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Topic: The Legend of Zelda: Breath of the Wild

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Xyphon22

So I recently decided to finally give this game a second playthrough to try to get a lot of the stuff I didn't my first time (mostly the flashbacks because I didn't get much story-wise). I thought I would do it on hard mode since I already beat it normally, but man. Even the weak enemies at the beginning I can't beat. I wail on them over and over again and their health bar doesn't drop. Is this the way it is throughout, or will it get better when I get better weapons? Because this is far more annoying than it is tough-but-fun, so I may just go back to normal mode if battling stays like this.

Xyphon22

Losermagnet

@Xyphon22 what i did to beat the enemies early on was use a korok leaf to knock them into water. Kills em instantly. If that didn't work - I'd run lol.

And if I remember correctly it does even out once you get stronger weapons, although the top-shelf enemies are still spongy.

[Edited by Losermagnet]

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Xyphon22

@Losermagnet Yeah, I've just been running away so far. Maybe I'll give it a little longer and see how it goes. Can I just switch to normal mode in the middle of a game, or will I have to start all over to switch?

Xyphon22

gcunit

Pizzamorg wrote:

The difficulty pacing in BOTW is all over the place, they act like it’s a choose your own adventure sort of game, but in practice this isn’t exactly true. I am sure you can really do anything in any order that you want, but I think there are paths through the game that will make it a much harder/more frustrating experience than it necessarily needs to be. I guess this is good, as people always complain that a game is too hard or not hard enough and this sort of lets you pick your own difficulty by the way in which you tackle things in the game. But it does also lead to some frustration if you aren’t following a guide (not that I would recommend you do for this).

The game lets you back away from pretty much everything. Off the top of my head I can't recall whether you can exit a '... Test of Strength' shrine mid-fight or not, but even if you can't, you die once and then can back out. At no point that I can think of does the game force you to persist with something that might feel too difficult. And while there are literal paths in the game, you're never bound to them.

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Pizzamorg

Man, I don’t love this game in the way some other people do, but coming back to this game after a couple of weeks away is just such a pleasant experience. I had no idea I had had made such good progress to the Bird village/Divine Beast the last time I played, so I was able to get off to the races pretty much as soon as I booted this up.

I ended up clearing a couple of shrines so I could get I think my eight or ninth heart container and got started on the bird quest line, before I decided to call it a night. Only thing I couldn’t figure out is the nearby tower which is covered in that Ganon Blight stuff, I looked around for an eye to shoot like you do inside the Divine Beasts so I could clear it to climb but never found it, so I guess i need to unlock something later on to clear that and climb the tower.

gcunit wrote:

Pizzamorg wrote:

The difficulty pacing in BOTW is all over the place, they act like it’s a choose your own adventure sort of game, but in practice this isn’t exactly true. I am sure you can really do anything in any order that you want, but I think there are paths through the game that will make it a much harder/more frustrating experience than it necessarily needs to be. I guess this is good, as people always complain that a game is too hard or not hard enough and this sort of lets you pick your own difficulty by the way in which you tackle things in the game. But it does also lead to some frustration if you aren’t following a guide (not that I would recommend you do for this).

The game lets you back away from pretty much everything. Off the top of my head I can't recall whether you can exit a '... Test of Strength' shrine mid-fight or not, but even if you can't, you die once and then can back out. At no point that I can think of does the game force you to persist with something that might feel too difficult. And while there are literal paths in the game, you're never bound to them.

I still personally found it frustrating when I’d invest time going to a point on the map and die to some status effect from the environment or get inexplicably one shot by enemies I previously had no issue with, only to do something else elsewhere and unlock something, solving the original problem I had, giving a very clear order to how things should be tackled for the optimum experience. But I also think this isn’t worth discussing here. While the invisible level gating very much exists in this game as I experienced it first hand, people on here always want to tell me I am wrong and so I see no point in discussing it further. I don’t need my mind changed on something I know to be true.

