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File: 0e8c2fdb36b7a9c⋯.jpg (110.1 KB, 665x739, 665:739, a5714539.jpg)

8c6e77  No.16517057

I know I'm late to the party, but I only started playing this 3 days ago and this is the first Zelda I've enjoyed as an adult that didn't feel like a chore to play. I liked wind waker in middle school but that was over a decade ago and I had very different standards of what i expect a game to play like back then. It baffles me how anyone can play that, twilight princess, oot, skyward sword, or Majora's mask nowadays and not be bored by how limited everything is. Before anyone jumps down my throat, I get coming back to something old and enjoying it because of nostalgia, but I don't feel that with these. I played oot and Majora's mask as a small child too but they just bore me to tears to play now at 25. Just the gamefeel of controlling link and traveling feels like you're wading through goddamn sludge in the old ones. I'd felt that way for a very long time but I couldn't put my thoughts in order until now when I have a point of comparison of something that just feels more pleasant to play. I'm hoping this was a paradigm shift for Nintendo in how they make these, the same way OOT changed how they made them back in the day.

3bc37e  No.16517094

File: 1fcb23093fc6206⋯.png (3.11 MB, 1920x981, 640:327, Screenshot (7).png)

Shits far from a good Zelda game but its great I can emulate it flawlessly and some mods even exist to enhance the experience like more weapon slots, unlocked weapon slots from the beginning, and infinite weapon durability, they all make gathering different weapons actually enjoyable and using them without worrying about breaking them makes the experience all the better

But to say it should be the new standard for Zelda games is retarded. Zelda as a franchise has always been highly rated in the industry for its unique dungeons, unique music, and unique boss design. And BotW literally throws all that out completely. You no longer get the Forest Temples and the Water Temples of past Zeldas with unique music and enemies. Its shit. Hopefully the sequel fixes these issues and BotW was just an experiment. But I swear if Nintendo goes back to the Shrine model of BotW for the next game then this franchise is dead to me.


7d302b  No.16517118

There should be a Zelda similar to BotW that focuses on the underworld.


52d0a3  No.16517127

File: 00df85abee72742⋯.jpg (93.42 KB, 827x1223, 827:1223, AN-Fq-5ydCJUNo-EbuiapFsxX5….jpg)

>>16517057

> I'm hoping this was a paradigm shift for Nintendo in how they make these, the same way OOT changed how they made them back in the day.


e15bae  No.16517132

>>16517094

I would kill for a game that mixes the classic Zelda formula with BOTW. The extreme freedom in exploration and how you want to approach puzzles combined with the classic big dungeons.

Imagine (an idealized version of) Twilight Princess with all the basic content still present but now you can also find shrines and new locations basically everywhere that was formerly locked.


bcff3c  No.16517134

>>16517057

What an awful post


114080  No.16517138

File: 5338ed674dba1fa⋯.jpg (28.8 KB, 600x315, 40:21, qpIGxmR.jpg)

>>16517094

I wasn't talking about any of that stuff, I was talking about the way it controls. I agree that the dungeons, bosses, and shrines are lackluster. What I like most is the high mobility you're afforded. In the old games you had your feet or a horse. Wanna go somewhere? Walk there or take your faggot horse and avoid or engage enemies at your whim. Climbing and gliding has changed travel for me to where I don't mind not warping, and getting from point A to point B is actually really fun for me. I usually will climb to high ground and then glide in the direction I need to go in. Climbing has enough variables that you actually need to put a bit of thought into it, like if a slope is flat enough that you can stand on it to recharge stamina, or if you have enough stamina to get to the place you need to reach. The journey to get to the destination is fun in it's own right in a way that the old games had always lacked. I also appreciate that you can do whatever you want. I played for tens of hours before even getting around to completing the first dungeon/boss, there was so much to explore and do in the mean time.

>>16517118

I agree, that would be really cool. If it had a world and environments similar to made in abyss, or at least using that as loose inspiration for some aspects, I would like that a lot. Made in abyss always felt zelda-ey to me with it's aesthetic.

>>16517134

You're an awful post


e5d646  No.16517145

BotW + Link Between Worlds?


3bc37e  No.16517147

File: 3534c631c0ad0b7⋯.png (3.08 MB, 1920x1080, 16:9, Cemu 1.11.6b - FPS_ 30.00 ….png)

>>16517138

>What I like most is the high mobility you're afforded. In the old games you had your feet or a horse. Wanna go somewhere? Walk there or take your faggot horse and avoid or engage enemies at your whim. Climbing and gliding has changed travel for me to where I don't mind not warping, and getting from point A to point B is actually really fun for me. I usually will climb to high ground and then glide in the direction I need to go in. Climbing has enough variables that you actually need to put a bit of thought into it, like if a slope is flat enough that you can stand on it to recharge stamina, or if you have enough stamina to get to the place you need to reach. The journey to get to the destination is fun in it's own right in a way that the old games had always lacked. I also appreciate that you can do whatever you want. I played for tens of hours before even getting around to completing the first dungeon/boss, there was so much to explore and do in the mean time.

