For context, my first Breath of the Wild playthrough was all 120 shrines, 4 Divine Beasts, and most sidequests in maybe 120 hours ish.90 hours and 'only' 70 shrines, 2 temples and 33 light roots. Sort of on the way to Death Mountain now.
The real solution to Shrines is to just cheese everything with Recall
I am a rebel who refuses to play by the game designers’ rules
I also wish there were more shrines that involved the stabilizer-head devices, I’ve done ~90 shrines and have only seen those a grand total of one time. They seem really fun to mess with in a shrine environment for puzzles.
I do like being able to cheese puzzles at all times though. I gave up on one in the Construct Factory yesterday where you had to get one of the boxes across some long electrified thing. I figured you were supposed to use the lip of the electrified thing and the wheels laying around somehow, after 20 minutes of messing around with no results I just whipped out a balloon and fan and flew across the gap.
I did the construct factory a couple days ago and some of those puzzles legit stumped me. Super creative, they started to get really weird.I do like being able to cheese puzzles at all times though. I gave up on one in the Construct Factory yesterday where you had to get one of the boxes across some long electrified thing. I figured you were supposed to use the lip of the electrified thing and the wheels laying around somehow, after 20 minutes of messing around with no results I just whipped out a balloon and fan and flew across the gap.
Not sure what other people think of course, so can only speak for myself.Damn, some people really just do not find being creative fun. I get it not being "your thing" but what's up with the vitriol I've seen so much about this mechanic?
It does take seconds!!Not sure what other people think of course, so can only speak for myself.
I'm fortunate enough to get to be creative for a living so take plenty of enjoyment out of that, but Ultrahand is just too finicky for me. Even building simple Lego level stuff is frustrating with a controller - it should take seconds, but instead takes minutes.
Glad other folks are enjoying it at least!
I think I feel like this because individual puzzles aren't what I like the most. I like puzzles with an interesting context surrounding them. Not just puzzles for puzzles.
Zelda dungeons have this idea of slowly understanding the space surrounding you, the puzzles, the traps and how to navigate. It feels like the player is an explorer like Indiana Jones. Love the feeling of getting lost inside a dungeon and little by little things start to make sense. So I think there's no way to distill this experience picking one of these elements and distributing them across multiple places. Of course if they keep with this shrine format working on the aesthetics can help on making them more palatable.
During the tutorial area I really thought they went for something like this. There was one shrine were we get a key. When I saw that for a moment I thought that shrines would be different in this game...XDFair enough. I think if they keep shrines they need to develop the dungeons further. Give us more of them or ideally make them longer and more involved, so you get that Indiana Jones feel of previous Zelda games mixed in with the bitesize challenges of the shrines. I'd probably cut the number from 150 to 100 and make the ones that remain a tad longer and more inter-connected.
I also don't feel that the puzzles in TotK are lacking in complexity compared to prior 3D Zeldas. It's true that that in past games, the puzzle design would continuously build upon its central mechanic (usually centered around a dungeon item) but I would disagree that that's particularly more clever than what we get in BotW and TotK.idk, I still feels these puzzles are across the board way more clever and rooted in logic than prior 3D Zeldas.
That sounds good to me. Keep the shrines, make the dungeons longer and more involved, or perhaps increase the number of dungeons.I think if they keep shrines they need to develop the dungeons further
I think I am pretty good with Ultrahand controls and it definitely does not take seconds without autobuild Like even a basic board with 4 wheels is taking minutes.It does take seconds!!
I gave up on that one pretty fast and used the electric elixir you get in one of the shrines on the way to just walk across the electrified pillar with the box. Was kind of amazed that worked, I guess complete lightning immunity is a thing in this game.I do like being able to cheese puzzles at all times though. I gave up on one in the Construct Factory yesterday where you had to get one of the boxes across some long electrified thing. I figured you were supposed to use the lip of the electrified thing and the wheels laying around somehow, after 20 minutes of messing around with no results I just whipped out a balloon and fan and flew across the gap.
It literally takes less than 20 seconds to make one of those with RecallI think I am pretty good with Ultrahand controls and it definitely does not take seconds without autobuild Like even a basic board with 4 wheels is taking minutes.
I'm sure you discovered some magic. feel free to post a video cause it sounds useful.It literally takes less than 20 seconds to make one of those with Recall
Oops, my mistake! It actually takes only ~40 seconds to make a wooden plank car from scratch. But only if it's your first time making it, or if you're refusing to Autobuild.I'm sure you discovered some magic. feel free to post a video cause it sounds useful.
Not for me unfortunately. Not hating on it just because, I actively anticipated this game for years and really wanted to like it all. Ultrahand just doesn't click with me.It does take seconds!!
Oops, my mistake! It actually takes only ~40 seconds to make a wooden plank car from scratch. But only if it's your first time making it, or if you're refusing to Autobuild.
Also just for fun, since I wanted to see if I could make a working vehicle in under 20 seconds from scratch using Recall:
the MCU and it's "everything has to be connected" doesn't helpIt’s so weird to see some Zelda fans said they don’t like the story of the game and cited “it didn’t make sense” (probably because all the timeline/old lore and stuff) while the important supposed to be: is this make sense for this story.
Like I would understand if you don’t like some aspect, story beat, etc. But to dismiss the story because it doesn’t fit into some timeline that Nintendo don’t even pay that much thought or “don’t make sense” is so weird.
And some of them even begin to reach the level of nitpick with one said if Rauru and Sonia all die then how could Zelda be their descendants because they didn’t show them having or mention any kids…
bruh, not everything has to explicit state they have kids for you to assume they have one, they married for many years… and even that, in the first cutscene of the game, Zelda literally said her ancestor was supposed to be born from Zonai and Hylian.
