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StarTopic The Legend of Zelda: Tears of the Kingdom |ST| Linkin' Parts (Please Tag All Spoilers)

I've been doing the Zora quest and I really like the part before the temple. I like that it involves several characters, exploring a decent amount of the area near Zora's Domain, and that it has a small riddle puzzle. So far I think Zora/Gerudo have the best buildups since they're more involved, but the section just before the Wind Temple is unbeatable.
 
Getting near the end of the final quest, want to make sure I did everything right to get the full ending. Reading conflicting things online, and I don't want to get spoiled on the ending, so:

I only have two main quests left, "Find Princes Zelda" and "Destroy Ganondorf, with 21 other main quests complete. I feel like I've done everything I possibly can in the main story at this point, but I'm also reading that there are 24 main quests? And that 23 of them need to be complete before completing "Destroy Ganondorf"?
 
I only have two main quests left, "Find Princes Zelda" and "Destroy Ganondorf, with 21 other main quests complete. I feel like I've done everything I possibly can in the main story at this point, but I'm also reading that there are 24 main quests? And that 23 of them need to be complete before completing "Destroy Ganondorf"?
Hmm, I don't think you need to finish all the main quests to go and destroy Ganondorf? You can go directly to where he is after getting the paraglider. I don't remember how many main quests there are but I checked several sites and most of them say there are 23 main quests. If they're saying 24, it seems they're counting the prologue. So I wager you're clear to head towards the final battle.
 
Hmm, I don't think you need to finish all the main quests to go and destroy Ganondorf? You can go directly to where he is after getting the paraglider. I don't remember how many main quests there are but I checked several sites and most of them say there are 23 main quests. If they're saying 24, it seems they're counting the prologue. So I wager you're clear to head towards the final battle.
You do if you want the true ending post credit scene
 
Talk about a certain dungeon
Reflecting on the Lightning Temple (which still might be my overall favorite BotW/TotK era dungeon when all elements of it are considered)

For being the first Lightning Temple in the series, it’s surprisingly… considerably less electricity themed than its predecessor Naboris. The only Lightning thing you do is activate the terminals with Riju’s ability, which isn’t even part of the actual puzzles, while Naboris focused on electrical currents in the actuap puzzles. And electrical currents are one of my favorite new puzzle types the open air games have, so it was a bit odd for it not to live up to its name.

That said I still did very much like the mirror Zonai device puzzles in it, so it’s not too much of a loss, but yeah.
 
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Just an overall broad discussion on Dungeon design and theming in both open air games
I also want to touch on something I think both open air games did well with regard to dungeon theming.

It’s commonly complained that BotW’s dungeons lacked aesthetic theming, which is true and something that TOTK fixed.

But something I think they’ve actually both done well so far, perhaps better than any other game in the series, is theming puzzles toward the element of the dungeon itself.

Past games did this, but still often found themselves losing the plot when you’d enter the “fire dungeon” and the puzzles would just be themed around the unrelated item you get such as the digging mitts lol.

In BotW/TOTK, you had stuff like the Wind Temple & Vah Medoh had you manipulating wind to blow things open, navigating wind currents through paraglider obstacles. Vah Ruta had you controlling ruta’s water stream, using cryonis to freeze it, the water temple moving those water bubbles around, putting out goop and fire with water

They’ve ended up creating a situation where the game’s open ended physics & chemistry system actually suits the idea of a themed elemental dungeon, something that’s been a Zelda staple, so well. Possibly more than even the traditional games that introduced the trope did. There are so many different possible interactions with wind, water, fire and electricity that just taking that basic idea of themed elemental puzzles has limitless possibilities for memorable and unique dungeon design. Each one could focus on different environmental objects/hazards and Zonai tools that best encourage the interactions and possible puzzle scenarios that Link can have with each element.

The games both did this to some extent, but I think they could go even further and that it would lend dungeons a uniqueness that is more than a suitable replacement for dungeon items.
 
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I guess at the end of the day I will probably always prefer that more immediate magic upon starting up a game, because that's also the time where things are the most new and exciting. I can forgive any shortcomings of a game after that because I value that I was able to feel that kind of magic at all.

Also also feel like this. Usually start is really exciting but when the gameplay novelties fade out and overworld patterns start to kick in I start to get bored and my enjoyment curve really decreases. In my case it's not a Zelda only problem as Elden Ring and RDR2 made me also feel like this. At least Botw/Totk were able to keep me entertained until the end of the game(while I lost interest on Totk in around 100 hours I played BOTW for 500+).

I think this is very common for a lot of people and is currently a "problem" I'm trying to solve with my own project. I have come to the conclusion that the only way to prevent this from happening is to allow the game to create an entirely new experience upon replaying it while retaining certain philosophical qualities that attracted the players to the game in the first place (a bit like an anthology, but one where each iteration can be generated in real-time with subsequent playthroughs). My current approach is "intelligent" procedural generation, as I don't see any other feasible way to pull that off, but that is no easy feat if you want the experience to feel hand-crafted every time.

