Tbqh it didn’t even have temples..
Tbqh it didn’t even have temples
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Not every Zelda has temples, and if you meant dungeons, then it did have 4 if you want to get technical, same number as Majora's Mask. Discluding the final area for both.
and that's a good thing!
>4 dungeons
>the final area
Yeah botw didnt even have that, just use the whirlwind and cloth and you were at the final boss
Which is your choice, how dare the game have a choice to skip things or do them. Not saying that BotW couldn't have more traditional dungeons and far better weapon durability, but it definitely improves the stale Zelda formula by leaps and bounds overall.
>more traditional dungeons
It didnt even have one! Just 4 beasts wich were all similar in design, no variety
If given the option people tend to do things the easier way, even if that makes the process less fun. The game shouldn't give you the opportunity to cheese the final area that easily, that's just bad game design.
We had this thread yesterday
no, you still have the choice to do it the hard way if you don't want to be bored
It had shrines and 1000 korok seeds though making it the most revolutionary open world of all time
by that logic majora's mask doesn't have a final area either since you can just talk to the majora kid and skip the entire moon zone
Read what I said, the game gives you an easier option so most people follow through with it. Some may refrain themselves from doing so, but having to do that in the first place just screams bad design.
why is that bad game design just because people are lazy? Sounds like it's bad people design
Majoras mask fucking sucked, it was a quick game made of ocarinas engine
lmao wrong
>no temples
True
>no dungeons
Wrong
The beasts are unique but undersused yes, there are 4 or so shrines in the game that are actually larger than traditional zelda dungeons.
The fact they are optional content hidden in the furthest reaches of the regions means most players never even knew they existed.
getting 120 shrines was fun af, hunting koroks or waiting on shooting stars was literal trash.
How so?
yes
Unironically this. I’m glad they went for something different for once. I just needed some stronger enemies inside the divine beasts to really be satisfied.
You know games are designed around the people that play them, right
>nooooo! don’t give me choices, i want daddy to make me have fun!
Most people did Hyrule Castle, only a select few even took that path, especially on their first playthrough. Second sure, and speedruns sure, but most Zelda fans are still playing BotW to this day and trying new things out.
yeah why pander to lazy people
>Not every Zelda has temples
filtered
>and that's a good thing!
filtered
All I want in BotW2 is them to actually copy LoZ instead of pretend to. As in sprinkle ~9 dungeons throughout the world and have the player go out and find them. No "skip straight to the final boss" nonsense, make them mandatory. Some of them require items to access and some don't, some are more hidden than others, and they have different levels of difficulty. All of them have unique themes/visuals, items, gimmicks, bosses, and enemy types. For the sake of casuals you could have ways to make it easier like optional NPC questlines that give you hints about dungeon locations.
>nooo don't make so all the options are equally engaging, give me easy mode!
and that's a good thing!
Why does it bother you that there might be someone that skips most of the castle?
Botw2 is rumoured to be more linear so
Lets hope! Allthough skyward was too linear that have the perfect setup to
Make botw2 perfect with the engine and all
nothing wrong with that
>skyward has the best on foot sections in a zelda since N64
Too bad everyone hated it so well never get a proper implementation of the adventure pouch and repair-able /upgradable gear again
If there's a faster alrernative it should be harder and more risky, not the other way around. So skipping should be possible, IF it poses a bigger challenge than going through the intended path.
Who are you quoting? Skyward sucked too but atleast it had good music and proper dungeons
why?
Agreed
Myself
SS is a decent game and I replay it more often than the fetch quest simulator that is TP
filtered
>OMG guys, it has a water temple and a forest temple and
I'm actually tired of that shit. Remember when Zelda dungeons had actual cool names and theming and wasn't tied down by elements because of whining babies with OoT nostalgia? How about we get back to amazing shit, like Skull Woods or Eagle Tower, where not only was the dungeon itself great, but getting into the dungeon was a challenge in and of itself.
Because that's how balancing works. High risk, high reward or low risk, low reward.
Wrong.
If anything you should have been able to climb in the dungeons so you could break the intended route even more.
>he doesnt know doing ganon first gives him twice the HP bar and forces you into a 5 round endurance match
Thats your reward for skipping the dungeons
>he doesnt know the best gear is in the castle so skiping it means you wont be full power
Thats your reward for skipping the castle
Divine beasts aren't dungeons, clearly
But why is the option of an easy route inherently bad game design when you can always just choose the harder way? Your reward for the risk is the accomplishment in overcoming it through gameplay.
that is true but in no way shape or form is it an argument that mm sucks