Good guy. Real nice smile.
So my time with ToTK has hit a bit of a wall as this is the first time my RSI was flaring up again in a big way. I recently ‘graduated’ from my XAC and used a regular Playstation controller to play most stuff since my wrists have strengthened quite a bit thanks to exercise. With TotK it has proved to be too much. Even though combat is/can be infrequent and sporadic the game is input hungry elsewhere. I started to notice this with poe collection which is essentially a measure of how much you mash.
Ultrahand is the big culprit. Crafting has become a desperate hope that I can rotate shit with as few dpad inputs as possible. I actively dread having to craft stuff as each time feels like I’ve gotta walk a tightrope of effort. The autocraft helps a bit but is best for vehicles and you cant really do it for bridges or bespoke puzzle solutions in all situations. I’m not sure how you could automate it further for accessibility other than for there to be a mode which offers a plethora of useful crafts that are unlocked from the get go that you can just autobuild without the necessary pieces nearby or the zonaite cost. Otherwise I have few ideas on how you make this easier for a player who can’t take the density of inputs.
Link’s movement and the environment sizes are starting to grate on me for the same reason. I assume it’s balanced around stamina but to constantly hold and release the run button or to have to mash out of swimming or short climbs is frustrating. The environments always feel just a skoosh too big as I just watch Link run to a destination for like 40% of my playtime. Like, the effort to make the physics system not jitter and collapse is so thorough but no-one at any point thought maybe allowing for the player to hold a button (to collect, auto navigate, attack combo) or automate certain things is kinda annoying. I know Nintendo are generally pretty bad at this but it’s 2023 man.
Gonna try again with the XAC but I think I’m getting checked out temporarily due to the pain. The game is very enjoyable and I like it as an iterative sequel but it really highlights my threshold to me.
i also stopped playing because it asks me to hold down sprint constantly. elden ring did this too!
I do wish autobuild had a button to build and attach what parts you have available without filling in with the zoanite copies. Some of the schema you get are nice short cuts but will only feel applicable in specific areas. Some set ups autobuilding with lose parts is still a convenience but if you’re making a larger bridge or something the parts are just going to go everywhere on uneven terrain.
I gotta say I really liked the zora dungeon a lot more than the rito dungeon, even if it still had the same basic problems.
I just finished the Rito dungeon and was a bit disappointed.
Minor spoilers for dungeon and some complaining
The Rito dungeon felt more like 6 rooms I had to go to than a proper, puzzle-box style dungeon. I’m sort of okay with that, but it still feels like a bit of a stretch to call it a dungeon.
Then right after I played some Ocarina of Time with a friend and got to the water temple. We’re playing a QoL patch that puts the iron boots on the d-pad, so that improves the experience tremendously. We quit when I opened a key door, solved another little puzzle, and was met with…another fucking key door. I genuinely do not remember what to do here and I’m not looking forward to cycling the water level more times just to explore
BUT
It’s that kind of friction that I feel like was missing from the Rito dungeon. I may not be happy with it in the moment but it’s more interesting and memorable than just like, going to a few rooms and solving very basic puzzles to flip a switch.
Hoping later ones are more interesting.
On the other hand, getting to the Rito dungeon was very rewarding and I’m glad they’ve kept some interest in traversal as its own thing. It wasn’t hard, per se, but it was very cool feeling.
I just got to the Temple in the Gerudo region and this will be my last of the set. The other three very vaguely feel like dungeons and more of find the switches. The one here in the desert actually has more of the classic dungeon vibe. I only got one switch so far but it actually involved doing some puzzle stuff with light and recalling turning stones. The only thing that felt like a puzzle in the other three was just in the navigation where you could just as easily brute force your way past with climbing/gliding/ascending. Pleasantly enough they experimented much more with the quest structure on this leg of the MSQ.
Set up the XAC and combat is basically a chore/impossible now. I can barely defeat any aerial enemy since, to be effective, you have to hold the bow, aim, and move with 3 different inputs and I only got 2 arms.
