I agree and another quality of life improvement would be to automatically cycle to another weapon after you lose one.Durability can stay, but I want a clear indication of how many uses I have on a sword or shield
hookshot.
But it's not just reach? Being able to use shield or not, attack speed, the moves are different..Did I not literally say reach and charge times? All the other stuff you mentioned doesnt really factor into combat at all in the way that was being discussed if you read the context. I stand by my original statement
Preach! Stasis(which offers tons of combat options), magnesis for attacking with metal objects, two types of bombs, 5 types of arrows, a myriad of weapon styles, environmental kills, even using weather (lightning) to your advantage, slow motion dodge attacks, shield parries and long distance reflects, hell shield surfing off a cliff and slow motion killing a mob with a few well timed headshots and then like clockwork we have people that can only manage to hold ZL and circle an enemy complain that combat needs fixed.If you were only fighting with the weapons handed to you, then you're most of the problem. Get out of the box, use your environment. It's one of the first lessons the game tries to teach you with the bolder over the bokoblins.
Also weapon durability was fine.
they could use it in combat like Rad spencer's arm
how does not wanting weapons to degrade make our game choices boring?To the people shitting on weapon durability... Y'all really like your games to be boring, huh?
Removing a game mechanic designed to make the game more challenging, designed to make the user experience all the different weapons rather than just sticking with their first favorites, designed to add strategy and resource management to the game. It also makes the weapon that doesn't degrade that much more special, and gives a reason to do all the dungeons, since many have great weapons in them.how does not wanting weapons to degrade make our game choices boring?
So every game withouth weapon durability is boring for you?To the people shitting on weapon durability... Y'all really like your games to be boring, huh?
I'm sure BotW is full of budget cuts. It's one of my pet peeves with it, and I think it includes Nintendo being so tasked with making the overworld well designed and balanced that they didn't have time. I also think even the decision to make these 120 "level-maker" dungeons was one made out of necessity of both budget and scope due to not having time or resources to make unique content for the whole game.I agree, but BotW really squandered its potential in this regard. It had almost no indoor environments integrated in the world. The Forgotten Temple could have been so good, but when you get there it's an empty space filled with Guardians. Such a disappointment. For as great as the exploration was, having it take place almost exclusively outdoors was a mistake. I wanted to be able to swim underwater in lakes and discover hidden passageways. I wanted a giant graveyard (why the fuck isn't there a graveyard in BotW?!) with time-sensitive secrets, explorable mausoleums and such. Hell, even simple ruins really had nothing going on. And the wort part was the damn shrines. Every time you solve a riddle you get "rewarded" with a shrine popping out of the round or something. They were such a disappointment every time I saw them. They were never integrated well into the world and they always felt out of place, like the programmers just copy/pasted them into the world.
Don't get me wrong I love BotW for a lot of things and it's a very promising new direction for the series, but it needs to be a lot better in the future. Integrate huge dungeons into the world (Forgotten Temple for example should have been a dungeon) and ditch the shrines entirely and replace them with smaller sized indoor locations like caves, mausoleums and obviously lots more.
The DLC did something like that with the giant Molduga. Generally speaking, I loved coming across the three Hinox Brothers, which had unique names. Stuff like that felt amazing and I hope they lean heavily into that with the next game.Back on topic in exploration I do wish they had more moments like first seeing the corrupted dragon in the mountains or finding the desert fish.
Imagine a sequel where you can create an armor set from fighting some completely optional out of your way unique bosses? How dope would that be if you're going to the ocean and see a giant ass snake dragon motherfucker swim under you in a storm, it pops its head out and a fucking life bar with
"Lake God Weidcroft: Fucker of your good day" as the title appears.
I'm okay with durability but it was badly implemented. Super strong weapons breaking in a few hits cause they were making a lot of damage. Just lol.To the people shitting on weapon durability... Y'all really like your games to be boring, huh?
You...you do realize what Zelda combat has always been like, right? These complaints that you have (static abilities with little in the sense of growth, subweapons that don't do leathal damage in one shot, etc.) could be applied to literally any Zelda game in existence outside of Zelda II, which is the only game in the series to feature RPG stat growth.
