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Topic: The Legend of Zelda: Breath of the Wild

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Nicolai

@Meowpheel I usually wear no shirt and the climber's bandana in warm weather. It kinda makes Link look like a total douche, but it makes sense in the desert. But in the middle of my time in Gerudo Town, I decided to stop by the Korok Forest to get an extra slot. But Hatsu wouldn't give it to me! He literally couldn't control himself until I had put a shirt on! Lol.
@Tsurii, ooo, I haven't tried that yet! I'll go check that out. It's cool how there's so much stuff you can find in the most dangerous part of the game. Also:

Untitled

Thanks @Meowpheel.

[Edited by Nicolai]

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Haru17

I recommend watching all of the memories over again in order once you have them all / while collecting the final ones. It'll give you a better sense of the story and only takes, like, under a half hour. But even then it's not like it's ever 'good.'

Don't hate me because I'm bnahabulous.

Haru17

Also, I spent a night and several hours today searching for the fortune teller in Hyrule Castle before googling it to find out it does not exist. ffs.

Don't hate me because I'm bnahabulous.

rallydefault

@Operative2-0
I didn't think the Master Sword took durability damage when it was being directly used against Ganon or the Guardians in the castle? (Glowing blue)

@Nicolai
I'm with you - Now that I "beat" the game (I'm still going to go back to get as much as I can), I find the story lacking. The ending especially was disappointing for me.

rallydefault

Nicolai

@Haru17 @rallydefault

There's just not very much substance. Despite the fact that I got all of the picto-spots, the final scenes hardly alluded to them at all. I was expecting to see what happened during the battle with Ganon 100 years ago. I was expecting to find out how the Dueling Peaks was split in half, or why Hebra Peak has a huge bite taken out of it, or find out who built the great Plateau. Maybe we could have learned about who used to live in the settlements in Central Hyrule before the calamity, or what happened to people living in castle town. Maybe we could have seen how Link and Zelda met? We could have seen the champions interacting with each other; some of my favorite storytelling is when there's a group or team, and the writers play around and set up scenarios that single out two characters and have them work out a problem together, and then move on to two other characters. Maybe it would've been a little too complex for one game, but it would have been interesting.

I at the least expected some kind of big surprise. I know it's not the most sophisticated way to make a story interesting, but Nintendo doesn't have to be literary geniuses. I guess seeing the master sword "talk" to Zelda was surprising, but it didn't add much. There should be an air of mystery going into the final moments of a game, and then an "aha!" at the end, when everything gets explained. There's plenty of mystery in the landscape, but none of it gets explained! Who put the electric manmade markings on the side of the steps? Who are the dragons?

These suggestions are episodic, too, so they would work well in a game where it's not delivered in a specific order.

It would have been amazing if there was a side-quest where you enter a town, and you have to save them from a guardian or something. Or maybe everyone in the town that you talk to is terrified, and they tell you of a "ghost" that comes every full moon and takes another villager... or something cool like that. It was weird how there were all of these undertones of Hyrule being a desolate apocolypse, yet everyone in the towns were absolutely fine. I mean, for how many times I saved those truffle-pickers and I just happened to be there, they should be dead by now. I was expecting the game to be sad in this way, but everyone did everything with a great big smile, with their greatest concern being a few lost cuccos or some missing ingredients for dinner.

Well, I'm feeling a little let down, but I still thoroughly enjoyed the 100 hours I put into it, so don't think I hated this game by any means.

EDIT: I filled out my ideas a bit in the spoiler section.

[Edited by Nicolai]

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-Green-

Wouldn't it be fun if the DLC is about everyone's favorite magical hologram, Fi.

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Haru17

@Nicolai It's certainly one of the least detailed 3D Zelda stories, and I agree with your criticisms of it. I think I like it more than Skyward Sword, but not as much as Twilight Princess or Majora's Mask. I want to say it's comparable to Ocarina of Time and The Wind Waker, but even those games have more mystery to them, if not more going on in total.

It was disappointing how the Great Plateau was just another town area devastated 100 years ago, with no reason the guardians were there any more than the random ones in the mountain or desert. Hebra is nothing less than a giant disappointment, with nothing less than a few clever shrine puzzles (one of which involves a lame reward shrine) going for it. The Rito village wasn't even connected to the mountain in any meaningful way, and the peak is just completely disappointing. I think Faron is one of the best areas in the game. For one, we can very clearly see that they had been working on it since 2014 and that more effort went into it than Hebra or the 'Gerudo Highlands.' It's also one of the only places where they included a town that didn't feel like they just had to for the appearance of a story.

To me, the whole game feels like an overly neat movie plot. Every scene ties back in to serve some boring gameplay tutorializing purpose, as opposed to existing for its own sake. And the fact that it's so disappointingly short. Ruinously so — game plots should not be this short, especially in games of this size. Since I completed the story a couple of days ago, I'm left with an empty world save for like 6 side quests. And yeah, sure, I completed all of the game's story content, whatever. But I also completed The Last of Us in a fifth of the time, and that game kept me replaying it and kept me interested because I gave a damn about the characters. Most Zeldas do that too, but there's just nothing to get attached to in this one. It's entirely too spartan and unmemorable. I feel like Breath of the Wild is a game that's not trying to be anyone's favorite game.

