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File: 525189cc37c2d08⋯.jpg (377.49 KB, 1440x1920, 3:4, 236803313.jpg)

c6a41f  No.16832496[Last 50 Posts]

I just finished up on the starting plateau and I'm get the feeling that I've already seen everything this game is going to give me.

Do I really have most of the abilities already? Where are the dungeons and the bosses?

____________________________
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fe65e6  No.16832507

There are no actual dungeons. Breath of the Wild is really bland. I hope 2 fixes the lack of anything interesting this game had.

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ac6697  No.16832509

>Do I really have most of the abilities already?

You can get some with equipment and food still and there are some upgrades for what you have.

>Where are the dungeons and the bosses?

Further into the game are the classic type of dungeons and bosses, there are some world bosses scattered about. A lot of them are those short puzzle dungeons though.

Why not just keep playing the game instead of coming here, you've only really done the tutorial.

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c6a41f  No.16832515

>>16832509

Because every other Zelda I've played has grabbed me by now, even Skyward Sword. So far I've just been running around empty overworld hoarding weapons that break after 2 fights.

More equipment is a plus. I was really worried that they were all going to be tied to the stone.

The short "dungeons" are such a waste. Who thought that was a good idea?

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820a18  No.16832518

>>16832496

>he fell for the Zelda, bing of the wahoold meme

Anon I…

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ac6697  No.16832523

>>16832515

>The short "dungeons" are such a waste

They aren't that bad, excluding the ones relying on motion controls, though less of them and a few more main dungeons would be nice.

The game definitely has more of an overworld focus than other zelda titles and is less linear. Try to just focus on the main story and the side puzzle dungeons, doing other things only if you feel like it.

>weapons that break after 2 fights

I really hope they change the weapon system in the sequel to something more interesting. The durability system sucks.

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e2cb1f  No.16832528

>Do I really have most of the abilities already?

Yes. You can get a camera app that let's you catalog items and creatures, some armor pieces give new abilities, and beating each divine beast unlocks some special ability, but none of them are necessary for exploring anything or beating any of the shrines.

>Where are the dungeons and the bosses?

Shrines are literally supposed to be the dungeon replacement, with the divine beasts acting as larger shrines with a boss fight at the end. There are also like three different kinds of boss enemies around the overworld, not counting active guardians.

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7971de  No.16832550

>>16832509

Literally the only unique boss with legitimate mechanics I can think of aside from Ganon is the Yiga clan leader, which just disappointed me more when there wasn't anything else like it. EVERY other boss is just "hit it until it dies."

BotW is more fun as a sandbox/exploration game, but not very good as a Zelda game. Also don't look up any tips or recipes, it's more fun to discover the few secrets on your own first.

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ac6697  No.16832578

>>16832550

>EVERY other boss is just "hit it until it dies."

They really aren't.

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ac6697  No.16832604

>>16832591

Nigger, just go look up a video of the bosses to see they have their own mechanics, one of the bosses requires you to break his ice blocks mid fight and you can use ice blocks you create to stop his attacks another one has you picking up lightning rods and holding them next to him to stun him

Maybe you were just too bad to get out of the tutorial.

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f5b124  No.16832607

>>16832604

I bet when he says boss he means the mini bosses you find scattered around the world. The golems, the fat boys and the lionels.

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41ca54  No.16832613

>>16832496

>Do I really have most of the abilities already?

No. Finishing up an actual boss in the later dungeons will give you the relevant Spirits ability. Revali's Gale in particular will change your climbing and movement in general a lot afterwards, for instance.

You can also upgrade the abilities you already have later on which makes them considerably better but not much different overall.

There's also plenty of items that you most certainly haven't seen and others you haven't used much yet, like elemental weapons and wands or all the chuu jelly and octarocs balloon's.

>Where are the dungeons and the bosses?

There's a lot of shrines that are like sorta mini-puzzles, which aren't a very popular addition.

There are however actually cool locations for you to find that act as a Shrine but not boring, like the maze way up north or the island where you have to complete it with no equipment and a few others.

There's also plenty of secrets and mysteries to discover around the world that aren't as obvious as a dungeon and it takes exploring for a while to find them, which often ends up being a better reward than what you get at the end anyway.

