You gotta admit, this is pretty neat

You gotta admit, this is pretty neat

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post link porn

this is the equivalent of climbing a wall by stacking boxes on something like dark messiah what's so neat about it


thats all new games are good for, trap porn

Are you kidding me?
It means someone actually built into the game the fact that electricity could be transported by metallic objects, then never explained it, and built puzzles around the fact that they did not have to be completed only in the way they were originally intended.

That video is an example of what the tech that we have now should be used in every big budget game. It's amazing game design.

Fuck man I know people on Holla Forums are retarded, but this is a bit too much.

too bad you can't skip the tutorial island, still a shit game

so was it intended or not

Fuck off

What is amazing game design exactly, the fact that you can solve a puzzle the long, unintuitive way, or that they simply added a conductor property to metallic items instead of adding it to only whatever you use on the puzzle?

Nigger if I wanted to do stupid shit like that I would play gmod or autismcraft. This is a really fucking weak attempt at shilling/denying buyer's remorse because
But if you are amazed by something so simple, more power to you. The reason no one has ever made weapons conductive is because it's completely useless gameplay wise and whenever an electric enemy shows up you simply couldnt hit it

lol

nintenyearold confusion kicking in

...

Wew

Nothin special about that as it's just a one-zero switch depending on whether an object labelled as "metallic" is touching an object with the "electified" modifier or not

...

besides, it actually can be used in gameplay because solving puzzles is gameplay, the interesting thing is that the solution was not "the right one", but organically appeared from the properties of the ingame objects

Yeah, it's nice that metal objects conduct electricity. Yeah, it's nice that you can brute force puzzles by exploiting the physics. However, these things are not innovative or mind blowing in any way, and their inclusion does not necessarily make the game better. How is electrical conductivity meant to be used? Can you use it to create traps? Can you use it to charge a body of water as some CUHRAYZEE fishing method? Can you devise a weapon with a metallic base, some sort of trigger, and electrical conductors so that it serves as a sort of shock rod? So far, you've shown one way that it can be used to benefit the player. Is that all it can do? If that's the case, then it seems to me like such a feature has a very limited utility.

you can both create traps and use it for fishing, but it's easier to just lay out bait for the fish, enemies will also use it against you and if you are shocked you will drop your currently held weapons which enemies who are immune to lightning can pick up, it's always fun when a Bokoblin picks up your strongest weapon and one hits you with it.

honestly its stuff like this that can make a great game amazing.
it cant make bad games good but it can make good games so much better
THE WIND IS PUSHING ME!

And this board likes to criticize neogaf for obvious bias.

This is because nintendo audience.

Indeed.

Talk about fucking nitpicking. You user's may be retarded, I'd recommend killing yourselves.

Holla Forums went downhill real fast after HWNDU
cuckchanners brought console war threads and all the other cuckchan shit

Ill take the bait
This instance of detail is complely useless WHILE trying to be useful. I dont care if metal items do that, there is no situation where I can use that gameplay wise, at least not on a useful way
Something that would be nice as a detail if it wasnt retarded is wood equipment burning in a volcano. You would burn as well if the air is so hot wood is set on fire, but whatever. Nothing great, just what would logically happen if you did that, and it changes the gameplay in some way

Those metal gear details affect the game. You can break a lone soldier's tiny (almost invisible) hand radio to prevent a shitstorm of alarms out of nowhere, you leave footprints on snow, pointing a gun out of nowhere makes the enemy freeze, etc. Those are the good details. The other stuff like the musical pans are just there, I doubt anyone would say mgs is a good game because of that and if you heard someone praising the game for that bullshit they are retarded cuckchanners like yourself
This is just not useful in any way. Neither are most of botw little details as you call them, no one smart would claim botw is a good game because of them. As no one would say mgs is a good game because snake pukes if you spin him too much

and I know wood burns in botw. Made it sound like I didnt and better correct that before the entire reply consists of

But OP didn't say it made the game good, in his initial post. Just that the detail was neat. Neat like those musical pans you mentioned.
But the very video demonstrates that it can be used to solve at least one puzzle. further mentions that it can be used to set up traps and even fish. It might not be all that convenient, but neither is finding a good angle and opportunity to take out a soldier's radio, when 99% of the time it's faster and easier just to take the soldier out or avoid them entirely.

I hope that Nintendo does another game with this engine, Majora's Mask style. Maybe I'll pay for that one.

MGS V basically didn’t have any TECHNOLOGY moments. Shoot a water tank a few times.

If they can make another game in BOTW's engine with a tighter, constrained overworld and more traditional Zelda elements like items, actual dungeons, and no weapon degrading that would be a day 1 buy

Ocarina and Majora still reign supreme

I ain't gotta admit shit. The fact you're creaming your pants that a AAA game pays attention to detail in a single respect is more depressing than anything. Shit like your video used to be par for the course, not the exception. Fuck this shit industry.


That's because MGS went way above and beyond in ways people didn't expect. Icecubs melting realistically in a fucking PS2 game? That's TECHNOLOGY. Metal reacting to electricity? Games used to do shit like that all the time. It's not even impressive because he's dropping said metal into water yet the pool of water doesn't react in the slightest.

that is pretty neat, yes

...

The only problem with this video is that this isn't "the wrong way" of solving this puzzle. The title is incorrect.

If BotW does anything right is exactly throwing the concept of the "correct, and 'gamey', way of solving a problem" out of the window. I hope the major dicksucking by the mainstream game press and normalfags make devs realize this kind of gameplay can be popular and as pointed out this kind of thing becomes par for the course again.

Such as? I said a lot of claims that "this is nothing amazing, tons of games already did this" and yet I see no example of games that did something similar or went to similar detail like this.
Especially open world sandbox games that are often incredible letdowns in their environmental interaction.
Seriously, I'd really like to know where you drew your standards from.

Oh and by the way, this does indeed afect the gameplay. You could drop metal weapons near Bokoblins during a storm so they'd arm themselves with those and then they'd be thunderstruck just like you are.

I don't mean to be that guy but when you get too close to the volcano you get a message saying that the very air around you is burning and then you and your wood equipment catch on fire. So exactly what you are saying happens.

A few other examples from a few shrines include one where you have to move blocks so fans could push a ball into a hole that moves a pillar up, and another where you have to navigate a ball through a maze. With the 1st puzzle, instead of ever moving the blocks, you can just place the ball near the hole, use Stasis on it, go over to the pillar, then unfreeze it. And with the maze, you can flip your gamepad upside down and not bother even navigating the maze.

You can also set fire to grass and atract big enemies to it, where they'll step on it and be hurt\stunned for a while.
You can also do the same thing and it generates an updraft you can use to gain altitude for an aerial attack or slow-mo shooting.

Hasn't it been like two weeks already?

It's a little thing, but it absolutely tickles me that they put in stuff like metal treasure chests and then made them a thing that is necessary for solving some of the puzzles.

Are you retarded? I've seen more impressive electrical stuff made for Garry's Mod, and even shit like red stone for Minecraft has become so well known that it's pretty straightforward now. And you can make very simple logic computers in many games which allows easy editing of the game without changing the game's code in any way, yes even Doom using a setup with voodoo dolls or Dwarf Fortress and a giant setup of caged things walking back and fourth wondering around and pulling switches at timed intervals.

Whoops you're fucking retarded.
I was riding through a thunderstorm and saw a guy cowering on the side of the road, so I stopped to talk to him because sidequest potential. He turned out to be one of those assassins and pulled out a metal weapon to kill me, and was instantly struck by lightning and killed. I didn't even have to fight him because they programmed in "metal weapon = electrical conductor," it wasn't a scripted thing. It was one of the best moments in the game.

It kind of is explained though, if you have metal equipment in a storm you're going to get lit up like a Christmas tree.

If that's "one of the best moments in the game" to you, it must be a pretty trash game.

Actually, it is pretty neat that you can do that. It really demonstrates how much free reign you have over the game's environment and adds to how natural the game feels as opposed to other games that shoehorn you into doing things in one particular way.

Frankly, this should be a standard of games of this size and scope nowadays.

I don't know why we got tryhards in this thread going "OHBLOOBLOOBLOO BIG FUCKING DEAL" when they're also going in Mass Effect Andromeda discussions and railing over character animations.

If one game underwhelms in one department, it's a glaring failure meant to be mocked and criticized. If one game overwhelms in another department, it's no big deal.

Exactly what standard are people judging video games around here?

trips of truth

You don't even have to let enemies pick up your weapon; just toss it at them right before the lightning strikes.

because those things were done on the PS2 16 years ago… this is a new console with a new game, with far less attention to detail by comparison.

its nothing special user. though people that like the game would probably like to know how they can easily beat any infantile puzzles that they found too difficult using this cheap trick.

Ass Effect doesn't deliver in numerous ways. The poopy robot walk animation is just one part of a rich tapestry of substandard production.

Main character uses electrical attacks; the electricity can travel between metal objects can be chained through multiple enemies
Natural lightning can strike randomly if certain circumstances are met; lightning can cause fires and deal damage to both the player and natural entities, and can transform certain entities. Certain metal structures are more likely to attract lightning.

I can't think of any more off the top of my head but I'm sure if I spent some time doing some research, I could find more examples. It's important to note that the inclusion of a particular feature doesn't necessarily make the game better. You have to look at how the feature is used.

If you want to get down to the fundamentals, then physics engines have pretty much been able to implement this type of feature for a long time. All the metal objects that can conduct electricity in the game are grouped together as a class, and that class is given a "can be charged with electricity" modifier that alters the object's state. When an object is not in contact with a source of electricity, the flag is just "listening" or waiting, but when it touches electricity, the flag gets turned on, which alters the object's state, and it stays on until the object is destroyed or moved away from the source.

Physics engines make this sort of thing manageable. You're talking about what amounts to a state modifier for a class of objects. Pretty simple shit. It's like flipping a switch to turn on a light in your home.

I actually remember that maze, I spent quite a lot of time getting frustrated with the shitty motion controls I guess Nintendo just had to put them SOMEWHERE but after I realized I could flip the whole thing I got it through on my first try. I don't know whether that was even intentional but it was a really satisfying unconventional way of solving the puzzle

you can unplug your headphones while playing poopie noises in a bathroom to make guards leave you alone… or use it so they hear soldiers talking.
theres actually alot in the game you can do, but the problem was they didnt ever make it necessary or beneficial to do things like that.