[Edited by Haru17]

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-Green-

I feel the story is standard Zelda plot from start to end. It's no Majora's Mask when it comes to tone but it's pretty standard for the Zelda franchise. Which is a shame, but I don't expect much from the Zelda team.

[Edited by -Green-]

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Nicolai

@Haru17 Careful with the spoilers.

I had that same feeling that some parts of the map were filled better than others, as though they started from the south and we're more ambitious, but less so as they went on. How about all that empty space surrounding the Korok Forest? And before Tarrey Town was erected, I found it surprising that Akkala didn't have a town next to the tech lab.

But I'm mostly disappointed in the story, even compared to your average Zelda game. Definitely too short of a story. I love this game, but I still don't understand how it got so many perfect scores.

[Edited by Nicolai]

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Haru17

Whoops, had the tags wrong for a while there. My bad, but hopefully nothing there was specific enough to bother anyone.

Yeah, the perfect score thing seems like nothing more than neophyte reviewers to me. Like, you didn't want any more enemies in this 200-hour game...? Oh well, it's apparently cool to hate on linear games nowadays, so through that lens the rest of the Zeldas are TRASH and Breath is the ONLY GOOD NINTENDO GAME! Except NES stuff, because that was back when Nintendo was good, for some reason.

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-Green-

Scores nowadays tend to be inflated and it is a mainline Zelda game, so the 'perfect' scores are to be expected. In reality, no game should ever get an overall 10/10.

[Edited by -Green-]

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Nicolai

@Haru17, @-Green-, It's silly really. And that kind of unconditional loyalty can't be good for Nintendo. Pretty soon, they're gonna realize they don't have to make main 3D Zelda games good anymore. But I was glad to be a part of the hype train while it lasted. I follow Gamexplain, and I'm glad they didn't hold back in their review. The concerns they had with the story makes sense to me now.


Now I feel like a Debbie-Downer, so I'm gonna say what I feel is the best thing about this game: the Divine Beasts. Some were better than others; I remember thinking Vah Rudania in death mountain was more forgetful (especially since I can't exactly remember that one very well), but huge props to Vah Naboris, the camel. That one was a real head-scratcher.

But what an evolution for Zelda, huh? Sure, they could've been longer, and didn't exactly fulfill my vision of giant dungeons for this game, but it was incredible how Nintendo designed these fully in 3D, so that they can't even be properly mapped out in a series of floors, and they were forced to used that hard-to-look-at 3D model of the place. And the way you move the mechanical parts? Naboris had so many moving parts, it was incredible. It really felt like you were realistically taking over something that was out of control. When I was controlling the wings of Vah Medoh, I felt like I was really steering the thing! The devine beast were definitely my favorite part of the game. That kind of dungeon design, where parts of it control how the whole thing works, it really appeals to me.

[Edited by Nicolai]

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Haru17

Eh, I suppose you're right, Twilight Princess got a mid 90s average as well. I think plenty of games deserve 10/10, including most 3D Zelda games. I just think very few 10/10 games are open world ones. There's just... a lot to criticize with this genre, especially the generally stories and sameness of the experience.

I think open world games get a similar reviewer hype bias to Zelda, and the combination of those scores added up to 10. So... that's what I'm saying.

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-Green-

@Nicolai Eh. The Divine Beast were not my cup of tea. I like the concept of shifting and changing the dungeon at whim but they felt lacking to me.

[Edited by -Green-]

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Nicolai

If I had a complaint with the devine beasts, it's that there are so many random treasure chests with useless things in them. It kinda felt like the game was trying to distract me from the dungeon. Almost like it was an underhanded way of making the dungeon seem longer. The ones you have to figure out how to get to are fine, but the ones just laying around unguarded felt very strange.

[Edited by Nicolai]

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-Green-

I think it was mostly the game developers trying to provide the player with weapons. Most of the treasure chests I opened had some form of decent weapon that helped me.

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Haru17

The divine beasts were great while they were around, but they were too short and too few to really be meaningful in terms of Zelda dungeons. To say nothing of how they literally trap the main cast inside and refuse to let you see them again until a single line of dialogue at the end of the game and another weird, wordless cutscene.

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Nicolai

@-Green- Okay, so I guess they weren't useless. I guess not everyone experienced this, but I felt like my inventory was overflowing with weapons. I was always able to keep the best ones and only keep one or two sub-par melee weapons. So seeing that level 13 halberd again and again was kinda annoying.

[Edited by Nicolai]

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-Green-

It would have been interesting if the Divine Beast were more distinct and larger in scope/content. For example, if done like this, it would have been an interesting concept to be able to explore parts of these mysterious machines at your own leisure. Allowing you more time and opportunity to interact with the characters and to possibly learn more about the machines themselves. Essentially making them more interesting and feel like actual temples/dungeons.

Instead, right now they feel too one and done for me. With them being too small, simplistic and separate from one another.

@Nicolai By the last two dungeons, I just ignored the chests in general. I usually carried stronger weapons than what they offered.

[Edited by -Green-]

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