Contrast that with Elden Ring which had over 100 different enemies, as many bosses. Forced player exploration by having no insulting UI or navigation features and then rewarded that with endless variety of weapons, armor, abilities, spells you could build your character with. The soundtrack felt grand from the title screen. And every single area of it's map felt purposefully hand crafted. I never once felt like I was wandering around an empty map, just wasting my time.
I didn't care about the bosses or dungeons because I was, well, exploring. I didn't care about the story because I was, well, exploring. The mobs were really only there for me to find new and inventive ways to interact with the world.
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.
BotW didn't feel like a Zelda game because everything else that I mentioned.
> lack of hand-holding
The game puts a bright glowing dot on your map pointing to where you need to go.
> They did this to discourage player min-maxing and to force some variety.
Funny how Elden Ring didn't need to do that to offer 100x more variety. Seems more like they were too lazy to just come up with a better way of balancing things.
> I didn't like it either but appreciate the additional layer of dynamism it added to the game.
Stockholm syndrome.
> Hardly a good comparison, for one there are several years between the two releases and for two
As though anything Elden Ring did wasn't possible in 2017? What happened in the several years between that suddenly allowed for developers to put more effort into crafting their open-world map?
> 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.
Just sounds like a skill issue. You're having a hard time because either A) you expect everything to be easy, and/or B) you don't want to put the effort into learning how each new enemy/boss fights.
If you just want to mash the attack button to win, BotW is definitely made for you.
I'd like to see somebody beat Thunderblight Ganon by mashing the attack button.
So what if it is? Some people want to play games that allow them to progress a certain amount without establishing skill mastery and there’s nothing objectively wrong with that.
My main gripe was not that BotW isn't Elden Ring, its that with as much money and resources as Nintendo has, they released a mediocore game. And then they did it again with TotK.
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.
Seemingly oblivious to how these two systems are deeply related: weapon durability allows the game to give you powerful items in random places without either permanently breaking the game’s difficulty or strongly incentivizing/requiring every player to visit some particular random spot.
The height of BoTW was the 4 tiny animal fortresses. And even they felt kinda shallow.
[spends a few minutes on a mental inventory]
Well, okay: I watched all the SW eps with my son. (His words after seeing Ep1 were "Daddy, that wasn't a very good movie.")
Still, I rest my case. Andor is the first content that I would actually miss if it went away.
Clone Wars & Rebels both suffer at first from being a bit too kid-oriented, but both wind up getting pretty serious over time.
Andor comes with the distinct advantage that you don't have to slog through hours of questionable content to get to the good stuff.
Rebels is harder because they had a habit of sneaking key storyline bits into the meh episodes.
X is a masterpiece Some person doesn’t enjoy X
When I was a kid I gobbled up all movies, good, bad, ... Whatever I watched it all. Last decade I haven't watched that much movies anymore. I am in the middle if it is me not being a kid anymore or it is quality.
The difference is that I still put significant time in gaming although it doesn't make me immerse into it like I did as a Kid. Movies I just quit on most of them and watch a couple of good ones.
Maybe it is unfair. A good movie you watch once but even if in a year only 1 good game comes out you can still rack up a big amount of time ;)
Sometimes when the follow-on content is bad... it's because the follow-on content is bad.