I feel like some people are trying to say that it's like 60fps, which is to say that is should be completely expected and not at all surprising. That this is something that every game should do naturally and not a bulletpoint feature worth celebrating. It's a decent dev doing their job.

However, it's not always the case, like it should be, and when a game is built on a good engine with solid internal logic that, when understood, can be exploited in fun and interesting ways, it should be noted. Maybe not something that you should suck a dev's dick over, but it does stand as a good example of how these things should work and how other devs and games fall short by functioning too much on game logic and not enough on internally consistent logic.

That's not even close to the same, that's just an example of lightning existing in a game and being more than a visual effect, not really an example of connected sandbox mechanics

haha twitch emote!

if the frame pacing is good, consistent 30fps is decent in slow games like RPGs and stuff like that. fast action games and rhythm games need a minimum of 60fps.
PC games rarely have good frame pacing so 30fps is unplayable on a PC while on most consoles it looks decent.

honestly most games today are easy enough where i can turn on all the fancy TV post processing bullshit to the point where im practically playing with a noticeable delay, and i still have no problem playing most new games.

You could use those same words to describe the behavior of metal objects and electricity in BOTW. They merely exist in the world; their potential utility is circumstantial at best, and utterly wasted at worst. Either way, the point remains that this sort of feature isn't unprecedented or remarkable.

But it is
Compared to 99% of games on the market
The joke with TECHNOLOGY is not that it's an actual technological achievement, just some simple autistic interaction that most devs are too lazy to implement
And yeah, the use of shit like this is circumstantial, but so is half the other stuff in the game, and it would be a much lesser game without it

Okay. I'm not even going to address the thread, I'm going to address that image. Clocks use simple electronics. That image is the equivalent of saying "More tech" went into the room sized 1970s computers with less computational power than the average pocket calculator than a modern PC.

You can fly with the magenisis if you put something on top of the thing you are magnetizing, Like banjo karzoople nuts and bolts.

Alright, what about MGSV's use of random weather patterns that aid your stealth? In sandstorms you're harder to visually detect; in rain your footsteps are muffled so you can jog up to enemies without them noticing you; obviously during the evening time your visibility is generally reduced. These are recent examples of physics being used to offer, albeit very minor, gameplay advantages. In this way, they're comparable to random lightning storms in Zelda.
Bullets in MGSV are subject to gravity, so you have to adjust your aim to compensate. It's essentially the same principle but applied in a different way; bullets are objects with a persistent modifier that sets rules about their behavior.

Oh wow you totally proved me wrong by posting another obvious exception to the rule that everyone always brings up when talking about this
Nobody would be impressed by any of this shit if it wasn't incredibly rare

The point is that the technology is there. I see that you're saying that "most devs wouldn't care to implement such features" but that doesn't mean that these features are 1) useful or interesting when implemented or 2) a new and innovative leap forward, like the jump from 2D to 3D was.

There's no point in continuing this conversation if you're going to go around in circles.

but teh physix

yeah this is a persistent problem on PC. It's something both AMD and Nvidia need to figure out. If you are using frame skipping you need to have correct pacing, and most games these days use skipping. It's why nier automata on base PS4 may drop from 60 to 40-48 at times, and it's noticeable but not a show stopper. When it picks back up to 60 even, it's hard to notice it's been corrected. Going from 60 to 45 on PC is a disaster and will get you killed.

The game was specifically built with that feature in mind, of course it works like that. It's as surprising as reloading in an FPS.
Electricity isn't a main focus or mechanic in BOTW though, and it still got coded with this level of detail. Apples and Oranges.

Lightning is purely random, there's nothing particularly interesting about it, dunno why you even bothered to mention it. And no, "certain metal structures" are not more likely to atract them.

You'd come up with games were the gimmick was the main mechanic in it or where it was incredibly underwhelming or they were very small games.
This is a AAA open world sandbox game with this level of detail. compare it with other AAA open world sandboxes and you can understand why it's so great they did this.

But they didn't, that's the point. Physics engine to this point is mostly box stacking, levers or ragdolls, very, very few games actually go the extra length to do as much as this game does.
It's just a start, the gameplay can be expanded a lot more but it's a good start.

If it's not interesting then why are people interested in it?
If it's not useful how does it have uses?
Why the fuck does anything have to be a drastic change to video games as the world knows them to be novel or worth including in a game? What the fuck is wrong with you?

Drop the comparison with Minecraft. The player has no way to directly interact with the lightning strikes in that game or is able to extract any advantage from them at all, (just charged creepers at best).
BOTW allows you to turn a potential hazard into a powerfull weapon to aid you, and this isn't counting normal electricity in non-thunder form. It's a gameplay mechanic the player can actually use in crafty ways.

Something the video doesn't show is that another way to solve the puzzle would be to use a Lightning Rod or to shoot arrows at yellow Chu jellys.


Every attempt at bringing comparisons to that game is just gonna say more about you than either game, but okay.
In MGSV, it's a mechanic the game was coded around. It directly impacts the way you play it and there's even a mandatory section of a scripted sandstorm to introduce said mechanic. It's not a circumstantial detail that was added with a few details you could exploit in original ways, it's a very straightforward mechanic, not unlike the carpets and lights in a Thief game.

Bullets are also a major gameplay element used in a very straighforward way, you point and shoot. There are some niche uses but that's it and they aren't comparable to this at all, especially when there are arrows too. Which by the way can be used to pop octorok ballonns carrying a bomb you've pushed to the middle of an enemy camp with a korok leaf. That's an overly convuluted plan that can still work by combining several different gameplay elements not designed to act in this way.

i felt warmth in my heart that i knew exactly what you meant. holy fuck i had totally forgotten about that game.

But nobody uses it. Unless they focus strictly on it and nothing else. Like a game that gets all the electrical elements done in a deep and interesting way but having no fire mechanics.

If nothing else, BOTW is amazing strictly for raising the bar, perhaps not above what we'd like but at least it brings it close to where it should be. It's an example for other devs and no matter how low you grade it, every other open world sandbox game is inferior.
It is a good thing the game came out and became competition for everyone else, so we get less shit like Horizon Zero Dawn.


But I do notice that a lot of people seem to take a very utilitarian view on gameplay mechanics. That, if it doesn't speed up the game and helps you reach the end faster, it's not a good mechanic.
I get the feeling a lot of people played the game strictly to reach the end and never cared to enjoy the journey, but then complain it was too short or too easy or too sparse in content.

Strictly speaking, all you need is to keep swinging literally anything in whatever stands in front of you and replace it when it breaks down with whatever they were using.
Most of the game mechanics, like bombs, octorok balloons, chu jelly, magnetism and other shit can be used to kill enemies but it's never gonna be as fast as swordplay, obviously.
But if you don't find convoluted plans that exploit gameplay mechanics and may often backfire more fun than swordplay, maybe it's not your type of game?

...

Well, what can I say, you make a good case for your assertions. I see your point. I only ever tried to point out that the game's physics are nothing new. You're saying that the developers went to great lengths to use them in unique and interesting ways, in order to give the player more freedom of choice in terms of a "non static" or "organic" form of approach.

...

The video's demonstration can easily be accomplished by simply having a value that designates an item as being conductive or not. Then you set up an "electrical" source to create a continuous "electric arc" to anything conductive it could in fact simply be a direct line connection between the conductive item and the source and it merely looks like electricity. This arc could itself have the property of jumping to other items that also have the designated "conductive" property connecting the two conductive items together, then you could setup a switch which is essentially made to be triggered when touching or also being connect to a conductive object.

Bam I just recreated the video solution, possible with much less work, the rest is just visuals from that point.

Dwarf Fortress is the king of this but I'd wager no nintendrones can handle true complexity if this is the sort of shit that impresses them. Fucking go play mario, faggot.

dwarf fortress isn't complex m8.

i dont fucking get posts like this. like of course dorfs is a fucking perfect game for this sort of dynamic, ingame law-driven gameplay/creativity, but that doesn't mean that the shit in BOTW isnt a step in the same (and right) direction. why does it have to be a competition? they're both great games for different fucking reasons.

That barrel mechanic is pretty to look at, but unless you can spark an explosion by shooting at a puddle or the barrel is actually fire (not heat) safe unless it's leaking, it's not as interesting.

I also don't think it's particularly hard to create this indeed, just have materials with a boolean value that they can conduct electricity and another if they are "lit" or not. Then check for collisions and everytime they collide with something, update that value based on the "lit" status of the object colliding with them, updating any other that is touching it and forcing updates on it.

Thing is, it's not truly about how advanced it is (that'd be about volts, amperes and resistance) but rather that they at least gave a damn to actually do it and you can have fun with it, something that shouldn't be this rare at all.


You are baby bait, but whatever.
Dwarf Fortress is complex but very few of it's content can be directly interacted by the player and most of it is so minor in effect even the grass matters more.
Like the injuries that dwarfs can sustain, all fixed with thread, splints, soap and rest in an hospital you setup.
Or that a dwarf might like blonde hair giving him preferance for some people.
All features you do very little or even nothing with.

Because according to Holla Forums there is a limited amount of good gaem in the world. If one game is better, well, another MUST be worse, because otherwise you'd be admitting to liking more than one thing and that might lead to speaking positively about a ga- FUCKING SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIILLS

There are ways to get nice smooth frames in PC too
please use archive.is/durantes-witcher-3-analysis-the-alchemy-of-smoothness/

Fuck me
Basically just use RivaTunerStatisticServer (the thing that comes with MSI Afterburner) and set framelimit for a game. You can test with and without Vsync, borderless windowed or fullscreen, etc. until you're satisfied

Maybe, but it's very detailed and those details interact with another in complex ways.

BotW is Dark Souls for nintendo babbies, that's all there is to it. Maybe I'd be impressed if the water interrupted the electricity.

kill yourself

get out of here with that shit-tier bait

Oh please, even a nintendo babby can see how they tried to rip off the Souls combat and make it "accessible" for casual audiences. It's a kid game and you know it.

