- Pronouns
- he/him
It’s possible that the vials are a sort of "global" cooldown system for the arm powers. The more vials you get, the more powers you can use before recharging etc. Or maybe it’s a resource that only recharges partially.
We had already discussed how the Shiekah eye symbol has a teardrop.
But I had straight up forgotten the Life in the Ruins trailer shows that tear drop falling to the surface and forming the land (0:04). Damn.
(Also weird to hear this music knowing it's Daruk's theme lol)
I’m in the exact same place as you are and think Link might be limited in his abilities and or that they might represent his current abilities. The thing I keep getting stuck on with the vials is that Link typically only prominently displays things like his Sword and Shield that he is using at that time. Item collection pieces, accomplishments, goals to achieve etc are stored to reference in the menu.About the vials:
In the concept art, vials were shown to be used to power up the slate, so is it too convenient to assume that they will power up arm powers? One vial per power.
That would suggest two things, first that the items won’t be given to you all at once, you have to hunt them down. Secondly, that their power will be limited, have magic power be a part of enemy drops. In short, making the use of the powers more restrictive.
Not sure if I’m into that, but I’m not sure about much else, besides them maybe be the tears collected in dungeons, and be some sort of magic abilities independent of the arm.
The vials are a real head-scratcher for me.
That would technically mean that using the hand powers, which in case they work like the Slate in BotW, being your main "items" were in limited use?
Dunno, that sounds like a real bad decision unlike weapon durabilty where you can find just enough stuff to never be weaponless.
Gamexplain's video is really good, watching it now. They comb the trailer from head to toe. Never noticed the cable before.
Yeah, I wouldn't be a fan of it personally. Like, I get the resource management aspect, but having Link's powers limited like that would feel strangled after BotW's much more instant approach to items. (all at once, quick cooldown
I'm all for pushing back a bit non-linearity for the sake of story, or having to clear main dungeons before the boss to differentiate it a bit from BotW, just... not in this case.
Gamexplain's video is really good, watching it now. They comb the trailer from head to toe. Never noticed the cable before.
Yeah, I wouldn't be a fan of it personally. Like, I get the resource management aspect, but having Link's powers limited like that would feel strangled after BotW's much more instant approach to items. (all at once, quick cooldown
I'm all for pushing back a bit non-linearity for the sake of story, or having to clear main dungeons before the boss to differentiate it a bit from BotW, just... not in this case.
Gamexplain's video is really good, watching it now. They comb the trailer from head to toe. Never noticed the cable before.
Yeah, I wouldn't be a fan of it personally. Like, I get the resource management aspect, but having Link's powers limited like that would feel strangled after BotW's much more instant approach to items. (all at once, quick cooldown
I'm all for pushing back a bit non-linearity for the sake of story, or having to clear main dungeons before the boss to differentiate it a bit from BotW, just... not in this case.
Can you give a time stamp for the cable? I'm kinda burned out on watching entire analyses =P . (Reserving a spot for Monster Maze though, looks like he's going for the Extreme Production Values again judging by his Twitter.)
They'll definitely have DLC. I imagine they'll start making ideas for DLC atleast a few months before the game is launched.Possibly unpopular take:
I hope they've got a plan for the DLC. As in, I hope it's a pre-planned thing that they've left hooks for in the base game. And I hope it's substantial.
It will always seem kind of weird to me that they'll spend like five, six years making a game, leave a lot of potential on the table, and just spend another half decade making another one. Milk it a bit, come on!
Oh def. Botw's DLC was so successful and appreciated i'm sure they will have something post game launch. It was their first DLC and even Nintendo as a company weren't too hot on them at that time. Now with the Splatoon and Xenoblade DLC, i feel like they know what people want. ToTK could get a more substantial story DLC later on and they probably made the game thinking what could be added later on as well instead of just doing some extra at the end of Botw's development because Nintendo probably requested it.Possibly unpopular take:
I hope they've got a plan for the DLC. As in, I hope it's a pre-planned thing that they've left hooks for in the base game. And I hope it's substantial.
It will always seem kind of weird to me that they'll spend like five, six years making a game, leave a lot of potential on the table, and just spend another half decade making another one. Milk it a bit, come on!
FYI it wasn't their first DLC. Fire Emblem, MK8 come to mind for example.Oh def. Botw's DLC was so successful and appreciated i'm sure they will have something post game launch. It was their first DLC and even Nintendo as a company weren't too hot on them at that time. Now with the Splatoon and Xenoblade DLC, i feel like they know what people want. ToTK could get a more substantial story DLC later on and they probably made the game thinking what could be added later on as well instead of just doing some extra at the end of Botw's development because Nintendo probably requested it.
