Board 8 > Zelda finally plays Breath of the Wild

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ZeldaTPLink
10/23/22 3:09:23 PM
#301:


I find the king's diary. It's pretty sad. He wanted Zelda to be happy but felt like he had no choice but force her to fulfill her destiny. Or else. Even sadder when it says he planned to apologize to her when she came back from the spring of wisdom. But that is the day he died.

I explore the whole place and no shrine. even get to the top of the highest tower where [gasp!] a korok is hidden. Cool view btw.

Eventually I give up and check a faq. In classic Zelda fashion, I just had to light up a torch at the docks. I go into the shrine and find out how powerful ancient weapons boosted by upgraded ancient armor are, when I make a guardian scout 4 feel like the 1st lv one.

I leave, and obtain the game's reward for finding all 120 shrines. Link's classic green tunic. Which is kinda shit cuz it's not upgraded, and doing so requires farming scales from all three dragons. Well, I'm used to those bragging rights rewards. Looking for the shrines was still a pretty fun activity.

As for the memories, talk to Impa and the reveals the last memory to me: when Link almost dies protecting Zelda from guardians at Fort Hateno, and she FINALLY unlocks her powers. We know Link will now sleep for 100 years and Zelda will spend them using her newfond powers to keep ganon sealed. Zelda them speaks to Link telephatically and tells him to kill ganon. Which I did already, but the game doesn't save after the ending, lol.

Welp, that's it. as for the extended ending from beating Ganon again, but I'm either gonna do that some other day or watch it on youtube. I need a very long break from zelda now.
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Jakyl25
10/23/22 3:22:07 PM
#302:


Take as king of a break as you need and then come back for the DLC!

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Epyo
10/23/22 4:47:34 PM
#303:


Great job! Yeah you're not missing much going back to beat Ganon again, as long as you watched that final memory, you're good I think.

I also recommend the DLC, next time you're in the mood! Mostly DLC2: "The Champion's Ballad", which has a lot of the game's best individual pieces of content.

DLC1 is meh, I'm not into that one, a combat dungeon that's too hard IMO.

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Jakyl25
10/23/22 5:58:25 PM
#304:


Yeah but the Korok mask <_<

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ZeldaTPLink
10/23/22 8:05:31 PM
#305:


I don't think I'll ever collect 900 of anything in a videogame tbh, with or without a radar mask.
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Epyo
10/23/22 9:14:18 PM
#306:


To me, the fun of koroks is the pleasant surprise of spotting one out of the corner of your eye. So to me, intentionally hunting for them is the opposite of the fun part. Same with wearing the mask, which literally spoils the surprise of them, since it warns you "HEY korok nearby! look for it!"

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Jakyl25
10/23/22 9:22:25 PM
#307:


Epyo posted...
To me, the fun of koroks is the pleasant surprise of spotting one out of the corner of your eye. So to me, intentionally hunting for them is the opposite of the fun part. Same with wearing the mask, which literally spoils the surprise of them, since it warns you "HEY korok nearby! look for it!"

Yeah but over 400 of them are completely superfluous. Just give me that poop, Hestu

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_Blur_
10/23/22 11:05:59 PM
#308:


I love the final boss (second phase). Sure it's easy as can be and people trash it as more of a '"cinematic cutscene" than a boss fight, but after 100 hours in the game, I thought it was the most grandiose and epic finale. How fun would getting shot off your horse all the time be anyway? They made it perfectly.

I hope you got the most out of Hyrule Castle. It's such an amazing area. I revisited it to explore and loot 3 or 4 times throughout the game. I also somehow managed to not accidentally walk into the final boss room. I think I stumbled on it my first time through and backed away before the fight started.

DLC is top tier if you enjoy just exploring the world. And the shrines and final divine beast are both easily the best in the game. Take a long break and you'll be in for a treat when you come back.

Also I forget what it's called, but the first DLC - the'combat trial to power up the master sword - is pretty fun. And very rewarding upon completing. You didn't do that one yet either?