>>16832515

>Weapons that break after 2 fights

Those aren't weapons, that's trash. It's still useful to deal with trash enemies since you'll restock on the same type of weapons from them afterwards but don't be surprised that you're fighting with sticks and wooden shields and they break a lot.

>The short "dungeons" are such a waste. Who thought that was a good idea?

Nintendo is kinda new to the "open world" meme. The overworld is way more interesting than those shrines overall, but there are exceptions where the shrines are neat puzzles.

You've also only seen the tutorial ones that exist only to show you how to use each Tablet Ability, so of course those wouldn't be interesting.

>>16832591

>They really are.

No, they really aren't. Sticks and wooden clubs won't last long and break even faster if you keep throwing them around. Iron and tougher weapons last a lot longer than "2 fights" with better stuff still down the line.

If you're having problems, maybe try not to fight a Lynel with the crappy weapons you have since you're just gonna break them against the guy without causing much damage.

>BOTW dumped the four main NPC species into it without regard for the timeline.

Isn't the timeline for most Zelda games kinda fucked anyway and it's connections barely there? Like Twilight Princess having the Undead Knight as a reincarnation for Link and the only likely connection to another game in the series?

Because let's remember that there's a time skip of 100 years and entirely new geography anyway so there wouldn't actually be strict locations or time to put each NPC species into anyway.

>That means that BOTW2 really needs to dump an entire slew of Zelda enemies from all the games into it. There’s no excuse whatsoever to have only five enemies for the entire fucking game.

That's the second non-sequitur in your post and an exageration at that. There's far more than just 5 enemies in the game, although I'll agree that they could have added a lot more. At least Dark Nuts and Deku Babas.

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4c6dcf  No.16832620

>>16832591

>without regard for the timeline

Nintendo never should have acknowledged the timeline autists with their stupid official timeline. Why do all the games have to be connected for you guys?

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41ca54  No.16832624

>>16832607

>The golems, the fat boys and the lionels.

Even those are pretty neat to fight.

Golems being climbable and having an ore node that's their weak spot makes for an interesting fight.

Hynox (I think that's the name of the fat guys) are pretty neat since they usually have neat stuff in their necklace that you can steal before the fight starts and take it afterwards. They are also often asleep so it's a miniboss you can ambush, especially with plenty of explosives.

Lyonels are also very annoying but interesting since they seem intended to be fought from horseback in jousting matches but good reflexes and a spear are also viable and you can even mount (but not tame them).

It's not that any of these are that memorable, especially after you're done with your 5th of the same type, but they're still neat to fight against and do require different strategies to handle.

Or you can be a nigger and just keep smashing your weapons against them while spending all your food and then complain about "bosses are just hit till it dies!"

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3125be  No.16832626

>>16832604

>can’t read

>DURR U BAD AT GAYM

>>>/reddit/

You can’t just spam whatever you want here.

>>16832613

>talking about bosses having no mechanics and being the same

<spams shit about weapons

Read before posting.

>>16832620

Exactly. Just make a fucking game, and make it good. Mario doesn’t care about a timeline; it invents new regions and ignores past ones every time.

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41ca54  No.16832633

>>16832626

>talking about bosses having no mechanics and being the same

<spams shit about weapons

Where the fuck in >>16832515 or >>16832591 are "bosses" even mentioned, you sperging autist? Unless you meant "only five BOSSES "for the entire fucking game", but that's not what you wrote.

Why would you even reply to this when you're not whoever posted those either? Right back at you, "You can’t just spam whatever you want here.", make dumb assertions and you WILL be challenged by someone that actually played the game.

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ac6697  No.16832635

File: dbc64359f937181⋯.jpg (136.45 KB, 806x1250, 403:625, __reines_el_melloi_archiso….jpg)

>>16832607

An earlier post mentioned specifically Ganon and another major boss, but even if he meant those minor bosses the Lynel is much different than the other two and even the other two have different methods to defeat them even if they act rather similar.

>>16832620

I've never read the timeline and never will, I think they work better as individual stories though BOTW 2 may be an exception since it is a direct sequel.

>>16832626

Oh, you're just retarded.

