar on the map being right near it, really convinced me that each glyph will be tied to one of these dungeons or mini-dungeons, making 11 of them.

Possibly in addition to the tear dungeons, or maybe these will include the tear dungeons and just be optional ones.
 
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It doesn’t really look like a full fledged dungeon to me. I am expecting basically a large enemy encampment with maybe some puzzles and maybe a boss. Definitely more involved than a typical enemy camp or even a typical shrine in terms of length but not a full fledged dungeon.
 
It doesn’t really look like a full fledged dungeon to me. I am expecting basically a large enemy encampment with maybe some puzzles and maybe a boss. Definitely more involved than a typical enemy camp or even a typical shrine in terms of length but not a full fledged dungeon.
I mean in terms of scale it looks bigger than the sand ship from skyward sword. But yeah maybe that's not quite big enough to qualify compared to other dungeons in this game.
 
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Now that we've seen all we're gonna see before launch (most likely), I find myself worrying about only one thing:
How they're going to handle the difficulty - and particularly food.

Having played like 200+ hours of BotW, normal difficulty will be too easy - especially if you can just pause the game and eat to restore health like in BotW. But Master Mode was a clusterfuck that didn't play nicely with either breakable weapons or the ragdoll physics, and Nintendo never has hard mode unlocked from the start in their games anyway.

So what I'm hoping for is a slightly harder game, where you can't eat food unless you're out of combat (or perhaps some kind of hunger meter prevents it).

If they nail that one quality of life thing it'll make a huge difference for me.
 
If it is a ghost ship, maybe it transports us to a ghost dungeon which otherwise can't be accessed.
We might need the lens of truth to talk to someone (the captain?) on the ship.
 
Now that we've seen all we're gonna see before launch (most likely), I find myself worrying about only one thing:
How they're going to handle the difficulty - and particularly food.

Having played like 200+ hours of BotW, normal difficulty will be too easy - especially if you can just pause the game and eat to restore health like in BotW. But Master Mode was a clusterfuck that didn't play nicely with either breakable weapons or the ragdoll physics, and Nintendo never has hard mode unlocked from the start in their games anyway.

So what I'm hoping for is a slightly harder game, where you can't eat food unless you're out of combat (or perhaps some kind of hunger meter prevents it).

If they nail that one quality of life thing it'll make a huge difference for me.
Yeah it would be nice but I'm not really expecting it. That said, we haven't actually seen the pause menu yet, and while the Dpad up button is probably used for Fusion maybe it has the added effect of being a food select option that doesn't pause combat

If not then I might consider doing a self-imposed "no food in combat" rule if I feel like I need the added challenge

Did anybody else realize that the ruby Link fuses to his arrow isn't in a pointed shape like the other minerals in the artbook and the gameplay? Maybe the pointy minerals come from an enemy horn, and we can still get regular-shaped minerals by mining?
Oh good catch. Would be neat if we had an enemy with gem horns. But maybe there's just two types of ore?
 
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If it is a ghost ship, maybe it transports us to a ghost dungeon which otherwise can't be accessed.
We might need the lens of truth to talk to someone (the captain?) on the ship.

This is exactly how it happens in WW and Phantom Hourglass. There's a precedent for it and it would certainly point towards a bigger dungeon/mini-dungeon inside
 
Did anybody else realize that the ruby Link fuses to his arrow isn't in a pointed shape like the other minerals in the artbook and the gameplay? Maybe the pointy minerals come from an enemy horn, and we can still get regular-shaped minerals by mining?
I don’t have the art book in front of me, but wasn’t there a picture of a small frog that is fused with red gem.
 
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They've already delivered on enemy variety and we probably haven't even seem them all yet...

Good collage!

I think there's at least two more enemies we can surmise from the artbook monster materials - some sort of super-Hinox (there are those parts that resemble Hinox parts, but bigger) and some new type of flying enemy (there's a wing shown that doesn't match up to the flying enemies we know of)

I wonder if enemies like the Fat Noses and the Frogs might only be found underground or something. Might explain why we've seen no hint of them at all in the trailers or gameplay so far (plus they seem vaguely subterranean)
 
Link needs a fullness meter. Eat too many durians and you get sick and can't move as quickly.
counterpoint:

the pause menu system is perfect for a wide variety of players because even players having great difficulty with the challenge can stop, regroup, eat some food, and go — so long as they’re prepared

I won’t say it’s a perfect accessibility option but it does really broaden the reach

whereas you, the player seeking a challenge, can freely choose to not eat snacks
 
counterpoint:

the pause menu system is perfect for a wide variety of players because even players having great difficulty with the challenge can stop, regroup, eat some food, and go — so long as they’re prepared

I won’t say it’s a perfect accessibility option but it does really broaden the reach

whereas you, the player seeking a challenge, can freely choose to not eat snacks
Yeah I think it's better as a difficulty option or modifier. Even though obviously I have the choice to not eat snacks it can be difficult to hold yourself from that if the option is there. But you're right that accessibility is a good thing.
 