I agree. I also think the weather system, climate and temperature simulation, and full wind simulation was done exceptionally well, I especially like how the weather actually can effect gameplay and is not entirely superfluous like in every other open world. And the item gathering is also very intuitive and just werkz.

I will say BotW is one of the few open worlds I can say was actually not big enough. BotW left me wanting more. I want a BotW with a 10 times larger map with more shit to explore. I want 10 times the items to collect and gather.


114080  No.16517152

>>16517145

I'm not sure exactly what you meant by this, but I want to iterate that when I talk about old Zelda games, I'm referring to the ones that I mentioned.the 2D overhead ones, I don't think there's a problem with them and I don't have much of an opinion about them. They're just a different type of game, and I don't have an opinion about their design until something comes along with a big innovation for them.


bd2a96  No.16517179

I started playing just recently and there's a lot that needs to be fixed if they continue with the formula. There's so much annoying shit where they could've easily added some QOL stuff like having to go into your inventory every time to cook meals the horses refusing to even go over little bumps or cliffs. Of course everyone already knows the major flaws so I won't go into them, but also fuck the motion control puzzles, fuck them up the ass.


3bc37e  No.16517183

>>16517179

>but also fuck the motion control puzzles, fuck them up the ass.

At least its not required to complete the game unless you want 100 percent autism


3ecc4d  No.16517185

>>16517094

>Zelda as a franchise has always been highly rated in the industry for its unique dungeons, unique music, and unique boss design.

>And BotW literally throws all that out completely.

That's quite the exaggeration you're throwing around.

Zelda's formula has dungeons in it, but they are hardly unique since there's always the Forest Temple, the Water Temple, etc in almost every game with their own variations but still present. And dungeons usually only feel unique because they are made around a specific item you get in them being used to traverse it, which is fun until you consider it's just justifying a gimmick.

It's not that I think this is terrible or anything, but if you took the Boomerang and the segments that need it from the Forest Temple in TP, the rest is mostly just what you get outside of dungeons anyway.

Dungeons are only "unique" in the sense that they are heavily concentrated doses of puzzles to use the current gimmick item (like the Ball&Chain, Command Rod, Spinner, etc) and sometimes worse experiences than what you get outside (Gerudo montain and walking slowly with the Iron Boots in the magnetic floor)

BotW has shrines that are shit, but you can easily compare them to a single "puzzle room" in a regular dungeon. The loading times and having always the same texture doesn't help but that's mostly what they are.

And I found the actual dungeons in BotW to be far more "unique" than in previous games since despite being much smaller, they really use their limited space quite a lot and change form as you go through them, giving you far more space to explore than it seems at a first glance.

It's not automatically better, but while previous dungeons are better aesthetically and even in size, BotW's Dungeons have far more interesting gimmicks and uses to them.

>unique music

I'll disagree here, even though I don't much like BotW music. They went with an idea where music changes according to your surroundings, which is unique in how it plays and I don't believe has been tried yet. Despite that, the best music doesn't do this (most towns and Hyrule Castle for instance) so this was a mistake on their part or at the very least hasn't been done very well. But it's unique on it's own anyway.

>unique boss design

Again, same thing as with the dungeons. Bosses often end up being all about using whatever item you adquired in the dungeon, with the final boss re-using most of those again. It's quaint but makes for shallow combat and gameplay once you figure out what the general idea is. BotW used the environment around the boss fight as well as it's shape and attacks to differentiate it, which made for an arguably more unique experience.

Honestly, I have no idea why anyone would request that they keep doing the exact same formula year after year instead of hoping for innovation. I don't resent any change they made to the game, not even the few aspects that miffle me because in the end, there was still an attempt at innovation with plenty of positive results too. I'd rather they keep changing the formula and improving bit by bit than making the exact same game every day. Nintendo should be Nintendo, not Activision or EA.

>infinite weapon durability

Filthy casual. Real heroes shock their enemies, pick they dropped weapons and use them to kill their owners. Real heroes slap skeletons in their bony face with their bony hands. Real heroes don't use overpowered weapons against trash enemies that can easily be dispatched with liberal use of a Korok Leaf and a few Chuu Jellys.