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TeamRocketElite
10/23/22 11:14:08 PM
#309:


I forgot that reflecting lasers with my shield was a thing so the Ganon fight was quite an ordeal for me. As such, I was happy to discover the second part of the fight was pretty easy.

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Epyo
10/23/22 11:21:47 PM
#310:


TeamRocketElite posted...
I forgot that reflecting lasers with my shield was a thing so the Ganon fight was quite an ordeal for me. As such, I was happy to discover the second part of the fight was pretty easy.

I'm too bad at timing to reflect lasers, but I think Garuk's Protection reflected 'em often enough for me. (Or maybe I abused the auto-reflect shield, that's what I did on later playthroughs anyway...)

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HanOfTheNekos
10/24/22 12:48:48 AM
#311:


I collected almost all of the Koroks without Korok Mask

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ZeldaTPLink
10/25/22 8:30:57 PM
#312:


BotW review

Haven't written a big gamefaqs style review before but I feel like doing it.

This game came at a time where Zelda was getting stale. After OoT, nothing really made a huge success. MM was widely beloved but didn't really go mainstream, WW was hatred at start and only became a cult classic later, TP received mixed reactions for either being too similar to OoT or its gimmicks like twilight realm being annoying, SS wasn't very liked either, and the portables don't really carry the series even if they are good.

At a time, I read some articles from people who really liked the NES zeldas and thought modern zeldas sucked, for their bigger focus on puzzles and dialogue and less on combat and exploration. So when BotW was compared to Zelda 1, I was intrigued. I did like modern zeldas, and Zelda 1 is somewhere in the middle of my list, but I felt like this game had the potential to unlock some hidden forgotten magic from the 80s that could make the series popular in the mainstream again.

Oh boy how right I was. It's not the same game as Zelda 1, of course. This is 3D and 30 years younger. But it also sold like crazy, and it does capture some of the spirit of Zelda 1. The lack of order to do anything. How much of the content is optional and players aren't expected to do everything. The higher difficulty of combat. The feeling of exploring a hostile land. BotW is so different, so ambitious and so expansive it's like they refounded the series. There is Zelda before and after BotW. it came during the era of open world WRPGs, learned some things from them and expanded the formula even beyond that (or so I am told, I don't really play WRPGs).

Playing this game is magical. That's just the way I can describe it. Everything about it is just so fun. I love gliding over hyrule, raiding enemy camps, looking for shrines, stopping to find koroks (I got about 20% of them, and I don't need more than that, but the ones I found were a load of fun). Switch says I clocked 135 hours at this. It feels like much longer though, because those hours were so intense. I immersed myself in this, for two and a half months, playing almost every day, wanting to go home from work to play it more. Exploring the huge map felt daunting at first, but then I started getting lost in Dueling Peaks, Hateno and Lanayru and it just started flowing naturally. I'd move randomly in the map and check for different places, and almost always find something new. People who say this map is empty are blind. There is stuff everywhere. You can't walk on a straight line for 1 minute without getting distracted.

Link being able to jump and climb changes everything. The world is your playground. Heights were such an easy way to constraint the player in previous zeldas, now only shrines and divine beasts do that. Everywhere else, you are limited by your stamina bar and your curiosity, and the former can be avoided a number of ways. This makes the exploration almost addicting, you want to climb everything and go everywhere, because you can.

The combat is so good I'm not sure if I can even come back to other 3D zeldas. The actual weapon control is about the same as before, but enemies are beefier and tougher. However, you get near infinite options to compensate for Link's physical and numerical disadvantage. Abuse elemental weapons to stun key enemies, fly and shoot in slow motion, use stealth, snipe, use runes, blow up powder kegs. Even late in the game I was still getting creative, and still using mipha's graces because I got careless or made mistakes.

