In the trailer neither Zelda nor Link had the Shiekah-Slate so i don't know about that.Link uses his new Sheikah/Goddess arm, Zelda takes over the Shiekah-Slate and uses the stuff Link had in BotW 1. ^^
In the trailer neither Zelda nor Link had the Shiekah-Slate so i don't know about that.Link uses his new Sheikah/Goddess arm, Zelda takes over the Shiekah-Slate and uses the stuff Link had in BotW 1. ^^
I would hate to explore an underworld. I like the sky.I'd honestly prefer a new 100% overworld game, than an existing world one with underworld elements. I'd be less sad if it were PURE underworld but it was vast enough to feel like it was outside.
The worst part of BOTW is being inside.
Yeah. But I agree with you. Less boring Aonuma puzzle dungeons/shrines. More exploration based temples like Hyrule Castle.Isn't it? "I want traditional dungeons" is a pretty common refrain, I thought
So I have some hunches and theories about Ganondorf relating to the teaser trailer to BotW2.
So, I'm a subscriber to a theory that's circling around which goes as follows:
"A staple of the series is to have a Ganondorf but it is also to have an Aghanim archetype (As seen with himself in ALttP, Zant in TP and Ghirahim in SS). Unless I simply missed something I have a feeling someone - and it could even be one of the NPCs in BotW...
So is 'We want more dungeons like Hyrule Castle' :PIsn't it? "I want traditional dungeons" is a pretty common refrain, I thought
So what? The point is he was human. With human characteristics. He was cocky, cunning, with a bubbeling rage underneath. Modern Ganon is portrayed like a force of nature. He is boring trough and trough.
I dont subscribe to villains needing sympathetic sides either. Just being a huge asshole can work completely fine.
That'd be amazing.
haha yes please. I kind of think Links arm will have the ability to change into a hook shot so as you're gliding you can hook shot to walls. Even just running on the ground you can aim Links arm to a wall to climb up quicker.
He does play Link and Zelda pretty flawlessly to get into the Sacred Realm, succeeds in ruling Hyrule for 7 years unopposed, and is fully aware of Link's actions throughout Ocarina, letting them continue only to draw out Princess Zelda. Heck, he even canonically wins and kills Link in the Downfall timeline. Ocarina Ganon was a pretty effective villain....he was?
Perhaps the subtle artistry of his characterisation was lost on me.
Also all of those interactions he had with the world where the player feels the consequence. Market people got killed and the city destroyed, gave Lon Lon Ranch to Ingo, froze Zora's domain. I think that his development is really effective and really made me want to defeat him in the end.He does play Link and Zelda pretty flawlessly to get into the Sacred Realm, succeeds in ruling Hyrule for 7 years unopposed, and is fully aware of Link's actions throughout Ocarina, letting them continue only to draw out Princess Zelda. Heck, he even canonically wins and kills Link in the Downfall timeline. Ocarina Ganon was a pretty effective villain.
Also, he plays his own theme music on a giant pipe organ, which is pretty cool.
Actually I think I just found who it really is lol.
Or at least Sheik...I have wanted a ninja Zelda playable since about 20 years ago.Zelda's new haircut gives me life
Make Zelda playable you cowards
I have to agree with this. It's sad that someone could just use with Revali's gale and skip it and lose such well designed dungeon. I hope we have more than one of Hyrule Castle type of dungeons in the game. My favorite things in a Zelda dungeon are atmosphere, combat and a central dungeon puzzle. Though Hyrule Castle lacks the last one it adds great exploration and non linear approach to it. Which was a really good surprise. Also I don't care for room by room puzzle.Hyrule Castle was so much fun to explore. One of the best "dungeons" in all of Zelda. I would LOVE more of that.
Also, I would love a secret optional dungeon.
I kinda like this though. The best kind of depth in games is the easily missable stuff where you one day go back and get flabbergasted how much more there was to it. I beat the game once and I only saw some of the secret areas like Zelda's study and her room, but I was told there was some kind of prison/dungeon too and I'm sure the sanctum is full of visual cues I didn't see because entering the middle begins the final fight.I have to agree with this. It's sad that someone could just use with Revali's gale and skip it and lose such well designed dungeon.
First of all this is just spite against great game design. I do agree with the issue of linearity and gating across the game outside of the dungeons though, and that's why that formula was becoming a problem. (if the wish is for a fully open-ended game, I mean)Enter dungeon.
Ok, there's a bunch of paths and doors. There's an unlocked door. A gated door. A locked door. And a door with a weird object in front of it.
