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The Legend of Zelda: Tears of the Kingdom Release

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Re: The Legend of Zelda: Tears of the Kingdom Release

#621

Earlier quoted context omitted.

I think "as a kid" is the operative phrase here. Nothing will ever live up to that nostalgia. That's not to discount the criticisms or "feel" you get from the game, but it's worth noting that nothing lives up to our childhood favorites.

I would disagree. As a kid I played OOT to death but never owned a copy of Majora's mask. I have just started playing it and I think it may even be better than OOT (though it is not really even a "Zelda" game.)

I think if you play MM before OOT you would think MM is way better. In a way MM is genius because it feels so alive with all these characters reliving the same three days over and over. The time reset makes all those hard scripted events believable.

Re: The Legend of Zelda: Tears of the Kingdom Release

#622

Earlier quoted context omitted.

I loved Star Wars as a kid. Then the prequels made me jaded that there could ever be anything as good as the originals. The sequels and other content did nothing to dissuade me from this. Then Andor showed up and it's like, holy cow, this is actually good. Sometimes when the follow-on content is bad... it's because the follow-on content is bad.

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> It doesn't even feel like a Zelda game.

The original Zelda was open-world.

I will agree that the game world felt sparse and underpopulated, but given the minimalist tone (as evidenced by so many other game elements, like the music or lack of hand-holding) it felt on-brand.

> Weapon durability is literal cancer.

They did this to discourage player min-maxing and to force some variety. I didn't like it either but appreciate the additional layer of dynamism it added to the game.

> Contrast that with Elden Ring

Hardly a good comparison, for one there are several years between the two releases and for two, you are comparing a soulslike with a more 'traditional' open-world game. I for one am sick of roguelike/soulslike mechanics infiltrating everything, this idea that you have to zerg everything over and over again to progress is cancer. And slow ass movement. And bosses that are massive difficulty ramps up from the rest of the level. Ninja Gaiden does 'hardcore' or whatever much better.

Re: The Legend of Zelda: Tears of the Kingdom Release

#623
I think it's also important to point out that Zelda games since the 80s have been one of the best pieces of software humans have ever invented. So many classic titles that have enthralled generations of gamers. You wouldn't get an immersive experience if these games were buggy or didn't have compelling stories and art.

Re: The Legend of Zelda: Tears of the Kingdom Release

#624

Earlier quoted context omitted.

I loved Star Wars as a kid. Then the prequels made me jaded that there could ever be anything as good as the originals. The sequels and other content did nothing to dissuade me from this. Then Andor showed up and it's like, holy cow, this is actually good. Sometimes when the follow-on content is bad... it's because the follow-on content is bad.

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I felt BOTW was immersible anime, and it was more art than beating baddies/collecting weapons like Elden Ring.

Re: The Legend of Zelda: Tears of the Kingdom Release

#625
post #556

Earlier quoted context omitted.

I don't think it had any new mechanics or concepts, but it def felt new. Do you feel like there were new mechanics or concepts?

I would invert that question and ask what, to you, would qualify as being sufficiently new that it doesn’t have? To me, there are tons of things. The death / checkpoint system, weapon durability, the massive non-linear open world, the recipe system, the puzzle dungeons, the fact that, if you want to, you can essentially go challenge the final boss immediately. If these things aren’t new enough, I have to wonder what…

Most of those things have been fairly common elements of games for decades? For example "puzzle dungeons" is just a staple of Zelda as a franchise, there's a whole genre of games designed around being able to rush the final boss as quickly as possible even though there's plenty of other content to explore (Metroidvanias), and I can't even think of anything particularly remarkable about BotW's death/checkpoint system other than that it's fairly generous with the autosaves.

Re: The Legend of Zelda: Tears of the Kingdom Release

#626

Earlier quoted context omitted.

I've heard the Steam Deck emulates Switch games like Zelda BOTW much better than the Switch. And it's not much more expensive either.

I own a Switch, but I'm still debating whether I play BoTW on Deck or Switch. Either way I'll probably buy it on Switch because developers should be rewarded for making good games, but it's handy for me to have all of my games in one place. Plus the Deck is a much more comfortable for me to hold - more ergonomic, better fit for larger hands.

Thank you for being part of normalizing consumer freedom while being responsible enough to support the people who worked on the thing.

Part of what makes the discussion of emulators or alternative means of playing games so difficult, is that the loudest voices are those who make it clear that they have no intention of actually buying the product to begin with.