This game tries to be realistic, to its benefit but also detriment. The benefits come from the myriad of physical interactions between people and objects, and all the different hazards that didn't exist before. Sometimes those hazards get too unfun, though. The biggest offender to me is climbing during the rain. It's just unfun, and lacking of a way to counter besides Revali's Gale. It shouldn't have gotten through playtesting. Weapon breaking is the next one, it's not nearly as bad as some people online made it out to be, because the game gives you so many weapons it becomes an annoyance instead of a hindrance. But it's an annoyance that didn't need to exist with this intensity. I feel like some more flexibility should have been given, like repairing weapons, or buying them from shops (the lack of weapon shops is so weird) or crafting them. It's like Nintendo decided variety was good and they made a system that cornered the player and forced them to pursue weapon variety, however it is so extreme the player ends up not pursuing anything, just using whatever weapons the game decides they have to use now.

It does offer a delicious selection of weapons, though. There are 3 main types, but also elemental variations, wood and metal versions, guardian weapons and things like boomerangs. This is enough to mix and match weapon properties and have a lot of decisions to make during combat, provided you have paid enough visits to Hetsu. You will have to learn to be detatched and improvise with what the game gives, but coupled with the creative combat options, this improvisation will be very fun.
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ZeldaTPLink
10/25/22 8:31:20 PM
#313:


I was pleasantly surprised by the story, considering the premise of a non-linear game. The story is not very present in the game's run because of that non-linearity. But I don't think that is necessarily a detriment. There are many ways to tell a story, with more cutscenes, with the gameplay itself telling it, or in BotW's case, with past events. Metroid prime is another great game that does it similary, with journals instead of flashbacks. Now why did I like this story so much, you ask?

BotW is a story about failure. You, the protagonist, as well as Zelda and the four champions and all major supporting characters, failed at your mission and let the world end. You are reminded of that constantly as you explore, and see ruins of multiple towns and farms, as well as Castle Town. The champions all died before they could fulfill their mission, and you can see how much they want a second chance, and now that they are dead, you have to carry the weight for all of them. It also affects the sheikah elders, Impa, Robbie and Purah, who had to wait for a whole century for you to come back and make their effort worth it. Robbie's diary shows difficult the wait was, and you can practically see it on Impa's face when she learns you fred the beasts. The Zoras also give a perspective of that, due to their long lifespam. So as a player, I felt some of the guilt for that defeat, even if it wasn't really my fault, and it made me motivated to win this time. To make it all worth it. The story of a videogame can have an important role in justifying the gameplay, and botW does that perfectly for me. The big game that I loved as a child was paper mario, and I think one big reason was that it did the same thing at the start, making Mario lose to Bowser. I think getting your ass kicked by the villain and taking a big loss at the start of a game really fires me up.

(The optional memories are a somewhat weaker aspect of that, though, since they all focus on Zelda and mostly on the same aspect of her character, her issue with not having powers)

I don't really get technical stuff so I can't say much about graphics (and this is nintendo so there's probably not much to say technically) but I liked what I saw. There were a lot of times when I'd finish climbing a tall place and just stop to look at the scenery. Many places, such as Zora's domain, are just beautiful. NPC design is pretty solid too, I think the best in the series so far. it doesn't look to ugly or too cartoony and there is so much variety. We've come a long way from the first cel-shading Zelda. There is not much music in this game, but what there was pretty good, too.

Now how do I rate this? Because it has problems. Other than the ones I've mentioned, there is the issue of the dungeons just not being as good as previous zeldas. They are fun, particularly Naboris, but they feel like a step down. I think they could have done the moving dungeon concept but just make it bigger. There is also another issue worth mentioning, the lack of enemy variety. There are maybe 15 species of enemies, each one with a few strength levels or elemental versions, but it is much fewer than any previous zelda games. And that means by the time you are nearly beating the game, it starts to get stale even if you get a really fun fight every once in a while. This couples with the dungeon quality since the variety of enemies is much smaller in dungeons too, so puzzles and bosses have to carry them.

But even if it has problems, it feels like a top tier videogame, because what it made me feel, no other game has for years, maybe over a decade. To get lost in a single player game for maybe 3 months and just love playing it every day. Other games came close to giving that kind of extended joy, but they did it in different ways (the only other recent game that I remember dominating my life like this was Celeste, but it was through difficulty and the feeling of self-improvement, not really the same as this game). BotW does it by taking exploration to another level, making combat a real stimulating mental activity and having a story that is simple but just immerses you into it. BotW feels like a childhood classic, one of those games that I just remember fondly for the pure joy they gave me. It feels like a game I'll have nostalgia for, 20 years from now. It's a game that defines a genre and a generation. It just is.