[Edited by Pizzamorg]

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Snatcher

@Pizzamorg Actually, I to had a sort of, Dislike for the game, but like you said, coming back, its just so refreshing, Playing AOC made me kinda, idk, love the world a little more, So Maybe I might finally beat the game LMAO.

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Pizzamorg

Snatcher wrote:

@Pizzamorg Actually, I to had a sort of, Dislike for the game, but like you said, coming back, its just so refreshing, Playing AOC made me kinda, idk, love the world a little more, So Maybe I might finally beat the game LMAO.

Yeah, there are some games you can just absolutely marathon but I don’t think this is one of them. Play it for too long, the frustration and repetition starts to really overwhelm the magic. I quite enjoy playing for an hour or two and taking big breaks in between with this game.

Life to the living, death to the dead.

rallydefault

I'm back on another hard mode playthrough. I still don't love it as much as other Zelda games, but it's definitely a game that grows on me more and more, and I have put the most hours into it of any Switch game.

Sort of objectively speaking, it really is a masterpiece of a game. The thought they put into the characters, the locales, the physics, the various gearing systems, even the low-key music... it's absolutely amazing what they produced.

I also agree that playing Age of Calamity gives you a nice boost/perspective on the world and generates some hype to get back to the actual game.

rallydefault

kkslider5552000

BOTW improved for me without even playing it again tbh. The core of the game's strengths are so fantastic that the issues I have with it feel nearly irrelevant by comparison (and some of them only annoy me in the larger context of mainstream gaming trends). Though that might change if BOTW2 is able to successfully keep those strengths and deal with the weaknesses the first game had.

[Edited by kkslider5552000]

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rallydefault

@kkslider5552000
Honestly, if BotW2 can reintroduce some of the more successful "traditional" Zelda elements while keeping the core of what makes BotW so remarkable, it will probably be one of the greatest video games ever made, in my opinion.

That sounds super hyperbolic and we have no idea at the moment, but I'm getting more excited whereas a couple months ago I felt almost nothing about it.

rallydefault

rallydefault

@Pizzamorg
For me, I'd love to see a return of thematic dungeons. I'd also like to see the return of tools like the hookshot and boomerang and block rod in more of a puzzle-solving way, though I think they will most likely add some functionality to the sheikah slate instead.

In my heart of hearts I would like a small chunk of the game to be somewhat linear before you are released into the world, though I doubt that will happen. Kind of like LttP or Ocarina when you have to do the first three dungeons before the game really gets started.

I think a return of the magic meter could be interesting instead of just recharge times. Maybe they could even do something where you can use some magic to repair weapons. Could be cool.

rallydefault

Pizzamorg

Cleared my second Divine Beast - the bird one. The boss battle was only a challenge really because I didn’t go in with enough arrows, so it required a lot of patience and dodge button mashing to get my attacks in, but I beat it first time mostly through attrition. The Gale ability doesn’t seem as useful as the self res, but I wonder if it is what I need to be able to climb the tower covered in all of the Ganon corruption.

I also now have two more heart containers than I did beforehand and I made a couple of lightning resistance meals, so I might see if I can find some weapons somewhere and try and face the lightning boss again. If I can beat them, it’ll be three down and one to go in less than thirty hours.

rallydefault wrote:

@Pizzamorg
For me, I'd love to see a return of thematic dungeons. I'd also like to see the return of tools like the hookshot and boomerang and block rod in more of a puzzle-solving way, though I think they will most likely add some functionality to the sheikah slate instead.

In my heart of hearts I would like a small chunk of the game to be somewhat linear before you are released into the world, though I doubt that will happen. Kind of like LttP or Ocarina when you have to do the first three dungeons before the game really gets started.

I think a return of the magic meter could be interesting instead of just recharge times. Maybe they could even do something where you can use some magic to repair weapons. Could be cool.