I meant the Zelda team, and Nintendo as a company were still experimenting with them.FYI it wasn't their first DLC. Fire Emblem, MK8 come to mind for example.
gotchaI meant the Zelda team, and Nintendo as a company were still experimenting with them.
Oh def. Botw's DLC was so successful and appreciated i'm sure they will have something post game launch. It was their first DLC and even Nintendo as a company weren't too hot on them at that time. Now with the Splatoon and Xenoblade DLC, i feel like they know what people want. ToTK could get a more substantial story DLC later on and they probably made the game thinking what could be added later on as well instead of just doing some extra at the end of Botw's development because Nintendo probably requested it.
I still haven't gone back to the Master Trials after my first attempt but yeah they're just really brilliantly designedI LOVED the Master Trials and I think its one of the most brilliant things Nintendo ever designed.
I hope we get a similar challenge again. Not the exact same thing. Just something that takes every combat mechanic, system and enemy to its fullest potential.
Calamity Ganon was still the hardest boss in the base game, and the hardest single encounter outside of some of the higher-variant Lynels IIRC.
Thunderblight may have been hard to hit, but Calamity Ganon hit like a truck.
He was easy if you did all the beasts and a large number of the shrines. But that was the entire point of doing those things.
Zelda is meant to be an accessible series for players of all skill levels and ages. The open structure allows the developers to throw in incredibly difficult challenges outside the main story without roadblocking anyone from rolling credits, and that's how it should be imo.
I don't agree... the fans are the ones that are going to complete the shrines and the quests. If you have to skip half of the game to make the final boss a real fight, it's flawed. Someone that has difficulty ending the game could have just went it's way to fully upgrade it's armor sets, make elixir and food. Though this was one of the problems with bosses being too easy... almost unlimited food ressources that you can eat at all times. With a meter or something, bosses would have been way harder. But even with that, it felt disappointing to have only 1.5 phase when the first one is cut in half by the divine beasts and the second part is missing every shot. It was a good boss, but underwhelming for how grand the whole game felt.Calamity Ganon was still the hardest boss in the base game, and the hardest single encounter outside of some of the higher-variant Lynels IIRC.
Thunderblight may have been hard to hit, but Calamity Ganon hit like a truck.
He was easy if you did all the beasts and a large number of the shrines. But that was the entire point of doing those things.
Zelda is meant to be an accessible series for players of all skill levels and ages. The open structure allows the developers to throw in incredibly difficult challenges outside the main story without roadblocking anyone from rolling credits, and that's how it should be imo.
The only thing that makes me unsure about it being for the tori gates is how it talks about the warp being instantaneous, like frame-1. Not sure if it’s technically feasible to frame-1 teleport between islands but then again I don’t know anything about tech.I just saw this post in another forum, regarding a patent that was made by Nintendo for sound when instantly teleporting between a short distance. It seems to be either a way to correct the sound so it’s not distorted or use some sort of sound mechanic. I think the obvious application for TotK would be from Tori gate to Tori gate across islands and I had been wondering with so many Tori gates placed on the edge of each island how the player was going to travel through them but this seems like a great way to do it.
”The patent is for a new technique that changes the surrounding sound when you teleport so that the noise isn’t sharp. Images explain it better. https://patentscope.wipo.int/search/en/detail.jsf?docId=US374018921&_cid=P21-L87UNL-00631-1
https://patentscope.wipo.int/search/en/detail.jsf?docId=US374018921&_cid=P21-L87UNL-00631-1The inventor is on the botw team.”
I had two different thoughts that hadn’t been mentioned in that post, if Nintendo was working on this patent around sound distortion and instant teleportation, which in my mind would sound eerily similar to the sound in the first trailer, perhaps that music from the first trailer is just that, the sound distortion made when teleporting. The next thing to come to mind is the Vials again on links hip, everyone’s answer to what they could be including my own seem to obvious or not as special like collecting Tears, a magic meter or a way to power up his abilities. They all could be true, but the Vials seem too important and possibly have many different abilities, and I’m now leaning towards wind and sound. Also I didn’t understand a lot of it so I could be mis-interrupting them but looking at the patent it definitely looks like portals for TotK. This is a completely different patent then the one we got for the vertical phasing through rock mechanic we saw in the 2nd trailer.
