What the hell, I missed that. I brute forced the slopes with a makeshit ramp made of six logs.Look for that waterfall. There is a small spot rock trough the ice
And even though it’s linear-ish it’s still possible to find alternative ways to solve things. There’s some stuff where I obviously had to use Ascend but I was able to climb places by wacky Ultrahand contraptions.I am completely shocked by the level design of the tutorial area. I figured that some parts of the game might have a bit more linearity then BotW, but this is like a region in Skyward Sword.
I can imagine that this game will become very controversial among newer BotW fans who love the freedom of that game, but as a classic Zelda fan I am incredibly happy.
I work in corporate software and it takes us weeks to get rid of simple connectivity bugs or even little bugs on the company login page, lol.There is a reason this game took so many years to release, and why it got such massive delays. Nintendo has always allowed Zelda to keep cooking until it's "perfect".
For sure, I just wish this was the standard, I rarely buy games at launch anymore and it doesn't always have to do with how much they're priced...Considering Nintendo is all about debugging and QA before their games hit the shelves, it helps. Plus, it seems their teams just get the time to fully develop their titles.
Also:
Zonai gacha is a brilliant idea.
It does not actually show you what to do or where to go but I think most of the time it's pretty obvious.Four hours in and this is the less handholding AAA game I think I've ever played. Basically everything is "figure it yourself or take the L". Fucking love it.
I do agree that the tutorial is very linear, but at the same time I don't feel it's THAT different from BotW. I mean: BotW is open, but it's filled to the brim with small linear moments that unnoticeably guide you at any given time. When I didn't where to go (in TotK) and I found a couple of mushrooms drawing a path for me to climb, I instantly remembered the thousand times BotW did that to silently take me towards a Korok or an enemy camp. In BotW you were taught to cut down trees to be able to go over a chasm and there's an incredibly similar challenge in the starting area of TotK as well. I think the examples in the tutorial area are a bit more on the nose because they need to be VERY explicit at that point in the game and this happening on islands isolated from the rest of the world only strengthens this perception, but I don't see this as a deviation in the design used in BotW as much as a small adaptation.I am completely shocked by the level design of the tutorial area. I figured that some parts of the game might have a bit more linearity then BotW, but this is like a region in Skyward Sword.
I can imagine that this game will become very controversial among newer BotW fans who love the freedom of that game, but as a classic Zelda fan I am incredibly happy.
played thru the intro, this is gonna be something special
There was a second mailman after I left for work, and the delivery is secured. Glad the posties could maximise their joint slay.The mail arrived with no Zelda. Can't believe it. I wanna run to u. Really can't believe this.
played thru the intro, this is gonna be something special
They did this for many european languages lol. The greetings and last sentence are always in the respective language.
DE:
FR:
ES:
NL:
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PT:
I said the same thing when BotW launched: Most people and the media focus only on raw visuals when talking about technical prowess, but as a SW developer myself, the physics and chemistry systems in an open world of BotW are much more impressive. That is a HUGE accomplishment. And it's not just that there aren't any bugs, it's that it's an absolute blast to play and perform any kind of complex action, while in other AAA games just running and turning feels clunky AF.I work in corporate software and it takes us weeks to get rid of simple connectivity bugs or even little bugs on the company login page, lol.
Nintendo casually threw in a rewind, clipping, and object-fusing mechanic on top of one of the most complex physics-based open-world sandboxes and gaming.
I have yet to notice a bug. Lol. Every year of development shows in the polish and just the general makeup of the game. It's a technical achievement and it was all worth it.
People will focus on the limitations of the Switch but also conveniently ignore what's going on under the hood with this game. It punches above its weight constantly. Did we already mention that shrines and fast travel are the ONLY load screens? Holy help
For sure, I just wish this was the standard, I rarely buy games at launch anymore and it doesn't always have to do with how much they're priced...
They did this for many european languages lol. The greetings and last sentence are always in the respective language.
DE:
FR:
ES:
NL:
IT:
PT:
I don't think it's actually gacha. It gives you what you need right then. The one near the air surf platform gave me those bird plates only.
You’d be surprised at how many people can get confused without blatant hints. And that kind of intuitive level design is good, anyway!It does not actually show you what to do or where to go but I think most of the time it's pretty obvious.
I mean, those water mills were just made for the reversing power.
That was gosh dang cute I thought I could somehow carry them over to their friendsomg the little Korok stuck with a huge backpack was too much for me
Not sure what you mean, but the steps are: bring weapon #1 out, have weapon #2 out in the overworld, then press L. You should see weapon #2 glowing and clickable.how do you fuse weapons together?
I just got two abilities in the sky (3h playing). It's the 1st time I have felt anxious about a game. It feels like it's big and I will take months to play this.Just from the start area you can see so many sky islands, the amount is staggering. I'm wondering all the time if it's even possible to see everything in this game, i's gonna take me months, for sure.
I find dark souls less handholding, but it doesn't make it a better game.Four hours in and this is the less handholding AAA game I think I've ever played. Basically everything is "figure it yourself or take the L". Fucking love it.
@meatbag When I start using fuse it puts my weapon away? So all it does is pick up the second item.
Most people don't complain that the game is ugly or that it has bugs. It's just the fact that everyone knows how good the developer is, but they can't make this game looks amazing because the hardware is not there. If the switch had the power of a ps4, i can't even imagine how much better this game would look.I work in corporate software and it takes us weeks to get rid of simple connectivity bugs or even little bugs on the company login page, lol.
Nintendo casually threw in a rewind, clipping, and object-fusing mechanic on top of one of the most complex physics-based open-world sandboxes and gaming.
I have yet to notice a bug. Lol. Every year of development shows in the polish and just the general makeup of the game. It's a technical achievement and it was all worth it.
People will focus on the limitations of the Switch but also conveniently ignore what's going on under the hood with this game. It punches above its weight constantly. Did we already mention that shrines and fast travel are the ONLY load screens? Holy help
For sure, I just wish this was the standard, I rarely buy games at launch anymore and it doesn't always have to do with how much they're priced...
That’d be it I guess I was confused because the ultrahand does, in fact, fuse stuff togetherIt sounds like you might be trying to use Ultrahand to fuse weapons together? Fuse is a separate power that you get from a different shrine.
Understandable, also without that context.Btw I‘m excluding Belgium in my post not because French is also spoken in France and Dutch in the Netherlands, it‘s because, yes you guessed it right, I hate Belgium. It‘s unfortunate, but as a swiss person I need to be against anything that is closely related to the European Union to be socially accepted in my country. Please understand.