Seriously, if you're not baiting you're fucking retarded
But please, do explain how they tried to rip off souls combat

First you started with Dwarf Fortress and now you're going for Dark Souls.
Are you paid per buzzword or something?

First comparing one game in a very different genre to another, now comparing a (mostly) linear RPG to an open world sandbox game…
Really, you're a bit lost here, boy.

yeah, it's fixable, I'm aware. It should be settled driver side. There's a ridiculous amount of overhead issues beyond just frame timings.


having autistic descriptions to things that have no prevention, level of management or player input at involving them is just flavor. There's a bit you can do, but it's really nothing outstanding.

I think we've all seen the webms, particularly the one with the three braindead fat fucks around a campfire who just stand their while twink link hops around and hits them. And when they do attack, it's incredibly slow and choreographed.


Just admit it's a kid game, like all Zelda titles and you'd do a lot better here at Holla Forums.

You're embarassing yourself, mate. And you're surrounded by Nintendo fans, that's quite the feat you're doing. Please don't stop.

okay, you've sufficiently explained how it's similar to many games with action combat, but how is it ripping off dark souls

You can quit with the high horse bullshit, shilling for Japanese Nintendo games like some fucking Holla Forums weeb.


I've seen enough of this game to know that nintendo was jealous of From and tried to make a more accessible souls game. If you can't see that then maybe you should get off Holla Forums.

Okay so first you said it was ripping off the combat now you're saying it's the whole game, which is it buddy?

The open world, the puzzle, the combat, hell, even the dialogue was ripped straight out of the Souls series. Zelda hasn't been good since Link to the Past. Like I said, you can take your bourgeois shilling for megacorps like nintendo and blow it out your ass.

Nigger, Dark Souls ripped off Zelda and they've admitted to ripping off Zelda. You can't honestly mean to tell me you're this retarded.

Well this is just all objectively wrong
You've never played this, but you've also clearly never played a souls game
Get the fuck off of Holla Forums

[citation please]


You don't understand the words coming out of your mouth. Go get educated before you come around here spewing that bullshit.

First, you gotta figure out what the "high horse" metaphor actually means. It's a grown up thing, you'll learn one day.

Secondly, "I've seen enough of" is code for "I saw 15 seconds of a random Webm and formed my entire opinion around it".
It's not sane to take such an interest over a game you don't particularly like. Or to like so much to "troll" people you actually embarass yourself in the process.


So you didn't played that game either.

Stop the presses, Dark Souls is the Morrowind of Demon Souls.

Now if only you could post a single dialogue that was ripped from either of the games you didn't even played…

You're going all out baby, don't stop now!

kek
You were objectively wrong
Meaning anyone informed about the issue, no matter how they feel about the games subjectively, could see how full of shit you are

Says the faggot shilling kid games on Holla Forums. Go back to NEOGAG

I've beat every dark souls and BotW at least 6 times, 100%. It's faggots like you who defend your favorite franchises, blind to their destructive business practices and predatory gameplay design that are driving Holla Forums into the ground, even more than the shits at Holla Forums posting trump shit everywhere.


Then prove me wrong, faggot. Protip: you can't.

It's alright champ, you fit in, no need to blow a gasket

you clearly didn't lurk long enough, fuck off

You're the one making claims, the burden of proof lies with you
Hell let's just start with a small part of it to simplify things, show me all the sandbox physics puzzles in dark souls

Been here since before you posted your first dickbutt at reddit.


Git gud, faggot. Practice your fastrolls and Emit Force. Go back to your Holla Forums hugbox, you just can't cut it here at Holla Forums.

rollingstone.com/culture/news/dark-souls-creator-miyazaki-on-zelda-sequels-w443435
-Hidetaka Miyazaki

I found this just by googling "dark souls ripped off Zelda". The man practically admits in an interview that Zelda is what most action games go for and copy off and even says his game isn't worth the comparison.
If only your autism could make you google things before you talked about them…


Oh yeah, we all play videogames to show how adult we are. That's why we stay home playing videogames instead of getting a job and getting married. Because we're all so adults, playing Dwarf Fortress and Dark Souls, proving our maturity with nitty gritty atmospheres and long detailed descriptions of how sweaty our neckbeards are.

All 6 of them? On your own? Wow! Aren't you a big boy. Who wants a glass of milk and chocolate cookies for dinner?
"My dad works for Nintendo" sounds more believable than you, that's how desperate you sound. I wonder how low can you go…

You still haven't shown any puzzles

...

Jesus fucking Christ. Zelda was one of the first 3D third person combat games. If anything, Dark Souls ripped off Zelda. However, it doesn't matter who came first, what matters is which series is making strides towards excellence. Zelda spent a lot of years spinning its wheels in the mud insofar as the combat is concerned. Wind Waker and Twilight Princess tried to mix things up with contextual prompt counter attacks and a plethora of colorful but arguably useless special moves, and Skyward Sword was built on motion control gimmicks. Meanwhile, Souls presented a simplistic but visceral combat system that many people enjoy. It is evident that BOTW tries to incorporate some of the aspects of combat from Dark Souls (parrying is one obvious example, a strong weapon variety is another), but they're not exactly comparable per se. Zelda seems like it wants melee attacks to be a basic combat method, and not the primary combat method, whereas Souls explicitly puts emphasis on weaponry and their associated stats.

I don't know about the rest of that shit; the dialogue is pretty subjective, though I don't see the similarities, and Dark Souls is pretty devoid of any manner of puzzles.

Go bitch about the diversity in Andromeda, loser.

You haven't played the game yet, right?

>>>/tumblr/

Go back to Holla Forums, loser.

It's okay user. We all drink one too many wine cellars every now and then. You'll feel better after the hung over.

I wouldn't call it strong, there's not that many different types of weapons and many are sub-types at best, like Traveler and Rusty Swords still being just swords but with different amounts of durability and attack.
But it is true indeed, the game does lend itself a lot to general fuckery and if you're not being a cunt rolling boulders down the hills to kill people, you're missing out.

Right in the beginning, the Old Man takes about "re-kindling the fires of Hyrule" and sends you on a quest to rang the bells in each dungeon, then gives you a torch and some Estuus flask.
Other than this that doesn't even happen, there's nothing similar.

This I'll actually disagree a little bit as there are some platforms in the catacombs to switch around, some of the doors and their access could potentially be considered a maze, which is a sort of puzzle, and there's always Sen's Fun House, kinda.
But yeah, it's pretty much JRPG tier when it comes to puzzles.

>>>Holla Forums

Considering following games will be bigger, next Zelda should have:
- Breath of the Wild's map
- Majora's Mask quests and dungeons
- Twilight Princess aesthetics
- Classic Zelda music

Also, congrats on Breath of the Wild for restraining themselves in the introduction of new creatures & races. Sure, some things are new (Divine Beasts) but I was tired of seeing new races in every fucking game.

Compared with Dark Souls, the weapon variety is small, but compared to previous Zelda games, there's a wider selection. Link to the Past had 4 swords, if you consider the tempered sword and golden sword to be unique weapons and not just improvements on the Master Sword, and three shields. Ocarina of Time had 3 major swords and three shields, Majora's Mask had a similar number, same with Twilight Princess.
Isn't the story pretty much just, "100 years ago Hyrule got fucked and now everything is shit, you're our last hope" the same generic shit as remixed for the nth time?
Never really considered those puzzles. I guess they could be considered environmental puzzles, but even if you think they're puzzles, they're not anything like the type of logical puzzles that Zelda tries to use

I dunno, I kinda like the artstyle they've got now. It's like a happy medium between a "dark and realistic" and a "vibrant and cartoony" style. It manages to look colorful and cartoonish but also "mature" to some degree

All that good stuff with NPCs in MM arose out of the groundhog day mechanic, allowing them to make the world feel like it was alive and reactive even though every single action that happened was strictly scripted
The same thing cannot be accomplished in an ongoing sandbox

They ripped parrying straight out of Dark Souls and not even you fanboy babbies can deny that.

What we really need is another dimension on top of this map to artificially lengthen the game like previous titles give us more things to explore and ways to travel around.

No please, not that again. I always feel like shit when ending the game because you can't possibly do everything in 3 days so even if it's marked in the Bombers Notebook, it's not really happening and it's always unsolved.
It was a great mechanic and way to tell more story and maybe it hit me extra hard because my last quest there was reuniting those 2 lovers, which takes almost all 3 days to pull off, after which I went to stop the moon so they could be together and not die just as they they were finnaly together
I mean, I'd love to have a story like that but I dunno if I could take another Groundhog day mechanic making it feel so hopeless ;_;

You mean the shift between dark (or rather twilight) and light? They kinda have the geometric shapes with the guardians already, just missing the lightning I guess.
I wish the Blood Moon was something that lasted the whole night it happens and made monsters far more ferocious, if we're mentioning aesthetics.

This is an odd point that I barely see anyone mentioning despite it being so glaring, but it's true. Most of the music is a huge letdown. Some of the towns and the cutscenes have neat music but the environmental pieces are really bland and forgettable.
I wonder why don't more people complain about this…

Is that all you've got user? Seriously? Because that's just the equivalent of a QTE and timed blocks have been staple in the history of vydia for a long time. Dark Messiah of Kick and Slip already had parrying mechanics long before Demon Souls was even a thing.
Heck, Zeno Clash showed up years before and already had better fighting mechanics than Dark Souls.

Oh wait, that'd require knowing more videogames than just the standard meme games people use instead of arguments.

After a while of going through these threads the humor in how the retards and autists of Holla Forums will argue against what is generally just good gameplay design and something that was nicely thought out simply for the sake of arguing just starts to wear away.
You realize that Holla Forums really is just a den of depressed autists and NEETS.
People who should probably find another hobby but have nothing left to their identity other than their video games and shitposting on a Cantonese cartoons forum.

Seriously guys, it is the right way for the game tech to be pushed.
Its not just blindly pushing graphics.
Its not just trying to push some SOCIAL ISSUES narrative.
Its not trying to bleed your wallet dry with microtransactions and DLC.
And once more, its not just a fucking rehash. It actually has some brand new game play elements for this series.

