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TopicSpider-Geek: Homecoming
CyborgSage00x0
03/30/17 12:19:18 AM
#28:


Entity13 posted...
and the rate of weapon breakage which would work if the "new weapons" weren't often weaker (sometimes gimmicky) weapons (eg., a skeleton's arm or low level spear).

Not true. Weapon strength scales with area and your level progression of the game. You'll eventually see darker and then silver level enemies, who hold higher quality stuff. If you go back to the Great Plateau and kill a 13HP bokoblin, then yeah, it's going to drop crap. But the weapon strength remains consistent to where you are in the game.

And I never picked up a skeleton arm after like, the first hour of the game. You get enough weapon options thrown at you to not really need them.

It's a game that touts size and the illusion of freedom, albeit not a very good illusion.

How do you mean by that? There IS total freedom, which is why critics and the like are fawning over the game, because it'll likely become a template on how to do open world games properly for years to come. There is no illusion; you can go whichever way you like, right away, hell, straight to the final boss if you like. That IS freedom, which is not only striking for the open world genre itself, but for the Zelda series, considering it's always been linear before hand.

There's enjoyment to be had, but there are massive chores to find every single collectible, grind materials to upgrade gear (even after you're effectively done USING said gear), grind money for things you need, and all if you want to try to 100% the game.


This statement is basically worthless. By the nature of having to "100%" a game, it will ALWAYS be a grind. And the psychopaths that like to 100% games to begin with, they are already well aware of the time and grind that goes into it. The only real thing that would be absolutely maddening to 100% would be finding every.single.Korok, because I think there are 900 of them in the game. But everything you described is standard RPG stuff, and honestly, money in materials are WAY easier to come by than virtually any other game.

...by the inability to make a new file of the game unless you either delete the old one or make a new profile on your system.


This is indeed a truly perplexing thing, not sure why the hell only one save file is available. To me, it has weaker replay anyways, because the one drawback of large, open world games is so much of the fun is in the mystery and exploration, and once you've already done it, it'll take a long time before you forget a lot of the locations and enchantment. Which is fine for me anyways, because I never understood the mentality of instantly jumping back into a long single player game anyways.

Literally the last nail in the coffin of the so-called freedom in this game was when someone--on Youtube I think it was, not a Nintendo employee--responded to the critique about weapons breaking by saying that anyone who doesn't like it is playing the game wrong, but any of us should be able to argue how wrong that is for a game that tries to advertise its alleged freedom.


They have a point, though. Like how I find your comment on grinding for rupees to be perplexing, since it to me means you must have ignored the 4 billion ore deposit locations in the game, which are worth obscene amounts of money. And it's not like it's a big thing to mine them; throwing a bomb at one and taking literally 2 seconds to pick up the spoils is all it takes, you don't need to even alter your current path. I had a fucking stock pile of gems and ore before I even got to the point where I knew what they were used for. So yeah, it's going to come off as a grind if you are short on rupees late game and you ignored the numerous chances the game gave you to make money, and more specifically, make money easily.
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