So uh, 10/10, and make rain less slippery and dungeons longer next time. Probably my favorite game in the series, even if straight up inferior to other games in a number of ways (though that may change as time passes and I have more time to compare the experiences). But right now I want to say it's the best, because what it did well, it was transcedental at.
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Jakyl25
10/25/22 8:43:00 PM
#314:


Aonuma tried to justify the rain, trying to say it was realistic because rain ruins your day in real life too

But IIRC someone did some research and testing and if it rained anywhere IRL as much as it rains in BotW, the entire land would be flooded

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Epyo
10/25/22 9:30:22 PM
#315:


I'll defend the rain a little bit, mostly as devil's advocate:

  • Climbing is super overpowered without rain--you can avoid any open world combat encounter by climbing around it. It's the #1 solution to any problem. The prime example is the winding path that leads to Zora's Domain, it's meant to be a long combat gauntlet, but with climbing, there's zero reason to experience any of it, climbing past is purely better. So they added perma-rain there.
  • It's meant to be a game about changing your mind and getting distracted. You were heading toward something, but now it's raining, so you look around, and say "hey what's this big rock over here" and you check it out. A new adventure interrupts your current adventure!
  • Rain means that often, a straight line is definitely NOT the best path from A to B. This makes you care about the world and its terrain more, forcing you to adapt. It's like how in World of Warcraft, as soon as you unlock flying, the game feels a lot less immersive. So the devs always hold back flying for the first ~year of any expansion.
  • You can still climb in the rain, if you try hard enough. You start to get a feel for when the Slipping occurs, and if you do a Dash Upward right before the Slip, you don't lose any progress, and now you can do ~3 more seconds of climbing before the next Slip.

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ZeldaTPLink
10/26/22 5:46:20 AM
#316:


Epyo posted...
Climbing is super overpowered without rain--you can avoid any open world combat encounter by climbing around it. It's the #1 solution to any problem. The prime example is the winding path that leads to Zora's Domain, it's meant to be a long combat gauntlet, but with climbing, there's zero reason to experience any of it, climbing past is purely better. So they added perma-rain there.
It's meant to be a game about changing your mind and getting distracted. You were heading toward something, but now it's raining, so you look around, and say "hey what's this big rock over here" and you check it out. A new adventure interrupts your current adventure!
Rain means that often, a straight line is definitely NOT the best path from A to B. This makes you care about the world and its terrain more, forcing you to adapt. It's like how in World of Warcraft, as soon as you unlock flying, the game feels a lot less immersive. So the devs always hold back flying for the first ~year of any expansion.
You can still climb in the rain, if you try hard enough. You start to get a feel for when the Slipping occurs, and if you do a Dash Upward right before the Slip, you don't lose any progress, and now you can do ~3 more seconds of climbing before the next Slip.

1- Making climbing disappear for about 25% of the time does not fix it being overpowered, especially since you can just wait the rain out.

As for Zora's Domain, that's the one place I thought the rain worked, so I feel like it could have happened just there. Just say Zora's Domain blue rocks are smoother so they slip more.

2- You are also not climbing the other big rock either. It's raining. You are probably just putting the controller down and waiting it out.

3- There is no way to adapt to rain except Revali's Gale, unless there is a path that doesn't use climbing, which you were probably already looking for anyway since it's faster. Chances are the path doesn't exist, and you "adapt" by putting the controller down and going to make a sandwich.

I also greatly disagree climbing makes BotW less immersive, as my review praising the system points out. It's the core mechanic of the game.

Heck, I disagree with it being overpowered too. Sure, you can avoid fights, but the map is huge and enemies are easy to avoid even without climbing. This isn't pokemon, you aren't supposed to fight every enemy you see.

4- I know. That is also extremely unfun. And greatly limits the max heights you can reach. If it's too tall, time to go make a sandwich.