In the shot with Link and Tulin, it looks like there is another construct type attached to the side of this wall, could be a beamo style thing that shoots lasers or something.

 
counterpoint:

the pause menu system is perfect for a wide variety of players because even players having great difficulty with the challenge can stop, regroup, eat some food, and go — so long as they’re prepared

I won’t say it’s a perfect accessibility option but it does really broaden the reach

whereas you, the player seeking a challenge, can freely choose to not eat snacks
Players will use whatever they have on their hands to advance. If they are fine with people eating their infinite apple stock to recover just make our lives easier and provide a non damage mode. Or at least allow eating 50 apples once.
 
I spotted what looks like a small part of the zonai shrine swirl in the shot where we see ganondorf in the latest trailer
does that mean it's happening in the present? 👀

 
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Have we had any good images of the different varieties of Lynel in this yet? Seemed to be show at least 3 in the trailer?
Could we even tell whether they were three different varieties, or if they were all the same type of Moose Lynels?
This is the best image I could find. 3 different variants, each of which has a different weapon type. For whatever reason they all seem to have asymmetrical horns- the one on the left has a different horn on each side, while the other two have a single horn sticking out of one side of their heads.

 
I like that they are going crazy with variants. It is as if the entire world is going crazy with Fuse, which I think lends support for the idea that the world is the ancient era overlaying and fusing with the present.

Also, all of the new horns and hats enemies wear tend to be very blade or weapon like, as if the game is constantly trying to give the player cool looking Fuse fuel.
 
Haven't kept up with the thread/speculation in general so sorry if this has already been answered, but, what's the status on traditional dungeons making a return in this game? Does it seem likely that we're getting some? Or are we still not completely sure? What about the Rito/Zora dungeons in the sky? What's that about?
 
Haven't kept up with the thread/speculation in general so sorry if this has already been answered, but, what's the status on traditional dungeons making a return in this game? Does it seem likely that we're getting some? Or are we still not completely sure? What about the Rito/Zora dungeons in the sky? What's that about?

We have no idea, at all. There is no indication of a return to the old lock and key game design, though, and the five-stage "doors" suggest something similar to the non-linear & multi-objective dungeons of BotW.
 
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Haven't kept up with the thread/speculation in general so sorry if this has already been answered, but, what's the status on traditional dungeons making a return in this game? Does it seem likely that we're getting some? Or are we still not completely sure? What about the Rito/Zora dungeons in the sky? What's that about?
Define "traditional dungeon"

We're fairly sure that we're getting at least 4 distinct, themed puzzle locations. The Gerudo building rising out of the sand, the inside of Death Mountain, the cyclone over Hebra, and a collection of sky islands over the Zora's Domain. They'll probably be more similar structurally to the Divine Beasts (the shot of the Zora dungeon has a set of what seem to be 5 water locks visible, and the artbook has a shot of 5 lizard head things in front of a door) but with distinct theming and unique bosses instead of a joint Sheikah theming and Blights. We don't really know if dungeon items or an equivalent will make it back (well, there's indication of some items that may be found in dungeons, like the wingsuit from the trailer, and we might get powers from the central MacGuffins that are presumably found in these dungeons, but no indication dungeon design will reflect that)
 
What do you even mean by this? It is a loaded question, and Divine Beasts are clearly dungeons and every Zelda game has had dungeons, so why would this not have dungeons?

Always seems like goalpost moving. It seems similar to Breath of the Wild, except the dungeons no longer have legs (as far as we can tell)

This is still a gargantuan open world game, and everything structurally seems pretty similar to the massive open world game that was BotW as far as we can tell.

They clearly said "traditional" dungeons. They never said anything about botw not having dungeons, you're putting a lot of words in their mouth.
 
