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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.
Yeah, I'm getting close to that point, myself. I still have a couple of minor things to do, but I could put it down now and feel like I saw almost everything. About 130 hours in at this point. If you told me a year ago that I'd spend that much time in the next Zelda without it ever becoming a slog, I'd have told you that you were crazy.
@Zero@Shadowlink Well the runners have already talked about ways around it...and it doesn't look good. Unless they were able to find a wrong warp straight to the credits, they can't skip the glider. It's theorised that teleporting outside of the plateau without it would still just void you out, so you can't warp to Hyrule Castle and be done with it. Another way would be by using some funky code manipulation to place the glider into the inventory, but that is incredibly unlikely with a modern game.
Why can't they pause during 100% speedruns? I don't see anything that would be unfair about that.
I'm not typically interested in speedruns, but I am curious about the straight-to-credits one. I wonder how long it takes to get to the plateau, as well as how they can get through the final battle with the crappy starting weapons (though I guess they could grab the good ones in the castle on the way).
I beat Breath of the Wild last week. Not terribly difficult given end-game stats after 120 shrines and 4 divine beasts, but still a rewarding experience. During the final encounter, I jumped off my horse to catch an updraft, and Ganon proceeded to stomp my horse to death, so... uh... that made it just a little bit harder hahaha. I loved the look of the Blights and Calamity because the style was a bit reminiscent of the Twilight creatures, but I really liked Calamity's aesthetics for being particularly creepy too.
I do wish there was a little more depth. I enjoyed the shrines, the Divine Beasts, the Lost Woods, and Hyrule Castle, but I am left really longing for some classic, themed dungeons with their unique architecture, music, puzzles... feel. I hope the DLC delivers in some capacity. I am totally cool with nonlinear progression for most of the game, and I don't think a dungeon requires the same formula of getting a specific item to proceed, but a mix of more (harder) puzzles, enemies, and some sort of better reward would have been great (more armor, indestructible weapons, new combat techniques?). I would have loved a few enemy gauntlets too. How great would it have been to be exploring the world, then you burn some tree, place a weapon in a conspicuous statue's hand, or moving a giant, sealed door like the ones in Hebra, to discover some ancient temple with its own enemies and boss(es)?