@Octane I'm good at getting people hyped for this game. One thing worth being optimistic about
Here's what other returning enemies I think we should expect: (Though generally I think Breath will continue the trend of missing more of these guys from Skyward Sword due to its focus on AI and emergent encounters.)
Camps / Groups
Darknut: It is almost certain that Link will fight an enemy by cutting off the different pieces of its armor at some point. Maybe they'll make them a whole group.
Iron Knuckle
Aeralfos (lizalfos with wings)
Undead
Poe
Bubble
ReDead: Slow-moving enemies are kind of in an odd spot in this game, since Link could just walk around them in the open world.
Magical
Wizzrobe: Teleporting wizards seem like a prefect fit for an open world. Remember the random mage duels in Skyrim?
Armos: I can already see the corrupted Sheikah armos design.
Natural
Deku Baba: Stationary enemies are again in a weird spot in this game, as Link can just run around them since it's open world. Bio Deku Babas? (lilypad babas) Baba Serpent? (can act independently from stem and bite onto Link) Let's hope.
Kargarok: Despite only being from TWW and TP, and the odd juxtaposition of Breath already having normal animal birds, I wouldn't rule out some type of bird enemy besides keese. Especially as a giant miniboss, which is more my hope than anything.
Skulltulla: Again, the animal juxtaposition, but do you really think we're going to get a Zelda game without a spider enemy?
Dodongo: Dislikes smoke.
Peahat: A roving, hovering knockback monster is another good fit for an open world horse-riding game. Remember the seahats in The Wind Waker? Maybe this has been incorporated into the guardian design and would render them redundant, though.
Leever:
Finally, the interesting about Breath's enemies is the diverse AI found in the campsite monsters and the diversity found in all of them. I can't comment on how the diversity compares to past 3D Zeldas, but all of the 'blins have stal versions, guardians come in all shapes and sizes, and chuchu and keese have elemental versions. And all of the enemies — including the minibosses — are used over and over again compared to previous games.
So I hae to ask, is the Wii U version the same as the Switch. I mean will it looks just as good on the Wii U as it does the Switch, will it have stuff cut out from it? I lts just a concern of mine as I am thiking I am going to preorder the Wii U version today.
RetiredPush Square Moderator and all around retro gamer.
Aonuma again confirming that there will be larger dungeons and explaining why Breath of the Wild has 100+ smaller shrine dungeons spread throughout the world (exactly like Skyrim). Here's the interview link.
"It wasn't necessarily an original design point. At first, we were planning to include more large, labyrinth-style dungeons, the sort of things you'd expect in a Zelda title. But the reason we decided to include the smaller shrines—which isn't to say there aren't some larger dungeons in Breath of the Wild—was to strike a balance, between this extremely large (over)world that you're exploring, and these goals and objectives to explore within that. So by dotting these shrines around—a larger number of them, but with each smaller in size than the older-style dungeons—it helped bring up balance, and break up the huge world into smaller, explorable chunks."
And here's another exert about the Zelda team making the same design choice as Skyrim, WoW: Mists of Pandaria, and several other open world games I'm sure. And no, I'm not just saying Skyrim because the interviewer mentioned it:
"Actually, we did have in mind, from the start of development, that we wanted to create a large, wide, expansive world. And part of the reason for that comes from the feedback we got after Skyward Sword. The way that game word was set up was that you had kind of separate areas, separate strongholds, that you'd sort of land in and explore. But they were all self-contained, and they weren't really connected together.
We listened to a lot of opinions, from people who played Skyward Sword. And a lot of people said to us how they found the game… Not exactly unsatisfying, but they wish they could have explored the areas between the strongholds. So taking that on board, from the very start of Breath of the Wild, we wanted to, and set out to, create a world that wasn't only vast, but where everything was connected. So you really could freely explore the world, without these barriers or gaps imposed."
@Octane I mean, no. They've confirmed dungeons in the E3 Treehouse streams and again in this interview if you pay close attention to the wording. The only ambiguity is whether they consider certain areas of the open world to be dungeons, ala Skyward Sword. I remember Aonuma talking about accessing dungeons freely from without in interviews around E3 2014.
@Tsurii What do you mean? I've 100%ed every 3D Zelda game. And the only game I skipped in recent years was Tri Force Heroes and Hyrule Warriors.
And I'm talked about the 'overworld' areas on the surface which the team specifically said were dungeon-like during Skyward Sword's marketing phase. I think those might just be Breath's real dungeons. I hope not, I hope we have inside dungeons, but it is the team that made Skyward Sword making Breath.
@Operative2-0 Looks like its edited by someone. We've seen desert and snowy regions, and we even know where they are located on the map, so I can confirm that green doesn't mean grass!
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