Real heroes don't need to carry an infinite number of crutches to carry them on an adventure, they make do with a stick and a pot lid.


3ecc4d  No.16517187

>>16517138

BotW underground sounds like an amazing idea, especially if you can go back and forth from upside and downside so you can see the differences.

>>16517147

Don't forget about the cooking! It's easily one of the most overlooked aspects of the game when talking about it when it's also one of the best aspects in it do to how simple and intuitive it is.

Just picking up to 5 ingredients and chucking them on a lit pot to cook or make alchemy, the results coming from the ingredients, is a pretty great concept instead of going with autistic recipes and having your inventory filled with trash that you can't use because you're missing a single ingredient for a recipe. Just about anything has some use, if it's just adding more hearts or duration to the result.

Even better is that if you combine specific items, you actually make different dishes. It's not required but it's nice that you can cook actually specific recipes if you want and even apply some variation by adding extra ingredients.

Just wish that Alchemy was better explained and detailed. I still have no idea if there's any point in adding extra monster parts beyond the first one, if it increases duration or strength.

I just wish they had included far more content for the "adventuring experience", like a grappling hook (although this would require serious balancing to not make climbing useless) a tent and cooking pot.

These last two, with a saddlebag for extra inventory space (for weapons and the like) would make your horse far more usefull and would justify taking him along more often instead of just fucking off with the glider. The horse would essentially become a mobile base of sorts.


b88562  No.16517188

you just have shit taste and are easily entertained

you might as well be playing an assfaggot


3bc37e  No.16517190

File: 0ecd5892402036e⋯.gif (353.98 KB, 384x239, 384:239, [laughts_in_my_boy].gif)

>>16517185

>Zelda's formula has dungeons in it, but they are hardly unique since there's always the Forest Temple, the Water Temple, etc in almost every game with their own variations but still present. And dungeons usually only feel unique because they are made around a specific item you get in them being used to traverse it, which is fun until you consider it's just justifying a gimmick.

It's not that I think this is terrible or anything, but if you took the Boomerang and the segments that need it from the Forest Temple in TP, the rest is mostly just what you get outside of dungeons anyway.

Dungeons are only "unique" in the sense that they are heavily concentrated doses of puzzles to use the current gimmick item (like the Ball&Chain, Command Rod, Spinner, etc) and sometimes worse experiences than what you get outside (Gerudo montain and walking slowly with the Iron Boots in the magnetic floor)

Ocarina of Time was the game to really get Dungeons right. Each dungeon had its own theme, music, item, and bosses. Nintendo tried replicating that in Wind Waker and TP but they seem to sort of gave up after that. We will probably never have a Zelda game with as good of a sense of progression as we did in Ocarina of Time ever again. I think Minish Cap came sort of close though

>I'll disagree here, even though I don't much like BotW music. They went with an idea where music changes according to your surroundings, which is unique in how it plays and I don't believe has been tried yet. Despite that, the best music doesn't do this (most towns and Hyrule Castle for instance) so this was a mistake on their part or at the very least hasn't been done very well. But it's unique on it's own anyway.

The music was trash, I actually made my own graphics pack for CEMU to completely disable it. This was the first Zelda title not composed by Koji Kondo and it shows

>BotW used the environment around the boss fight as well as it's shape and attacks to differentiate it, which made for an arguably more unique experience.

Naw its literally just 4 shadow Ganons. The bosses were overall trash


3bc37e  No.16517192

>>16517190

>Ocarina of Time was the game to really get Dungeons right. Each dungeon had its own theme, music, item, and bosses. Nintendo tried replicating that in Wind Waker and TP but they seem to sort of gave up after that. We will probably never have a Zelda game with as good of a sense of progression as we did in Ocarina of Time ever again. I think Minish Cap came sort of close though

Quoting this to make it more clear since I butchered the greentext and I can't delete my post now


7f86af  No.16517196

>>16517057

Main thing i really like about the game is the whole modular environment shit.

Fire is fire and behaves predictably for example.

I prefer the non-dungeon gameplay over the ones i played when i was a kid, but they really have to add some meat to their dungeons and puzzles. Maybe even have some puzzles just littered around the open world instead of boxed into a shrine.

>>16517188

I know right, he dares to have fun with something. Might as well kill himself instead while you sit here slightly upset that you cant enjoy this game. Clearly the superior choice fellow pro-gamur.