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Did anybody else realize that the ruby Link fuses to his arrow isn't in a pointed shape like the other minerals in the artbook and the gameplay? Maybe the pointy minerals come from an enemy horn, and we can still get regular-shaped minerals by mining?
This is the picture I was referring to as a possible source for the ruby Link is shooting. Since it's fire related, I am thinking we will find these around death mountain. I misremembered thinking it was a frog, it reminds me more of the Lizards we found in BotW that offered heat protection.
Lizard-gem.jpg
 
Define "traditional dungeon"

We're fairly sure that we're getting at least 4 distinct, themed puzzle locations. The Gerudo building rising out of the sand, the inside of Death Mountain, the cyclone over Hebra, and a collection of sky islands over the Zora's Domain. They'll probably be more similar structurally to the Divine Beasts (the shot of the Zora dungeon has a set of what seem to be 5 water locks visible, and the artbook has a shot of 5 lizard head things in front of a door) but with distinct theming and unique bosses instead of a joint Sheikah theming and Blights. We don't really know if dungeon items or an equivalent will make it back (well, there's indication of some items that may be found in dungeons, like the wingsuit from the trailer, and we might get powers from the central MacGuffins that are presumably found in these dungeons, but no indication dungeon design will reflect that)
By "traditional dungeon" I mean large, uniquely themed, linear/enclosed spaces (as opposed to the open-ended nature of the Divine Beasts), with unique puzzles/enemies/miniboss/boss, and maybe some keys and locked doors.

I'm kinda curious if Nintendo could be adding both styles of dungeon to this game. Maybe some like the Zora and Rito dungeons in the sky will be structurally similar to the Divine Beasts, and others like the temple rising out of Gerudo desert will be similar to classic 3d Zelda dungeons? That kind of variety would be pretty cool imo, especially if the Divine Beast style dungeons have more unique theming, enemies, puzzles, and bosses than BotW anyway. having five things to activate similar to the Divine Beasts doesn't necessarily mean every dungeon will be similar in structure to them imo.
 
By "traditional dungeon" I mean large, uniquely themed, linear/enclosed spaces (as opposed to the open-ended nature of the Divine Beasts), with unique puzzles/enemies/miniboss/boss, and maybe some keys and locked doors.

I'm kinda curious if Nintendo could be adding both styles of dungeon to this game. Maybe some like the Zora and Rito dungeons in the sky will be structurally similar to the Divine Beasts, and others like the temple rising out of Gerudo desert will be similar to classic 3d Zelda dungeons? That kind of variety would be pretty cool imo, especially if the Divine Beast style dungeons have more unique theming, enemies, puzzles, and bosses than BotW anyway. having five things to activate similar to the Divine Beasts doesn't necessarily mean every dungeon will be similar in structure to them imo.
It's possible we'd have more strictly linear dungeons (though we haven't seen any evidence to indicate that) and yeah the Gerudo Temple and Death Mountain are enclosed spaces (not sure why they need to be enclosed spaces - a Cyclone is pretty limiting in terms of movement, for example, is a roof a necessary requirement for a dungeon? Like, if we're hopping on a set path between Cyclone islands and ships is that any less of a traditional dungeon because it lacks an enclosed space?)

But we won't know enough about the rest of the details until launch. As of right now, I'd set what we do know at "uniquely themed locations with distinct puzzles and bosses", with the potential that more elements of classic dungeons could very well exist. Whether or not that's enough to satisfy you or others who want traditional dungeons back remains to be seen.

Oh yeah I guess we also know Small Keys are a thing, but we don't technically know if they'll be used in dungeons
 
What do you even mean by this? It is a loaded question, and Divine Beasts are clearly dungeons and every Zelda game has had dungeons, so why would this not have dungeons?

Always seems like goalpost moving. It seems similar to Breath of the Wild, except the dungeons no longer have legs (as far as we can tell)

This is still a gargantuan open world game, and everything structurally seems pretty similar to the massive open world game that was BotW as far as we can tell.
Yo, we can chill a little.
 
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By "traditional dungeon" I mean large, uniquely themed, linear/enclosed spaces (as opposed to the open-ended nature of the Divine Beasts), with unique puzzles/enemies/miniboss/boss, and maybe some keys and locked doors.
Large - maybe. Probably.
Uniquely themed - yes
linear/enclosed - no/in some instances
Unique puzzles/enemies//miniboss/boss - yes/maybe/maybe/yes


Same structure as Divine Beasts is most likely. As in: enter, access a pre-determined set of points (terminals), open boss door, fight boss, leave. Maybe some mixing around with that but by and large that's how it will play out.
 
This is the picture I was referring to as a possible source for the ruby Link is shooting. Since it's fire related, I am thinking we will find these around death mountain. I misremembered thinking it was a frog, it reminds me more of the Lizards we found in BotW that offered heat protection.
Lizard-gem.jpg
This looks like a baby Dodongo to me. Surely this must mean there will be full sized Dodongos either as overworld bosses or the fire dungeon boss?
 
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