But as it stands some weapons only took 10 hits before they were forever gone. Which just seemed utterly stupid.
Durability needs to stay.They need to fix the combat. it was serviceable but not great. And get rid of weapon durability
how does not wanting weapons to degrade make our game choices boring?
So your best moment is just finding some random cave that had a ton of guardians shooting at you. Pretty simple, fun to get through but nothing special. I understand how great the feeling is when you feel you discovered something but that something needs to matter.
The best moments of past Zelda games would not be finding some random cave with one enemy copy pasted all over. It would be an excellently designed dungeon, crafted to perfection with puzzles, bosses, new gameplay mechanics and more. All the exploration in the world means nothing if all you see is the same stuff over and over.
The next Zelda needs quality design in its world.
You ain't wrong.The music of BOTW is godlike. I'll shout at the top of my lungs until I land on my deathbed that it is the best Zelda soundtrack ever conceived
I mean this is just wrongI'm okay with durability but it was badly implemented. Super strong weapons breaking in a few hits cause they were making a lot of damage. Just lol.
I find that on ERA ,any combat system that isnt DMC/Dark souls/turn based level of complex is immediately bad."FIX THE COMBAT!" people scream, never explaining in any sense how it should be fixed.
I find that on ERA ,any combat system that isnt DMC/Dark souls/turn based level of complex is immediately bad.
Preach! Stasis(which offers tons of combat options), magnesis for attacking with metal objects, two types of bombs, 5 types of arrows, a myriad of weapon styles, environmental kills, even using weather (lightning) to your advantage, slow motion dodge attacks, shield parries and long distance reflects, hell shield surfing off a cliff and slow motion killing a mob with a few well timed headshots and then like clockwork we have people that can only manage to hold ZL and circle an enemy complain that combat needs fixed.
But for me id argue that puzzles havent been demoted in importance ,they are all still there spread out amongst the shrines ,divine beasts and overworld puzzles to solve. The puzzles where just implemented more organically into the world with stuff like Shine quests.There needs to be depth to any gameplay element for it to be considered meaningful. We assume that the developer's intention is to invent a system that leads to deep and varied gameplay, and then assess it accordingly. Combat was always a secondary element in Zelda games since ALttP, where the franchise was all about intricate puzzles from that point on. Therefore the quality of a Zelda game between then and now was determined by how well the problem solving aspect was executed, because it was the source of most of the gameplay depth. But in BotW combat takes a more active role while puzzles have been demoted with the removal of full length temples, so it is apt to make combat the focus of attention and criticise it if it doesn't provide enough depth.
Finding dungeons in previous Zelda isn't a surprise, it's literally the game.
Ok, time for a take.
Structure:
The game is designed to be played out in the open. A lot of the challenges that you are presented with are in the air.
Certain towers (where finding them is part of the achievement) are quite difficult to unlock unless you're into doing the divine beasts first.
Shrine quests (the actual specified mission based ones) are usually quite a different challenge to the standard variety. The corrupted Dragon one, thunder plains, forest river that ends in a shoot out with lightning firing lizalfos. There is a lot to get stuck into.
What does this tell you? Outside is good, inside is bad. It is telling that the most frustrating part of the game is the Yiga Clan Hideout, where Link is suddenly impeded by the camera, sticking to walls, snagging on environment. It's simply bad. And yet the main complaint seems to ignore this and demand more enclosed arenas, only for the reason that is what the game contained in the past.
The only decent internal environments are controlled. No climbing in shrines, which also remove you from reality into a large open space, and similarly with divine beasts, that are also are essentially a single large room. It is also worth noting that the divine beast interior is simply the end point of a journey that is much larger. The combative route to Zora coming to mind across a sprawling mountain path.
BOTW Link simply needs to be outside.
The game is also designed with accessibility in mind, akin to the assisted modes of Mario Odyssey and Mario Kart. Bite sized portions of game lend to achievement rather than brick walls. Too hard? Go somewhere else and return, you are free to do so. Freedom. Having watched a 4 year old, 5 year old and a completely non-Zelda player go through this game, I certainly see it with different eyes.