3bc37e  No.16517199

>>16517187

>a tent and cooking pot.

https://gamebanana.com/gamefiles/8454

Once again mods got you covered fam


3bc37e  No.16517201

File: 4f1265cba43f61b⋯.png (12.23 KB, 500x500, 1:1, madrugada_no_chan.png)

>>16517196

>I prefer the non-dungeon gameplay over the ones i played when i was a kid,

Too me it really doesn't feel like Zelda without dungeons though. It feels like a slightly above average open world at best without that Zelda "Magic"


73aad8  No.16517205

I feel like there were a lot of good ideas here but the best thing they could do is bring back more classic Zelda elements.

1. No more magic ipad. Have Link start with fucking nothing and have to work for every new tool. Bring back shit like the hookshot, Gust Jar, etc. Do bring back the magnetic/timestop etc shit but make the player work for it. Also while the sailcloth was a good idea, it should be acquired a bit later as it broke the game when people just flew everywhere by jumping off towers.

2. Dungeons. Not much needs to be said here. Imagine a fuckhuge pyramid in the middle of the desert, or a giant tower on the highest mountain you could see from anywhere in the game. Fill them with dangerous monsters and great loot (not just a new tool per dungeon, toss some weapons and armor or money in them). I understand allowing dungeons in any order might mean that people wouldn't have the right tool for a situation but honestly fuck it, encourage people to come back later if they run into a wall.

3. Bosses. More enemies in general.

4. No weapon breaking. It killed any sense of wonder from finding weapons. Maybe have a monster hunter style system where weapons would wear down from use but not break forcing you to either keep a whetstone on hand, keep extra weapons, or go to a blacksmith.

5. More towns and people to talk to. Get rid of the stupid fetch quests and do more stuff like Tarrey Town.

They came damn close with BotW and i really feel like the next game will make or break the franchise depending on what they learned from it.


5f0b63  No.16517211

File: a1de623f8c31c2d⋯.png (40.7 KB, 489x541, 489:541, Anon, anon, anon....png)

>>16517057

>Just the gamefeel

>the gamefeel

>gamefeel

>gamefeel

Who the fuck allowed a kotaku blogger in here

Look, Botw's great, but it's a different formula. The fact you don't enjoy zelda games only means you can't be arsed to play something that involves a specific direction, goal; you don't like being told what to do. That's a bit dumb to play videogames in that case, as by their very nature games are sets of rules dictated to the player, in a sense, but that's fine.

Botw tells you "hey, zelda needs saving, but, well, if you don't feel like it, go fly above that mountain, dick". Thing is, Zelda games still have never once been linear. The places you go to and in which order; the secondary quests that have always been numerous; the various secret items that require long-ass quests to collect; etc, etc. Heck, sometimes you even get things like fishing, which overall is completely useless but is oftentimes one of the favorite parts for many players. Coming back to OoT and remembering I'll get to catch this fucking fatass fish always brings joy to me, and TP's fishing center is huge and so fucking gorgeous. Heck, even in Link's Awakening, fishing's fun, and it's some tiny 2D minigame.

I bet you're a PUBG/Fortnite/whatever player you cunt.

Zelda games are about having a sense of being a specific character involved in a new world each time. They went the extra mile with botw, but that's because the previous ones already offered a chance to be Link, a character that keeps on growing all the way up to the end. From getting more hearts to upgrading your items, it feels like you're so vastly more powerful, efficient, strong when the game ends than when it begins. In multiplayer, you're basically the same dude from start to finish : you're just your character, basically, you pick up sometimes a few new weapons, but it has more to do with luck or strategy than with actually "growing".

You're a big baby, anon. I'm being mean to you because this is 8chan and if I don't say "nigger" at least once in my post it doesn't have much value, but just so you know, Zelda games are loved precisely because they push you to change and grow. Botw has this sense as well, but this isn't why you like it. It doesn't push you to grow, it happens gradually, if not somewhat without being noticed. And that's great, sure. But that's not what felt so new with Botw.

A massive lesson Zelda games get, and you can precisely see it expressed directly to you in Wind Waker or Majora's Mask, is about growing up. It's about being a child pushed into adulthood. It's about understanding what it means to grow. All of those games gather this feeling, this philosophy. Botw does that a bit less to be honest. Maybe that's what you don't enjoy.

Being told to grow the fuck up.

Bitch.

In all seriousness, maybe you just don't really like the games precisely because it works in "steps", which is how you get this sense of "evolving", of "growing". It's necessary, but maybe just not your thing. I get that; it's just a shame. How else are you going to get a feeling of pride when the game ends, anon ?


3ecc4d  No.16517213

>>16517192

>a sense of progression

Not seeing it, chief. Every dungeon is mostly self-contained, very little carries from one to another since the item you need to use is a different one as well. Final dungeon usually being a combination of every gimmick would be the closest to it, otherwise there's no actual progression beyond heart containers.