Guess I'm going in the unlocked door. Oh hey, baddies. Baddies dead. Oh hey, a chest. Oh hey, a small key. Guess I'm going to the locked door.
Oh hey, an eyeball in the wall and a switch covered in fire. Shoot it with an arrow. That switch across the room is no longer covered in fire, time to race to it.
Step on the switch, and a cinematic shows the gated door is now open. Also a chest appears. It's a map. Cool.
Go into the previously gated door. Oh hey, a miniboss. Miniboss dead. Big chest appears. It's a magical, highly-specific item that looks strangely specific to the weird item that's blocking that fourth door.
Oh hey, this new dungeon item is just what I needed to interact with the new, weird object. Cool. Time to press on.
More baddies. Compass. Cool. I think we're near the boss right? Oh hey, the boss. His chest is glowing very similarly to the weird object from earlier. Let's try our new dungeon item.
HOLY SHIT IT WORKED. Grab a heart piece, watch a cutscene. Your new item now allows you entry to the next dungeon. Fun.
Whatever happens, please don't spell it out to me what i need to do as soon as I get there and then unlock a new ability immediately and then end the dungeon in 30 minutes. Dungeons could last hours and that is a good thing. It should be the high points of the experience.Enter dungeon.
No information, no map or sense of direction.
Ok, there's a bunch of paths and doors. Some are unlocked, one is unreachable, one is locked.
Go to unlocked door, get the enemy away from the thing they're guarding by killing it or immobilizing it. Get the thing they guarded. It's a key.
Unlock door with key, still no way to reach unreachable area, though. There's a shiekah thing.
Shiekah thing unlocks map and says "One seal removed", and oh, there was a platform I didn't see in the other room. Neat!
Remaining routes inevitable lead to mini-boss room. Mini boss dies, Shiekah relic revealed. Two seals lock it. One is unlocked already.
Finds and unlocks the other through puzzle and navigation. Goes back
Shiekah relic unlocks new dungeon-specific mechanism like a Divine Beast.
Whoop-dee-doo I'm in control of this shit!
Rest of the dungeon challenges your lateral thinking with new feature alongside Link's Spirit-arm stuff.
Boss battle, wow this one is completely unique and NOT ANOTHER something-blight Ganon.
Piece of heart, story scene, return to overworld, time to explore and go where I want again.
I would be down with having more dungeons in BOTW 2 so long as they're all like Hyrule Castle. The last thing this series needs is to devolve back to having it's formulaic dungeons.
My hope is that dungeons can just be approached like Hyrule Castle. You see it (or stumble upon it, if it's an underground one), and you make your way towards it. It's highly challenging, packed with enemies and trap rooms, and it intelligently has dozens of solutions that you can solve using the toolkit given to you at the beginning of the game (whatever the Sheikah Slate equivalent will be). Make it so the boss chamber is centralized to the "core" of the dungeon so that no matter where you approach from, you have to make your way in deep, but it's not a linear adventure to get there.Enter dungeon.
Ok, there's a bunch of paths and doors. There's an unlocked door. A gated door. A locked door. And a door with a weird object in front of it.
Guess I'm going in the unlocked door. Oh hey, baddies. Baddies dead. Oh hey, a chest. Oh hey, a small key. Guess I'm going to the locked door.
Oh hey, an eyeball in the wall and a switch covered in fire. Shoot it with an arrow. That switch across the room is no longer covered in fire, time to race to it.
Step on the switch, and a cinematic shows the gated door is now open. Also a chest appears. It's a map. Cool.
Go into the previously gated door. Oh hey, a miniboss. Miniboss dead. Big chest appears. It's a magical, highly-specific item that looks strangely specific to the weird item that's blocking that fourth door.
Oh hey, this new dungeon item is just what I needed to interact with the new, weird object. Cool. Time to press on.
More baddies. Compass. Cool. I think we're near the boss right? Oh hey, the boss. His chest is glowing very similarly to the weird object from earlier. Let's try our new dungeon item.
HOLY SHIT IT WORKED. Grab a heart piece, watch a cutscene. Your new item now allows you entry to the next dungeon. Fun.
Yeah. Hyrule Castle almost offered no puzzles and there was no thinking required at all to get to the boss. Exactly what I don't want from a Zelda dungeon. The atmosphere was quite good though.I hope it's the complete opposite of this. Although Hyrule castle was far better than the 'so called' dungeons BOTW offered. In my opinion, I will always prefer the old labyrinth styled dungeons of previous entries.