So if I’m understanding you correctly that means we might be able to place the two separate warp points ourselves? I’m also not understanding why we would need to move that fast, if it wasn’t to be used in way that provided a seemless transition from one point to another. I do see your point, by it not being technically feasible especially on the switch, but perhaps that is the reason for the patent. Nintendo seems to always find a way of taking an old idea and adding a new twist on it that makes it work it better some how.The only thing that makes me unsure about it being for the tori gates is how it talks about the warp being instantaneous, like frame-1. Not sure if it’s technically feasible to frame-1 teleport between islands but then again I don’t know anything about tech.
“The first warp point 103 and the second warp point 104 are kinds of movement means in the virtual space. The positions where the first warp point 103 and the second warp point 104 are present are separate from each other by a predetermined distance or longer in the virtual space. When the player object 101 moves to the position of the first warp point 103 and is placed on the first warp point 103, the player object 101 can move to the position of the second warp point 104 substantially instantaneously (e.g., in a time of one frame). Conversely, the player object 101 can also move from the position of the second warp point 104 to the position of the first warp point 103. That is, using warp points enables the player object 101 to move a predetermined distance that the player object 101 cannot move at a normal movement speed, in a predetermined unit time. In the exemplary embodiment, the predetermined distance is such a distance that how the sound is heard sharply changes unless processing described in the exemplary embodiment is applied”
If the game knows what Tori shrines are linked together it could start preloading the next island when you're nearing the teleportation point. Personally I think most connected shrines would be close by, so they wouldn't have to load that much besides LOD.Not sure if it’s technically feasible to frame-1 teleport between islands but then again I don’t know anything about tech.
It seems like it’s only for short distances as seen in figures 4 and 5If the patent was dealing with warping long distances then the problem they are solving with (relocating nearby sound sources around the virtual microphone) would be https://i.redd.it/8do6sqmgjfp91.jpg
Thats one of the aspects i WOULD like them to tke from JRPGs:Calamity Ganon was still the hardest boss in the base game, and the hardest single encounter outside of some of the higher-variant Lynels IIRC.
Thunderblight may have been hard to hit, but Calamity Ganon hit like a truck.
He was easy if you did all the beasts and a large number of the shrines. But that was the entire point of doing those things.
Zelda is meant to be an accessible series for players of all skill levels and ages. The open structure allows the developers to throw in incredibly difficult challenges outside the main story without roadblocking anyone from rolling credits, and that's how it should be imo.
Yeah... i liked all of those things, but again, as some mentioned, it breaks the game for the people that want a challenge but also want to experience the game in its fullest. otherwise the logic is: you want a challenge to? no chance, just explore 4 regions and after that go to the castle.Hitting hard doesn't mean much if Ganon's attacks were pretty telegraphed. Also, fully upgraded armor made tanking his attacks rather trivial, and that's not getting into all the materials you collected.
That said, I do think BotW making itself "easy to make easy" puts it above the old-fashioned difficulty setting, putting the difficulty control into the game rather than just a menu.
Also, I just really hated Master Mode. It made the early game tedious instead of normal's fairly good balance, while the endgame doesn't feel that different from normal's.
Yeah, for long term teleportation there would be no need, but even if, the switch cant handle instantanious teleportation to far away.The only thing that makes me unsure about it being for the tori gates is how it talks about the warp being instantaneous, like frame-1. Not sure if it’s technically feasible to frame-1 teleport between islands but then again I don’t know anything about tech.
“The first warp point 103 and the second warp point 104 are kinds of movement means in the virtual space. The positions where the first warp point 103 and the second warp point 104 are present are separate from each other by a predetermined distance or longer in the virtual space. When the player object 101 moves to the position of the first warp point 103 and is placed on the first warp point 103, the player object 101 can move to the position of the second warp point 104 substantially instantaneously (e.g., in a time of one frame). Conversely, the player object 101 can also move from the position of the second warp point 104 to the position of the first warp point 103. That is, using warp points enables the player object 101 to move a predetermined distance that the player object 101 cannot move at a normal movement speed, in a predetermined unit time. In the exemplary embodiment, the predetermined distance is such a distance that how the sound is heard sharply changes unless processing described in the exemplary embodiment is applied”
This makes a lot more sense now thanks for clarifying it. Should be interesting in what capacity they are going to introduce this warp mechanic, which seems a given that they have implemented it in the game because why come up with a solution to a problem if you aren’t using it.@ZeldaPY
The gist of the patent text is that they want to instantly warp the camera position and direction, but doing the same instant switch to the microphone can be uncomfortable on the ears/brain with sound instantly popping between left/right or loud quiet.
A simple solution is to just interpolate the microphone position & direction from the warp entrance to the new one across ~10 frames, which would normally be fine and give a comfortable result.
