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The wait is nearly over. The game is being detailed left and right by the media,… the amiibo have been announced,… and the Nintendo Switch is imminent… The Legend of Zelda series has been a special one for Nintendo fans since it began and the next chapter starts on March 3rd, 2017.
A hero's tale begins anew. Open your eyes and see what is true.
Fun Facts: Vast open world where you could go find the end of the game within 15 minutes… but you won't survive it. Weapons have stats and durability. Climb pretty much anything you want. Eat and cook to regain health. Full voice-acting for all except Link
Lets use this thread to discuss the game on the Nintendo Switch. To help hold the tide of the wait, here are some beautiful screenshots and links for your perusal.
I have completed the donut, and now I've entered the donut hole.
At this point, I am fully on-board with the idea of finishing the main quest in the next couple nights, and then just leaving the rest of the world to be explored at my own leisure. I feel like I've hit most of the significant spots to this point, but there's no doubt a lot of space in between still to be discovered.
The thing is, I'm a huge "dungeon guy" as well, but the Zelda games have been doing great in that regard for a while. Twilight Princess' were amazing, and Skyward Sword's weren't too far behind. That hasn't been my problem with the series of late. But I really, really missed the exploration and sense of discovery that comes with a great Zelda overworld (and seeing as I disagree with you on Wind Waker in this regard, I haven't really gotten this out of a 3D Zelda since the first one; I say 3D only because ALBW was awesome in this regard).
So, the last thing I'm feeling about BotW is disappointment towards the dungeons being scaled back. Frankly, I think they are pretty cool on their own merits, though the first one I did -- Elephant -- made much better use of its level-altering mechanic than the others did. But overall my take on them is, if they were a little bit more substantial and varied, it only would have made an incredible game even more incredible. Like, I don't feel like the dungeons being what they are in BotW takes away from the game at all. I look at it more like, "this is what they could do better/different in a sequel" and not "this is an area where BotW fell short".
One thing that I'm definitely noticing the lack of though. Caves. Real, honest to god, caves.
Like there's those skull things, and the odd secret alcove stuffed with treasure or a shrine. But I mean an entire system of caves to explore. Maybe with multiple entrances that come up in various places.
Twilight Princess had a couple of those, a series of tunnels that forked a bunch of times and went far deeper than the handful of feet that is normal for Zelda caves. I'm surprised that this game doesn't seem to have any. (Unless they're all in the West/Death Mountain)
I've loved the two dungeons I've done so far. Yeah, they're a bit shorter and don't have a super unique visual style, but man, what interesting spaces. Much like the game's overworld, I don't think I've played another game (aside from Super Mario Galaxy) that uses 3D level design in such a cool way.
I poked around Hyrule Castle a bit today, and it felt a little too "epic end of the game"ey for me to be there so soon, but I think those of you who want a more traditional feeling dungeon will like it a lot. Some of the shrines I've been playing lately have felt a bit dungeon-ey too!
What the heck is so wrong with OoT anyway? It has a solid number of well-designed dungeons--9, plus 2 or 3 mini-dungeons!--and a rather massive (for the time) overworld (technically two overworlds) that's more open-ended than you might remember. There're a nice little bundle of sidequests immediately available both upon leaving the Kokiri Forest for the first time, and when emerging from the Temple of Time as an adult. I still think it's one of the most balanced Zelda games in terms of overworld/dungeon progression. And it's got a large, lovable and well-defined cast. A very important first for a console Zelda!
I'm veering off-topic though. Or maybe on-topic, since as we've repeatedly discussed, every thread in this forum should be about OoT. Especially BotW threads.
To be fair, some of the shrines in BotW could take longer than a few of TLoZ's smaller dungeons, and taken as a whole, you're almost definitely going to be spending more combined time in shrines than a traditional Zelda game's worth of dungeons (if you hit every shrine). But yeah, there's something to be said for the classic map/keys/compass/item/boss appeal of a good Zelda dungeon.
That's funny, because for some reason, the Elephant Divine Beast--also the first one I did--was my least-favorite so far (I've now done three as of tonight, all of them besides the one in the southwest). The dungeon concept grew on me more with the other two, which I thought used 3D space and the game's physics in a more clever way.
I think I agree that the series wasn't really hurting for dungeons, so I'm not really missing the traditional ones as much as I would if, say, they downplayed them for a couple console games in a row or something. SS's were fairly easy but also fun and memorable, and TP's pocket was overflowing with 'em.
I hit the 100 hours mark yesterday. I could go fight the final boss/sequence whenever but I'm trying to clean up any open shrine or side quests. The shrine quests have been very rewarding to figure out, particularly the one's from Kass.
@TriforceBun I'm not sure that is being "fair" though, because the original Legend of Zelda like... obviously, it's a much, much shorter game than pretty much every Zelda since, so obviously the dungeons are much, much shorter as well. But that's not because there wasn't a big focus on dungeons, it's just because the scope of NES games was significantly smaller in general. You could also point to the super awesome explorable overworld in the original Zelda and point out how you could run across the entire map in mere minutes, but that doesn't take away from what it was at the time.
@Hero_Of_Hyrule It's like you're reading my mind with these posts! Get out of my head!
For me, the flurry rush counter makes most battles too easy. It's an easy maneuver to execute for how powerful it is. If the hard mode doesn't nerf or remove it, it'll probably still be easy.
In any case, one thing I've always liked about the Zelda series is how nearly every game feels distinct, and while there are some I like more than others, I wouldn't have wanted them to be more similar to each other. While this game may not be my fave in the series, I'm still glad they once again tried something different with it, and there's nothing major I'd want to change about it. Instead, I think in terms of what they can do with a sequel to this game, not what they could have done differently in this game.
@Shadowlink I'm guessing the lack of caves is due to the 2D top-down map, which would make it difficult to map out cave systems and what's inside or on top of them.
Got to that big area just north of Hyrule Castle and my fucking God it's beautiful.
I also have NO idea how to proceed. My bro says I nay need to talk to someone with a key piece of info.
edit: Ah so my post got lost again. Of course it did.
I posted how I wish caves made it in from long ago but figured they prob wouldn't make the cut :(
I wonder if that DLC cave might actually be a real cave? And the DLC "dungeon" is also...exactly as the name implies. That'd be awesome I'm sure we'd all agree. Those are two Zelda staples that shouldn't go away!
Ps. I also said that enemy and wildlife AI could use some improvement as how they disappear is a bit weird (even though it's an intentional design in hunting them within a time limit once they've spotted you) as well as them running in little circles too often.
One of the towers is surrounded by a lake filled with electric enemies.
I did this one yesterday. Dispatched a bunch of Lizalfos and one tactical Wizzrobe but as I started my climb the FRICKIN BLOOD MOON HAPPENED and lo, the prancing electro-pest was reborn to promptly zap me back into the water!
It's these (fairly) unique experiences that make this game so personal and memorable. I'm still in awe almost every night.
Have you guys seen that video where the player lures a guardian close to one of those big rock monsters? They start fighting and the rock monster punches the guardian across the body of water they're next to. Super awesome!