>>16517190

>Naw its literally just 4 shadow Ganons.

The dungeon itself being an actual part of the encounter shouldn't be discarded. Swimming around with Prince Ralis trying to disable the dungeon so you could get inside was pretty great, for instance, I have no idea why you would just forget that as if it wasn't part of the whole experience.

Each "shadow ganon" also played somewhat differently. Water dungeon for instance had those pillars and water raising limiting your movement but giving you some uses out of Cryo Power for defense, for instance.

It's not the game's fault that you're a picky unimaginative cunt.

>>16517199

>all this time assumed that mods were just for the CEMU

>you can actually mod the game on the Switch with Homebrew

A whole new world just opened for me, thanks Anon.

>>16517201

>It feels like a slightly above average open world at best without that Zelda "Magic"

You say that like it's a terrible thing, but if Skyrim had the same gameplay, it wouldn't be as much of a trash heap as it turned out to be. At the very least the climbing mechanic.

Besides, the "Zelda Magic" is still there, it's just not that obvious. Come back once you've chipped a dragon scale and got a sweet weapon by offering it, for instance.


2d0517  No.16517217

Something I'd like to see as far as setting goes is a game that takes place during hyrule's peak where there's a lot of outward expansion and growth, there are fucking massive cities at are miles in diameter, Zelda is Queen Zelda and she's been running shit a long time and she's older, maybe there is a princess Zelda also but she's the heir. Twilight princess veered in that direction, but I'd like for a new installment to take the idea like 10 times farther than tp did.


3bc37e  No.16517220

File: 614155b589cd62a⋯.jpg (70.34 KB, 800x800, 1:1, Db5nxhCU8AAZi3f.jpg)

>>16517211

>Spoiler

The correct term is progression. And all open world games universally lack any kind of sense of progression and its definitely what Zelda did best

>>16517213

>Not seeing it, chief. Every dungeon is mostly self-contained, very little carries from one to another since the item you need to use is a different one as well. Final dungeon usually being a combination of every gimmick would be the closest to it, otherwise there's no actual progression beyond heart containers.

Thats part of what gave it progression you retard. Having dungeons before the final one reuse mechanics from older dungeons would've just been lazy design. It was intentional that each dungeon was self-contained. Then at the final dungeon when you are able to use every mechanic you've gathered, you feel an actual sense of growth.

>The dungeon itself being an actual part of the encounter shouldn't be discarded. Swimming around with Prince Ralis trying to disable the dungeon so you could get inside was pretty great, for instance, I have no idea why you would just forget that as if it wasn't part of the whole experience.

The cringeworthy voice acting quests felt like chores tbh and were completely forgettable

>Each "shadow ganon" also played somewhat differently. Water dungeon for instance had those pillars and water raising limiting your movement but giving you some uses out of Cryo Power for defense, for instance.

Bro, this is a motherfucking ZELDA game. Its competing with games that each gave us completely different boss designs and even boss puzzles per dungeon.

You know how you beat the bosses in BotW? you shoot bomb arrows at them until their massive health bar drains. That's fucking it, there's no real puzzles. They're forgettable as fuck and the fact there is no unique boss designs is just a cherry on top

>It's not the game's fault that you're a picky unimaginative cunt.

<Durrr why hold games to a higher standard?

Retard

>You say that like it's a terrible thing, but if Skyrim had the same gameplay, it wouldn't be as much of a trash heap as it turned out to be.

Sure, but Skyrim isn't exactly a very high bar to set


73aad8  No.16517227

File: 7fc7d3e225617ef⋯.jpg (21.76 KB, 480x360, 4:3, msahytkytdf.jpg)

>>16517213

>Swimming around with Prince Ralis trying to disable the dungeon so you could get inside was pretty great, for instance, I have no idea why you would just forget that as if it wasn't part of the whole experience.

Honestly just getting into the water/thunder/air dungeons were better boss fights than the actual bosses.

>>16517217

Could just have the king be alive for once. Having Link be a knight in service of Hyrule like he was in the flashbacks would be a cool change of pace.


3ecc4d  No.16517232

>>16517220

Oh, I see. You just want Zelda to follow the CoD formula, come out with a new iteration every year that mostly changes the cosmetic aspects but otherwise keeps the same gameplay with very little change from the safe, familiar formula. Gotcha fam.

>Thats part of what gave it progression

<spend 85% of the game with 0 progression besides Heart Containers

<it's better progression because there's 1 (one) dungeon that rehashes half the previous content in a token way to remind you of your journey there

Eheh.

>The cringeworthy voice acting quests felt like chores tbh and were completely forgettable

Riding Rallis around the dungeon, dodging bombs and shooting lightning arrows was a chore?