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7971de  No.16832650

>>16832624

>Or you can be a nigger and just keep smashing your weapons against them while spending all your food and then complain about "bosses are just hit till it dies!"

>>16832635

>An earlier post mentioned Ganon and another major boss, but even if he meant those minor bosses the Lynel is much different than the other two and even the other two have different methods to defeat them even if they act rather similar.

The most efficient way to fight those enemies are from a distance with a bow and arrows, both of which are plentiful and easily purchased with the incredible amount of money anyone will amass playing the game. They do not require a specific method to beat, and if you fight them the way they are designed to be faught, the encounters become slow and tedious. Especially Lynels AND the divine beast Ganons.

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41ca54  No.16832653

>>16832650

>if you fight them the way they are designed to be faught, the encounters become slow and tedious.

You mean that sneaking to a Hynox and dropping a lot of explosives and\or chuu jelly near him to cause a lot of damage before the fight even starts doesn't help?

That hitting them in the eye for critical damage doesn't help you?

You mean that spamming arrows at the golems is actually a faster way to fight them instead of climbing their body and smacking an hammer to their ore node?

You mean that the Ganon in the Water Temple doesn't become easier once you start using the Ice Pillars to block his projectiles so you're safer to shoot at him?

Fuck me, here I was thinking that smashing your entire inventory against a problem wasn't the best way to solve it but you changed my mind. Who gave you this great gamertip? Was it DSP with his "let's plink away at the dragon tail, it's what the game wants me to do!", wasn't it?

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ac6697  No.16832655

>>16832650

The lynels are awful in general, but I didn't find the divine beast ganons to be tedious at all, enjoyed them a fair bit other than the desert one, which was pretty awful. I didn't try bows on them though so maybe it is even easier. I know Hynox are easy with bows, but I can't see the golems being easier with a bow than just hitting the weak spot like 5 times explosive arrows I guess would be better though.

As for incredible amount of money, I never had excess rupees until I cheesed them, normal gameplay didn't seem to give too many when you consider the costs of gear sets.

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1a1608  No.16832661

>>16832496

You've basically seen everything the game has to offer. I wouldn't recommend the game in general unless it's on sale. combat is a mess and climbing mountains gets boring after a while.

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7971de  No.16832666

>>16832653

I don't understand the point you're trying to make. Yes, you can fight all of those enemies in the way you described. I'm saying none of them require that specific strategy. It's difficult to remember any enemy in the game that distinctly requires recognizing a pattern and reacting accordingly, like Darknuts from the Wind Waker or Lizalfos from Skyward Sword. The bosses in BotW are the worst contenders when it comes to this. Instead, by virtue of being a sandbox-styled Zelda game, every enemy becomes surmountable simply by dealing enough damage.

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ac6697  No.16832670

>>16832666

But why would you want to just shoot arrows all day at some enemy until it dies?

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41ca54  No.16832691

>>16832666

>I'm saying none of them require that specific strategy.

No, you were saying "The most efficient way", not "the required way". Yes, you do not have to do any of this to defeat them, but it's far more efficient since you use less resources for the same or more damage.

Sounds like you're complaining that the enemies aren't short puzzles to solve instead of enemies to fight.

I distintively recall Twilight Princess introducing different movements you could learn with one of them specifically made to trivialize Dark Nuts once learned. From that point forward, they stopped being a thread, they were just a puzzle to solve.

I also loathe starting any new Zelda game because the first bosses are always the exact same shit: use the item you obtained in that dungeon against it in a way you practiced in that dungeon. They aren't bosses and they aren't fights, they're a retard test to make sure you actually understood how to use the gimmick item you got in that dungeon.

The way you describe it, "requires recognizing a pattern and reacting accordingly" makes it sound like previous iterations where some kind of Soulslike, with enemies having different attacks with their tells and you had to memorize and recognize them all to act accordingly, when what always happened for bosses was just 3 phases, the first being piss easy so you understand the way you're supposed to use the item, the second phase introduces an extra hinderance or constraint to the fight and the last phase has that same hindrance further increased so you have to pay attention to something else other than the boss.