I assume it's a reference to
the geoglyphs, one of which is the Master Sword.
Yes. Activated the pro HUD and deactivated the shrine sensor as soon as possible.Btw does anyone play the game witn the sensor shrine off? I'm guessing it's the main reason that even after 150 hours I still miss around 20 of them.
Wait, it can sensors wells as well?Yes. Activated the pro HUD and deactivated the shrine sensor as soon as possible.
Too distracting for me and makes exploring less exciting.
Maybe I will use it for a few remaining wells, if I don't find them.
Of course. Pro HUD all the way.Btw does anyone play the game witn the sensor shrine off?
yep, there's a compendium entry for wells so you can use the sensor for 'emWait, it can sensors wells as well?
I'm around 100 hours into the game and didn't even know there was a shrine sensorBtw does anyone play the game witn the sensor shrine off? I'm guessing it's the main reason that even after 150 hours I still miss around 20 of them.
I'm around 100 hours into the game and didn't even know there was a shrine sensor
This is a great example on how next gen failed to include any new features to excite players like the previous gens did. I mean, SSD, quick resume, haptic feedback... are all nice additions but they won't affect current game design in a comparable way to how the improvements in previous generations did. I can't think of any feature of PS5 or Series X/S that would allow for new stuff that couldn't be done before. And no, instant travelling between parallel worlds thanks to SSD is not it: ALttP, Metroid Prime Echoes or Guacamelee already did that.There's this old Era comment that was like "quick resume is the most 'next gen' next gen thing I've ever experienced", and I've been wondering if that somewhat applies to the physics engine of TotK as well.
Granted, it's not "next gen" anymore (It's "current gen") but I wonder if the evolved physics engine, how it ties so well into the abilities of the game, and how it works so perfectly in tandem with such an incredibly large world, (not to mention how it interacts with the chemistry engine as well) is indeed one of the most "current gen" current gen thing in the gaming world right now, with its sheer complexity and technological magic being on the same level as SSD loading, quick resume, haptic feedback, adaptive triggers, the latest graphical fidelity leap or anything that has been present in games from the end of 2020 and onward.
I’ve seen a lot in Faron (some trees have like five on them), but you’re right, they definitely seem much rarer this timeI’m not finding any beetles in this game!
One guilty pleasure I had in BotW was sneaking around in forests collecting beetles sitting on trees, but in TotK I’ve found perhaps 3 in like 100 hours.
What am I doing wrong?
They’re freaking rare for some reasonbut in TotK I’ve found perhaps 3 in like 100 hours
Yeah I'm the same, I typically don't play many games where you sort of have to "make the game yourself" so-to-speak. I liked it here in TotK because of how intuitive everything is and there's always a pretty easily defined intended solution, but over so many hours of doing it it started to get pretty tedious sticking stuff together to me.Not sure what other people think of course, so can only speak for myself.
I'm fortunate enough to get to be creative for a living so take plenty of enjoyment out of that, but Ultrahand is just too finicky for me. Even building simple Lego level stuff is frustrating with a controller - it should take seconds, but instead takes minutes.
Glad other folks are enjoying it at least!
I gave up on that one pretty fast and used the electric elixir you get in one of the shrines on the way to just walk across the electrified pillar with the box. Was kind of amazed that worked, I guess complete lightning immunity is a thing in this game.
The puzzles in there were mostly completely incomprehensible to me though. I cheated the lava flow one with the wheels by stacking the wheels and gliding across and then using Recall and Ultrahand to get the box to me. The one with the hanging rail I needed a flying machine to even get up to, and then once I was inside I ended up going "fuck this" after a while of not even having a clue what might make it possible, and just using rockets from my inventory.
I kind of wish all the shrines that were built like this had the same lack of limitations, so I could decide to cut the knot with the same ease by say, making a more sensible device than a boat that moves against a current using only wheels. Yeah, it's cheap, but that's the entire game, it's a bit late to be halfheartedly putting that genie back in the bottle by sort of preventing cheating but only through some avenues.
let hope this is canon, not a what if non canon scenario like Hyrule Warriors Age of CalamityAnyone else looking forward to the inevitable Hyrule Warriors: The Imprisoning War?
I may be wrong but I don't think they will lock "canon" content on a game that won't be played by most of Zelda fans. My hope is that we at least have a DLC that will bring more lore.let hope this is canon, not a what if non canon scenario like Hyrule Warriors Age of Calamity
They’re not gonna do that for a game that will have to bring together characters from 3 (or more) time periods.let hope this is canon, not a what if non canon scenario like Hyrule Warriors Age of Calamity
Yep, you can change up the implementation but the core idea of having isolated puzzle rooms is kinda necessary for a game like thisIn my opinion, the concept of "Shrines" is virtually impossible to remove from an open world Zelda game. They need to fill the world with little puzzles and challenges. You can change the name, make them more interesting, integrating them with the landscape, etc. But the concept of "little puzzle rooms around the map" makes perfect sense and doesn't need to be changed. I just hope they can give them a twist for the next game, not just a repeat of what we saw in BotW but with another aesthetic.
Shirnes act as the subtitute of Piece of Hearts in this new format of the franchiseYep, you can change up the implementation but the core idea of having isolated puzzle rooms is kinda necessary for a game like this
The idea of "combine all Shrines into mini dungeons" is honestly hilariously bad imo. I agree with having more intricate and more dungeons, but Shrines fulfill an entirely different purpose in my book and consolidating them rather defeats the purpose.