Riding manta rays in the desert to reach the dungeon was a chore?

Dear lord, do you hate fun this much?

>Bro, this is a motherfucking ZELDA game.

And as such, it's not allowed to change. EVER!!1!

>completely different boss designs and even boss puzzles per dungeon

<throw the boomerang to catch the bomb! Then throw the bomb at the plant!

<shoot the arrow in the eye of the bad guy! Then run to him and hit him with your sword!

Ebin.

<Durrr why hold games to a higher standard?

That's not what I said, you miserable cunt. You'll outright ignore or forget about entire parts of the game that don't fit your narrative just so you can focus on the specific aspects you didn't like. And even those are because of your own limitations and lack of imagination.

You could use the Cryogenic Power to get into melee range with that "shadow ganon" or even block his projectiles, instead of wasting bomb arrows like a retard, for instance. You just didn't thought about it because the game didn't handheld you thru the entire boss fight with an obviously gimmicky item that MUST be used and was introduced just a while ago.

You want higher standards, what about not treating items like gimmicks that are barely used after their respective dungeon? Powers in BotW were far better than items ever were before.

What about having bosses that feature multiple ways to defeat them with actual combat instead of a puzzle repeated 3 times, as if we were fighting Bowser? The random Hinox's you find around are far better bossfights than anything in Zelda ever was considering the large amount of ways you can actually kill them, Eventide Island being a great example of that.

What about having weapons that actually perform better instead of having a single sword for the entire game to be replaced with another sword for story reasons, or a boomerang that's just a shitty bow until you get an actual bow?

>Sure, but Skyrim isn't exactly a very high bar to set

No, it's not. It's just the base model for most open world games that sets out to have lots of content but you interact with it in a very shallow way. Powers, equipment and climbing\gliding in BotW are not enough, but they are a major stride in the right direction.


b88562  No.16517234

>>16517232

Want to know how I know you're cuckchan?


3bc37e  No.16517235

File: dfae9d403402b21⋯.jpg (104.13 KB, 570x570, 1:1, ighgydshdy.jpg)

>>16517232

>Oh, I see. You just want Zelda to follow the CoD formula, come out with a new iteration every year that mostly changes the cosmetic aspects but otherwise keeps the same gameplay with very little change from the safe, familiar formula. Gotcha fam.

False-dilemma fallacy

>Riding manta rays in the desert to reach the dungeon was a chore?

Sand Seal, retard

>And as such, it's not allowed to change. EVER!!1!

>EVER!!1!

cringe

>Powers in BotW were far better than items ever were before.

I somewhat agree but wish they were more fleshed out

>What about having bosses that feature multiple ways to defeat them with actual combat instead of a puzzle repeated 3 times, as if we were fighting Bowser?

Because that shit doesn't make for a memorable boss fight. It just makes bosses standard enemies with a lot more health

>The random Hinox's you find around

fuck yeah I love the minibosses scattered throughout the world. Lynels are infinitely funner to fight then the retarded bosses because the game doesn't pretend like they're massive fucking deals, they just are because they are, I like that. Zelda does need more of that

>are far better bossfights than anything in Zelda ever was considering the large amount of ways you can actually kill them,

Different =/= better. Ideally we could have a Zelda game with both traditional bosses and tough enemies like Lynels

>What about having weapons that actually perform better instead of having a single sword for the entire game to be replaced with another sword for story reasons, or a boomerang that's just a shitty bow until you get an actual bow?

Yeah and then make all the weapons out of fucking paper because you need a reason for the player to cycle through weapons, much better system really. Also there's really only 5 weapon typed and they're all just reskins of these 5 types. Retard


b88562  No.16517236

>>16517234

or maybe reddit

not from around here though


09155c  No.16517238

Keep jumping and parrying from BOTW

everything else can go.


b88562  No.16517240

>>16517196

>upset

it's just apathy


3bc37e  No.16517241

>>16517240

He seems to be one of those really argumentative Cuckchanner types


fa89a9  No.16517255

File: b080f317fee2243⋯.jpg (41.35 KB, 280x280, 1:1, b080f317fee22434fb7ebc91d8….jpg)

>>16517057

another day, another faggot.

lttp >>>>>>>>>>>>>> botw, now gtfo and stay out


3ecc4d  No.16517266

>>16517235

>False-dilemma fallacy

It would be if you weren't so transparent. Most your criticism does indeed boil down to "It's not like the previous games, it should be more like the previous games" and you'll even hold anything past Ocarina of Time to the same standards.

>cringe

Oh fuck, we've got underage NEET trash here, it seems.