Rain reduces overall fun and is mostly countered by doing nothing. If your system forces players to stop playing, something is wrong.
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neonreaper
10/26/22 9:06:12 AM
#317:


I appreciate the design intentions of the rain, but it does get old. After I was halfway done with the game, Id just put the controller down until the rain stopped.

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CassandraCain
10/26/22 10:55:04 AM
#318:


I've never really been too bothered by the rain. It seems easy enough for me to find other methods of getting to where I want, and the rain aesthetic is beautiful.

I do however understand why so many people have a problem with it.

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Jakyl25
10/26/22 11:14:06 AM
#319:


What you are supposed to do when it rains is find an overhang where you can start a fire and rest until the rain goes away

But finding shelter is tough sometimes!

My solution would be that the set bonus for the Climbing Gear makes it ignore rain

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MalcolmMasher
10/26/22 11:56:19 AM
#320:


You can still climb in the rain, if you try hard enough. You start to get a feel for when the Slipping occurs, and if you do a Dash Upward right before the Slip, you don't lose any progress, and now you can do ~3 more seconds of climbing before the next Slip.

In other words, rain doesn't make climbing impossible, it makes climbing tedious.

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ZeldaTPLink
10/26/22 8:07:49 PM
#321:


So here is everyone's favorite part in gamefaqs' threads, the rankings.

This game has a lot of characters and I'm not going to rank everyone cuz mostly are one notes. I have made a list composed of major characters, recurring characters or just the ones I've liked myself. Since everyone has their own favorites, I'm going to post the list here and then rank other things (dungeons, regions, bosses, etc), leaving the characters for last. Meanwhile, you folks can request additions to the list and I'll include them (within reason).

Btw, I haven't played any DLCs, so I'm not ranking characters exclusive from them.

Beedle
Bludo
Bolson
Bozai
Calamity Ganon
Daruk
Dorian
Goron Blood Brothers
Great Deku Tree
Great Fairies
Hetsu
Impa
Kaneli
Kass
Kilton
King Dorephan
King Rhoam
Link
Loone
Magda
Malanya
Master Kohga
Mipha
Mora
Muzu
Paya
Pikango
Purah
Revali
Riju
Robbie
Selmie
Sidon
Teba
Traysi
Urbosa
Yunobo
Zelda
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ZeldaTPLink
10/26/22 8:23:26 PM
#322:


Divine Beast Fights:

4- Vah Medoh

I feel like this would be higher if it was the first one, because those fights are all neat, and Bird is no exception. But it's really just much easier than Ruta and Naboris while not doing being much different from them. Hey, gliding is fun. But someone had to be last place.

3- Vah Naboris

Same as above, not being the first fight didn't help, but this feels more different because there is an actual hazard to dodge here, and sand seal fighting is something you only do here. Hitting the beast's legs is so easy, though, so this felt very short.

2- Vah Rudania

Rudania wins over the previous ones for the novelty. Makes sense the Goron scenario is the only slow one. Now actually hitting the beast is a joke, so the obstacle course makes or breaks it here. As it stands, it's a decent one, with stealth bits that can be avoided with runes and creativity.

1- Vah Ruta

My favorite one, but I suspect it's not just for being the first. The ice blocks are really tricky to dodge, and being thrown into the air by Sidon to get a few seconds of shooting is so thrilling. I think this one glitched for me the first time around, because Sidon refused to get to the other side after I finished the first two targets. In my second try, I decided to finish it fast and hit two targets in one climb, just to be sure.
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TeamRocketElite
10/26/22 8:30:29 PM
#323:


I think Vah Ruta is the best of the four by far. Like most people, it was also my first and it sort of set an unbeatable standard for the others.

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ZeldaTPLink
10/26/22 8:40:30 PM
#324:


Dungeons:

6- Vah Rudania

This and Medoh are the dungeons that used the same gimmick (flipping the whole building a certain angle), which honestly is the most basic gimmick that could be used here. Rudania has some thing going for it, the music is good, and the initial part with the darkness is really cool, but sadly, it doesn't last, and you are left with a few easy puzzles.

