Yeah, seriously love theI still can't get over the music when skydiving or unlocking towers or when near them.
If the landscape recorded everywhere I impacted at full speed a matter of inches from a body of water, my map would be a pattern of craters on the shore of every major lakeYou could also just try to land in water.
And then miss by inches. Which is hilarious
If this is the place I'm thinking of, I just climbed up the tree roots haha. I was confused for like a couple minutes but then remembered the roots.Completely disagree with calling something "bad level design" the moment a problem becomes hard to solve. That's a terrible way of thinking.
First of all, my partner, my friend, and I all came up with three separate ways of approaching the third shrine. You have the tools, you just need the creativity. That's the test. It was designed exactly the way it was on purpose.
For one, just.... stick some logs together to make a ladder to climb up the ice wall. That alone is an extremely simple solution.
Secondly, you don't need to walk all the way back to the Temple of Time because, just like with the previous two shrines, as soon as you exit there is an obviously telegraphed place where you can use your new ability. Ascend up the wooden platform next to the shrine to fine a Wing that you can use to fly back to the shrine in less than a minute.
I don't understand why people immediately jump to criticizing a games "level design", as if not only this game wasn't in development for six years, but also as if they'd just randomly half-ass a whole section of the tutorial island.
Everything is harder and I'm living for italso is it just me or do the shrines require way more thought to complete than the ones in botw?
That's how I felt running into my first Battle Talus. It felt good figuring out how to beat it.If there is one thing I want to praise is the combat, I'm constantly thinking how to defend and survive, it's like a puzzle somehow.
It helps that these enemies are no joke because they're on crack, one slip up and who knows what will happen lol.
Yes. BoTW shrines became so monotonous because so many were simple.also is it just me or do the shrines require way more thought to complete than the ones in botw?
Yo seconded. I’ve done like 15 of them so far and I’ve gotten genuinely stumped by a bunch.also is it just me or do the shrines require way more thought to complete than the ones in botw?
Yep.So far for shrines and puzzles this has been my experience:
"ok lets see, 3 plates, one fan, a stick..."
- Proceed to try 20 different complex solutions and failed, and die in some of them
- My nephew: "uncle, just put the fan under on plate" > It works
Yep.
Sometimes the most obvious solution to shire is a difficult one. Then I look around a bit, find out that metal plate on the wall actually pickable, pick that, make a bridge and get on with it. So many "can it really be" moments.
Me too, but I do remember dying a ton early on in BOTW toois it harder than botw? Cause I'm dying a TON
Absolutely, enemies have stronger weapons, there are more of them, and there isn't a convenient fairy fountain by the (intended) first town to upgrade your armor.is it harder than botw? Cause I'm dying a TON
Just got to the bottom of a chasm.
uh... Are the depths what I think they are? It spreads across the entire Hyrule??
Is it worth exploring down here? Is it obvious where the cool stuff is if so? I mean there's not like, a village or a dungeon down here... Right???
Also I note that the two roots I activated on the way to Robbie were both under shrines that I had activated above ground. Do you have to activate the shrine above to activate the root below?
Yes it’s worth it. I spent like 3 hours there before I did much of anything on the surface. It’s so so cool.Just got to the bottom of a chasm.
uh... Are the depths what I think they are? It spreads across the entire Hyrule??
Is it worth exploring down here? Is it obvious where the cool stuff is if so? I mean there's not like, a village or a dungeon down here... Right???
Also I note that the two roots I activated on the way to Robbie were both under shrines that I had activated above ground. Do you have to activate the shrine above to activate the root below?
Yes it’s worth it. I spent like 3 hours there before I did much of anything on the surface. It’s so so cool.
there are certain parts that are sectioned off, but your best bet is to utilize surface landmarks to decide where to go. The Depths will drain your resources quickly, so just be careful. You may also be better off going down there after you talk to Robbie at Lookout Landing. Starting a quest with him will give you some stuff when you get down there.
Do you mean AFTER you take the picture? Does he go back to Lookout Landing and I should speak to him again? Because I came down here after speaking to him, in order to take the picture.
I'm still in shock about this place. I can't believe it is what it appears to be. Wow.
Does it make anyone else sad when you talk to a character from the first game and they act like they’ve never met Link? Link seemingly having never met Hestu in BotW really bothers me.
You need to use ascend with ultrahand and rewind. Make a tower with a wide platform at the top, lift it up, move it down, rewind it, ascend up through it. It's only as limited as your creativity.A few hours in and just been going to towers, hitting shrines to add to my map to do at a later time and just finding quests/buying clothes so I can go through more terrains.
Honestly I hate gluing things together constantly to solve puzzles. It's so boring, clunky to work with and I feel half the challenge is maintaining interest in the game when I have to spend a couple minutes building things. And the fact that Hyrule and Shrines are LITTERED with challenges requiring gluing things together and making crafts bugs me. It's so god damn boring, I wish they let us decide to make things or come up with ideas to run with rather then make a billion different craft challenges.
Fusing is a ton of fun, is there a way to fuse in just the menu though? I hate having to drop items and then fusing them with my sword/shield. Did I miss something.
The time rewind feels like a better time stop at times in terms of traversal, but damn do I miss freezing something and stacking hits then launching boulders or my attacks walloping a enemy all at once.
Not giving you the Paraglider before you leave Tutorial Island is the dumbest and worst game design decision in the game. Whoever decided on this deserves a wallop to their jelly. Honestly I'd take 10 points out of a perfect 100 score just for this.
The ascend ability just feels lame, its super limited, it's visually cool but I thought this ability was going to allow us to swim up to the sky with ease. I just rather have something else here at times. It has it's uses, but it feels artificial. I'd much rather have a Hookshot, it might be more limited, but god damn would it had been more fun in this game.
Anyone else notice enemies hit damn harder this time around? It feels like I'm dying far more from enemies early on then I did in BOTW.
Honestly this game was just made harder and that's fine. But it feels like Nintendo went out of their way to make things artificially longer and more contrived, Link has seemingly unlimited potential with his new toolkit but it feels like they took a hard look at BOTW and ask themselves "Let's take away all the convenience and things that make the game accessible. If we do keep it in, lock it behind a questline or make it stupidly hard to get where once your the expected skill level to take it on you don't need it anymore."
I wish I could say I had a more positive experience, but there's just so many small to medium game design decisions here that are rubbing me wrong so many different ways. And even once I get farther in the game where these problems persist less, I honestly don't know if that will change my perception of the game. I still like the first game more and honestly, I might just go back to it.
That sequence leading up to the climax is extremely bliss. Especially the music becoming more intense as you get closer.
I love how different my view of how Ultrahand works is from before release until now:
Before: "Ultrahand is just gonna be some Banjo Nuts & Bolts stuff. You'll probably just build a car or plane here and there and that'll be it."
After (Not really a big spoiler): "Ultrahand is that, but it’s also Nintendo's way of introducing a bunch of new items to solve a huge variety of puzzles with. Items that whole-ass dungeons would have been focused around in previous games.”
I’ve learnt my lesson not to underestimate Zelda.
Wow I'm just finding out there's a
whole-ass miniboss on the tutorial island? How the hell did I miss it? Lol
Yeah it's very clear Skyward Sword was foundational to this game. Makes since given that Fujibayashi directed SS/BOTW/TOTK.This game really was like “hey remember all those cool ideas we had in Skyward Sword but didn’t always work very well due to hardware/control issues? Now they do.”