>I somewhat agree but wish they were more fleshed out

Some of them are a bit too niche, agreed. Time stop takes a lot of effort most of the time to be effective, Magnetism requires specific items around and even then it's still weak. Bombs are infinite but as a result also considerably weak and their knockdown the best part of the effect.

It's a nice start, but I really want to see them expanding powers more too.

>Because that shit doesn't make for a memorable boss fight. It just makes bosses standard enemies with a lot more health

There's nothing memorable about solving a puzzle 3 times before you can hit a weak point. Especially when you already spent an entire dungeon solving the exact same puzzle and many variations of it as well.

It's fun and pretty cool most of the time, but not really memorable, especially when you know the gimmick so well the cutscenes take longer than the actual fight.

>I like that. Zelda does need more of that

It's one of the advantages of having an open world and one that's very rarely actually used. Cool shit that's actually a challenge just hanging around ready for you to challenge it. It's one of the reasons I like the genre itself.

>Ideally we could have a Zelda game with both traditional bosses and tough enemies like Lynels

I'd rather have puzzle-like ways to deal damage that are more efficient than swinging swords but take some effort to figure out and several of them are available at any time, it's up to you and your gear to decide what you use.

This could allow you to take on dungeons in any order you want since it's boss can be killed in several ways using any item from any dungeon including the one you just passed. This does give better progression since the more you explore, the more options to finish tough fights you get.

Having the same principle applied to tough enemies like Lynels would be great too. Health sponges aren't particularly interesting.

>Yeah and then make all the weapons out of fucking paper because you need a reason for the player to cycle through weapons

The only time I ever had an issue with the durability was when I went inside a Shrine of Combat against a buffed up Guardian where I broke all my shit before I finished the fight. And that was a very good clue that I should have brought specific weapons to kill it instead of smashing everything I had at hand.

The rest of the time, I just pick random swords and spears and use them on trash mobs since that's more than enough. I only ever need to carry 3-4 actually good weapons for some tough fight and pacing my usage like this nets me a net positive in cool shit to the point I can't even pick up most weapons I find. If only you weren't going around swinging your Flaming Greatsword at random Moblins and just used a regular sword or Lizal Boomerangs instead, you'd have it for when you need it.

Start looking at weapons as consumible items and you'll understand it a lot better.

>there's really only 5 weapon typed and they're all just reskins of these 5 types

There's Swords, Spears, Greatswords, Boomerangs, Rods, all of each have different uses and gameplay. If it sounds like it's not enough, consider the fact that the previous games had Sword and that was it. (Boomerangs and Rods in previous games were not weapons, they were items)

Also consider that their variations aren't just "reskins" since they do act in very different ways. Cold weapons actually freeze your enemies, Fire weapons can set things on fire and Thunder weapons harm armored foes a lot more and can disarm them too.


a2a1bc  No.16517289

File: b4d741607a30b81⋯.png (276.21 KB, 640x294, 320:147, 1328718274041 1.png)

>>16517255

dubs confirms OP is in faggot age now.


874b85  No.16517391

>>16517147

BOTW would've been much better if there actually was incentive to explore, I just went to the places I had to go and that was it. I did some of the photos but it wasn't really worth the time. If the dungeons were a lot less shit, it'd be great too.

Some enemy variety other than HEY LOOK A MOBLIN BUT ITS BLUE BECAUSE WATER GET IT? too would be nice


b0516a  No.16517455

>>16517147

I'd rather have a smaller world with more content than a large empty world. Also I would like heart pieces to be puzzles on the overworld again instead of shrines. Imagine if shrines were overworld environmental puzzles instead.


3dadd6  No.16517523

>>16517255

Zelda II >>> LTTP >>>>>>>>>>>>>>>>>>> OoT/MM >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BotW


3e78f0  No.16518535

What's better? MM or OOT? I want to say MM because it's a fun remix of everything, and a little more fluid, but I feel like OOT has a slightly better execution. I'm not even talking about the time stuff either


b0516a  No.16518628

I want a Hyrule with scarce resources. Renaissance era with artisans who make high quality items but are expensive. Weapons would have durability still. However they will dull instead of break. So you can keep your favorites for repair or melt them down to fix better weapons. Also have medicine bottles again to replace food. Keep meals but give them a full game day buff but you have to eat it after cooking.


2b54ab  No.16518677

They never topped OOT, so probably not. That model of Zelda was perfect the first time around, and then it dragged it's feet for the next two decades.


b0516a  No.16518731

>>16518677

I dunno. Zelda in BotW has a great looking forehead.


7c2093  No.16518738

Go play GTA or Just Cause or Saints Row 4, same shit as Botw, but with guns and less ball in the cup puzzles.