It is actually pushing the game tech and design paradigm by making a world with clearly defined and immutable physics rules. I'm not talking about just gravity or collision but the objects themselves have properties that matter to the rest of the function of the world around it. Things are flammable, things dampen flame, electricity is conducted through weapons.
Imagine, just imagine that they could have done the age-old route here?
They very well could have and it would just be another fucking Zelda rehash game and there would be nothing special, nothing that popped, and nobody would be excited. And once more, it wouldn't give other game companies a cause to try to top that. Push it all in the right way for once.


The music was changed and centered around the instrument of the piano. Apparently they had not done that before. It is also time of day dependent. You get different scores at different times of day in different areas.
Although I will say there are no songs that are really sticking with me from any given area. Its pretty much just additions to the other ambient sounds and not any real big driving themes.
I think that's part of the point though. They wanted to create a "Seamless open-air world" and having defined song themes between towns, fields, etc might end up a bit jarring as you go from one area to another.

This place is dumb.

I'm not going to lie, on the one hand I like the ambition of the "open world" meme, but on the other hand I hate Sandbox game design. If only Nintendo could have found a comfy balance between the two. Only 4 dungeons and no items gating progress? How do they even call this a Zedo game? I mean the first game on the NES was "Open world" how did they fuck this up so badly?

but Holla Forums is Holla Forums you insufferable newfag

all very good points. the strange thing, I can tolerate smooth 30fps on console but on PC its jitters city. Dose this have to do with the refresh rate not being in sink?

checked and saved

Nicely done, aspie.

Well, there are the Amiibo's… But anyone that cares about that should go join the speedrunner community, I guess.

In Twilight Princess, you begin the game with a Wooden Shield. It can actually catch fire and burn away, forcing you to buy another one in the nearby Goron Shop until you get enough rupees for an actual metalic one.
I dunno if it was experimentation for them or not, but it wasn't memorable at all and nobody will point to TP for having the best fire mechanics, even when your lantern could light up torches and cobwebs.
(BOTW is missing a lantern and oil, though…)

Piano is a shitty instrument and anyone that disagrees can have one fall on their head.
Wind instruments are much better and you can mix and match several of them to make different melodies for different times. A bit jarring considering an ocarina is the musical iconic instrument for Link.


You don't understand. If a game created an idea, no other game ever is allowed to use it or even improve on it!
I mean, they can… But then they're ripoffs and second-hand games, even if they improve the original idea.


????
Usually it's the other way around.

I kinda agree.
I remember that the very first time I heard:
- Gerudo Valley (Ocarina)
- Dragon Roost's Island (Wind Waker)
- Last Boss (Twilight Princess)
I creamed with the very first notes.

Well, I admit I felt the same when fighting the Zora Divine Beast.

Go home, you're drunk.

how does it feel being wrong
no instrument is actually shitty, all can create music when in the right hands

the correct thing is frame pacing. It's incredibly important and I wish I could find a good resource for you to give you a clear understanding. But in short, when a game is getting an inconsistent framerate, it of course means it's sending a variable number of frames to you per second. So you're getting more or less information depending on if it's fluctuating. If the game delivers you the correct number of frames evenly spaced out in the frame times between that second, it feels fairly smooth even if it's not at the ideal refresh rate for your monitor. If it is delivering uneven frame times or poorly managed frame times, you get a very jerky, "juddery" experience. You can be getting 60FPS and be using a 60hz display, but between the creation of those frames from your GPU, to what your monitor is processing along with any overhead windows is sprinkling in, you will get absolutely repulsive results.

maybe the embed can have some useful information for you.

Isn't that more the tick rate of the physics code than the display refresh rate?

It is shit the way zelda used it. A lot of the music sounded like the trailer to star wars.

I kind of feel the same way, for years people complain about the push of graphics over gameplay and the lack of interesting systems in games or "technology" as it's called and this game is both, it's both. Even the writing is good outside of the main quest, whoever wrote the side NPCs is great, so much charm and great gags, I loved meeting that girl on the beach with the orb and she says "I can't believe you just rolled into my life" talking about the orb affectionately, it's so cheesy, but it's so good, like The Wonderful 101 or Bayonetta, those games are so cheesy but you know that cheese is intentional and itjustworks. I also loved following the Korok through the woods, he was just so charming and so cute, and every other time I've hated objectives like that, but for once I enjoyed the fuck out of it.

The game itself just keeps giving you those moments when you just figure something, or something happens and you're like wow because games don't do this out. For the longest time I didn't realize that you can feed your horse Endura or Speed carrots to give them a temporary stat boost, but it's so stupidly logical that it seems like something you'd get, or when entering the lost woods and you get to the tree and the game doesn't tell you how to get through you need to figure that out yourself. Then there's Death Mountain, Death Mountain is so hot everything catches on fire, you can cook food just by placing it on the ground, and your arrows are on fire when you fire them, but the best part was readying a bomb arrow to fire and having it blow up in my face because of course the Volcano is so fucking hot that the thing ignites and blows up instantly.

They sure don't make them like they used to.

That music though, other than Kass's theme the boss themes sounded like the same slop from Dark Souls and the overworld music is not at all memorable. This is really strange because the pieces from the trailers were all good.

just to add to this, frame pacing is a gigantic problem on PC, but has been a largely solved issue on consoles since they came to exist. When frame skipping was introduced in games, it did take some time but the issue was mostly solved on consoles, graphics manufacturers and developers on PC struggled far more with the issue, and it's not perfect everywhere, but by and large the technical teams behind console development understand frame pacing and its an isolated, controlled issue. Mostly thanks to hardware level access that is pervasive on the development platform.

If you're gonna play a strings instrument, a guitar does a better job. String instruments do have the advantage their sound "stays longer" which is great for melody, but if the idea is to combine several instruments, you're better off with wind ones that get a larger variety in tone.


Animations are recorded in frames and interpolated. If you have less frames to interpolate, you get a jerky motion lmao

So it's not physics-based at all. Still the animations could be interpolated at a higher rate than the refresh rate the same way.

and Holla Forums is reddit

I don't think there's anything controversial about saying that yes, that's pretty neat.

The amount of detail in the world to those regards in gameplay and such really kind of reminds me of a metal gear solid game.

I really do think (or maybe hope) that this game will set a precedent for how open world games should be done in terms of their physics and the like.
This makes me wonder what sort of little details are in store for that Mario game they'll be putting out soon.
If that's Nintendo's new direction? They can't push on the graphical front. They're out of physical gimmicks to propose. Maybe they're going to try to wow everyone with detailed gameplay worlds? Push some sort of physics engine aspect to their stuff? Not realistic in any way but more complete in their own game worlds.

...

Well, to be honest there's physics interpolation. Bioshock (the first one) came with a funny bug that physics would only interpolate at 30 FPS or so for some reason, so when you killed a fast moving Splicer, he'd fall down to the ground in a very weird and jarring motion, especially if you kept hitting him.

But "interpolating at a higher rate than the refresh rate" wouldn't really help. Frame 1, the nipple is at the bottom. Then you get 10 frames until actual frame 2, frame 1.1, 1.2, 1.3 etc.
Because of the refresh rate, you'd still be seeing frame 1 until it was time to load frame 2 and you'd end up seeing nothing but the nipple going from it's position in frame 1 to frame 2 instantaneously.
Double the frame rate, the distance the nipple has to travel is only half and not only feels less jarring, it also allows it to move a bit inside\outside before going to the other position.

This is why Killing Floor 2 had a bit of hype regarding it's animations. To make sure Zen Time looked decent, they recorded most animations with a fuckload of keyframes that are actually not seen in normal gameplay but when Zen Time activates, you get a very fluid motion when reloading or shooting.
It's still a shit game, bit of dumb fun like the first but not really worth your money.

Game is broken as shit on the emulator, but I'm having fun. Maybe it's some nostalgia boner, but maybe it really is just that good. Exploration for exploration's sake has never felt so compelling. It feels like everywhere you go, there's something to do or see. You can throw a bomb at the goblins and they'll start kicking it around like a soccer ball. It's hilarious to watch them huddle around it and then blow to kingdom come because the physics are broken and they fly into outer space.

They really went back to the root of the series with that.
Shit, the two divine beasts I finished off were pretty much a consequence of that. I kinda just stumbled into Zora's domain and then to the Rito. I didn't mean to get taken on those quests.

what are you talking about? I love Metroid games and I don't mind the idea of reusing maps for various encounters like in Peace Walker. In theory the Open world formula could work. However its the aimless nature of the sandbox approach to open world that sucks. I don't know many people on neo/v/ who actually like Garry's mod or Minecraft. You have the occasional Terraria fan but that game tends to have gates content that encourages some sense of progression and its main draw is the boss fights. Take Dark Souls for example of a gated Open World. Did you know that you can unlock the floodgates in New Londo without the Master key and Kill the Hydra, Siff and 4 kings before even entering Undead Burg? You can even backtrack from Undead Parish to unlock the Capra demon and Depths? Its being able to almost reverse order every fight in the game that adds a layer of fun to replaying these games. Same with the original Zelda. Its fun to attempt to do dungeons out of order and one of the biggest issues with Nintendo over the years was the increased hand holding and forced progression as you where railroaded through the game. Most people use "Open World" as being synonymous with "sandbox" so if you mean people here bitch about open world then yes, that is common but I'd argue that its because generally OW = "lazy Ubisoft Far Cry 3-4 sandbox design". Even MGSV TPP suffers from this Ubisyndrome a bit where it would have been better off being a combination of Peace Walker and Ground Zeros. Gating more of the "Open World" with tools or skill checks is nice as long as it doesn't prohibit a skilled player from finding a work around. Free-roaming "creative mode"/"make your own fun" is ultimately tedious once the illusion wears off.

have gated content*

I'm doubtful it will set a precedence for Open World games although these sorts of systems where you can push on things and they push back and these things have relevance to the gameplay the sense of exploration and lack of handholding are exactly what Open World games need

The detailed gameplay thing sounds nice, I think Breath of the Wild's world applied to Pokemon would be great, Pokemon have powers let us use them and figure out how they can affect the world, and make the self driven exploration be a part of the game.

Metroid would be great too, maybe a level that you have to pull apart sort of like a smarter Red Faction and as a completely self contained puzzle, but it repairs itself when you activate it's Nanobots.


I'd say the game handles exploration better than any other before it, especially in an open world, it's not without issues but these can be fixed.