It makes it hard for any conversation around the publisher’s pushback to “protect their IP” to move beyond their need to protect their income stream, and into the legitimate reasons a consumer would want to have more control over how they play the publisher’s game.

Re: The Legend of Zelda: Tears of the Kingdom Release

#627

Earlier quoted context omitted.

> Same thing happened with Goldeneye. I can’t believe this was tolerable way back when. Nostalgia is a hell of a drug. I played dozens of hours of Goldeneye back in the day (a friend had it, and I spent a lot of time at his house) but it very nearly wasn't tolerable to PC gamers. Its sole redeeming feature was that it was far more social than PC shooters. Playing it felt like going backwards 5-10 years in graphics, l…

You didn’t have to use two controllers. You could do the preset where you use the D-pad to strafe and the stick to turn. It’s basically the same as PC.

That's just a flipped mapping of the default, which used the c-pad (just another d-pad, really, but with discrete buttons) for strafe, right? I wouldn't think that's an improvement, since A and B are on the c-pad side.

[EDIT] I mean, I was just nostalgia-playing a little Goldeneye on the Switch like last week for the first time in years, and checked the mappings because my god is the default bad, and if you know one that can put look + turn on the stick, and forward/back/strafe on the c-pad... that'd be great. It didn't look to me like any did that, so I just stuck with the default.

Re: The Legend of Zelda: Tears of the Kingdom Release

#628

Earlier quoted context omitted.

I loved Star Wars as a kid. Then the prequels made me jaded that there could ever be anything as good as the originals. The sequels and other content did nothing to dissuade me from this. Then Andor showed up and it's like, holy cow, this is actually good. Sometimes when the follow-on content is bad... it's because the follow-on content is bad.

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> Exploration was not rewarded.

I found exploration very rewarding. I had a lot of fun finding my way on the island where I lost all my items. I remember seeing a Dragon flying through the sky which I thought was delightful. I found certain vistas to be rewarding as well. It's not rewarding in the sense that you're not going to be finding permanent upgrades to your character much, but it's definitely rewarding.

> Weapon durability is literal cancer.

This is a common sentiment but i feel like it's because it challenge's peoples normal expectations, not because it's a bad mechanic. Weapon durability in the game lead to a lot of interesting gameplay scenarios for me, where I lost a weapon and had to look for creative solutions. Altering the environment, using unideal weapons, or finding another way were all options rather than just trying to brute force it with weapons in every situation.

To me the weapon durability was a core mechanic to Breath of the Wild and it wouldn't have been nearly as enjoyable without it. There's too many memorable moments for me where a weapon broke and I had to scramble to think of another solution. I think for people that like hoarding items and collecting better and better weapons it's obviously going to be frustrating when you're forced to be creative in the moment. Elden Ring's creativity comes with how you build out your character, while Breath of the Wild's systems encourage/force you to think of solutions to problems on the fly.

I couldn't disagree more about the soundtrack, though. Breath of the Wild's soundtrack is a masterclass in how to best take advantage of the medium. It blends in with the foley sounds and perfectly encapsulates the mood of the world. It can be at times desolate, but that's the point. It matches the themes of the game itself.

Re: The Legend of Zelda: Tears of the Kingdom Release

#629

I think it's also important to point out that Zelda games since the 80s have been one of the best pieces of software humans have ever invented. So many classic titles that have enthralled generations of gamers. You wouldn't get an immersive experience if these games were buggy or didn't have compelling stories and art.

I don't think I've ever heard of someone describe a Zelda game as having a compelling story before.

They have great storyTELLING, I guess, since it's presented fairly beautifully, but "man wants to take over world, hero must stop him, princess also involved" is not... particularly revolutionary.

Re: The Legend of Zelda: Tears of the Kingdom Release

#630

I cannot describe in words how impactful Ocarina of Time was to me as a kid, how intensely I got sucked into that world to the point that I even wrote some (bad) fanfic set in that universe back in the days. When Majora's Mask came out I was almost bursting with excitement until I was actually able to play it and was again totally blown away by a unique experience. When I played Breath of the Wild, I felt ... nothing…

Similar situation for me. Ocarina of time is my favorite game of all times. Got BOTW and after playing ~40 mins I left it and never touched it again. It felt too open and overwhelming, maybe as an adult I don't have the time to commit or I missed a more contained/guided approach like with Kokiri Forest.
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