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Pre-Release The Legend of Zelda: Tears of the Kingdom Pre-Release Discussion Thread

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I've gotta be totally honest about my excitement level for TOTK at the moment.

As much as I think the game looks fantastic... I also think it looks like a lot of hard work.

Anyone else feel like that?
 
I don’t know why I’m so strangely bothered by it, but I have this lingering worry, and I really don’t want the great sky island to be one of the biggest island clusters. I get that the game wants to start out strong, but it would be a bummer to me if the game peaked early. What made BotW so cool is that it had this great opening area, but one that became completely dwarfed by the rest of the game.
 
It is a good but weird feeling to have this kind of calmness and confidence that I will play my new favorite game of all time in two weeks.

With BotW there was so much anticipation but also a lot uncertainty of how it will play out, if I would like the open world in a Zelda game and so on.
I didn't expect how much it blew me away at all. It became my favorite game ever (I always loved Zelda but I wouldn't put any other Zelda game in my Top 20....so there's that).

Now it feels like I know that I will be blown away again.
Theoretically there is a lot of risk that I will be disappointed because my expectations are so sky high.
But somehow Nintendo only oozes confidence with their marketing so far, and therefore I don't worry at all and just think "they are hiding so much just to increase our pleasure in playing the game".
 
whoops, almost forgot to take my meds today

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What do you mean by that? More combos?
Because the movement variety is there, imo.

I can now throw any object in my inventory at the enemy with different effects, can attach everything to my arrow and shoot it. Can ascend to somewhere during a fight, can draw my bow in free fall. Can fuse objects around me to my weapon or shield. Can recall projectiles against the enemy. You have animations and different combat styles for every subset of weapons, including fused ones. And so on. On top of that, almost everything from BotW.

This is a ton of variety. I'd argue more than any game I have ever played...
It is more a creative use of your surrounding area, almost like solving an environment puzzle in every new combat situation.

I vastly prefer that to something like an increased set of button combinations that do different stuff. That's why I am not too much into games like Bayonetta or the God of War games. I mean I like the spectacle, but I am really bad at remembering these combos and mostly just stick to a few that work. I never get deep into these combat systems. I get that some people might miss that.
I am glad that they go the other route with it. Creatively using my surrounding on the fly comes very natural to me.
The variety is good but in terms of how the actual weapon combat feels, it doesn't feel that good.
variety is great, but as my preferred way to fight is always go in and hit enemy with weapon I do wish it felt better. The combat feels looser - to me when it comes to how the pure sword play feels, WW and particularly TP were the best, especially with the addition of the 7 hidden moves. It made Link feel like a warrior. It felt tight. I have no issue with the variety but I do think the actual weapon combat is a little lacklustre
 
I've gotta be totally honest about my excitement level for TOTK at the moment.

As much as I think the game looks fantastic... I also think it looks like a lot of hard work.

Anyone else feel like that?
How is that the case?
There is an autobuild feature.
I also think that there is a lot of freedom in this game and the work you'll need to put into it is up to you.
Like you can throw items instead of fusing them.
 
The variety is good but in terms of how the actual weapon combat feels, it doesn't feel that good.
variety is great, but as my preferred way to fight is always go in and hit enemy with weapon I do wish it felt better. The combat feels looser - to me when it comes to how the pure sword play feels, WW and particularly TP were the best, especially with the addition of the 7 hidden moves. It made Link feel like a warrior. It felt tight. I have no issue with the variety but I do think the actual weapon combat is a little lacklustre

I guess that's fair, yes. I don't mind it personally. I don't miss anything but maybe if something would have been added or tweaked I would like that even more, I don't know.
I never liked combat in a Zelda game as much as in BotW though.
 

cooking in the wild again


new menu/UI/food recipes via official NCL twitter
 
How is that the case?
There is an autobuild feature.
I also think that there is a lot of freedom in this game and the work you'll need to put into it is up to you.
Like you can throw items instead of fusing them.
I'm just thinking of it as a dauntingly big game with a lot of complex systems to learn and things to discover. I'm sure I'll enjoy it once I get into it.
 
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I don’t know why I’m so strangely bothered by it, but I have this lingering worry, and I really don’t want the great sky island to be one of the biggest island clusters. I get that the game wants to start out strong, but it would be a bummer to me if the game peaked early. What made BotW so cool is that it had this great opening area, but one that became completely dwarfed by the rest of the game.
I can tell you that this is not the case. The game is heavily based on sky, (even featured in the box art). So the game will probably end in a sky too. Not to mention there will be village there and NPC's. There are skies high above what we haven't seen. I would not be surprised if one of the ending goal was to go to the highest island. I can't imagine how would they spend years of their work just for updated Hyrule, some underground and bunch of small like islands with one bigger - Great Sky Island. That's simply not the case. They are showing us, what they want to show us. I am not saying that the total area of all sky islands will be the same as Hyrule, but they will definitely not be just a few smaller islands for puzzles as they want us to believe.
 