But.. what happens if you have, say a waterfall between your two warp points? The result would be you get a brief loud blast of water during those 10 frames, and that is the problem that the patent is solving,
The solution being to interpolate the relative angles and distances of each sound source independently and reposition them accordingly instead of just moving the microphone.
The result would be your waterfall sound would curve around to the left or right depending on which was closer, and never get louder than it was from each warp point.
Oh, and about the viles... why does everybody think its a game spanning central item.
Oh, and about the viles... why does everybody think its a game spanning central item. maybe its a literal retake of the TP tear collecting aspect?
I mean, if they are essential to open the temples and are major part of the gameplay loop as the slate was, i could see them hanging there,why not. And after you collect and use them, they dont need to hang there anymore, till you start the next hund?It’s in the exact spot where the Sheikah Slate used to be. I think that’s evidence enough that it’s relevant to the games new mechanics imo.
Also… the new trailer convinced me even more I think that the long haired Link isn’t the same Link or it is but he’s way back in the past somewhere. He has what appears to be ancient type weaponry (look at the axe on his back) and you never see him with the vials on his hip. Plus his clothing. Only thing the two have in common is they both have the arm.
I mean, in TP they where importaint enough to be part of the UI for a while. Could be the same, while they are getting collected they hang there, because they are crutial for progression. Would explain why there are so many shots without them.IPersonally I think so because it's so visibly attached to his hip. Why have it in such a prominent place if it's just a secondary part of the game? Then it would just be displayed in the menu.
I mean, if they are essential to open the temples and are major part of the gameplay loop as the slate was, i could see them hanging there,why not. And after you collect and use them, they dont need to hang there anymore, till you start the next hund?
I mean, in TP they where importaint enough to be part of the UI for a while. Could be the same, while they are getting collected they hang there, because they are crutial for progression. Would explain why there are so many shots without them.
It is the same Link. I am 100% confident with that, I really don't know what purpose it would serve to play two different Links from a gameplay progression perspective. In a series where time travel isn't even unusual.It’s in the exact spot where the Sheikah Slate used to be. I think that’s evidence enough that it’s relevant to the games new mechanics imo.
Also… the new trailer convinced me even more I think that the long haired Link isn’t the same Link or it is but he’s way back in the past somewhere. He has what appears to be ancient type weaponry (look at the axe on his back) and you never see him with the vials on his hip. Plus his clothing. Only thing the two have in common is they both have the arm.
I'm still saying same Link, with his mind transported into the old body.It is the same Link. I am 100% confident with that, I really don't know what purpose it would serve to play two different Links from a gameplay progression perspective. In a series where time travel isn't even unusual.
Yeah. I think there is plenty of detail to show it is the same Link in these teasers (1) same paraglider (2) same ancient shield (3) same arm (4) he wears his Champion Tunic in the sky, so the toga appearance is not sky-exclusive (5) explicitly showing his face and the broken Master Sword in the delay announcement.It is the same Link. I am 100% confident with that, I really don't know what purpose it would serve to play two different Links from a gameplay progression perspective. In a series where time travel isn't even unusual.
Either that or they're worried about lightning strikesMaybe Zonai don’t use metal weapons because they were aware that Ganondorfs malice dissolves metal. That’s why every structure in the sky islands is made of stone, why only stone remains in Faron, why Links axe in the trailer seemed to be made of stone and bone (handle), and why the Zonai shield and bow look wooden.
It is the same Link. I am 100% confident with that, I really don't know what purpose it would serve to play two different Links from a gameplay progression perspective. In a series where time travel isn't even unusual.
I'm still saying same Link, with his mind transported into the old body.
#QuantumLink
Same spirit, yes, but not necessarily same mind/person. And with a silent protagonist there isn't much of a functional difference, I just think it's gonna be "our" Link from BotW being zapped back into the body of the ancient Link, and thus the player along with him. Again, not functionality very different from playing two different Links or the same Link time traveling, but I think it'd be a good "story' reason for having two appearances across (assumedly) two different time periods.Isn’t he kind of that anyway? Link is always the same hero spirit embodying a new reincarnated hero to assist a reincarnated princess to defeat an ancient evil reincarnated into the form of a Gerudo that refuses to die. Lol
I don't think an Ancient Link would have had his arm corrupted in the same way by Malice and wearing an identical gauntlet, having the same paraglider and shield, while also carrying the same melted Master Sword. The gauntlet part maybe, the rest eh.I just think it's gonna be "our" Link from BotW being zapped back into the body of the ancient Link, and thus the player along with him.