The structure also plays to the Switch's strengths. 15 minutes on a train? Commuting? Quick window arisen? Do a shrine, quick side mission, a little explore, a korok puzzle. Always something to do with very little gatekeeping. Conversely, the game is adept at long sessions. Rewarding with experience rather than unique items. Point - I used to love taking a Yakuza Stringer for a cruise or to a high vantage point in GTA 3's final island. Watching storms and fog pass to MSX FM was my reward, not something handed out by the game. BOTW delivers that in spades, go experience, and the locales are always intriguing.
The game is fundamentally incredibly structured, and trying to shoehorn old Zelda structures into it would be to its detriment.
Combat:
BOTW is about survival. You are dumped in the world with nothing. Combat in the early stages is about wits, not entirely about your weapon inventory. It wants your shield to break, you to be reduced to wooden clubs, to be shy of arrows. If you choose to fight, because simply avoiding is an option, you're looking for red barrels to shoot with a self created campfire of flint and wood creating fire arrows, you're looking for elemental Chu chu jellies to get a leg up, you're looking for metal boxes to swing, night or rain to assist a stealth run. What it is not set up for you to do is to plod through with the one weapon you have been using for the previous 10 hours, diligently returning back after every skirmish to go hammer out. The only significant weapons of the game either self-repair or can be repaired. To be frank, on the latter, the prohibitive cost implies that this isn't a game play loop. Do not get attached. By the end of the game you are using, discarding, smashing with a critical hit with ease. Rushing up to guardians on a steed, flipping off to slow mo loose off some disabling eye hits with arrows, quickly lopping off legs one handed before swinging around with a dual handed charge attack. The combat is free and without fuss, very liberating once you get into a groove.
Music:
I will absolutely fight for this every step of the way. The soundtrack in this game is one of the best I have encountered. As it has been rightly pointed out, there is hours of music to enjoy.
First off, thank GOD the overworld theme isn't persistent in this game. With a majority of the game spent just experiencing the environment, having that parp on for HOURS UPON END would be soul crushing. The space created by the sparse field music is absolutely vital. Especially as the music in this game acts as a gameplay cue. At any point, you know whether you are in day or night in the field (i.e. are things going to sprout out of the ground and attack me? will I be able to find glowbugs etc).
Then,the major fixed points in the game all have a radius. When approaching a town, tower, shrine... it always has its theme playing which fades into view the nearer you get, replacing the ambient field music. Often, these locales have variants - the way night themes melt into day themes in the villages and towns is fantastic, I particularly like the different shrine themes that can play depending on where the shrine may be located.
Everything significant has a theme that allows you to play the game without a hud. I'm hot, I'm cold, I'm going to combust because I'm on a volcano. Main characters and events all have a theme, the champions, attacking the divine beasts (externally), major bad guys such as hinox or talus.
The divine beasts themselves are musically delight. Discordant until the time you unlock your first control terminal, reaching a crescendo when you achieve all of them to unlock the main control panel.
Yeah, the music in this game is distinct and masterfully executed. It should in no way be altered in a game structured like this.
They need to fix the combat. it was serviceable but not great. And get rid of weapon durability
Yet the most i enjoyed of botw was pure exploration, not its dungeon design nor the combat. The way i see Zelda really changed, my tastes changed. I think Nintendo understood this.Right, the game is about incredibly designed levels each unique from the other. Not just walking around looking at stuff that doesn't ever come close to the design of any one dungeon of past games.
This is what I find a little odd about some of the complaints about BotW.
"The combat is bad and way too simplistic"
Zelda combat has always been this way. Every Zelda since OoT has had extremelt barebones combat compared to more dedicated actiom games
"The story is bad"
The stories in Zelda games have mostly been nothing special. Majora's Mask is decent and Link's Awakening had an evocative plot given its time, but other than that the stories have always been average at best. Zelda is not a series renowned for irs strong writing.
It's not that these are invalid complaints but they seem to come up a lot more when it comes to BotW when they are just as bad in other zelda games if not worse.
I mean, that moment would be even greater if the Forgotten Temple had been a fully featured optional classic dungeon you're not even required to find.Agreed. It's stuff like this that makes BotW so great and why it stands heads and shoulders above every other entry (except MM, which is close). I can only hope we get more stuff like this in BotW2 and less "classic" dungeons and superfluous shrines.