@Nicolaison Haha, I think it's one of the 'higher than the number of atoms in the known universe' type numbers. But no problem because l33t Zelda players is l33t.
@DarthNocturnal The whole "don't let voes in the city" isn't something they did just because they were having difficulties, it's a firmly grounded tradition. To allow Link to break it would require very special permission, such as recognition for his heroics by the populace at large (which he isn't, for order's sake)... but that would just raise even more problems, since now Link can't set foot in the city without every voe-desiring or plain fan-girling Gerudo pouncing on him. He'd probably have to wear the "drag" outfit anyway just to dodge that attention.
The "no voes in city" is just as much for the male's safety as it is for the Gerudo.
...it's not a sin that the game gives you 441 different ways to do that. Or, to be mathematically accurate, 900!/(441!*459!) different ways to do that, which is a number so big I can't find anything that can calculate it.
Real Zelda players strive to complete the factorial challenge: Don't just collect everything; collect everything in every order possible, through an infinitesimally high number of playthroughs.
Yikes! lol. Given how long a game BotW is, that's one hell of a lot of combinations! (one playthrough is already taking me what seems like forever (not that I mind one bit) but every combination of playthroughs of just about any zelda game (let alone this one) would mean I'm going to be here until my beard is as long as that dodgy wizard in the cave from the first zelda game! (...you know, that weird old shifty eyed dude that tries to sell you suspicious looking potions, and for some reason hangs about in caves with somebody's heart and a weapon on his kitchen table).
Oh well, at least we know now why wizards all have long beards!
Lol: I was also the burning man, and almost succeeded! Almost.
By the way: What's your favorite Divine beast, guys? I guess mine might be Nabooris. Man, what a level! Took me some time (and very hard boss), but was strangely enough not as troublesome as Rudania. Also: The scene where they first show Nabooris stomping through the desert (with lightning). Now THAT is athmosphere!
@Henmii Probably Vah Ruta. It might partially be because it was my first Divine Beast, but I still enjoyed it the most and found it the most memorable overall.
@Henmii Honestly, I can't remember any of the Divine Beasts very much, and I think that's my main problem with BotW overall: it's not very memorable. I'm not sure if it's to do with the size of the world or the lack of epic set-pieces. Maybe a combination of both? After a while everything in the game seemed to merge as one and I was going through the motions. I'm currently playing Ocarina again, having last played it when it was first released on the N64, and the game has far more charm than BotW.
Don't get me wrong... BotW was a fantastic game and I enjoyed it very much (over 340 hours played), but it's missing something, especially when compared to Ocarina, Twilight, Majora or Waker.
@Monkey_Balls I think the 'open-plan, open-air, go-anywhere-you-see' design of Breath did lead to a landscape that isn't as clearly delineated as many of the past titles, which often helped create a sense of absorption in a single place. It was precisely because you were somewhat cut off from the outside world in somewhere like Clock Town that you felt so much a part of Clock Town's bustling community itself. And crucially, Clock Town has a bustling community to be a part of, whereas not all the towns in Breath do. I feel Kakariko actually does a very good job of feeling all cozy and interesting and vibrant, largely due to it being walled off and having a reasonable amount of dynamics between its citizens. Gerudo also manages to have a good sense of place for similar reasons. But Hateno can feel a little like a collection of houses on a hill, and Lurelin (?) looks nice, but really is just a bunch of huts. Goron City is somewhere in between, but I think might have been improved by being tucked away underground.
The exciting thing is how much space lies between Breath and the games before is that can potentially be explored. At the cost of having a slightly smaller world, it could be filled with more vibrant, dynamic towns. There's no reason dungeons can't walk any line between shrines, beasts, and the dungeons of the past. As well as having on overworld, Breath barely touched the concept of an underworld, which has been a key theme of many titles in the past. There's no reason why it couldn't be be introduced again. The most obvious example is the 'dark world', but even something as simple as the well in Ocarina's Kakariko, or the tunnels beneath the graves carried their own sense of otherworldliness and claustrophobia.
Whereas Breath focused on an unrestricted sense of freedom, other games deliberately went after a sense of claustrophobia and feeling of being trapped. Breath went for a theme of desolation, while others focused on tight, dynamic communities and characters. Breath's Beasts were vast, interconnected macro-challenges, whereas older dungeons were a series of micro tasks chained together.
I think Breath is a masterpiece. And I hate calling things masterpieces. But by exploring the space between it and its predecessors, and chucking in a healthy dose on new ideas, I think the next game could be even better. Looking back across the entire series, you've got an awful lot of contrast to play with.
I don't think some will appreciate this game till they go back and play it years from now. I beat the game maybe 2 weeks ago and played it again a week later and just in the one week I thought wow, this game just feels amazing and that was after nearly 200 hours and getting a bit bored myself.
John 8:7 He that is without sin among you, let him first cast a stone.
MERG said:
If I was only ever able to have Monster Hunter and EO games in the future, I would be a happy man.
@Henmii Hard call, probably Naboris. The puzzles somehow felt the most "Zelda" to me of the 4. Next is a hard call between the others. Ruta was my first and was memorable for that (and the epic scaling of the trunk!) Medoh was really cool with the mid-air concept, but seemed very small with most of the beast being the top deck for the boss battle. Rudania....gotta say the whole blacklight room in the beginning was darned cool, but it became shallow after that.
@NEStalgia@Henmii I agree with Naboris. It was my first (and last) beast. I completed the entire dungeon with only 4 hearts if I recall correctly. I made it to the boss, and said screw that, I'll come back later. Beat the rest of the dungeons, then came back to Naboris to finish the boss.
I loved Ruta as well. Excellent music and had me stumped a few times. The fight leading to that dungeon was also really decent... although I didn't really find it as mindblowing as everyone was seeing it to be. That music, tho...
The rest of the dungeons... while still very good in terms of design and challenge, had relatively lame build ups (Naboris' comes close... I liked the Yiga Clan infiltration, if not for the fact that it was pretty frustrating lol). That was disappointing... I felt like I should've done Ruta last (I did it first, so that kinda made it even worse lol).
Hard call, probably Naboris. The puzzles somehow felt the most "Zelda" to me of the 4. Next is a hard call between the others. Ruta was my first and was memorable for that (and the epic scaling of the trunk!).
All my yes. Sometimes I just played with the controls just to hear that epic trumpet. Jeez... send halp lol
Not to mention the brilliant puzzles that stemmed from the trunk. Yep, for me... Ruta really has to be the best dungeon for me.
@roadrunner343 Haha, yeah, I tried that boss with 4 or 5 hearts like 20+ times. I even had Miphas Grace...wasn't helping. I had a bunch of orbs hoarded so I bought my way to eight hearts went back in and suddenly he didn't hit me even once
@Vee_Flames Yeah the trunk puzzles were kind of crazy in a terrifying sort of way I did also love the epic dive from Shatterback Point into the reservoir next to the ginormous beast
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