Fami, forgive me for I have sinned.

It happened several times in the past but only now, have I mustered the courage to come clean.

I hope you won't judge me too harshly but here we go:

It happened repeateldy whilst at work, and I must admit during my studies too. I used it countless times, because it was easy, pratical and time-saving. Helped me to get out earlier and enjoy life with friends, family and games.

Crtl C / Ctrl V, two touches, a perpetual sin.

Can you forgive me for my laziness ? Or is it, understandably, going way too far ? 🥲
 
I don’t know why I’m so strangely bothered by it, but I have this lingering worry, and I really don’t want the great sky island to be one of the biggest island clusters. I get that the game wants to start out strong, but it would be a bummer to me if the game peaked early. What made BotW so cool is that it had this great opening area, but one that became completely dwarfed by the rest of the game.
It's an understandable worry, but I'm sure that will not be the case. They have shown us very little of the sky and we don't how much altitude this islands will have. The bigger ones will probably be very high, and there will be towns (or at least 1 big city) for sure.
 
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The map screen we saw just screams that there will be more layers added to it. The underground isn't there yet and there would fit another 3 to 4 circular symbols in that row. Hopefully one high up in the sky as well.
Again, I am not worried.
 
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Fami, forgive me for I have sinned.

It happened several times in the past but only now, have I mustered the courage to come clean.

I hope you won't judge me too harshly but here we go:

It happened repeateldy whilst at work, and I must admit during my studies too. I used it countless times, because it was easy, pratical and time-saving. Helped me to get out earlier and enjoy life with friends, family and games.

Crtl C / Ctrl V, two touches, a perpetual sin.

Can you forgive me for my laziness ? Or is it, understandably, going way too far ? 🥲
You're supposed to buy a brand new computer for every new project you start.

Fucking zoomers...
 
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I’m most excited about the traversal mechanics from ground, to sky, to potentially underground.

All of these new gameplay loop mechanics are super fun, but just the idea of new discovery in this changed Hyrule is 100% what had my hype up.
 
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I guess that's fair, yes. I don't mind it personally. I don't miss anything but maybe if something would have been added or tweaked I would like that even more, I don't know.
I never liked combat in a Zelda game as much as in BotW though.
Thanks haha. Fair enough, I completely understand and I agree that BOTW gives you so many options to approach combat and I think that is a great thing. However, I just wish that they had focused more on the actual weapon combat and how it felt.
 
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Of course it is intended and of course it doesn't look unfinished.

You are asking for realism in a series with talking hats, brave heroes transformed into pink rabbids, powerful attacks consisting on spinning in circles 10 times, character miniaturization at your pleasure, masks that make explode yourself, making a paint of yourself and morphing into walls, or chickens being the most powerful beings in the whole universe...

Zelda is all in with comical gags and this is another one. Fusing itself is comical and this case communicates pretty well what that fuse offers you. You will see a korok fused with a minecart... so whatever. It's not weirder than other weird things the series has experienced.

Also, Link being a young kid in Wind Waker carries a metal hammer bigger than himself with not effort at all. And before you tell me that it looks more "heavy" there than in BOTW... well, yeah, because all the attacks in Wind Waker has some camera shake + hit stop that make them look really impactful. BOTW is totally different in that regard.

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Yeah with Wind Waker it looks WAY more natural. There's effects, there's a wind-up and anticipation in the animation. The hammer has weight with how it bends. You made my point perfectly. That looks completely believable.

Like I said before, they've done over the top weight several times, and they always make it look natural. But it doesn't look natural with these fused weapons. Why is that hard to grasp?

You can have cartoon talking hats and also make animations fit the action, believe it or not.

There was a quote from Miyamoto about things feeling realistic, not in the sense that it fits the real world, but that it feels real in the world you're creating. I believe it had something to do with the ladder climbing animations matching correctly.

But if it's a silly, goofy, no rules world, why would they care about details like that? According to you, they shouldn't.

You're trying to make it out that I want ultra-realism, and that's completely misrepresenting what I am talking about.
 
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Finally got around to watching Zeltik's preview and, damn it puts everyone else's to shame lol. very glad it got such high views!

I wish they went all the way with radial menus for weapons etc, I adore them in Sea of Thieves.

Also, I'm gonna need a loftwing as the final "no rules" DLC item ala the master cycle zero in botw (tho perhaps a battery powered UFO is more likely)
 
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Traditional dungeons definitely have their place but I'm also a little over them in the context of 3D Zelda. I've already played like 30+ of them and have become too familiar with how the sausage is made. In isolation, Skyward Sword has some of the best dungeons in the series but even in 2011 I recognized the formula and felt I was being led by the hand. I know many don't mind but it definitely puts a damper on my enjoyment. Nintendo had the right idea to abandon some rather restrictive elements of traditional dungeons in BotW but also went a little bit too far in the opposite direction in some areas. If TotK makes its dungeon-equivalents bigger, brings back unique theming (for the setting and the bosses) and the buildup/pacing of a great Zelda dungeon I will be more than happy.