Take TP again with the first boss being "throw bomb into mouth using boomerang", then "do the same while doding it's attacks and projectiles" then "do the same but the bomb is moving around in the ceiling".

Then you get to the second boss that was "hit boss in eye when it's open using your bow" then it was "use boots to avoid falling while it moves around" then it was "do the same thing but the boss is moving faster".

You either have a very romanticized idea of what enemies used to be in LoZ or you genuinely prefer the dumb simplistic version they used to be with "patterns" that are more for kids to recognize and "react accordingly".

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ac6697  No.16832709

>>16832691

>genuinely prefer the dumb simplistic version they used to be with "patterns"

I don't think dumb and simplistic is the best way to put it, but that the bosses of old games were often just another puzzle that got progressively harder as opposed to an enemy that you fought.

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41ca54  No.16832742

>>16832709

>I don't think dumb and simplistic is the best way to put it

It is the best way to put it. Every enemy had a single very simple pattern and often some crucial weakness of basic method to handle them like Deku Babas having limited ranged and being easily dispatched by arrows or even boomerangs or Dark Nuts that you either solve with an Helm Splitter or just by baiting an attack and punishing their slow recovery.

Those that din't (Moblins for instance) were instance literally just whack\shoot until they die, with no actual pattern you had to learn.

There's plenty of enemies that break the mold, like the Redeads or the floor masters, but they are either rare or serve a very specific purpose in the section of the game they show up and end up being parts of the puzzle if they aren't the puzzle itself.

Everyone else is just fodder that does NOT become "progressively harder" since they do not require anything extra that you obtained to fight them and I'll remind you that we are talking about a game that kids can play easily, that's how "hard" things can get.

If nothing else, the entire reason a "3 hearts run" can be done in pretty much every Zelda game is precisely because they do not necessarily become "progressively harder". Enemies throughout the whole game are either puzzles you solve with a specific item (and only start showing up after you get it) or can be dispatched with sword\bow easily due to how basic the combat always was since it never was the focus of the game in the first place.

Take that into consideration and then look at BOTW again, where the different types of weapons, tools and combat maneuvers is greatly expanded but you're never forced to use a single method against a specific enemy because that's how you solve it. Is that supposed to be a bad thing, more open-ended gameplay?

Consider even Moblins and compare them to their previous iterations. In BOTW, you can steal their weapons before they can use them, you can throw them a metal weapon during a thunderstorm to zap them, you can roll barrels\stones\chuu jelly down a mountain into their encampment, you can sneak and elimite them one by one, you have sentinels in towers and patrols, you have camps with usefull supplies and campfires too. And none of this supposely counts because you see recolored Moblins when in previous games they were nothing but fodder than ran to you until you killed it?

This is what I don't get about criticism about BOTW. There's plenty of dumb mistakes Nintendo made, but complaining that your enemies aren't puzzles to be solved in a single way every fucking time, that you actually have a lot more options and can get creative with how you fight (in a Nintendo game, no less) is fucking retarded when the biggest complaint about Zelda games always was how everything played out the same in every game.

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a3e131  No.16832746

Dude just go the the final fight, it’s fucking easy lmao.

You’ve basically already finished the game, dude.

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e2cb1f  No.16832769

>>16832742

>Consider even Moblins and compare them to their previous iterations. In BOTW, you can steal their weapons before they can use them, you can throw them a metal weapon during a thunderstorm to zap them, you can roll barrels\stones\chuu jelly down a mountain into their encampment, you can sneak and elimite them one by one, you have sentinels in towers and patrols, you have camps with usefull supplies and campfires too.

Here's the issue. You see and fight these enemies everywhere. The novelty of being creative about killing them only lasts so long, and most people will eventually just resort to the least involved method of killing them, because taking the time to kill them "creatively" becomes tiresome. Yeah, you can climb up that cliff to roll a boulder down onto the waiting bokoblins below, or you can just charge them, wail on them with the occasional witch-time dodge, and get the same reward. Or you can just ignore most enemies and encampments. What are you missing, a few resources you can find elsewhere? A weapon when the game already showers you in plenty? In a game world that's so massive and takes so much time to explore, taking the time to kill enemies in a kinda cool way is just not worth it when killing them the normal way takes less effort and garners the same reward.

