Dark Souls had a segment where a tree moved in front of the exit of a forest after you came through, so when you tried to leave you would go down the path it was blocking when you came through the first time, which was intended to confuse the player and make them lose direction. It was a neat idea and would've been awesome if it weren't super obvious. If they could pull something like that off in the Lost Woods but do it well? 10/10
"Joseph Montgomery, 36, was rescued from his two-bedroom apartment last Saturday after his dog reported that a tree had moved, trapping him beneath it. Back to you, Arnold."
"Thanks Janice, I'm sure glad that story ended sappily, otherwise it could have been a sticky situation, ahahah."
———
Scene: Arnold walks back into his apartment after anchoring the 11 o'clock news. The room is dim with trash scattered about. He opens the fridge door to see a cold white light and empty, slightly-stained shelves. Grumbling about beer, Arnold walks back to his living room and flops down on the couch. After a moment of rest he sits back up and notices a piece of paper on the coffee table. It reads, "My life is empty and I have nothing to live for. I wrote this note mostly for myself, goodbye."
Arnold, surprised, looks at the camera and says, "What is this, some kind of... suicide note?"
Dark Souls had a segment where a tree moved in front of the exit of a forest after you came through, so when you tried to leave you would go down the path it was blocking when you came through the first time, which was intended to confuse the player and make them lose direction. It was a neat idea and would've been awesome if it weren't super obvious. If they could pull something like that off in the Lost Woods but do it well? 10/10
Which Dark Souls was that? I don't remember this happening.
@Octane May I ask why double posting is bad? (I am not trying to rebel, I simply don't know why editing is better.)
In proper forums it's to keep threads cleaner, sort of like some kind of etiquette I guess.
That said, however, I think it's pretty ironic that the mods on here would complain about any sort of forum rules when every other thread gets derailed by moderators on a regular basis and it takes regular users to remind them of the actual topic of said discussions...you just need to go through the more recent pages in here to see what I'm talking about, some exchanges lasted a whopping 3 posts before someone felt the need to make a sorry attempt at being funny or trolling and completely kill any potential conversations in their roots.
Yeah! What the hell, Meowpheel? Why ya gotta bring up grass all the time in this 4-serious discussion thread? That kind of undisciplined lollygagin' really grinds my gears.
@Dezzy It was the first one, in the forest just before the giant moth boss fight. Like I said, the trick they were trying to pull off didn't work too well. Most people notice that the tree is animate as soon as they enter the area and kill it, so they never find out what it tries to do if they don't notice it.
<derails the thread with lame joke>
This is my life now.
Anyway, I had imagined the idea of a changing forest in more subtle ways, not a "hurr durr I'm blocking the exit".
Maybe, like, moss and grass/shrubbery changing locations, distinctive trees facing different directions, set animal behavior happening in multiple places to give a feeling of deja vu. Entire areas shifting a bit to different directions.
It is a cool idea, but there has to be an element of skill or at least clues for getting through the forest. If you just wander aimlessly in circles for long enough it might not be fun. Really it just needs to avoid being RNG heavy.
Yeah, that's what I meant by subtle, just make the player feel a bit confused and uneasy inside the forest (did I walk through here before?), but dont make the forest a literal randomized maze.
@Dezzy It was the first one, in the forest just before the giant moth boss fight. Like I said, the trick they were trying to pull off didn't work too well. Most people notice that the tree is animate as soon as they enter the area and kill it, so they never find out what it tries to do if they don't notice it.
I just don’t remember that, but I also don’t remember trying to leave the Darkroot Garden before completing it.
As for The Legend of Zelda: Breath of the Wild’s forest area, I think we can piece a few things together, that suggest the area might be about having limited vision in various ways.
The map Aonuma and Miyamoto showed at the The Game Awards 2014 seemed to have a large forest area at the southwestern area of the map. (Most of what we’ve seen so far takes place in the central grassy areas of the map.)
If the shot with the Master Sword is truthful and depicts the sword in the forest area of the game, we can assume that fog will play a big role in the forest. We’ve seen fog in forests of past Zelda games, but it’s usually cosmetic. Here it might actively limit the player’s vision. (Could be cool. Maybe you can pass the Master Sword and not even know it.)
The player has to reach towers to fill in the map for a given region. If the tower is hidden deep into the forest region, we might not have a map for some time into the forest. Coupled with fog and a complicated layout, the theme for that region could be navigation by memory and and stamping a blank map.
Trees obstruct the underlying geography on the map. The forest tree canopy could be dense enough to obstruct underlying features completely, forcing players to rely on map stamps alone, even with the map filled in.
The easiest way to stamp remote locations on the map is by telescope view. The trees will undoubtedly block direct view of most features hidden in the forest. It will probably only be possible to see features that reach above the tree canopy, such as region towers.
Much more beyond all that is speculation. I do wonder how this game will handle dungeons beyond the Shrines, which seem to be more like mini-dungeons for this game. Do you think dungeons will be underground like shrines, or above ground. I could see portions of the map basically being dungeons. The forest and volcano seem prime for that possibility, but I don’t know.
@GrailUK It's one of our forums rules, I don't make them! I don't mind a second post, but I usually let people know when they post more than two comments at the same time. It kinda clogs up the pages pretty fast I guess? It's not a crime or anything like that, it just helps to keep the forums clean and organised.
A bit off topic at this point, but since people were curious: https://youtu.be/I55vw9zNaCE?t=836
The tree I spoke of, which doesn't get its chance to move before the player kills it in this video.
I tried to find a video of it moving from that spot to the normal exit, but I couldn't find one. I could have sworn it did that, but I guess I'm remembering incorrectly.
What if, like in Red Dead Redemption, there were various properties scattered throughout the world you could buy? It'd be a bit different since your properties were your save spots in that game (I don't think Zelda would limit saving to certain spots), but they could have enough perks.
Would shelter you from the emements (and would have cooking pots protected from the rain).
Allow you to sleep to recover health (and skip ahead to a certain time of day).
Have storage chests for you to store inventory in (via some magical means, you'd have access to the same inventory no matter which property you're at). Maybe you'd get some extra arrows (and other minor items) everytime you accessed them, like the chests in RDR's properties (which would give you ammo, and I think some money).
Would serve as extra fast travel points.
Maybe they'd have location specific perks. Let's say the "fishing hole" has been expanded into a cozy fishing resort, and you could buy a cabin by the lake. This would also net you a boat at your own private dock, allowing you to get to the best fishing spots (maybe you'd also get free/discounted fishing gear for being a resident).
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Topic: The Legend of Zelda: Breath of the Wild
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