Zelda: Breath of the Wild

Not into this, hope it’s not the case.

the size of the map is so huge it’s hard to believe that there wouldn’t be ANY towns or villages to visit.

Oh, not really no. Didn’t mean to imply they’d been explicit. It just seemed like the tone I was getting especially from that there is not a single rupee in sight except from the Armour Item Lore Descriptions. Why have rupees when there are no shops to use them in?

The old man(/men?)'s dialogue also seems to imply that the entirety of Hyrule is in complete ruin too and Link himself seems to wake up from basically cryo-sleep or something.

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I expect there will be some Gathering of Characters in a few places of the world but even the subtitle “Breath of the Wild” seems to invoke that all that remains of Hyrule is an endless wilderness.

EDIT: Wait, maybe Miyamoto came in after Skyward Sword got some backlash and did a Paper Mario on the whole thing. You get Link, Zelda, Ganon and some old weise men. What more do you need?

Fuck, I guess that means that Zelda has joined in the current AAA-games trend with a post-apocalypse setting. They even had the bow already!

note: post started circa post 15 and I haven’t really read much past that
now extremely out of date but bothering me even though I forgot half of what I wanted to say
why is this still being talked about when we could be talking about the game being PLANKCORE
Why am I posting in a Zelda topic when I haven’t played one since Minish Cap and will likely never play this game
why

Beyond being neat, it would be novel - a word we too often twist into the derogatory as “novelty”. A female variant of protagonist presented as equal to previous male heroes in this most ur- of sword-upgrading power fantasies which are perpetually targeted towards adolescents? It may sound trite or trivial, but a lot of people would find it genuinely refreshing or even heartening, and the people who are vocally against it are those who are upset about losing their collective/perceived dominance of the voices shaping the industry.

Hyrule Warriors aside: while the main plot of HW hinges (in part) on how Female Gaze can be corruptive and destructive, which in such circumstances inevitably needs a Canon Male Hero Link, the overall concept of the story involves Crisis of Multiple Hyrules via time nonsense, thus allowing zeldorks from all over the franchise to show up for a musou mash-up. When they brought one of their female Link designs in, it would have been really easy to make her a lady knight questing the mystery on behalf of Prince Delaz. But instead they decided to put in Linkle Green Riding Hood, except she’s actually Linkle Bo Peep, a Cucco farmer who fantasizes she is a legendary hero and is constantly going the wrong way. It’s not quite a gender swap, even if it was originally going to be even goofier…

Back on topic, what got me most of all about that Aonuma interview is that even in the most straightforward, pedestrian interpretation of the concept where Zelda and Link switch their usual PC/NPC roles, they supposedly can’t conceive of what Link would be doing. It’s obviously unacceptable that maybe he gets his ass kidnapped and imprisoned for dramatic effect, yet the only other possible thing he could be doing is saving the world, which only the player can do, so obviously Link has to be the hero, and that whole implicit line of logic is just what the fuck

What am I even talking about

**#**plankcore

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Being able to stealthily steal enemy weapons before they notice you and have a chance to arm themselves with them is a feature I really wish would’ve been in MGSV.

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Man I’m getting kind of a Crystalis vibe from some of what’s being shown and that is kinda rad. I really wish I could just be smugly dismissive of this game.

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Despite previous post here are some things I’d be pleased to see

  • Actual resource management; if you run out of arrows, there aren’t going to be fifty quivers in every bush, or if there is a lamp for nighttime/cavernous navigation you need to have an extra flask of oil and avoid getting wet
  • Some dramatic difference between daytime and nighttime, even if it just encompasses visibility; ideally would take into account what animals and monsters are roaming, and also the presence of certain secretive paths
  • You can get yourself into dangerous areas ahead of when the designers might’ve wanted you to. I’m not sure what this would mean in the context of Zelda anymore, cuz I can’t remember the last time its combat felt challenging
  • Bosses aren’t restricted to the conclusions of dungeons; you can also somewhat naturally come across them in the overworld, and perhaps continue fights in other regions if a boss runs/flies off before you can defeat it
  • An emphasis on picking up temporary weapons or shields, discarded or obtained from opponents, along the way with their own special combative advantages and disadvantages. Less lock-and-key treasure doodads

Why

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The equivalent of the completely impractical Trials Mode combo but still neat to show of some SYSTEMS:

from what I saw in the demo streams, 1, 3, and 5 are definitely incorporated here

Because then I would not desire it :stampstampstamp:

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Aonuma said “I can’t share too much about villages because to tell you how the villages work, they’re interconnected to the story and overall world.”

Would be nice to see something where you piece together a town over the course of the game, something Twilight Princess’s Kakariko Village teased but did not actually amount to much.

Apparently the old man near the beginning gives you ‘missions’ of some kind? I hope Nintendo wouldn’t mess this up as bad as the usual GTA sort of approach, but it’s still a bit worrisome. At least the terrain seems fairly hand-crafted and comparatively dense (I see treasure chests a bit out of reach in places).

what the hell i’m excited for a zelda game. the jumping animations are nice.

good thing i was reminded i still haven’t played ocarina of time and majora’s mask.

with breath of the wild i just hope they don’t make players wear an ugly armor for endgame because of stats. hopefully the bulky armors will be as cute as the scout/rogue outfit.

how long will it take until we can mod this shit and make pink-haired link real again.

A cumbersome Iron Knuckle garb could be a contrast that brings weight to what Link is actually doing in those situations, something you’re eager to cast off for a lighter wardrobe when returning to the wild. I would at least guess the inevitable master sword acquisition will have more value than a damage boost if it’s also the first time you acquire an unbreakable weapon in the game.

Also I think the pink hair was just due to palette issues on SNES?

I played this today, and it was pretty fun. The combat wasn’t challenging in the portions I played, but it felt nice trying to sneak up on enemies and finish them off before they could swing at me. The “flurry” or counterattack mechanic was a little odd because of how long the game pauses before you actually swing at stuff, but I appreciated that it could be triggered when, say, the enemy was still mid-air, which it made it feel a lot more dynamic than it probably is (I wonder if you can be hit out of it by an enemy nearby?). The game gives you a lot of options, but as it’s been noted already, the resources don’t flow as freely as they did before.

Moving around felt good. Shield surfing on slopes is silly looking and I’m sure I’m going to be doing it all over the place.

I caught a little bit of the Treehouse demo late in the day, and there is definitely a Rock Monster Mid Boss in the demo that can one-shot Link. I hope there’s more stuff like that in the final game. I’m not sure if they’ve mentioned this in any streams of the game, but I speculate that armor values are going to change the game balance a lot in terms of how much damage an enemy can potentially affect on Link.

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this game looks neat, that’s pretty much the extent of what i have to say.

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