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4c6dcf  No.16832770

>>16832769

I think his point is you can fight them how you want to, rather than how the game wants you to.

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e2cb1f  No.16832782

>>16832770

And that makes them boring. WW's darknuts might not have been complicated to fight, but the fact that you had to incorporate a specific strategy, even if it wasn't difficult, made them stand out and fun to fight for the occasional times they appeared. By focusing on being free and open-ended, BotW's standard enemies all feel the same to fight. The same strategies work on them, including the "wail on them" option. You're never forced to change up your strategy, you're never presented a fight in a way you have to think about how you're going to tackle an enemy. In standard Zelda games, you changed up your strategy because you had to in order to surpass an obstacle. It gave you that instinctual satisfaction of recognizing a specific kind of problem and providing the solution. In BotW, you change up your strategy because you're kinda tired of the strategy you've been using. There's no problem to solve other than "health bar over there." When it comes to the enemies, rather than providing you fun, BotW asks you to make your own.

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213d67  No.16832789

Does anyone have the image showing BotW's enemy variety compared to one of the CDI games' enemy variety?

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3e38bc  No.16832791

>>16832782

>When it comes to the enemies, rather than providing you fun, BotW asks you to make your own.

That sums up my feelings with the game. I enjoyed being able to test just how many different ways I could approach situations but there were too many enemies and puzzles that all still allowed the same solution.

Freedom of choice is nice but there still needs to be some choices that don't work, otherwise you aren't encouraged to switch up and experiment.

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41ca54  No.16833420

>>16832782

>you can fight them how you want to, rather than how the game wants you to.

>And that makes them boring

You are mentally retarded and\or autistic.

Your own example, WW Dark Nuts, how do they "stand out" or are "fun to fight" beyond the very first time you figure out how to deal with them? You'd just be repeating the exact same maneuver in the exact same manner at the exact same time anyway.

You're not talking about solving the same puzzle with some variation to it, you're talking about solving the exact same puzzle again. And again. And again.

It's akin to making copies of the same Sudoku sheet and pretending like the extra ones are just as fun to solve as the first one.

>By focusing on being free and open-ended, BotW's standard enemies all feel the same to fight.

To brain dead retards that always smash weapons against problems until they go away. To regular brain-sized individuals, the fun doesn't come from beating trivial enemies but from figuring out newer and crazier strategies or pulling off the more difficult but also more effective and fun tactics.

There's nothing stopping you from hitting Golems with your weapons just like you do with Moblins if you're that bland, but you could instead climb it or try to get on it's back and hit his weak spot instead.

You could also just shoot arrows or swing swords at all the skeletal enemies like everyone else. Or you can knock one down and then use his hand to slap all the other's heads. By the way, the fact that their heads can be placed in different bodies beyond their own and it's entire resurrection mechanic makes them different than other enemies, you just don't notice this shit because you're too busy being autistic with your stick swinging fighting style.

>You're never forced to change up your strategy

Try the same shit you pull with regular enemies on Lynels and tell me how long it took you to stop being so stubborn.

>You're never presented a fight in a way you have to think about how you're going to tackle an enemy

Not even all the Hynoxes sleeping around, that exist entirely so you have even more options to handle them before they even wake up?

Not the entire camps of Moblins with a mixture of ranged and melee fighters that you can thin with stealth?

Or the Lizalfos suported by octarocs?

Are you sure you played the game?

>In standard Zelda games, you changed up your strategy because you had to in order to surpass an obstacle

In standard Zelda games, you swung your sword at the enemy until it was dead and if this doesn't work, then you'd use the relevant item on it to kill it.

That's as much a strategy as putting the square peg in the square hole.

>It gave you that instinctual satisfaction of recognizing a specific kind of problem and providing the solution.

And then requested that you do it again several more times just to make sure you actually understood where the square pegs are supposed to go, as if the first time might have been just luck.

Solving puzzles is what dungeons and side content or secrets are meant for, if combat is a puzzle it's going to be repetitve and boring since it will happen more often than once unlike dungeons, side content or secrets.

>In BotW, you change up your strategy because you're kinda tired of the strategy you've been using

Or because you want to conserve supplies. Or because you don't want to waste too much time. Or because there's more enemies around that you need to deal with.