I mean if BotW2 has an Otter then how can any other game even compete
Also, if it's what @Lobster_Roll wants then just like Hyrule Castle anyone who's good at the game and doesn't wanna be challenged can just use something like Revali's gale or climb the edges of the area and never actually see the best parts of it. The only way I would want that was if I hated a Zelda game.I hope it's the complete opposite of this. Although Hyrule castle was far better than the 'so called' dungeons BOTW offered. In my opinion, I will always prefer the old labyrinth styled dungeons of previous entries.
I would be down with having more dungeons in BOTW 2 so long as they're all like Hyrule Castle. The last thing this series needs is to devolve back to having it's formulaic dungeons.
My hope is that dungeons can just be approached like Hyrule Castle. You see it (or stumble upon it, if it's an underground one), and you make your way towards it. It's highly challenging, packed with enemies and trap rooms, and it intelligently has dozens of solutions that you can solve using the toolkit given to you at the beginning of the game (whatever the Sheikah Slate equivalent will be). Make it so the boss chamber is centralized to the "core" of the dungeon so that no matter where you approach from, you have to make your way in deep, but it's not a linear adventure to get there.Enter dungeon.
Ok, there's a bunch of paths and doors. There's an unlocked door. A gated door. A locked door. And a door with a weird object in front of it.
Guess I'm going in the unlocked door. Oh hey, baddies. Baddies dead. Oh hey, a chest. Oh hey, a small key. Guess I'm going to the locked door.
Oh hey, an eyeball in the wall and a switch covered in fire. Shoot it with an arrow. That switch across the room is no longer covered in fire, time to race to it.
Step on the switch, and a cinematic shows the gated door is now open. Also a chest appears. It's a map. Cool.
Go into the previously gated door. Oh hey, a miniboss. Miniboss dead. Big chest appears. It's a magical, highly-specific item that looks strangely specific to the weird item that's blocking that fourth door.
Oh hey, this new dungeon item is just what I needed to interact with the new, weird object. Cool. Time to press on.
More baddies. Compass. Cool. I think we're near the boss right? Oh hey, the boss. His chest is glowing very similarly to the weird object from earlier. Let's try our new dungeon item.
HOLY SHIT IT WORKED. Grab a heart piece, watch a cutscene. Your new item now allows you entry to the next dungeon. Fun.
I think it speaks to the different kinds of things we all expect from dungeons. I think it's universal that we expect dungeons in video games to take us into an area that is full of intrigue and danger. The Divine Beasts have the problem of all sharing the same interior aesthetics and there isn't any mystery to them. You've already been told what they are and why the Divine Beasts are there, you just need to figure them out and disable them. Imagine though, if Hyrule Castle had locked doors and a hidden boss (not just strong lynels) in the prison or if the Sanctum was sealed off until you found a key in Zelda's room. As it is, it's a pretty empty dungeon. Well, it's full of lore and you just walk in and read it, but that also means nothing besides the nuisance guardian enemies keep you from reaching where you need to go.the absolute best part of botw was hyrule castle. Maybe it was due to being the only locale of its kind in the game, but it felt like a normal dungeon ravaged by time, with the usual tricks and traps all decrepit or outright broken.
you can have otters in botw2I mean if BotW2 has an Otter then how can any other game even compete
Nomrallt he's a skeletonDon't forget we want Ganondorf to be voice acted and by someone of color.
This wouldn't be ideal. I want him to be a good character like WW Dorf, not go further down the evil force of nature path even moreSo I have some hunches and theories about Ganondorf relating to the teaser trailer to BotW2.
So, I'm a subscriber to a theory that's circling around which goes as follows:
"Calamity Ganon is a decoy."
There's a lot of mysteries left even after beating the final boss in BotW about what actually caused the Calamity and what is up with the portrayal of Ganon. You fight the final boss in an underground room of Hyrule Castle with strange, almost ritualistic murals depitcing the four divine beasts, and a sense of highly concentrated shiekah energy. It's called "Ancient Laboratory" and Ganondorf appears almost Frankensteinian. The Shiekah found a way to resurrect people and made the Shrine of Resurrection for Link. It goes without saying they found a means to tap into reanimating or reviving the dead, and that might come from a source.
With new infos we now know that something happens beneath Hyrule Castle that causes it to be pushed up from where it stood, in the Breath of the Wild 2 reveal trailer. If we are to guess, that something was caused by Link and Zelda interrupting that seal on Ganondorf which must be located basically right below the Ancient Laboratory. There's a source of "light" from the sealing hand from above, and there's a source of calamity (also refered to as "malice") crawling out from below. It looks like this was kept stuck in place for a good reason, but it was also leaking out somehow, which probably formed the Great Calamity to the surface.
