- Joined
- Dec 12, 2022
I'll be brief. I've played for a few hours now. That acquaintance of mine bought a second copy of the game, by the by. It's fun, but I don't want the next game in the series to be another directionless physics engine playground.
I did a sky island segment, which almost but not quite feels like an open air dungeon, and noticed a cube in the distance. So, I built a flying machine and made some stamina meals, but just barely missed, and ended up on some very small sky islands underneath it. I had no platforms on which to attach rockets, and had forgotten about the shield rocket since I'd never used them at that point; that acquaintance recommended using cooking pots as the substrate, and it worked. I made it to the shrine, and got the warp point, by crouching on cooking pots with rockets attached, which was fun.
I fought an ice wizzrobe, to get a rusty sword with a sapphire attached to it. I made a fire rod by fusing my magic rod with a ruby. This is neat, because now I don't need to treat elemental rods as limited and crucial, because I can make them rather than farm them. I like the change here. It's also much easier and justifiable to use elemental arrows in this game. I occasionally get confused with all of the menu-switching, however.
I noticed the Rito region's sky islands, near the Wind Temple, and built a machine to get over there. I avoided over half of the archipelago or whatever. I got into the Wind Temple, bypassing the story and helper character, but the Zonai device that makes a warp point denied me, and I knew I was unable to progress without Tulin, the Rito helper whose existence explains the porn I've been seeing lately, based on the devices in the temple. I had to do it all over again, but with Tulin, which wasn't annoying, but I thought I was supposed to be able to do anything in any order I wanted. It was better than a divine beast, but still not quite a real dungeon.
The developers talked about how they want puzzles to have multiple solutions, but I've noticed that means each puzzle is simple enough to have multiple solutions. I care less about multiple solutions when all of the puzzles must be simple enough to accommodate that.
The story is fucked, since the Rito are older than Hyrule, but I don't care. None of these games should have such a continuity anyway.
Lastly, I've noticed in my group that we're sharing discoveries more than I recall with any other game in the series, and this is something the developers may have wanted to capture from the first game back on the NES, since I've read sharing secrets learned was common between players back then, and noticing this detail interests me.
I did a sky island segment, which almost but not quite feels like an open air dungeon, and noticed a cube in the distance. So, I built a flying machine and made some stamina meals, but just barely missed, and ended up on some very small sky islands underneath it. I had no platforms on which to attach rockets, and had forgotten about the shield rocket since I'd never used them at that point; that acquaintance recommended using cooking pots as the substrate, and it worked. I made it to the shrine, and got the warp point, by crouching on cooking pots with rockets attached, which was fun.
I fought an ice wizzrobe, to get a rusty sword with a sapphire attached to it. I made a fire rod by fusing my magic rod with a ruby. This is neat, because now I don't need to treat elemental rods as limited and crucial, because I can make them rather than farm them. I like the change here. It's also much easier and justifiable to use elemental arrows in this game. I occasionally get confused with all of the menu-switching, however.
I noticed the Rito region's sky islands, near the Wind Temple, and built a machine to get over there. I avoided over half of the archipelago or whatever. I got into the Wind Temple, bypassing the story and helper character, but the Zonai device that makes a warp point denied me, and I knew I was unable to progress without Tulin, the Rito helper whose existence explains the porn I've been seeing lately, based on the devices in the temple. I had to do it all over again, but with Tulin, which wasn't annoying, but I thought I was supposed to be able to do anything in any order I wanted. It was better than a divine beast, but still not quite a real dungeon.
The developers talked about how they want puzzles to have multiple solutions, but I've noticed that means each puzzle is simple enough to have multiple solutions. I care less about multiple solutions when all of the puzzles must be simple enough to accommodate that.
The story is fucked, since the Rito are older than Hyrule, but I don't care. None of these games should have such a continuity anyway.
Lastly, I've noticed in my group that we're sharing discoveries more than I recall with any other game in the series, and this is something the developers may have wanted to capture from the first game back on the NES, since I've read sharing secrets learned was common between players back then, and noticing this detail interests me.