Or because it's fun to do different things and it's better to be allowed to have fun and do something different than being told you can only handle an enemy in a single way.

>There's no problem to solve other than "health bar over there."

Or Stamina.

Or durability forcing you to use better weapons\elixirs or avoiding the tough enemy you found, or change to a more suitable tool or improvise with other items instead.

Or thunderstorms restricting the equipment you can use.

Or a mixture of ranged and melee enemies to prioritize.

>When it comes to the enemies, rather than providing you fun, BotW asks you to make your own.

At least it lets you make your own. Previous games tell you HOW you're supposed to have fun instead and you somehow consider that better.

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fd9796  No.16833436

Oh look it's this thread again.

Yes, you have most of the "abilities" already, except for the powers given to you by your dead friends' ghosts later on in the game.

This isn't really a Zelda game full of surprises. Early on in the development, they were talking about going back to the NES roots of the franchise and they weren't exaggerating. This isn't "Open World Ocarina of Time". It's Zelda 1 in 3D and with more complex mechanics. The shrine layouts are basic and short, the enemies are mostly the same 5 creatures with different color variants and the game isn't really about "item progression to solve the next dungeons" like ALttP and onwards.

Some of the outside world is layed out like a dungeon. Except it seems to be more combat focused as opposed to focusing on puzzle solving. I really like the pre-dungeon quests you're given for the divine beasts, especially for the Gerudo beast.

My advice if you want to enjoy it: Play it like a Zelda game. Too many people who complain about the game are trying to play it like it's an open world sandbox where the objective is to fuck around. Instead of doing that, try to beat the game. Turn the map markers off and try to find everything yourself. That's what I did on my first playthrough, and actually finding the divine beasts on my own was a pretty enjoyable experience.

Overall, I don't think they did too bad considering they were trying to take a new stance and change the formula for 3D Zelda titles. I hope the sequel adds more traditional dungeons and more enemy variety. There are only 18 unique enemies in BoTW, and you're mostly going to be running into Moblins, Bokoblins, and Lizalfos or whatever they were called. I get pretty mad when I think about how awesome the game would have been with Skulltulas in the forest, or Darknuts that you can use Magnesis on to strip their armor off. Or how about some actual boss fights.

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585b13  No.16833495

File: 720bcdebdc31bb1⋯.jpg (145.1 KB, 637x893, 637:893, cutest zelda.jpg)

I hope BotW2 lets do harass Zelda

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585b13  No.16833499

File: 502a62253859b20⋯.png (315.96 KB, 1000x801, 1000:801, zelda drink 4.png)

File: 1990293536041e1⋯.png (296.36 KB, 1000x801, 1000:801, zelda drink 3.png)

File: f876f8018f8c8fc⋯.png (352.49 KB, 1000x801, 1000:801, zelda drink 2.png)

File: d00020d3a64b200⋯.png (327.73 KB, 1000x801, 1000:801, zelda drink 1.png)

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4c6dcf  No.16833507

>>16833495

I hope it lets us play as her.

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543202  No.16833508

File: 28a4ea870581a6b⋯.png (65.7 KB, 297x403, 297:403, nagatoro_sees_a_jewcy_boy.png)

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ac6697  No.16833520

File: bc18d32c617825d⋯.jpg (3.93 MB, 2480x3508, 620:877, dykeHair.jpg)

>>16832742

>Every enemy had a single very simple pattern and often some crucial weakness of basic method to handle them like Deku Babas

Yes, but not because it was merely dumb or simplistic but because they were essentially puzzles.

>they do not necessarily become "progressively harder

Remember it was originally about bosses, the bosses in Zelda games do become progressively harder as you go through the stages of their individual fights.

>>16833420

>if combat is a puzzle it's going to be repetitve and boring since it will happen more often than once

This is a pretty good point about puzzle styled fights, at least for non-bosses. Though varying mechanics and AI should encourage you to change things up as they do in BOTW.

>>16833495

I hate how they're giving her dyke hair.

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44c063  No.16833833

>>16833520

You call that dyke hair?

