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TopicWhy are people upset about the Tears of the Kingdom gameplay
wpot
03/29/23 11:53:17 AM
#16:


adjl posted...
The preponderance of combat shrines was an issue, and I often found it pretty disappointing to put in the time to find, get to, and unlock a shrine only to have it be the same fight I'd done a dozen times already
Agreed there: the shrines did a pretty good job mixing things up (apart from the aesthetic/music)...except for the battle shrines. Those got old.

adjl posted...
I really don't understand the complaints that the world is "empty" because it hasn't been stuffed with repetitive busywork.
Again agreed. I can't quite tell if that's the complaint or if people are hoping for a lot more unique things. The latter would be nice, certainly, but I have yet to see an open world game do better than BotW personally (and there's a limit to programming effort that can go towards unique things, of course).

adjl posted...
especially speaking as somebody who generally hoards powerful consumables indefinitely, "just in case," so you know that awesome new flame sword sat unused in my inventory for 10+ hours until it became a common drop
I don't think anyone can graduate from RPG school until they learn to do that. :) Don't break your cool fire sword on that boring common enemy - save it until you've had it for 20 hours and have lost all interest in it!

The ones that annoyed me most in BotW were the Royal Guard (or whatever) weapons in the castle that were strong but broke so quickly that you could barely get through one fight with them. It wasn't even worth picking them up.

adjl posted...
I'm pretty interested to see how it plays out
Agreed - it could be good, but it depends how much it can impact and how far you can go with it. Does it largely solve the durability problem or does it just add an extra step along the way to having weapons break regularly? :) I'll reserve judgment.

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