5- Vah Medoh

Medoh is a little better than Rudania because the 45 degree angles and the focus on wind make for some difficult jumps and glides, so I actually had trouble at some points here. Still not a very creative dungeon, though.

4- Yiga Hideout

I hated this at first, but then I realized I wasn't accounting for the possibility of climbing walls, and the room I was stuck in was the last one, and the boss was great, so this grew up on me. Pure stealth missions have a weird place in this game, because as a flexible game, there is always a chance the player will avoid the stealth entirely. So Nintendo forced their hand by giving enemies one hit kills, which is an out of place game design choice. However you are still given multiple options to get to the finish line so it mostly works.

3- Vah Ruta

Dumbo is better because the movement gimmick is used differently: it's not the whole dungeon that moves, just the trunk, and it interacts with water puzzles a number of ways. It took me a while to understand what was going on, so I think I spent longer here than in other dungeons. This one uses the classic water flow puzzles of zelda, which I usually don't like a lot, but since it's a small dungeon, it just works. Not a dungeon to write home about, but it's one of the better applications of the concept in BotW.

2- Hyrule Castle

I'm probably not being fair here because everyone says what makes this great is entering it earlier and well, I didn't, so I may have missed something. But it's still my experience. It's easily the best final dungeon in 3D zeldas, because honestly, all the others are shit. It's a fun place to explore and to get to know and it meshes well with the game's spirit. The biggest problem is it has way too many freaking guardians. I could kill them at this stage but it wasn't trivial and I feel like I spent at least two thirds of my time there running from laser pointers. I also didn't enjoy entering Ganon's room accidentally, I get it that the game is non-linear, but using Zora Armor to climb a waterfall is not exactly sequence breaking by the game's standards. Other than that, I had fun here, but I liked the next one more.

1- Vah Naboris

Camel wins because it's the one that approaches a real Zelda dungeon, by having a gimmick that affects everything but not always the same way. You don't just rotate the cilinders, you also use them to close circuits, to open doors to the ends of those circuits, and then you have to complete the circuits with other means, use batteries to turn on other devices and move other parts of the camel separately. So in the end, it's one big interconnected series of puzzles, even if not as big as in other zelda games. Ruta also had different uses to the water, but they were not as connected as here, so Naboris get the edge. Also I'm ranking bosses in another list, but this has the best boss among the blights by far so that has to mean something.
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Jakyl25
10/26/22 8:59:10 PM
#325:


I forget, did you realize you could shatter Rutas ice with Cryonis? Ive seen people not realize it until deep in the fight or after and its always a hilarious reaction

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Jakyl25
10/26/22 9:05:06 PM
#326:


I think Ruta is the best fight in part because you and Sidon feel like a real team. You both offer necessary components to take down the Beast

For Medoh you just need transportation, from there you could have soloed it

For Naboris you can actually pretty easily survive all the lightning strikes, no need for help at all

For Rudania, yeah Yunobo is a convenient cannonball, but hes not the only thing that could possibly be used as one.

But Link would not be able to continue to strike at Rutas weak points without Sidon in the fight with you

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ZeldaTPLink
10/27/22 5:17:13 AM
#327:


Jakyl25 posted...
I forget, did you realize you could shatter Rutas ice with Cryonis? Ive seen people not realize it until deep in the fight or after and its always a hilarious reaction

Yes, I did, didn't take too long.
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ZeldaTPLink
10/29/22 10:58:05 AM
#328:


Bosses

7- Windblight Ganon

Yeah sorry this guy is lame. The vents to make you attack while flying seem promising, until you realize they make an already easy fight pathetic. He can't hit you, his aim is too bad, and you can deal insane damage by gliding and spamming bomb arrows.

6- Beast Ganon

Wins over Windblight because at least it is a pretty cinematic fight. But it doesn't earn many novelty points because TP already did both the beast and the horseback Ganon fights, albeit on different stages. The targets aren't super easy to hit (I only learned after the fight you could get slow motion by hopping from the horse), but you know who is never hitting you? Ganon. So it's just a long puzzle.