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8044c5  No.16833874

>>16832620

It was never that all the games had to be connected. There were multiple continuities though, one of which had a timeline that clearly split into two branches. What Nintendo did, instead of acknowledging a Classic continuity, Oracles continuity, Four Swords continuity, and Ocarina-based continuity, was try to stuff them all into the same base continuity, using retarded justification like "the hero dies" to try to cram everything into a single triple split that there was no evidence to back prior. Why the fuck does Link dying in Ocarina of Time split the timeline, but not in any other game? Who the fuck knows.

You might think it's dumb that fans care about such in a series where the premise is that it's a legend retold, but the way Nintendo handled it comes off as the fans having been smarter.

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131e36  No.16833884

File: 02d98cf6e92a016⋯.jpg (26.18 KB, 350x350, 1:1, 02d98cf6e92a016c323ba9c825….jpg)

>>16833878

>>16833877

high ?

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645354  No.16833889

>>16832496

They should have called it Morning Breath, tbh. It stinks.

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ac6697  No.16833894

>>16833847

>>16833877

>>16833889

Can you guys go back to wherever you came from?

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e5a843  No.16833900

>>16833833

Yes, the disgusting dyke haircut is horrible. It ruins her. There better be an option to change it back.

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ac6697  No.16833902

>>16833833

I completely missed this with all the shitposting. I just dislike short hair on women and figured that would be the best way to insult it since dykes always cut their hair short.

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c1fd32  No.16833910

>>16833901

>BotW will always be a reddit game.

yes but why does that mean you can't play/post about it?

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53b6cd  No.16833917

>>16833912

This site is owned by kikes and used by retarded trannies like yourself.

It's probably 10x worse than reddit.

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20eb5c  No.16833919

man i hope you guys don't like monster hunter

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ac6697  No.16833922

>>16833912

Sure feels like it, I see the same type of shitposting on reddit about this game as you're spewing out right now. You sure talk a lot like reddit now that reread your posts.

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a9fe3a  No.16833938

i like this game and youre all braindead niggers.

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c1fd32  No.16833969

Its clear angryposter is underageb& no need to keep replying.

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91e4e7  No.16834402

>>16833874

One fan theory I read a while ago had a pretty interesting take on that. Link dying in OoT is supposed to be the default timeline. But then Link from ALttP made a wish that OoT Link won, which created a new timeline.

That sounds like the most plausible explanation for me. Another explanation would be that there are a billion other timelines but Nintendo only wants to tell the one where Link died in Ocarina of Time.

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ac6697  No.16834534

>>16834402

But link didn't die in oot, right?

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253ffb  No.16834545

File: 3bb5bababff26bc⋯.png (290.57 KB, 406x599, 406:599, Twilight_Princess_Artwork_….png)

>>16834534

Shit goes wrong for the Hero of Time in two of three timelines. One Ganondorf outright kills him. Another he kill Ganondorf but Link's wounds never full heal and do him in when he is middle aged and makes him go full grumpy.

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ac6697  No.16834547

>>16834545

How do you get those endings in the game?

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253ffb  No.16834560

>>16834547

You don't the game only gives you the child timeline because Nintendo is a bunch of faggots. This is shit they made up afterwards to appeal to lorefags and to pretend Zelda has a timeline.

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7c2fb2  No.16834611

>>16834547

You don't, because Nintendo has no forward planning. Granted, it doesn't need it, but if but if you're going to bother setting up a mythos don't ad-hoc it.

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e40499  No.16834705

File: 61f2b5aed73de1c⋯.jpg (211.64 KB, 699x515, 699:515, linkchicken.jpg)

Link dies in every game he appears in. Several times. So I don't think the term really even applies.

Pic related.

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51bfa7  No.16834992

File: 91c1d4edb73bea4⋯.jpg (205.45 KB, 752x908, 188:227, 1441070290855.jpg)

Best part of the game is the Yiga Hideout in the desert

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51bfa7  No.16834994

>>16833520

Agreed, usually women cut their hair short after some emotional trauma, I guess it was intense being trapped for 100 years inside a pig demon but still that haircut looks bad on her

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4c6dcf  No.16834999

>>16834992

Nah the best part was all the cute girls.

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