And yes, I've experienced the same feelings with Tears of the Kingdom. The novelty has worn off for me, and I think the Shrines are the only experiences that continue to delight me to some degree because the level design is so curated, linear, and fresh with nearly each one (I haven't found them all yet, so I get excited whenever I spot a new one).
 
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I think this is very common for a lot of people and is currently a "problem" I'm trying to solve with my own project. I have come to the conclusion that the only way to prevent this from happening is to allow the game to create an entirely new experience upon replaying it while retaining certain philosophical qualities that attracted the players to the game in the first place (a bit like an anthology, but one where each iteration can be generated in real-time with subsequent playthroughs). My current approach is "intelligent" procedural generation, as I don't see any other feasible way to pull that off, but that is no easy feat if you want the experience to feel hand-crafted every time.

And yes, I've experienced the same feelings with Tears of the Kingdom. The novelty has worn off for me, and I think the Shrines are the only experiences that continue to delight me to some degree because the level design is so curated, linear, and fresh with nearly each one (I haven't found them all yet, so I get excited whenever I spot a new one).
It's a nice goal you have and also a challenge.
It's something that I don't have hope AAA developers will address as it's not a mainstream complaint. Not even among critics.
 
I was surprised to see some of the negative reactions to it. The entire concept and how the mud ability was incorpotated into the lead up was really fun.

The Water temple itself was my least favorite temple, which sucks because I normally love the Zelda Water temples, but I did enjoy the boss quite a bit at least.
 
I cheesed the Mucktoroc by jumping straight into bullet-time (using low gravity). It was over without me really engaging with it's mechanics so can't say I remember much of it...
 

At "Nintendo Live 2024 TOKYO", we are planning to hold a live music performance of "The Legend of Zelda". Please stay tuned for further details.
 
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New Famitsu interview.According to Anuoma no further DLC is planned for TotK:
青沼:今回は追加コンテンツの発売予定はないのですが、それはあの世界で遊びを作ることを、やり尽くした感じがあるからです。そもそも今回、前作の続編にした理由は、新しい遊びが、あのハイラルの場で体験することに価値があると思ったからなんですよね。ならば、そういう理由が新たに生まれれば、また同じ世界に戻るかもしれないです。続編にしろ、新作にしろ、それはそれで、まったく新しい遊びになると思うので、楽しみにしていただけるとうれしいです。
DeepL translate:
Aonuma: We have no plans to release additional content this time, but that is because we feel that we have done all we can to create play in that world. The reason we decided to make this a sequel to the previous game in the first place is because we felt that new play was worth experiencing in that Hyrule place. Then, if those reasons are renewed, we may go back to the same world. Whether it is a sequel or a new work, I think it will be a whole new play, and I hope you will look forward to it.
 

New Famitsu interview.According to Anuoma no further DLC is planned for TotK:

DeepL translate:
Aonuma: We have no plans to release additional content this time, but that is because we feel that we have done all we can to create play in that world. The reason we decided to make this a sequel to the previous game in the first place is because we felt that new play was worth experiencing in that Hyrule place. Then, if those reasons are renewed, we may go back to the same world. Whether it is a sequel or a new work, I think it will be a whole new play, and I hope you will look forward to it.

that disapointing, i was speculating/predicting/expecting a Torna/Future Redeemed style DLC for Tears of The Kingdom, to answer the game most glaring plot/lore elements
 
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I'm slowly but surely finishing the game and it's conflictingly sad when I finish a long standing quest. I finished the newspaper one yesterday and it hit me that the game is actually ending... I've been playing for so long that it'll be sad to be done.
 
I crashed my vehicle into an apple tree and the apples stuck to my ride via Ultrahand gel even though I didn’t use it all. Weird! Made getting those apples easier though haha.
 
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My last shrine was a tutorial one… Hilarious but anticlimactic as hell.

At least the game finally taught me how to throw weapons.
 
Trying to get back into TotK after a few month hiatus but still struggling with combat, is there something I'm missing here? I really don't remember dying this easily in BotW but here I'm still getting oneshotted by some enemies a good 60-ish hours into the game. I still have armor on so what gives?
 
Trying to get back into TotK after a few month hiatus but still struggling with combat, is there something I'm missing here? I really don't remember dying this easily in BotW but here I'm still getting oneshotted by some enemies a good 60-ish hours into the game. I still have armor on so what gives?
Have you found the great fairies? Upgrading the armor makes quite a difference.
 
Erm, I feel a bit robbed:

I was done with the 4 Regions, went to Lookout Landing, activated the next step. As opposed to trying to climb the castle, I went to the abbyss instead. Activated the sequence of events for end of the game and ended up beating it. Many people mentioning it had an amazing build-up to the final battle, but I didn't get to experience it.
 
So my 4th playthrough is proving to be very interesting.