With the gyro puzzles there is no way to tell where flat is because a 3d game being displayed on a 2d screen gives the player no sense of depth, to fix this they could have placed a symbol on the surface that is very clear to see when flat and looks faded when not flat. That would have made the gyro puzzles a lot fairer, especially the one in Hateno village.

Usually the complaint is that open-worlds are devoid of content and there's nothing to do in them, like many GTA games, MGSV or your average Ubisoft game.
I find that people prefer games where they can indeed create their own fun with a lot of different gameplay elements, even if it's not open world at all since sandbox lends itself to a lot of fun when the gameplay options are indeed numerous and varied, not just an illusion.
Though, there is indeed a lap of confusion and overlapping between "sandbox" and "open world" with people saying that Prototype and Assassin's Creed are sandbox open world games.

I'd disagree if there were more examples of this being well made besides BOTW and perhaps the Call of Chernobyll mod for Stalker. Maybe some total conversion mods for Bethesda games too or quite possibly Risen and Gothic or Two Worlds.

"Make your own fun" is great, provided the game has enough content to support that. Minecraft doesn't, unless you very heavily mod it and Garry's mod has the same problem.

Their playerbase would autistically shriek at the idea. They like their jrpg knockoff for the competitive scene and ev farm, just the idea of making it happen in real time will be met with "you just want Skyrim with pokemons!". Actual complaint I heard once here.

The game is still missing some stuff. Fishing rods, tents, portable cooking pots, etc. These could help to make the horse more valuable and interesting.
Also grappling hooks to help climb stuff in lategame or that Beyblade thing from Twilight Princess to travel around mountains faster.

That's not cut. just go to a stable with any children hanging around and wait until morning.

You can keep the combat, it's fine and the series is balanced around it, I think it would be nice to make that Pokemon world seem less flat, it's so fucking flat, the towns make no sense, there are no roads or highways between towns, the towns in general lack industry and locations aren't really cohesive, it could be done so much better but Gamefreak.

I'd agree with fishing rods, I'd disagree with tents and portable cooking pots, I think that the ability to rest and regain health and the ability to cook should be limited to specific locations so that the player has to think a little harder about how they are going to progress. I think the horse should have had a limited inventory and been able to hold a few pieces of equipment to increase it's value, Hook shot could have been useful, but it could have thrown out balance a bit, although I guess Revali's Gale already does that, as an interaction thing it would have been cool, you could have stasised an object and then used the Hookshot to pull it instead of push it, it could be useful for farming those Rushrooms, it could be fun for stealth hooking enemies weapons out of their hands as long as they are made out of wood, actually it holds lots of value, I liked the Spinning top but how could it even fit in.

If what you are talking about isn't as cut I will cute you.

if I where mark I would remove you so fast

yes all of those games suffer from sandbox design.
name one example please.
you realize that video games are inherently deterministic due to there very nature as being programed software. Free will will always be an illusion in video games which is why games like Bioshock shallow if they are meant to be an argument for determinism in the real world and are at best just a meta commissary on internet inescapable determinism of game design.
are they meant to be considered good games?
there is no such thing as a game that will ever have enough content to support make your own fun. "Content" by its very nature means challenges, obstacles, rules and restrictions that force the player to overcome the task. Do you honestly think FarCry 4 would be more fun as long as it has more Ubisoft towers? Would Breath of the wind be more fun if it had more that is "Content" is more Shines and Akkala Towers? Or do you mean verity of content because if the latter then you run into the issue of feature creep, where you have needless systems on top of systems and the game is never finished and stuck in development limbo.

heh

LOL

I just jumped the fence with the bird guy's ability.

...

Trips

That's not how you get trips.

All it takes is one discussion about video game development, or the tech, or the limitations faced past and present to make you realize that most Holla Forumstards have an understanding of video games in those categories that is on par with a pair of 8 year olds arguing SNES vs Genesis on a fucking playground in the 90's.

You have to wait until >>12181444 is near, or in your case >>12181555, you double nigger. That's not how you use that image. It's not a fucking gambling game where your post number is random, you newfag.

I never had to argue, I knew from the start that blast processing was the wave of the future and Nintendo did not have it.

A single 5 would suffice in conjunction with that you nigger.

What about these dubs tho

...

Yet you still can't deal with the paradox of infinite regress when dealing with causality? Do you realize that presuming Hitler gassed the Jews that it was extensive ethical in your worldview because it was just a natrual reaction and being that morality is subjective and the Third Reich had the power to enforce these laws, then it was merely will to power? That you can not reasonably have any moral objections to anything. You can't theoretically even change anyone's minds because it is merely manifest destiny. According to your own logic, patriarchy cannot be a social construct because determinism user. Why are you such a fedora tipping pleb? Don't you even Aristotle?

checked

Oh and as an afterthought. Why not just go outside and play? If you want "ultimate freedom" then why not go outside? I mean wouldn't an "Open World" Pokemon be pic related?

VIDEO GAMES

How are you even supposed to figure that second one out

nice bate and switch you insufferable leftist faggot. You do realize I brought up determinism because Video games. Commuter programs fallow code deterministic, RNG is usually based on a clock but in fact is deterministic.

and is in fact deterministic*

The first one is suggested in the in-game encyclopedia.
Second one… well, it's clear the octorok is swallowing everything around so it's only natural you'd experiment with it.
Millions of people play these games, it's obvious many of them would find out stuff like in OP's.

The whole game is designed to be played in a certain way while at the same time allowing you to be creative to skip the stuff you don't like.
I can only imagine what they'll be doing a year from now.

Yeah, It's pretty neat.
I wish I had money.

Used WiiUs should be cheaper every month.

It's not that strange that Holla Forums is largely unimpressed with the open physics and the cool things you can do with them, because Holla Forums is largely a cynical lot.

What IS strange is that this kind of thing doesn't happen more often. River City Ransom had a physics engine that could cause unpredictable effects and (probably) unintended solutions to problems, with each object having its own weight, bounce, and so on. And this was in 1989, on the NES. Why hasn't this sort of thing been done CONSTANTLY since then? Outside of Mario doing clever things with turtle shells and the like (which were always contained in very tightly controlled small environments), this sort of thing almost never seemed to happen.


Once I was fighting enemies in a thunderstorm. One of the archers pegged me with a thunder arrow, causing me to drop my sword and shield. Lizalfos runs up and picks up my sword before I can. He is then immediately struck by lightning and killed.
I sometimes suspect the game is actually programmed for irony.

(Also the time I was trying to reach a Korok goal by shield surfing, but underestimated the distance when jumping down and died from the fall - then Mipha raised me and my limp body rolled down the hill into the goal just in time.)

fuck no, something smaller and tighter with more shit to do please

Maybe a few of the in-depth sidequests but I prefer OoT's dungeon design

and I mean the original concept drawings, not the butchered 3DS versions

Of course, the only good music in BOTW are the remixes from other games. This stands out most noticeably with how Hyrule Castle is nothing but older songs mixed together and how every town's theme is forgettable garbage except for Zora's Domain and the Rito Village, both of which are remixes

>>>/reddit/

I laughed by just imagining this scene.

To the user that says metal conducting electricity is useless: I've cleared countless enemy encampments during thunderstorms with just a shitty metal weapon and magnesis. (When I had to do largely this same trick to defeat Thunderblight Ganon I was ginning like a maniac). I find funny when people goes all MUH BREAKABLE WEAPONS on BotW while the game also offers you a shit ton of consistent, albeit situational, tricks to kill hordes of enemies without swinging a sword or even being detected.

I have no real input, am just going to call you all fags and be on my way.

...

...

why the fuck can link not swim in an exploration focused game? you can make an ice bridge by repeatedly jumping to the next block and making a new one but its slow as hell.
why does fast climbing take so much more stamina then slow climbing and why is there slow climbing when it could just be fast climbing?

I really didn't think Holla Forums would react so strongly against what may as well be a spiritual successor to Dragon's Dogma, especially given that it is one of the very few open world games that doesn't abuse shit like quest markers or force you down a linear story.

And no I'm not a nintoddler trying to justify their Switch purchase, I haven't even played the game and I only plan to once CEMU has it running at 60FPS with minimal bugs.


I've definitely seen gameplay of Link swimming, I think it's something you have to unlock

He can swim just fine. However you do have a stamina meter to deal with. If you run out, you drown and die.

Totally is. Increase stamina at the shrines or cook stamina regens/extenders.
Zora armor set makes swim-sprinting take barely any stamina at all.
I suspect the same would be true if you got the full climbing gear set.

So ya know, items worth exploring for and getting because they do more than some novel improvement.

Bet the advanced fish AI in Call of Duty: Ghosts blew your mind op.

why does nu/pol/ think every board is their hugbox? take it to your donald subreddit.

jesus christ are you even trying

The problem is that those little details are about all Zelda has going for it. It's like the entire design philosophy was "wouldn't it be cute if ____" and they threw shit at the blank until they ran out of ideas, meanwhile they forgot to put in any meaningful zelda style progression, enemy variety, boss variety or puzzle variety.

Yeah there's a lot of puzzles but they come in like 6 or 8 varieties on the whole and you do them all dozens of times over. Some of the Shrine's are definitely rewarding and fun but they're way too far between. Dungeons being a big, huge DUNGEON with tons of these puzzles all grouped together is part of what made Zelda Zelda. This shit is like the mobile phone knockoff version of Zelda, probably to fit the Switch's portability but really, no previous handheld zelda has had to shit up the formula of what made the games successful.

The age of Nintendo is over. The age of most games people grew up with is over. It's going to get worse before it gets better, as Mass Effect is getting 6's and Nintendo is shilling broken, flimsy hardware. The only question is what will be the new ET that ushers in Vidyageddon and wipes the slate clean for a new, better industry to rise from the ashes again.

discovering shit is also a big part of zelda games. probably one of the reasons majoras mask is so lauded and hailed. theres just a ton of crap to find.

it would take several ETs, vidyas is a lot bigger than it was in that day and age and theres a lot of established redundant organs.

I think the lost woods music is pretty good

Bit late but still I feel it's worth to say this: you're a faggot.