Lol, freaky timing! I wanted to post about my progress and you hadn’t replied, so I deleted my last post to not double post, then you replied exactly as I posted, so it looked like you replied to nothing, I am sorry!

[Edited by Pizzamorg]

Life to the living, death to the dead.

rallydefault

@Pizzamorg
Ha! No worries!

The lightning boss is usually the one people consider to be the most challenging (I think).

The gale ability is not my favorite either, but you'll definitely find uses for it as you explore the terrain. If you're still finding towers and shrines, it will help with that obviously, and then it becomes more of a convenience thing once you've discovered most shrines/towers.

Every time I replay I often determine my route based on which ability I want first. The gale ability is much more useful if you get it early and your goal is lots of exploration and finding everything.

rallydefault

VoidofLight

@rallydefault I mean, the Sheikah Slate doesn't exist anymore for one, and scondly they tried to experiment with things like the hookshot in the original game, and it didn't work with the climbing system, so they scrapped it. The Fire Rod is already in the game however, but it's mostly for attacking, since they wanted to keep the world as open as possible. They also experimented with a magic meter, and scrapped that as it didn't mesh well with the gameplay.

The only thing I can see happening is themed dungeons with their own unique bosses, puzzles, ad mini-bosses, but other than that, I feel like the puzzles will be like BotW's other puzzles, where you can solve them with this game's equivalent to runes, and you can solve them in multiple ways.

Classic Zelda is dead, and will never come back, unless they make a new 2D entry. The 3D games are probably going to be open world moving forwards, since BotW is the Ocarina of Time of this generation.

"It is fate. Many have tried, yet none have ever managed to escape it's flow."

rallydefault

@VoidofLight
You sound like you're part of the dev team lol

Why don't we just wait and see what the next game's like before we go dictating the direction of the series?

rallydefault

Pizzamorg

I think the future of Zelda appears to be open world, but if the next game was a series of thematic hubs - mini, pocket, open worlds, you clear in a structured order, I think I would actually prefer that. If they want another big open world, I do think adding in more tools/equipment for traversal would be good to stave off some of the repetition that creeps in from the open world. It would also be nice to see some of the dungeons reflect the area of the map they are in.

I personally though have zero interest in another meter to worry about, it is already way too much for me in the survival mechanics, the breaking weapons, the stamina meter etc etc if anything I would prefer less of that the next time around, rather than anything else.

Also, yah, that lightning boss… oooft. Just absolutely destroyed me the first time, tried dozens of times and just couldn’t beat them. Even with a lightning resistant tonic/meal, get hit once, be disarmed and then killed on the next hit. Absolutely brutal. Hoping these extra couple of hearts might give me some more breathing room. If not, I guess I’ll try and work out how to get to the last beast in that fiery mountain place.

Life to the living, death to the dead.

VoidofLight

@rallydefault I'm not apart of the dev team, but gathering what we know from interviews with the dev team, and Creating A Champion, which was written with the dev team's support, we know a lot about the future direction of the series.

"It is fate. Many have tried, yet none have ever managed to escape it's flow."

rallydefault

@VoidofLight
For sure. They've made it clear BotW is the future of the series, but I'm not writing off any supplementary elements until I see the new game. But to each their own, no worries.

rallydefault

Matt_Barber

I don't see why we can't have both. I.e. The big open world of BotW but with a few themed dungeons of the sort exemplified between Ocarina of Time and Skyward Sword within it.

Obviously such a game would take a long time to make, but they've had nearly five years now.

Matt_Barber

VoidofLight

@Matt_Barber The thing is, Ocarina and Skyward Sword was more linear, and the dungeon progression was linear. Even if we get themed dungeons in BotW 2, they won't be the exact same that they were before in previous entries. The puzzles would be able to be solved with any solution, and there'd be no key items, given that those items would block progress within the overworld otherwise.

"It is fate. Many have tried, yet none have ever managed to escape it's flow."

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