There is reason to think Calamity Ganon not truly Ganon himself. All Divine Beast bosses are variations on "Ganon". You have "Waterblight Ganon", "Thunderblight Ganon" and so on. The fact that Ganon himself appears so similar to these and they all have this robotizied, blighted look, is one clue in a mix to suggest they're all engineered manifestations embodying some of the evil that slumbers below Hyrule but they are not Ganon, not even Calamity Ganon himself. Rather, they are made from an attempt to bring back Ganon from below. We'll come back to this later.
When the Old Man on the Great Plateau reveals himself to be the ghost of the King of Hyrule, King Rhoam, he gives you an expository piece about the war against the Calamity Ganon. Here he tells you, in quote:
Now that's kind of an overlooked point, and I think a lot of people initially heard it thinking it would be the Master Sword, only to find it is resting in the Korok Woods. So he could just be refering to how they found the Guardians, but even if that's the case we now know the long-dead corpse of Ganondorf was also directly beneath Hyrule Castle.
Also point out that regardless of having it in the new trailer, the Master Sword is optional to beat Calamity Ganon in BotW. Just a tidbit.
The fact that Calamity Ganon appears like a mess of a creature with half-synthetic and half blighted features and the fact that he resides inside the lab I think shows that someone were working on him, whether they knew it or not. In the worst case scenario someone amongst the trusted people of Hyrule is a deceiver and they deliberately attempted to revive the King of Evil, by using the lab and intercepting everyone's attempts at recoding the Guardians. A staple of the series is to have a Ganondorf but it is also to have an Aghanim archetype (As seen with himself in ALttP, Zant in TP and Ghirahim in SS). Unless I simply missed something I have a feeling someone - and it could even be one of the NPCs in BotW - was working with his allies in bad faith, secretly toiling to bring back Ganon, but in that process they unleashed malice upon all of the land, infecting the Guardians, and whether that is Ganon's power or the malice itself remains to be seen.
Regarding Ganondorf in BotW2, then, I think he isn't outright revived in the teaser trailer, because you can see that the forces from light and dark is doing something once the seal is interrupted by Link and Zelda, and his neck snaps as two shaking monster-eyes appear in his skull. I think those eyes is the dark essence that is using his body, and at least in the beginning of the game Ganondorf's corpse is reanimated similarly to how Skull Kid was overtaken by his mask, and we'll fight an enemy in Breath of the Wild 2 that has Ganon's raw strength but ultimately not his mind or soul, and Malice is the real threat even predating the Calamity Ganon conflict in the first game.
I like OoT ganon as much as WW ganon and I don't believe they're the same character, even if they canonically should be. Pure evil protagonists can frame the hero's journey and the hero's friendships in ways that still tells a great story.This wouldn't be ideal. I want him to be a good character like WW Dorf, not go further down the evil force of nature path even more
Just thinking it could be a launch title for their next console as well similar to Wii before it. I really wonder if MP4 is going to release on switch at all ☹
Also, he plays his own theme music on a giant pipe organ, which is pretty cool.
I'm still expecting a release-date late 2020 or early 2021. They started pre-production on it late 2017 and I bet it entered production earlier this year, but that's just speculation.I feel like BOTW 2 is gonna be a sooner rather than later thing since it's a sequel and the idea seems to be that it's taking after the first game in appearance so far. MP4 we probably won't even see the first glimpse until 2021....at the earliest. Worst case scenario that would be the cross-gen title as BOTW was.
Im not calling it pulitzer prize winning stuff or anything, but it was effective....he was?
Perhaps the subtle artistry of his characterisation was lost on me.
I'm still expecting a release-date late 2020 or early 2021. They started pre-production on it late 2017 and I bet it entered production earlier this year, but that's just speculation.
More than that I just think this is a special case becuase it's the first time they're doing a direct mainline sequel since Majora's Mask. Without the ambition to reboot the style and Hyrule concept. WW, TP and SS ran on the same engine but they had to heavily modify it for new aesthetics and rethink the concept of the world. This is literally a sequel, so chances are it starts production way sooner than usual.Though I guess gameplay reveal is usually close to when the Zelda reveals are, but I don't know if I recall that correctly.
Since they're obviously reusing assets, we won't have to wait too long, right? Right?
I pretty much expect Nintendo to NOT release the BotW sequel at the same time as PS5 and Scarlett.