Is anyone else going to skip this game (as I intend to) if the item degradation system from BotW is carried over?
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@FroZtedFlake I think the Zonai are going to be the driving force of the story in this game. I'm all for that, especially considering how mysterious they are in BOTW.
"Science compels us to explode the sun!"
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@Magician Honestly, no, I understand people's complaint with it but I really didn't care all that much. It encouraged the player to explore and swap around their weapons frequently, It never bothered me too much.
I wouldn't worry too much though, that was one of the main complaints of Botw 1 so I'm sure they'll modify it in some way.
Games I'm playing right now:
Tears of the Kingdom - Switch
@Magician Nah, I actually kind of liked the degradation system. It needed a bit of extra polish, but I didn't mind it. I completely understand why people aren't a fan of it, though. It can be annoying at times.
But like @FroZtedFlake said, Nintendo's pretty good about listening to feedback for their first-party output. I'm sure that the system will be improved, not removed.
"Science compels us to explode the sun!"
Currently playing:
Persona 3 Reload (PC)
Apollo Justice: Ace Attorney Trilogy (PC)
Is anyone else going to skip this game (as I intend to) if the item degradation system from BotW is carried over?
No. I think that it is a valid criticism, but for me it added to the game, and made fighting a lot more tactical.
Plus after you get the master sword, it becomes a bit academic - that and some elemental weapons and off you go!
@Magician
No, that is more of an annoyance than something worth skipping a game over. I do hope they have a crafting system though. And you get items through dungeons that are unbreakable. ( double clawshots for example)
Currently playing: Pokemon Soul Silver, Mario RPG
Enos 1:15
I'll be getting day 1 though if it's just another BotW style Zelda experience (e.g. story is pretty much nonexistent, no dungeons), I'll prioritize playing other games/DLC that release close by first if they're more to my liking.
The awful performance of Pokemon Scarlet and Violet is making me worried about this game. Sure, Nintendo EPD is no Gamefreak and I'm sure they will work magic to try and get it to run, but BOTW still had minor performance issues and the fact TOK seemingly takes place in the sky and caves is making me nervous. The Switch is clearly on its last legs with almost all major releases this year (barring Kirby) struggling to run to some extent. And even if frame rate is relatively steady 30fps, I feel as though major compromises will be made with the level of detail in the environment, draw distance and/or textures.
@Zilock, from what I remember the only time I remember Breath of the Wild being noticeably bad performancewise was when you get the Master Sword, my God that forest chugged so bad I thought my Switch was dying. It was kinda bizarre, because there were other more obvious places in that game (clusters of enemies, big particle effect heavy battles, dynamic weather etc) where you think the game would struggle and it didn't, or at least not noticeably.
However, I do think Tears will require a heavy amount of compromising to make things work. And we'll probably be playing a worser version of the game than if it was running on newer, more modern, hardware.
I guess it is more of a matter of how much those compromises will actually actively hurt the experience, because there is one thing to long for a 4K photorealistic 60 fps version of a Switch game and another to play a Switch game where the performance is so bad the game is unplayable.
While I do think Scarlet and Violet is a lot of poor optimisation and an artstyle which doesn't help matters (which is then it is exasperated by the Switch), I dunno if it is necessarily the alarm bell. Basically, every Switch game is a compromised version of something in some way, and you could argue it has been actively holding games back for years now, but that doesn't seem to stop any title from selling absolute gangbusters or stop people trying to port their games across.
I also think some developers have shown they can make compromises work, as the compromises allow the whole package to work and people then forgive those compromises. For example, BOTW's artstyle I think was a massive magic wand for taking stress off of the hardware. It could present you with large space because it was often mostly empty and the game has very few complex textures.
It, in turn, then makes you wonder what compromises this new one will have to make in kind. I've already seen people suggesting it will be a "fake" open world, kinda like God of War. Where you visit smaller open world maps that aren't all connected together, kinda like what Arceus did. I've also seen others ponder whether the transition into the sky will actually be something we can do at any time, or if it'll be fixed transition points, so the hardware can prepare itself for the transition.
I'm honestly pretty morbidly interested, it is sorta half the fascination for me with the Switch these days, seeing how people find workarounds to get games to run on the system at all.
@Zilock I have a feeling that the game is going to perform similarly or even better than BOTW, for two reasons.
One, BOTW was originally planned for the Wii U. So it’s likely that the game didn’t fully utilize the Switch’s hardware.
Two, Nintendo has already delayed the game at least once, so I’ll bet that’s to ensure the game runs smoothly.
Like you said, Nintendo EPD is no Game Freak. However, SV’s performance issues don’t even come close to the comparatively minor issues of BOTW. I’m sure when it comes out it’ll have some hiccups, but I don’t really think it’s anything to worry about.
"Science compels us to explode the sun!"
Currently playing:
Persona 3 Reload (PC)
Apollo Justice: Ace Attorney Trilogy (PC)
Basically, every Switch game is a compromised version of something in some way, and you could argue it has been actively holding games back for years now
True, but I feel as 1st/2nd party games have gotten more ambitious (especially this year with the likes of Bayonetta 3, Xeno 3 and PLA) they've become held back even more from reaching their true potential. And as TOK is clearly more ambitious than BOTW, I have reason to believe serious compromises will be made.
I've already seen people suggesting it will be a "fake" open world, kinda like God of War. Where you visit smaller open world maps that aren't all connected together, kinda like what Arceus did. I've also seen others ponder whether the transition into the sky will actually be something we can do at any time, or if it'll be fixed transition points, so the hardware can prepare itself for the transition.
I can see the smaller open world maps working for the cave system in this game (all but confirmed by Gamexplain's analysis) by loading in/out of caves like shrines. However the sky seems a lot more tricky to pull off. The "fixed transition points" seems plausible but the patent for link seemingly falling from the sky shooting arrows suggests the land below and sky are contiguous. Though given how the base BOTW stutters when bomb techs launch link into the stratosphere, I'm leaning towards the sky being something you transition in and out of.
But the patent for link seemingly falling from the sky shooting arrows suggests the land below and sky are contiguous. Though given how the base BOTW stutters when bomb techs launch link into the stratosphere, I'm leaning towards the sky being something you transition in and out of.
You could disguise this though with smoke and mirrors, using things like mini rendered transitions like having the protag, whether it is Link or someone else, launching off of something, so it can still be done anywhere but that launching off animation is actually disguising them despawning one space and loading in another, creating the illusion of seamlessly moving from one space to another, when you actually aren't.
How well this might actually work though on the Switch which can have really long loadtimes, especially by modern standards, is anyone's guess. If they can't have these transitions effectively loaded in the chamber, then you're gonna notice the smoke and mirrors, but then you wonder how much of a performance hit it'll cause if it needs those transitions banked at all times.
You could disguise this though with smoke and mirrors, using things like mini rendered transitions like having the protag, whether it is Link or someone else, launching off of something, so it can still be done anywhere but that launching off animation is actually disguising them despawning one space and loading in another, creating the illusion of seamlessly moving from one space to another, when you actually aren't.
Very good point. The opening gameplay shot of the latest trailer of link jumping off an island could very well be this rendered transition. I also imagine the drag link generates as he falls could slow down the camera and his descent speed may be restricted to give new areas more time to spawn in. And let's not forget the tree polygon trick Nintendo used in BOTW.
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