That poster didn't started political discussion but you still seem interested in debating it as if that's what it was. At it's worst it was more philosophical and not inclined to any political theory, but whatever.

On another point, deterministic code does not entail what you think it does in a practical way.
It's true that no game will ever have infinite content for the player to use at will (debatable with mods, though) but it does not require so. It only needs enough content that it's more than enough to generate enough fun with it.

RTS games have a limited amount of factions\units and therefore combinations and strategies. It doesn't mean playing an RTS is deterministic, you can still vary a lot what you do and how you play, especially in multiplayer.

Same goes for traditional arena shooters that feature a small selection of guns and yet they have a lot of replayability due to the multiplayer nature. And if you listen to those autists, infinite skill ceiling to improve on.

Most "open world sandbox" games are terrible because they make with width what they lack in depth, giving you a large space to walk on, but only one way to travel and nothing in the end or during the journey.
However it does not need infinite amount of content to "make your own fun", only sufficient content to sate each player, with some requiring more than others.
Mount&Blade comes to mind, a game that a lot of people like for the depth it gave to battles, economics and politics while some are still not satisfied and want more.

BOTW is a step in the right direction, it still could use even more content but it already has a decent variety that you can do a lot of different things in it. And I'd rather have a game offer me many different ways to "make my own fun" than another well-designed but still terribly linear game, where the path I travel might be very, very well crafted but it will never feel more than just a long overdelivered cutscene.

BOTW is a good game

Its ok when nintendo does stupid things
but its not ok when nintendo does Good things

truly Holla Forums is ass-backwards.

I'll show you cool. Can you parry all of the lynels attacks

You take that back

fucking savage, really makes me think that weapons don't matter that much and they should be used asap.
Although, what's that shield that sets fire around him when he parries? That looks really convient for the updraft.
Or is it just the sparks of metal weapon on metal shield? Cause that'd be even cooler.

This thread has really opened my eyes as to how far nu-Holla Forums will go just to hate something exclusively because they have been told to hate it.

It's not a great feeling honestly. I know there's still people that are not like this on this board, but the fact that these kind of people seem to proliferating at an alarming rate is still slightly worrying.

(trips checked you russian hacker)

Yeah hes not selling it very well.

I was just about to say the opposite. This thread has really opened my eyes as to how far nu-Holla Forums will go just to like something exclusively because they have been told to like it.

Nobody has been told to like BOTW, the general consensus with Nintendo is that they are niponic jews and their games compete with Ubisoft for staleness.
If anything, thread after thread the message told to everyone is "you gotta hate Nintendo, every game is a rehash of it's previous title and every console is just a gimmick!"

And yet when a title is released that tries this hard to deviate from it's original formula, that does it's genre (open world sandbox RPG) better than practically all competition (not that there's much competition), instead of praising it with "well done Nintendo, you finally did something different", it's instead "you gotta hate Nintendo because they deviated from the formula".

The funny thing is, they are damned if they repeat the formula, they are damned if they deviate from it. The only constant is "you gotta hate it" that's constantly repeated for no reason other than "it did not met my own expectations" or more honestly "I'm missing out because I will not buy a Switch and CEMU isn't stable enough for this shit".

Nigga, I wanted to play Bloodborne too and I didn't had that chance because I'm not buying a PS4 just for that game. But I didn't went to Bloodborne threads and shitposted because it wasn't Dark Souls anymore or because From Software ain't making Armored Core either.

I played for 70 hours, got every shrine, 171 seeds, almost every sidequest just so I could judge it fairly. It's medioccre as fuck, does almsot nothing new for the Zelda formula, takes shit away from it (the ombat is worse than TP and even WW) and adds nothing new to the open world genre. Noone told me to hate this shit. I learned to hate it. I liken this game to MGS5, released in an unfinished state. I tried desperately to like it but in the end it just falls flat on almost everything aside from exploration. Some of the NPCs were okay.

It does nothing for Open World. Morrowind and even fucking Oblivion are better open world games.

What this nigger said

Honestly, is the Switch a piece of trash? Yeah, I can agree with that. Is Botw a well designed game? Unfortunately yes.

That is a very strong argument user, there is absolutely no flaw of logic with what you just said.
Not one bit

Why can't you just admit you liked it? Why is it so hard to do? It's a fucking anonymous imageboard, it doesn't matter if people judge you.
Fuck man

I think he's wrong too, but "YOU PLAYED SO MUCH SO YOU MUST HAVE LIKED IT" has always been a fucking retarded argument user

If I had said I played it for 2 hours then stopped, you'd give me the bullshit reasoning that I didn't spend enough time on it. I completed it, I gave it a fair review. Argue my fucking points or shut the fuck up.

There's still some good songs, you just have to look for them.
They hid one of the nicest tracks in the game in a minigame in the corner of the fucking map for some reason.

I don't know what you're trying to accomplish by saying this

Read what the guy I responded to said, then maybe if you think for 2 seconds you can understand my response.

I think it isn't.
You don't play 70 hours of a game because you think it's mediocre game. Unless maybe you're 12 and have no other games to play in your life.


Yeah, of course, because they're extremes.
But 70 hours? Completing most of the content apart from the most tedious bits?
How can you expect me to believe you didn't actually like it?

Want me to argue your points? Okay.

You mean except for actually everything in the game? The fact that everything is completely optional unless you want to complete it and that they managed to have an actual working RPG system without using EXP or level ups? The game is oozing with freshness.

The game has 7 different types of weapons. Something like 8 different arrow types. It adds verticality, some combos and even stealth. And you're telling me it's worse than just flailing your sword at an enemy while sidestepping? For real?

What's the best Zelda combat? Ocarina of time?

How? It manages to give you quests that don't use markers (meaning that you actually have to think to complete them) and not make them tedious. Movement, both horizontal and vertical, that makes it fun to move around. Tons of things to collect that you don't even need. Small riddles everywhere you look but that aren't just checklists. Some of the best customization I have honestly ever seen in a single player open world game.

You have no idea what you're talking about, how do you play this game for 70 hours and miss the basic mechanics that create it?

It's just… How are you this stupid?

It does crafting like it should be, free form as fuck.
It does "looking out from high ground for interesting places to visit, mark them on the map and go there".
It also does horses better than practically every game, possibly even better than Mount&Blade.

Kheese vs CliffRacers place BOTW above it, sorry.
That's how desperate you are to prove a point, uh?

It allows you to bypass almost all the game and go straight for the boss, it allows you to complete the dungeons in any order you want, it makes rupees actually worth a damn, it makes equipment upgrading variable much deeper with armor compared to past Zelda's and weapons aren't linear either.
It improves combat with more weapon types instead of sword&board all day long with arrows for fun.
It gives you the freedom to go anywhere you want and plot a course for whatever adventure you want, instead of following the obvious trail the designer gives you.
It's so different from past Zelda's it feels more like a spinoff than a sequel and yet you'll still say with a straight face "does almost nothing new for the Zelda formula"?


Ah, so you googled how many Korok seeds there were and then claimed a large amount of hours playing to seem like you actually played it. That explains it.

yes, but people shit on 30fps on a console, even though 30fps on a console doesnt look like 30fps on a typical PC setup.
also, 60fps on a console looks smoother than 60fps on a PC unless you have software which monitors the frame smoothing, but just like vsync, it reduces the framerate.

using the same video settings 60fps with poor frame pacing is about as demanding as 30fps with good frame pacing. its seriously that much of a drop. i know AMD came up with some new magic to help with PC frame pacing and i have no idea how taxing it is by comparison.

The magic of PC gaming comes from being able to make a beast of a machine capable of framerates that are high enough where pacing doesnt even matter. and its not like there are developers sick enough to cap PC framerates so they cant muscle through poor frame pacing.

best could easily be TP if enemies did more damage and the hidden skills were mandatory

I'm baffled at how anybody could call any Zelda combat before this good honestly.

But it is indeed better than practically all the competition. Practical here is a bit of a weasel word since it means I acknowledge exceptions, but both your points are shit specifically because of their age and combination.
We went from Morrowind to Oblivion and then to Skyrim. We keep going this way and I can't even imagine what horrors await us, but at least BOTW tries to bring things back to Morrowind levels.

Good thing mentioning Oblivion, the Elder Quest Marker and compare it with a game that gives you quest arrows for general locations or the person that gave you the quest, not the location it's solved in.
Wanna know how I found Zora's helmet? I read a tip in a wall in-game that mentioned a lake with 4 letters, then I visited the 2 nearby lakes and found it, without even a hint from any NPC or quest arrow pointing the way.
Wanna know how I found Eidolon's Edge in Oblivion? RNG after I've reached a certain level in a dungeon chest. Wanna know how I got Azura's Star? Quest arrow pointed me the way and a quest log told me every step I had to take.

do you even like videogames?

I'm honestly not even sure anymore.
I appreciate good game design, I can say that at least.

It could
But it isn't
Making things that improve the base mechanics of a game optional is a surefire way to make those aspects of a game shit

We saw the same thing happen in hyper light drifter, where they practically jerked themselves off over letting the player go wherever they wanted from the start of the game, but they didn't want to organically guide the player's progress with difficulty curves either, so the game ended up being easy and simple as shit and all the upgrades and stuff that could have made the game fun was tucked away in optional shops

Dungeons are nerfed to have almost zero combat, no minibosses, much fewer rooms and no unockable items/tools. The tools they give you are rarely used outside of 1 room puzzles, or seeds. Stasis + is shit on enemies aside from a few larger ones.
You are this fucking retarded. The very few choices to make have almost no impact.
4. One handers, Two handers, Bows and Spears. The movesets don't change from differing model types, only the damage and a special effect if any. A tree branch is the same shit as the master sword, only master sword does more damage and can throw negligible damage beams at full health. Boomerangs don't grab items as they hit them to bring them back to you also, and have the same moveset as every other 1 hander. Rods can throw spells but then have a recharge period after a few shots, and still use durability. Game really needed a magic bar for rods and a few items/tools that would utilize it. Kind of like earlier games
Twilight Princess had mediocre combat but its special attacks blow BotW away.
This has been done years ago. This is not a new feature.
Daggerfall and Morrowind both had this. Climbing is a neat feature but the stamina capping at 3 bars is fucking terrible.
Well imagine if they designed a system where you actually NEEDED this shit!
Korok seeds are useless, all 900 of them.
How can you play this for any amount of time and not see these obvious flaws?