5- Fireblight Ganon

Also very easy and not very likely to hit you, but the stage where it becomes immune to everything and you have to throw bombs to damage it is neat, and actually took me a while to figure out.

4- Master Kohga

Pretty fun character. The fight is kind of whatever. It's an extended comedy scene rather than a boss fight, really, but it was a cool ending to the dungeon.

3- Waterblight Ganon

The fact it was the first one may have made it a little more challenging, but the second stage is pretty clever. Water makes it hard to manuever and the ice blocks also take quick reflexes to dodge, but you have small windows to attack. Not a boss to sing home about, but we are getting to the actual fun ones now.

2- Calamity Ganon

He tries. He uses every move from the previous blights, flies high so you have to use arrows, and becomes invulnerable so you have to deflect his guardian shields to deal damage. All of this make Calamity Ganon the most similar to a classic 3D zelda boss, a pretty solid one, in fact. But I want a final boss to make me sweat, and this guy doesn't.

1- Thunderblight Ganon

This boss did, though. He is hard to fight, hard to dodge, can pile up damage quick, and has a puzzle face in the middle that I never figured out myself, just kept spamming bomb arrows until I chipped enough HP to skop to the 3rd phase. Very fun boss that keeps you on your toes and i'm glad I didn't fight this one first because the impossible standard would have destroyed my impression of the other blights (even further than the blights already did themselves). Comparable to some of the best OoT bosses.
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ZeldaTPLink
10/29/22 11:16:15 AM
#329:


Enemy Species:

Bokoblin
Moblin
Lizalfos
Stal
Cursed
Chuchu
Keese
Keese Swarm
Octorok
Wizzrobe
Peeblit
Lynel
Decayed Guardian
Guardian Stalker
Guardian Turret
Guardian Skywatcher
Guardian Scout
Yiga Footsoldier
Yiga Blademaster
Hinox
Talus
Molduga
Wolf
Bear

I'm ranking things that are just the same but stronger/differently elemental as the same species, so this doesn't get too long. Guardian types get separate entries, though all guardian scouts are in the same entry. Mini-bosses are also included. Wolf and bear also make it even if they aren't technically monsters.

24- Stal

This is a neat concept with decent execution that became an endless pain in the ass because Nintendo thought it was a good idea to make them appear EVERYWHERE. After the Great Plateau you are more or less done with them, but they will be with you for the next 100+ hours, wasting your swords or narrowly espacing your bombs. They are a joke to kill most of the time, but sometimes they are get elemental weapons and become an issue, then again the fact they always get knocked out in one hit from any weapon makes them unlikely to be more than an annoyance. I'm taking points away for overuse. But hey, grabbing them and throwing from a mountain is fun, I guess.

23- Octorok

They have been a pain in every 3D zelda to date, and here it just continues. The biggest issue is that somehow got insane range this time, and they will hit you while you are trying to focus on other things, forcing you to stop and shoot them. The treasure and rock variations are more obnoxious, though they feel fresher I guess.

22- Keese

The next entry in the series of 1HP annoyances at least isn't that omnipresent, and dies in one bomb instead of two, but I'm not really singing praises about keeses. It's the same as it always been. Elemental keeses have decent attack power though, so they can be a real threat if you are on light armor. Not too bad, not amazing either.
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Jakyl25
10/29/22 12:55:45 PM
#330:


For the second phase of Thunderblight when he drops the metal spikes and then shocks them, youre supposed to magnesis one of them close enough to him so that he shocks himself

Did you ever learn that if you let a Rock Octorok suck up a rusty weapon, theyll spit it back out as the normal version? Its almost pointless but its a neat trick

---
Thank you, Eddie Guerrero.
https://pbs.twimg.com/media/DRlKR5nU8AA_v_C?format=jpg&name=large
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tcaz2
10/29/22 2:07:30 PM
#331:


One of the biggest problems I had with BotW was the enemies. There are no where even remotely close to enough enemies in the game for how big it is.

It needed at LEAST double the enemy roster, if not more.
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