0cbac2  No.16518745

>>16517057

There's no value in 3D Zelda post Majora's Mask. The main issue being brand recognition holding back the game from competing with other games in its genre. Games like Skyward Sword and BotW are both marketed and hailed by fanboys as "revolutionary titles" when in reality the games are basically half-assed and boring. Like they're good tech demo's to show off the console as a launch title, but if they were released mid cycle then I wouldn't give a flying fuck about it. It's basically going to a new five star restaurant and basically getting a cup of mac and cheese as the main course. It's pretty good and you enjoy it, but you also leave undesired and waiting for them to add a high quality steak to the menu.


ed1cd0  No.16518747

>>16517057

BotW is not a real Zelda game. That's like asking if there's still value in future 3D Zeldas playing like pre-Hyrule Warriors. BotW is a one off Skyrim clone because the producer played Skyrim due to the "arrow to the knee" meme. Skyrim clones are not a substitute for real Zelda games.


19b994  No.16518759

File: 07bb63c8dabd701⋯.png (610.26 KB, 600x563, 600:563, 03de07be4e111730a990339b4a….png)

>>16517057

LoZ: Link's Awakening

LoZ: A Link To The Past

LoZ: Seaons

Loz: Oracles

And you should probably try to play the original Legend of Zelda as long as you can before giving up and looking up where all the secrets are.


19b994  No.16518770

>LoZ: Oracles

Oops.

I meant LoZ: Ages


ee1aea  No.16519124

File: d7fedd1a7b28000⋯.gif (2.42 MB, 613x290, 613:290, extend arm.gif)

>>16518747

Where do all you faggots claiming "BotW is a Skyrim clone" come from? They are far from the same game, with the only similarities being that they are open world and boring.


e5d646  No.16519162

>>16518535

Ocarina of Time because it's not half a game.


3e78f0  No.16519262

>>16519162

Oh yes, MM has fewer dungeons. I always forget about that. But then, the dungeons in OOT feel pretty simple too. The puzzles are usually "one and done" style of deals to get to the next room, or else you come back to it later; at least in MM, I remember you see a "task" like the pillars in Icehead Temple that you have to destroy as you go


fb008b  No.16519315


0747a1  No.16519385

>>16519124

I would assume that the idea comes from the devs stating that they were inspired by Skyrim.


4f090c  No.16519402

>>16519162

Just because MM has fewer dungeons doesn't make it less of a game; it has many other side-quests and things to do content-wise.


03e0f3  No.16519452

>>16517057

Here's a novel idea: Instead of making this huge and empty open world, focus all of your time on making huge and open DUNGEONS that are filled with puzzles, environmental hazards, and enemy threats. You know, something like Super Metroid, only larger in scale and hopefully with more depth. Each segment of the map can contain a featured dungeon that should act as the highlight of the region. Players should also be given reason to come back to these areas, given that they'll be the primary focus, though I'm not quite sure how that can be done. Maybe Link can acquire crafting/upgrade materials from enemies here, or maybe there is a marketplace that sells valuable consumables. Doesn't matter, but I'm just saying it'd probably be a good idea to give the player incentive to return.

Aside from that shit, make the combat more interesting, give us a variety of weapons, skills, armors, spells, and abilities like, oh, I don't know, DARK SOULS and make enemies pose even a remote challenge. Then, each dungeon can have its own storyline that contributes to the overall plot, much like the individual areas in Majora's Mask. There you go, best of classic 3D and BotWshit


546ad4  No.16519469

File: 21399de5086bbd0⋯.jpg (107.13 KB, 992x1026, 496:513, zelda_booty_2.jpg)

>>16517127

how is it bait? I agree with OP.


c4a9b7  No.16519482

I really liked Breath of the Wild, but OP is retarded for claiming that the older games are not worth playing now. He might as well say that board games are worthless now that we have video games.


ae6128  No.16519504

File: ad873954b0ef89e⋯.jpg (146.77 KB, 1080x1052, 270:263, IMG_20190529_124116.jpg)

>>16519482

They fucking aren't. What are you, a 60 year old cubano? What are you doing on /v/ uncle Joaquín? Shouldn't you be smoking cigars and playing dominos with your amigos.


ae6128  No.16519507

>>16519504

*Aren't worth playing, I meant


f78631  No.16519558

>>16519452

So you mean Dark Souls? It's been done to death. We don't need Zelda Souls.


c4a9b7  No.16519573

>>16519504

Fuck you Miguel, I'll spend my time how I like.


ae6128  No.16519576

>>16519558

You're right, we need the legend of dark




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