Until you discover that Hearty items completely break the system. They are too strong, making almost everything else you find useless.
This is not a new feature to the genre.
I gave up on horses after my stal horse poofed away in the daytime. If there is a way to make them permanent I never found it. So I can't say much about horseback combat.
Better dungeon design (every shrine looks exactly the same, this is a serious fucking flaw), better monster variety, spells, weaker exploration.
I agree, this is something new.
You forget this is not new to the series.
There are no dungeons in BotW anyway.
The only new addition is spears. The series has had 2 handed weapons for a long time.
This is not new to the series.


I'd agree with you on this if there were spells. Or at least more items so you had more special abilities/ways to solve puzzles. Also, all the shrines "mini-dungeons", whatever you want to call them, all look the same. Morrowind and Oblivion at least had many different types of areas to enter.
Want to know how I found it? The tutorial area shows you that chests are in water frequently. Just magnesis over small ponds and you'll be sure to find a chest. The well thing is neat, but that shit is not new to open world. BotW has quest markers to so I don't know what you're trying to prove.

Your shilling lost a sale.

Literally nothing of what you have mentioned are flaws.

You don't like the fact that you don't fight in dungeons and complain about there being not enough puzzles (despite this having hundreds of shrine puzzles in addition to the dungeon ones).
You say there are only four types of weapons and then you mention Rods, Boomerangs, and still forget hammers, which all have different movesets.
You complain that bows don't get items, as if that were an important feature.
You say that somehow the unmarked quests are not important despite pretty much no other open world game having ever done them after Daggerfall.

You're just full on fucking retarded. I'm not even going to bother quoting each one of your points and responding to them giving this proper formatting. You're just hell bent on disliking this game.

I mean jesus christ you somehow think that daggerfall and morrowing had good climbing despite it being just walking and jumping on almost vertical surfaces.
fucking hell man, get a grip

You're a bit mixed up here user

Daggerfall was the last game thathad somewhat fun unmarked quests.
And I never mentioned morrowing having climbing, the other user did.

They took dungeons, cut them up, and spread them into many pieces, and dumbed them down. The only shrines I liked were the 2 golfing ones.
It's a flaw.
Boomerangs just don't break when you throw them. They're no different from the master sword., read nigga.
And yet you said they were never done before. This is some more hypocrisy.
Or maybe my response is just educated and rational. Also I found it really funny that in an earlier post you claim
yet you sure are one salty bitch for people judging your mess of a game with an educated opinion.


I never said morrowind had climbing but it has something better, why fucking climb when you can just fly. BotW does nothing new in the movement department.

Well now I've seen everything

It's upsetting to think I am actually impressed by this. Most games and virtually all open world titles should have gameplay revolve around physical properties of environments and objects to allow for even the most basic experimentation. I appreciate Nintendo for acknowledging that metal conducts electricity outside of scripted sequences.

Look it even has gliding too.
Holy fucking shit I knew you were an idiot but you never go full retard user. You just showed the entire thread how fucking stupid you are.

because it makes for far better game design
because flying around like you're playing minecraft in creative mode is a lot less engaging than even the jump spells from the same fucking game

Not when the resource for climbing is so restrictive. If you could go over 3 stamina bars I would have been much happier with it but it's lame in its current state.

...

nigger you outright said that flying was better than climbing, period

I spent hundreds of hours in shitty Beth RPGs, in Parajew's bad attempts at a GSG, and crawled through literal hundreds of shitty indie games, hoping to find a jewel among the shit. Rarely did I like any of the games - most of them were only "fun" in the sense it was a way to kill time that beat staring at a wall all day. Fuck, why can't there be more games like Gothic or Thief where you actually DO have fun and get giddy about every new quest?

That's not a fact. I think it feels like shit, because rain makes it near impossible to continue climbing and you need a reserve of stamina recovery to scale very tall cliffs, even with upgraded climber's gear.
The dynamic weather affecting climbing instantly is also shit.
It's a serious inconvenience. They should have added a grip boots or some other equipment to make climbing in rain easier.


It is better game design than climbing, period. The climbing is *too* fucking restrictive to be a fun mechanic. I'm not moving any fucing goalposts, is english not your first fucking language you retard?

what are you doing with your life

Okay well starting with this CLEARLY makes you retarded, unless you were using mods, which makes your point absolutely worthless.

Which I'm sure you finished at 100%, right?
Not just played half an hour of them, yeah?

This shit doesn't work user. You can tell if you want to play a game from the first hour, the only case that comes to mind where that isn't true is Persona 4 where there's an actual shift of gameplay after a lot of hours you're into it.


Then make a fucking fire and wait until it stops raining?
Or fuck it, just stop climbing until it stops raining and then resume if you really don't want to start over again.

Just stop responding user, you're making yourself look more and more retarded.

fag

Well I had a nice text wall post but my browser crashed. To put it simple:

Anything botw does has already been done on other games, zelda games or any other, there's nothing ground breaking about it and it's not super high end tech. Most of it are gimmicks made to be flashy and impressive instead of adding to good gameplay, other details are alright but they are not a fucking selling point on a zelda game, if I wanted a physics sandbox I'd get gmod

The world feels like an empty grassland with interest points just put there with no context. And that is a problem when even skirim had a well crafted word with everything nicely implemented on the world design level. botw feels like they made the map (as empty as possible),finished it, then they put the buildings in it and it feels really awkward. Which is a huge drawback since tloz appeal is supposed to be exploration

Combat is alright but filling the combat mechanic gaps with different kinds of weapoins is not a good idea. It should be good swordfighting instead of constantly changing weapon or using the really strong one you found

Puzzles are simple and obvious most of the time, nothing feels worth exploring, ancient, mysterious, and, again, thats a bad thing since tloz selling points are exploration/puzzles

Weapon durability has never been a fun mechanic in any game and it's never been well implemented, weapons dont break in a few hits. This is only good to balance overpowered weapons. Make weapons really durable and make repairing easy, or dont add durability


Overall the improvements are just dwarfed by the inconveniences. What said. The artificial, empty world, constantly measuring what I do with my weapons, simplistic puzzles and the music, it all prevents me from enjoying the game the way it's supposed to be enjoyed, as an immersive exploration game. When you hear about games like morrowind or stalker, namely some faggot asking what's the appeal when those games are so broken, the answer is the positive overcomes the negative points. They are not perfect and that cant be denied but they offer so much good it's worth ignoring the rest. And their flaws are not so abundant or glaring anyway
In botw case, I feel it's not worth ignoring all the huge issues, just wait for a better game based on what they did on this one and what they learn from it

And by the way what is so wrong with the music it sounds like that online midi converter that only uses piano sounds, I dont know who could listen to it and give it a pass most of the time it's so awfully off tune it makes me cringe

How can someone be so right yet so wrong at the same time
Repair grinding is not a good game mechanic

Not really, just increase weapon durability a bit since the default is ridiculously low, and add something like repair dust to the shops, make it so you cant use it on the special weapons and everything is solved. You have to plan ahead and buy supplies but you dont have to worry about losing a weapon

I'm also finnicky on the durability mechanic, but design wise it makes sense not having repair abilities.

Since the game is open world, that means that anybody can get whatever weapon they want from the moment they leave the plateau. And again, since it's open world, it's generally easier for a low level character to beat higher level monsters or get a high level gear drop.

Now think about it for a second, you go to Hyrule castle as soon as you start, drop both the Hylian shield and a good weapon, and then you keep those two for the rest of the game making an absolute joke.

Not having repair was really the only option available, unless they started adding stats that told you which weapons you could and could not repair a-la new vegas. It makes sense.

Fun story, I've been running this game on cemu and been getting about 15 FPS, turned out I never lowered the cahce accuracy setting and since doing that I can go up to 20-22 fps.

No, honestly botw durability is completely wrong. Dark souls made it right on most aspects, weapons break with use but it's not a real issue since they take a lot of hits to break. Hitting certain enemies (like it happens with botw trees), being hit by special attacks like acid or falling into a trap and diving in acid are examples on how to make durability a real threat but you cant punish players for playing the game, that's counter intuitive. Maybe it's just me who doesnt like being constantly checking how my paper thin weapon is holding, I googled it and this is a huge discussion topic everywhere

Make special weapons only reparable by special means like it already happens in the game and make everything else reparable by smiths or items. It's not that hard. I wouldnt be so persistent about it but at least for me it kills all the fun

i feel like how fast they break doesn't really matter since you can actually pick up everything dropped by enemies.

I look at Skyrim and Fallout 3 that did the same thing without durability and you just end up with a bloated inventory that you then use to get money that you don't spend on anything. Or new vegas where you find one good weapon and do everything possible to keep using it as long as possible, even spending hours trying to find doubles to repair it.

Halfway through the game you don't even need to think about it since you're constantly getting good weapons from chests or enemy drops, it's really not as punishing as you're making it to be

I wonder when Nintendo will roll out a quirky steampunk coldsteel loli amiibo with weapon repair functionality?

The Lynel's attack that he parries sends out a fireball. He parries the fireball instead of the move itself so he can get the updraft. His other videos are also hilarious, makes me regret leaving my Wii U at home.

Until you discover how easily you lose those extra hearts without extra protection or how long the fight lasts without extra damage.
Besides, it's not the effects that make it special, it's that you're not going over crafting lists like in pretty much every other game in the genre.

It is when it doesn't automatically put all the markers for all the important locations in the map as soon as you climb The Tower, or that you can do the same from any vantage point, not just The Tower.

Yeah, you weren't sounding very believable before, now you're either just confirming you didn't played the game or that you are this retarded.

Did you knew that there was a single guy working on all dungeons of Oblivion? That properly designed dungeons for Skyrim was a selling point because of that and that almost every dungeon in Oblivion is basically 3 areas with increasingly difficult enemies and very little effort put into making them less of a twisting corridor?

The series itself only ever had a Magic Meter and some Rods as "spells". You're essentially saying the game isn't as good because it doesn't have a feature it never used to have.

