Is it just me, or does this game feel kind of empty?
Zelda: Breath of the Wild
It's so you can feel the breath of the wild
I know there are more enemies, but it really does feel like there are only 3 enemy types in the game with a bunch of recolors.
Content isn't packed as tightly, no. But they give you a varied number of traversal methods and design the world in such a way that it's easy to visually scan for new POI.
Compare it with Wind Waker, Ocarina, Twilight Princess, no, it's the opposite of empty.
All those games have more enemies and dungeons. Also it has an actual story as opposed to the weird cut scene hunt BotW did. They also have more items to use and NPCs that stand out.
It feels werid that I've never spent more time playing a Zelda game and yet its pretty much the bottom of the list of my favorites in the franchise
It is all really nice honestly. I hope if they make a sequel or a game in this style again we get more swimming. One of my fave moments of TP was swimming under Lake Hylia.
How many korok seeds do you have?
>more enemies
True, but the behavior of BotW's enemies was a lot more complex.
>and dungeons
Kind of? If you add up the divine beasts and all the non-combat shrines, BotW probably has more "dungeon-like" content than any other zelda. The issue of course being that to get so much quantity they had to sacrifice the individuality of the dungeons.
>an actual story
BotW has stories which can be pretty good, but as with dungeons, they're split up and dispersed to work better within the large, non-linear world. I can certainly see why someone would prefer the traditional style, but it's not compatible with BotW's extreme nonlinearity.
>They also have more items to use
True, but they're generally not as flexible as BotW's runes. BotW also makes up for it with more armors and weapons.
>and NPCs that stand out
Personally I thought BotW had some pretty nice NPCs, as Zeldas always do.
BotW's core design goal was a large, highly interactive overworld that can be explored non-linearly; most aspect of the game follow from that, for good or for ill. Whether you like BotW depends on whether that core idea resonates with you.
Only 4 dungeons is a joke. That's OoT as a kid and then one dungeon as an adult and the game is over.
If you pull that shit then you need an overarching mechanic ala majoras mask constant time. And open world doesnt cut it
Not really there always felt like a new path to explore until like the 120+ hours mark
The story is one of my main hang ups. The whole setting and stuff that happened is awesome, love it. but the writing is armature. Most, if not all of it is just Zelda or another character telling you exactly how they feel, or what is going on. it is so unnatural and it bugs me that with such an awesome set up they did so little with it.
>Only 4 dungeons is a joke
It's not inherently bad user. Majora's Mask did it fine and Stone Tower Temple is a God tier dungeon and reaching each temple in that game is split via multiple tasks.
BotW makes it a background element though to do the Divine Beasts
so you can realize how crappy it is and go outside for the breath of the wild
The only things those games really have over BotW are dungeon size, item diversity, and monster variety. Even then, the amount of shrines easily causes BotW’s to eclipse what those games offer. Especially fucking WW and TP
This, the story was underwhelming.
Like, why should I care about these dead characters?
Like alright, I feel bad but they aren't going to go under a character arc or suddenly get a happy ending.
I do find it a little cheep that the only way they could make a dungeon was to restrict your ability to climb. Hyrule Castle was some of the most fun i had in the game, even though I learned later I could just skip most of it with Revali's gale.
I know it is asking a lot, but I'd like if they do this king of game again they make more dungeons like Hyrule Castle.
Is Ganon supposed to be a mindless force of nature or mad but still smart? At one point Zelda says he gave up everything and is just a monster now or something, i forget the exact working. But also he took control of all of guardians and outmaneuvered the heroes at every turn 100 years ago.
Nah the stories are pretty bad
The thing is, the divine beasts are much smaller than actual dungeons.
This basically
Apparently localizers really fucked up the line related to that
English
>He has given up on reincarnation and assumed his pure, enraged form.
Japanese
>This form was born from his obsessive refusal to give up on revival…
I do like the game, but i still feel it is lacking in some of the areas here. The small amount of enemies is one of them in this massive overworld. I really want to see some Darknuts or Iron Knuckles in the game at least. Feels like something that would fit right at home in Hyrule castle or in some of the older ruins.
if they make a sequel, i hope for more movement items
Wow, that is a big mistake right there. This really clears it up for me, thanks user.
Depends, the overworld of BOTW has a lot of content, but its GTA style content where it has no rhyme or reason half of the time
BOTWs biggest flaw though is the lack of dungeons and equipment, its no longer an adventure dungeon crawler game, its more of a collectathon.
Ironicly everything I don't like about WW is the polar opposite in BOTW
WW had no good overworld content, as it was a bunch of minigame islands, BOTW had no dungeon content or a coherent quest.
Almost none. You don't need to expand your inventory at all so its just a waste of resources and time.
You don’t need to but even getting like 15 makes managing items a lot less painful
Has there been a single 24-hour period since this game released where Yea Forums hasn't had a thread arguing about it? I honestly think this might be the most controversial game of the decade.
I too want more enemies.
However BotW already had like, a 4+ year dev cycle, which is the most you can reasonably expect a game to have. I'm not sure how realistic it is to expect more content in one area without content in another area being cut back. But I'll be pretty happy if they find a way to do so.
Takes about 100 hours to realize there really isn't anything to find.
For every 20 hours of exploration you get about 10 minutes of content.
because you are used to open world games being an visit to zoo or amusement park, with everything located nearby
that's why I hate open world games
zelda among very few I can actually enjoy, cause there is understanding of space.
to feel scale of the world you need open places.
BOTW is the first zelda game that breaks the zelda formula
Zelda formula is simple
>Semi-open world with paths cut off by obsticles
>explore until you find the items that help you get past obsticles, this usually leads you down story or setting arc, which helps with world building
BOTW gets rid of paths and obsticles and gives you every tool at the beginning of the game and tells you to go have fun, problem is it didn't the OG formula with anything tangible, just a purely open world with no real goals.
It had a ton of potential, but it lacked obsticles, and replaced creative exploration with Assassin Creed towers.
>もとに日本語のゲームでござる
>ケッキョク、また英語版をプレイすることを選びます
はずかしいことでござるよ思いますよね〜
アメリカ人、よく聞いた方がいい:日本語を学べ!!!