This time, the challenge is: Beeline the story. Regional Phenomena and Glyphs, only. As few shrines as possible, and no seeds.

What I find interesting is that now, instead of visiting locations because I'm curious about the world and feel naturally guided by the way the world is designed, I find myself visiting places because I have to, it's essential to the story progression. Not that it's a detriment or anything, since the world feels just as magical as always to just explore. For example, it becomes a necessity to visit caves to stock up on fishes for healing.

It's so different from BotW, where it was fairly possible to just beeline the Divine Beasts - it was easy enough so that detours for healing items, etc, were less necessary. But in TotK, you're already forced to go halfway across the world because you need 1500 rupees for flamebreaker and snow armor, and the easiest way to get rupees is to do a specific sidequest that has you enter more than half of every sky archipelago, and snatch some star fragments along the way. Not even the Depths are optional (I thought they would be) since you need a certain thing for said quest. If anything, it's building with Ultrahand that is optional. I've mostly made rafts to get around rivers.

I've tried to defeat as few enemies as possible so that they don't scale up. My weapons are almost entirely made out of Soldier Construct II horns that I get from fighting Constructs in the temples.
 
Finally finished the game! Entire ending sequence had some dope moments.

Overall, loved the experience although it didn’t really replicate the magic of BotW for me.
 
I finally finished the game. Missing 2 armor pieces, 4 little side quests and the rewards for killing big monsters. For the last one I didn't even realize the game would acknowledge I got them all until the man told me I killed all Moldugas. Now I'm a little upset I just walked by a bunch of the others. Though I did mark each Talus, Gleeok, Lynell and Hynox on the map so I could make a bee line for most of them I think.

Anyway once I got all 1000 Koroks I decided I was done for now. I found 650 without the Korok Mask and found up to 850 with it. After that I found a guide because it would have been 30 years before I found them just on my own. I know some people just don't like the Korok's but for me the giant game of hide and seek is just so rewarding! The puzzles are relatively easy once you spot them but for me it's just the spotting them that makes me happy. For me it was the equivalent of finding the Golden Skulltula. In Ocarina and Majora I gathered them all up until I got what I considered the best reward. For this game I went far beyond the the rewards because I got to continue my giant game of Nature Walk-Hide & Seek. I'd be very happy with an equivalent next game as well. Wouldn't mind going back to spiders and how to kill them in interesting ways.

I tapped out of BotW at 355 hours. I only played the DLC because of kids needing help. I went so much harder on this game and tapped out at about 460 because I just wanted everything! I think I'll finish those last little things up eventually but I definitely don't need DLC. I feel so full and satisfied I can comfortably wait years for the next Zelda.

The ending of the story caused a little stir in me and I teared up a bit. That's never happened to me with Zelda. Absolutely loved this game and will never start a new file as long as I live lol.

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Well maybe not as long as I live. In like 20 years I might have the urge to revisit my memories with this game.
 
screenshot2023-09-22ao0ebj.png
 
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Don't care about master mode, but I was up late last night crying in my bed that we won't get Trial of the Sword: Green Glue Edition.
 
I’m looking as much as possible for a spoiler free answer to this, but, are there any shrines locked behind late game story progress?

I’m at
151/152 and I’m fairly certain my missing Shrine is in the sky, but I’ve been searching for the last three nights with no luck

I just want to check so I’m not wasting my time. For story context I’ve completed up to
the Multiple Phantom Ganons in Hyrule Castle and now have to go to Lookout landing

Essentially, I guess what I need to know is can I get all the Shrines at my current point?
 
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I’m looking as much as possible for a spoiler free answer to this, but, are there any shrines locked behind late game story progress?

I’m at
151/152 and I’m fairly certain my missing Shrine is in the sky, but I’ve been searching for the last three nights with no luck

I just want to check so I’m not wasting my time. For story context I’ve completed up to
the Multiple Phantom Ganons in Hyrule Castle and now have to go to Lookout landing

No shrines are locked behind story progression.

Use the lightrooms to figure out if you're missing any on the surface. Obv I don't know which ones you've found, but as one suggestion maybe pay close attention to Hyrule Castle area.

There should be two in the area, one in the floating landmass, and one in the chasm underneath it.
 
Don't care about master mode, but I was up late last night crying in my bed that we won't get Trial of the Sword: Green Glue Edition.
The Proving Grounds shrines are ridiculous fun with how much I used Fuse to devise scenarios. I'm sad there isn't a full on Proving Grounds temple.

I'm just gonna assume they saved all these awesome ideas for the next game which will most likely retain Fuse and Ultrahand.
 
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I’m doing gerudo area right now. I can feel that the end of the game is in sight. I’ve been trying to avoid spoilers but saw this
winged bird
costume on a YouTube thumbnail. Anyone know how I can get it? If the way to get it is a huge spoiler then please don’t tell me but GODDAMN I can’t lie it looked really cool.
 


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