I went to that lake specifically because of the "riddle" I read on the wall. It was way out of the way to clear the local dungeon but I followed the clue to find it since I was doing the "water dungeon" anyway and wanted the most zora armor pieces as possible. I wouldn't even go near said lake if I had not read that wall, but if this was Morrowind, it'd be a Rumour you could talk to people about and get the exact location, if it was Oblivion, I'd get a Quest Marker and Log pointing directly to all pieces of said armor.

garys mod is a disgusting rp game. The guy is obviously talking about actual devs using their resources to add a feature that should be a standard for most adventure games.

You kids should go back to reddit, you cant even bother to see how assbackwards western game development has become.

That's because weapons are a component in the RPG aspect of the game and you "evolve" them with different titanites. It would make as much sense to remove your weapons as it would to lower your stats everytime you died.

They are fundamentally two different aproaches with two different goals.
In Dark Souls, weapons are a part of your character and identify who he is and what he can do, especially since you kinda lock your character to specific weapons according to your builds.
In BOTW, weapons are more akin to tools you use to solve problems, some lasting longer, some solving the problem faster. Their low durability isn't that much of an issue once you realize that's their purpose in the game and that swinging weapons is just one of the ways to solve problems, or that the right tool for the current problem isn't always the biggest one but rather the one with the same size. Seriously, once you stop caring so much about your weapons, the game becomes a lot more fun, especially since you can then go on journeys and adventures to reforge\re-adquire your most powerfull weapons.

Best example for anyone trying the game, go straight east past Hateno village and into the ocean. There's an island farway that's sort of a shrine where the chalenge is this: all your items are removed from you until you gather 3 orbs and you must use your wits and whatever you can scavenge to survive, up to killing an Hynox.
It's a great part of the game that shows the potential in having weapons so detached from your character.


Worse than that, you spent them on NPC's that could repair your guns without spare parts, or buying more of the same gun to repair them. You ended up with something akin to Dark Souls (your chosen weapon is an integral part of your character that can't be removed from you) but with none of the depth related to it. And finding unique versions of your chosen weapon just cemented that that's the one you'll be using from now on forever.

Morrowind's flight system is boring as shit, however the Jump spell is insanely fun and actually requires some skill to use effectively since you can aim your jumps.

Just make one with a magnitude of around ~40 that lasts for 1s and keep a 1 magnitude slowfall on either at all times or before you land so you don't die when you hit the ground.

Way to out yourself as someone that hasn't played the game. You can't stable stalhorses.

I've exentsively went through the crafting lists. Different levels of meat, fish, fruit, grains add more hearts. Special effects can be stacked 3 times, and the efficacy is based on how much of the effect item you stack. The crafting is retardedly simple
I found plenty of stables I just never used horses. How hard is this for you to grasp?
Horse controls were shit by the way, dropped them instantly.
And BotW shit is dumbed down even more. Pic related. My argument still stands despite oblivion being dumbed down a lot from daggerfall and morrowind. It still has better design.

You never played LttP and OoT.
You pass that pond on the way to fight the lynel for the Zora divine beast. Also the Original zelda had riddles that revealed treasure. Thjs is a feature over 30 years old.


The flight system is boring but it sure beats climbing in zelda. Jump is a great spell and its removal in future games was disappointing.

Agree to disagree, I think climbing is more interesting than flying because there are more factors to account for like steepness, points level enough to rest on, how wet/slippery the wall is, and of course the amount of stamina you have.

Haven't played the game though because I'm waiting for CEMU to run it better.

Didn't saw the "stal" part in his post as it didn't seemed relevant. Why would you need stalhorses to judge horse combat?
Besides, why stalhorses when you can ride bears?


Nope. They never tell you but different items have different strengths. You can stack 5 of the same ingredient and get "medium effect" while 5 of other will get you "high effect". The ingredients you use that don't add an effect also play a role in it's duration.
Try to make an elixir using only one lizard and one monster part, then one lizard and 4 monster parts, then 4 lizards and one monster part.
Then do the same thing using the same lizard but with monster parts from bokoblins and monster parts from Lynels to see the difference.

It has depth to it, it's just not the retarded check list that most RPGs go through where you end up with your inventory cluttered filled with ingredients that are 2/3 of a full recipe.

Horse controls are the best, you don't have to keep pushing forward, the horse just keeps going and you turn him like a tank instead, changing speed with A or pulling back.
It's exactly like how a horse should be implemented so it doesn't feel like a faster but slower turning Link instead.

That's 2 corridors going side by side and meeting in the end. If that's impressive to you, someone should post the Half Life 2 playtesters webm.
Being longer doesn't mean having better design, those are just corridors and that's it. The only few dungeons that are decently designed were hand-crafter like Vilverin (expected to be visited every single game) and any involved in a quest.

Jokes on you, I did. A Magic Meter and items that consume is not the same as "spells from Morrowind". Way to out yourself, though.

Now who didn't played the game? That's the wrong lake, the one with the helmet is NW of the Zora settlement while that Lynel is NE.

Because he saw a webm about trying to put a stalhorse in a stable, saw that it wasn't possible so he decided to mention it to make it seem like he actually played the game the amount of time he says he did.

Dude's a retard, don't bother.

I literally said that in my post.
I never fucking said it was impressive. I actually said it was dumbed down shit. But it's still better than BotW shrines. By a mile. Learn to fucking read.
But they are spells. You said the series never had a spell system, but it does.
Here we go again, someone never used levitate
This is obviously your first open world game, retard.

If the electricity conduction mechanic was already implemented into the game than it is just a question of adding the property to your inventory equipment when they spawn.

Yes there are people who think game development is far easier than it actually is. The reverse is also true though.


Jesus fuck you're sounding desperate.

Nope. Different items have stronger effects for the buffs they give you, you only mentioned the hearts but this expands to the buffs as well.

So you prefer walking simulators. Don't worry we all have flaws.

Literally quote me where I said "LoZ never had spells." Here's what I actually said: "The series itself only ever had a Magic Meter and some Rods as "spells"."
The series never had schools of magic, spells with different magnitudes, spellcrafting or anything similar to spellcasting in Morrowind. Link was never a wizard.
A simple Magic Meter was the closest to mana there ever was that several items consumed to be used and that's as far as magic ever went in LoZ.
If you consider that to be a magic system, the game has Rods so I guess by your standards it's already as good as Morrowind.

It's a gameplay mechanic that removes gravity from you and sets your speed according to it's magnitude. That's all it does, it's fucking boring and there's little to do with it afterwards. Compared to BOTW where climbing requires stamina, different inclinations are easier\harder to climb, rain hampers you and climbing a mountain requires carefully choosing your path to get breaks every now and then, Levitate is boring.

Just to hammer the point in, Levitate is so boring it's best use is to cast it on Touch with magnitude 1 on someone to essentially paralyze him without the retarded costs of Paralyze.

Jokes on you, it's one of my favorite genres and I try as many as I can. BOTW still manages to be one of the best and the fact you have to dig so far back into the past to get something that can compete against it just proves how bad the competition to it is.

Wew, I can't believe this thread is still alive. Some interesting discussions though. I'm going to wait for the cemu version 10 years but I'm excited

I already run it at around 20 fps. Gayman rig though

WiiU emulation is a long way from working better than consoles, if it ever gets there at all that is

Checked
I'm patient so I can wait a few years if it comes down to it. At least if nintendo goes full jew and adds DLC down the line I can get it in one neat package

There's already an "Additional Content" option on the menu

Yeah, dlc was announced weeks ago, where have you been

I didn't know

Then why do people already have Bayonetta and Mario Kart running at 4K 60FPS?

CEMU 1.7.4 is looking pretty nice
streamable.com/hb5wr

...

Because they're not perfect emulations, still full of stutters, and running on incredibly expensive latest gen hardware.

Don't get me wrong, Mario Kart is incredibly close to being perfectly emulated, but it's also a very simple and linear game too.

Honestly the worst part about it is that it seems so inconsequential
BotW is one of those games that could really use a good expansion or two

would you mongoloids preferred it if they crammed a bunch of dummy wires in the empty space instead?

Is Link the Royal Guard?

If he tries to pull out the master sword with less than 13 hearts, will he die?

It would be extremely painful

The dock should have been a bomb.

We need more of these threads.

Yeah it's not like the game came out on another console
oh wait

The DLC might night schism my 'tism so much if it weren't for the timing of it. I went in hard on this game for two weeks and now I'm down to aimlessly exploring, doing side quests, and collecting shit for the sake of collecting. I don't want to come back in 6-9 months just for one dungeon and some minor story shit.

What time to be alive

No matter who wins we lose

Yeah, but what about Dark Souls clone #3278585 on my PS4?

if only the game came out on a console any nintendrone already owned

I don't agree with "nintendrones" since most people seem to accept the many shortcomings and flaws the game has, they just don't focus solely on that.
But if Nintendo Autism is what it takes to turn the tide against all the faggots that would rather have bad videogames they can laugh at instead of good videogames they can play, then so be it.

Huh? Both objects just inherit the isMetal and therefore also the isConductor properties.

There is nothing special about this at all anymore than being able to build up speed for 12 hours and warp to a parallel universe.

swimming is barely harder then walking in real life, and walking dosnt use stamina.
link can climb mountains on a starting stamina bar but not swim 30 feet.

...

I can name a single game where the weapon durability was a good mechanic. Way of the Samurai 3.

and then for WotS4 they decided "hey fuck all this nuance let's just make it a generic flat durability grind like every other fucking game", fuck I hate jap devs

what is the object link is holding? some sort of fan?

A giant leaf.

ah, well thats awkward

...

...

...

DAY OF THE RAK–

Er, sorry. Not that kind of leaf.

That actually sounds pretty cool. I'd still knock off very small parts of a bar everytime it connects with anything so even if you're carefull, eventually you'd have to repair it anyway.
But otherwise, it sounds like a really nice system that actually expands the gameplay a lot.


The leaf on his back isn't doing anything, it's just that he's pressing a metal object against the boat, making it go further, but since Link and by proxy said object follows behind, it constantly applies pressure to the boat, which keeps it moving.

It's actually physically possible, it'd just require a massive drain of battery from the tablet and I gotta remenber this the next time I have to cross the sea since it seems like it'd work with any metal object, including weapons.

"Dr Pavel, I'm C.I-HYA!"