Ultrahand is about 4x slower this way.
I think I’m now just frustrated way more than I am enjoying any emergent feature or cool discovery. I have the possibility space of the game in my head now and it hasn’t really surprised me in hours.
curious what peripherals you are using with the XAC
I need more quests about transporting oversized objects. I want a zelda big rig adventure. The tools are certainly there I just need more quests or a material trade involving big trees or rocks.
The analog sticks are larger ones with handlebar attachments so I can just rest my arms on them and not use my fingers too much. Right hand usually cycles through resting on the three XBA switches, holding ZL and using Y for combat or being on the right analog stick to adjust camera.
The issue is using the bow which requires that I hold ZR and use the right analog stick. I’ve tried to keep ZR close to the dpad to bring up attachments (problem is I can’t realistically move and aim, and the sensitivity is tricky for larger arm movements). I think the solution would be a modded Wii nunchuk in place of the current left analog stick so I could at least hold bow or lockon while still being able to move and aim. Then the problem is button rebinding on many add-ons usually isn’t possible unless the game allows it. I have a chunky flightstick but its buttons are default mapped to face buttons so it wouldn’t be much use here.
You can imagine how much fun ultrahand is since it uses LA, dpad, L, R, A, and RA ![]()
Assorted thoughts:
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While part of me is glad that Snake Eater Island did not reuse the gimmick that made it Snake Eater Island, I’m not sure that what they replaced it with is actually better. That said, the finite resources made getting to the island itself more interesting.
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It took me the longest time to realize what the control gear was in fact a control gear. I thought it was like, a frame you put your other equipment in.
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I found Big Horse, but I’ve grown attached to the one I stole from a bokoblin so now I’m conflicted (not that I have enough stamina to tame Big Horse). I haven’t actually registered Stolen Horse and I’m not sure how much fucking around you can do before a wild horse decides to just peace out, so if it’s not around by the time I return from Snake Eater Island, I think I’ll give Big Horse a shot.
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In what I’m not sure is a coincidence, my trajectory through Hyrule is more or less mirroring the one I did in Breath of the Wild. I’m not sure if familiarity is an asset in this game, but so far it’s not not an asset.
I bought this for myself as an early 40th birthday present so i could be just like the sad old man from the commercial. I have to take breaks every 20 minutes because the cutting edge visuals are too much for my clogged brain and brittle inner ear but I’m still 100% certain I made the right decision. I have only played like 1.5 hrs and unlocked one alien hand magic power, but I can’t stop thinking about all of the adventures Link and I are going to have in the beautiful land of Hyrule
3350-2517-0277
Do I get a special award for playing through the game as a pescatarian? I know I’m probably supposed to be hunting those emus or whatever but I can’t bring myself to do it
Also it’s racist that frogs are considered elixir ingredients instead of food
Okay, so I’m fairly confident that the Kakariko Village Shrine isn’t meant to be solved by catapulting oneself to death, but I’ve yet to find anything else that comes close to working, using only what is available in the shrine. I’ve managed to do that first leap with a quarter heart remaining, but not the final, much longer leap, which so far is invariably lethal. Still, it’s real fun using the power of physics and fantasy Weebles to fly and turn myself into pizza. I hadn’t done a whole lot of that sort of thing with Breath of the Wild (or this game, for that matter), but I now see the appeal.
ETA: Barely made it!
Anyone playing this on a switch lite? How’s the experienc?
I’m playing on an OLED Switch, and the tiny font sizes take some squinting even on that larger screen. Given there’s also a high density of inputs and it drains the battery within 3-4 hours, the game seems primarily designed for playing on a TV with a pro controller.
i played just the intro on a switch lite (which i had used for a couple hundred hours over the past few years) and it looked fine, played fine, but i caved and bought an oled switch because i thought the world looked so nice and i wanted to “experience it to the fullest” or whatever
edit: i switch lite-d my way through 100+ hours of botw without issue if that perspective helps at all
ohhhh my god i only just realized what the intended solution probably was