That said, I still hope they find a way to continue making OoT-style games and I've been saying for ages that they should do it in a different IP. StarTropics has become kind of a meme but any series where the protagonist doesn't go around swinging a sword and opening chests with maps, compasses and boss keys would go a long way to make it feel fresh. Okami doesn't have a single dungeon that comes close to Zelda but it still feels exciting because of the way you interact with them.
with BOTW's physics engine the possibilities for puzzles were already endless, and now with TOTK upgrading it and turning it up to 11, there's just no end in sight to what's possible for puzzles in dungeons, or puzzles in general
 
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I know we moved on from the idiotic "reused animations" discussion, but I'd actually be a little annoyed if they completely re-made a bunch of perfectly good animations. What a waste of development time and resources that would have been
 
Some item combinations looking goofy is inevitable with an ability as versatile as Fuse and I believe they did a lot of testing to determine what looks and feels best. But there's only so much you can do to make it both look believable and fun to use when you can even attach mine carts to your weapons. I do however wonder what the in-game explanation for it is.
 
Some item combinations looking goofy is inevitable with an ability as versatile as Fuse and I believe they did a lot of testing to determine what looks and feels best. But there's only so much you can do to make it both look believable and fun to use when you can even attach mine carts to your weapons. I do however wonder what the in-game explanation for it is.

"The Zonai were very technologically advanced and lived for science."

Points to Sturdy Stick-Stick

"However, they were also very much into humor, although a very, very childish humor."
 
The previews have undoubtedly made me even more excited than I thought possible, but I actually think what I've read makes me think that the game scoring as high as BOTW is an impossible task.

The increased freedom, while a design improvement for many, might alienate some reviewers for being intimidating in its sheer number of options, the game seems harder from both overworld traversal and combat perspectives (which is exciting to me), and again, more common comments about aging hardware now than in 2017. The barrier to entry feels a little higher this time around, so I still think the ceiling for this is 95, and if TotK actually hits or exceeds that, it will overall be considered a superior Zelda game to BOTW by fans and possibly a top two title in the franchise.
 
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I've gotta be totally honest about my excitement level for TOTK at the moment.

As much as I think the game looks fantastic... I also think it looks like a lot of hard work.

Anyone else feel like that?

No. You slap a rocket on a box. You glue a spike ball to a sword. You swim through the ceiling. It actually looks like less hard work than BotW where you gotta slowly set up ice cubes one at a time to cross a body of water and wait out the rain so you can climb super slowly up a mountain.
 
Some item combinations looking goofy is inevitable with an ability as versatile as Fuse and I believe they did a lot of testing to determine what looks and feels best. But there's only so much you can do to make it both look believable and fun to use when you can even attach mine carts to your weapons. I do however wonder what the in-game explanation for it is.

Absolutely. This is a hard mechanic to cover every case for. Inconsistency is to be expected.

It's really not a big deal. Only reason I'm still talking about it is because my argument was wildly misrepresented.
 
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When you've accidentally fused yourself to Hyrule Castle
‘Accidentally’. Like I won’t be making the biggest, most ludicrous Hylian battlesuit possible out of sticky goo and bricks. ‘Last time you came for Hyrule castle, Ganon, now Hyrule castle is coming for you!’
 
No. You slap a rocket on a box. You glue a spike ball to a sword. You swim through the ceiling. It actually looks like less hard work than BotW where you gotta slowly set up ice cubes one at a time to cross a body of water and wait out the rain so you can climb super slowly up a mountain.
Ok that's not a bad point
 
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sometimes, people gotta just let video games be video games. I feel the need for an explanation for everything ruins it.

"why does x y?"

"because it's a fucking video game"
 
Some item combinations looking goofy is inevitable with an ability as versatile as Fuse and I believe they did a lot of testing to determine what looks and feels best. But there's only so much you can do to make it both look believable and fun to use when you can even attach mine carts to your weapons. I do however wonder what the in-game explanation for it is.
It's  magic Zonai, I don't got to explain shit
-Eiji Aonuma
 
Final BOTW trailer might be more emotional but TOTK final one wins for me in everything, the better cinematic angles and the music and I mean MUSIC. So many references to other Zelda games, it's unreal.

They reference not just BOTW theme but actually Switch Presentation trailer, multiple times.




 
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I'm waiting for the inevitable infinite battery energy glitch and someone accidentally rocket shields themselves out of the skybox.

Is gluing 1293818723813 rockets onto a floating platform the equivalent of the shield surf glitch that gets you to Hyrule Castle in less than a minute?
 
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