> As you can pretty much do everything off the bat, there's no
> "oh a boulder, can't move it, better come back later" element to
> the game. (This is my biggest gripe I think, a big part of the
> Zelda games was doing a dungeon and getting a gimmick to unlock
> new places).
I feel the other way around. Having to rewind back so that I can fulfil the given gimmick is the reason why I end up dropping all metroidvanias.Done well, an "unlock" ability should either grant access to more space off a central hub (that you'd be returning to anyways) or give optional minor rewards if you want to be the completionist back-tracker - zelda pieces of heart, or max mana upgrades; metroid missile capacity; even raw cash.
Being forced to backtrack (especially without fast travel) to an arbitrary area _to progress the game_ is bad design.
On the other hand, I've always loved Gothic[1] for it's gating mechanism. If you got mangled by raptors ore some ork, that meant the area was certainly not meant for your level.
I guess it will be interesting how I'll feel on BotW once my Switch arrives...
Or you could locate the ingredients for heat-resistant elixirs, make some yourself and just plough on anyway.
This is a game which takes "open world" quite seriously, and lets you go and fight the final boss straight out of the tutorial area if you want. Although you'll probably die almost immediately, the choice is yours. I rather like the blend it gives me of freedom and guidance.
Oh and someone in the ancestry mentioned the cooking UI is poor. Indeed, the cooking UI is very poor. A few things like that and some issues with characterisation and voice acting would hold me off giving this game a perfect score.
I'd have liked to do all the puzzles in the Tomb Raider reboot, but most of the temples or whatever were locked behind "you need to have gone to the next area and then come back with the thing you acquire" idiocy.
I don't want to endlessly retrace my steps to re-find places I've been before because there's a gating mechanism. If I'd organically had to go near to the places again maybe I'd forgive them - but I'd literally have had to go to old areas for no other reason.
It's just bad design
I feel the same, it might seems counter intuitive but those limitation are what I liked the most about previous Zeldas. I miss the feeling of 'I wonder when I'l finally be able to go there'
Bows that break after shooting too many arrows, ugh...
All of the guardians I have faced in the combat shrines drop weapons that at least equal (usually exceed) the total damage/durability consumed to defeat them.
Also: Shooting the guardians in the eye stuns them giving you a long window of respite during a fight.
For cooking, pick an ingredient and select Hold, select the others, then go stand in front of a pot over a lit fire (of which you encounter plenty). The game will tell you to press A to cook. To restore health, just put a bunch of mushrooms and meat in a pot. Some mushrooms, herbs, crabs, fish, etc. tell you that they'll make you faster/stronger/less cold/etc., just throw them in with the meat. For elixirs just mix butterflies, lizards, etc. with boko horn, tooth, etc. Also if you get hearty radishes, you can throw them in a pot without anything else and it's basically full restore + extra hearts. It's broken.
I was actually considering getting it, but you might have just changed my mind. I like an open world, but the reward of progression is often a key to enjoyment for me in many cases. Do they make up for this in any other ways (ie: unbeatable monsters until you're high enough level/have better gear or something)?
All which was definitely progression. Just not like you'd traditionally think RPGs are: but more of a "real-life" acquisition style.
There are other kinds of traversal that feels this way too, but I'll leave the discovery to you.
I understand why you'd stop there, IMHO the first two or three (or even four) episodes aren't actually all that great. It's definitely worth persevering though, they get markedly better and Episode 6 is an absolute corker.
Same with Battlestar Galactica.
Certainly, I still go back and watch the first two episode pilot at least once a year. So. Damned. Good.
I like it even love it but it's not the best Zelda I've ever played. I still like Wind Waker better.
But honestly it's better than Skyward Sword, which I found tedious and annoying.
I don't see this as a problem. I'd rather a deep or skillful gameplay system where I get better and gear upgrades are incremental or side-grades.
"Avatar strength" is boring.
ex.: You get to a new region, something in the environment prevents you from exploring easily (for instance, cold). You can either tough it out and spend a lot of time/resources, or return later once you've acquired some meals/weapons that help you deal with the situation. I see this system as a really clever alternative to classic logarithmic power creep curves.
I want to watch one of these 1hour speed runs, but only after I complete the game. I can only image how good those guys must be
Many people (myself included) see that as a good thing. Every time I come up to an obstacle, I know that the only thing keeping me from getting past it is my own skill; I know there's no contrived McGuffin that will come along later and trivialize the time/effort spent working my way around it.
> As my gear improves, I don't feel any stronger.
Really? I'm about the same place in the game as you (i.e. two divine beasts down), and I can take on all sorts of enemies that I couldn't before. I definitely feel stronger than I did at the beginning of the game (e.g. I don't have to run in fear every time a guardian lights up, I can quickly go to the "test of strength" shrines whenever I need new weaponry, etc.)
> Cooking could be 10x easier
It could certainly be faster (I'd love to be able to batch my recipies instead of having to cook 10 meals, one at a time)
I still feel that all of the good sides of that Zelda still makes it one of the best game I ever played.
I feel (2 'divine beasts' in):
* It's very repetitive.
* The boss dungeons are unrewarding.
* The shrine dungeons are novel, but get tiresome quickly.
* As you can pretty much do everything off the bat, there's no "oh a boulder, can't move it, better come back later" element to the game. (This is my biggest gripe I think, a big part of the Zelda games was doing a dungeon and getting a gimmick to unlock new places).
* Weapon durability is an annoyance as there's no feedback of how much weapon there is left until the end.
* As my gear improves, I don't feel any stronger.
* Cooking could be 10x easier.
But I seem to be the odd one out thinking this, so maybe I just have bad taste.