Legend of Zelda thread - Lorefags GTFO!

Attach them to your butthole to shield it from cocks.
Good idea. Link is too twinkish nowadays.

You finish one game in whatever order you choose, you get a password at the end, plug that into the other game and then you continue with your existing progression. I don't think everything carries over, it's been a couple years since I last played through them on my 3ds. Using a password in the second game allows you to get the best sword and it unlocks the true ending and true final boss.
What blew my mind was how you can go even beyond that for more playthroughs (triforce symbol on your save file).
 
See, I don't even really think it's a particularly great example of that. Minecraft is fun because the stuff you build is permanent and you can create anywhere, making homes, bases, services for yourself. The world is also flush with resources that you need to make these things.

Tears doesn't provide this experience at all.
I mean, I was able to save several of my creations and quickly have them built again with the auto-build ability, along with finding lots of resources needed to do so.
This shit is the best example of how behind the times Nintendo is, saved only by their totally isolated hardware and loyal army of consumers that consider everything they make 10/10.

Almost every single open world RPG released in the past decade has allowed you to toggle hoods or headware in the menu with a single click. Like everything else in Tears, it's hidden behind a tedious questline where you collect a million fucking little things and talk to a bunch of shitty useless NPCs who talk forever and you have absolutely zero influence over the outcome of events.
That didn't really affect me all that much, given that I could just unequip the hood and find a different piece of gear. And I actually liked the Hateno sidequests, as they provided some pretty amusing character interactions, and also led to a change in the village in terms of stores and the like. There's also the technique to buy two hoods, with one being up and the other being down after speaking to the NPC.

Though I can understand why the hassle of doing all this to unlock the feature is a bit tedious compared to just pressing a button. Still, given everything else I enjoyed in the game, I wouldn't use just this one part to be evidence of how behind the times the game and studio is. There are many other examples of them being that.

And for the record, I don’t consider TOTK to be flawless, as no game is. I do agree with some of the suggestions made here as well in terms of how fusing could be streamlined and the like (having to fuse every individual arrow is rather tedious). Just that they didn’t annoy me enough to prevent me from still loving the game.
 
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Finally completed the 4 main dungeons (technically all the game's dungeons) and my main thought is: Whoever decided the dungeons should be "open" and "just get the 5mcguffins in any order you want :)" is a goddamn retard who deserves to be shot.

We can technically argue that "classic" dungeons weren't that different in the sense that those where a "collect all the keys and the item to kill a boss weak to that item", but they had an order a beginning a middle and an end, BotW and ToTK dungeons feel disconnected since you can go to any room in the dungeon you want whenever you want makes them lame.

the Wind Temple is probably the worst in this aspect since you can easily fly to all parts of the ship and thats it, exploring a sky ship in the middle of a blizzard should be more interesting than, go to this room, now go to this one, rinse and repeat, nothing stops me from entering any of the 5 rooms I'm supposed to access and the enemies being all shitty zonai golems doesn't help, at least the boss is cool designwise

The Water Temple is just slightly better in this as it at least has some ChuChus, I miss dungeons having somewhat unique enemies, and unlike the wind temple this one did have I think two puzzles, but still has the problem of "just go to any room you want".

The Fire Temple is better than the previous two as it even has mechanics where you need the sage to actually traverse (technically the wind temple does too but its super easy to navigate without using Turin) but the rails seem underutilized to me at least, the boss here has a nice design but the battle itself is somewhat lame.

Thunder temple is "the best" but its a lowbar, its the one that feels the most like a classic dungeon, particularly the first part before you reach the obligatory find 4mcguffins thing
 
Been playing Link's Awakening during my move (which is why I've been MIA) and it's good save for 3 points.
1-item swapping is tedious as shit and needing to swap items after every screen is frustrating as shit. I shouldn't have to get the feather then the bracelet (why do I need to equip this at all? I don't have to equip the flippers) then the hookshot and back to the feather is dumb.
2: Dungeons are badly designed. HATE how they stick the warp point as far away from the boss as possible.
3: no armor upgrades in the original version. Bullshit.
I do like it overall though. The letter writing dweeb getting catfished with a picture of Princess Peach is hilarious.
 
1-item swapping is tedious as shit and needing to swap items after every screen is frustrating as shit. I shouldn't have to get the feather then the bracelet (why do I need to equip this at all? I don't have to equip the flippers) then the hookshot and back to the feather is dumb.
You need to equip the bracelet because there are too few buttons on the GB. LttP had a dedicated pick up/run button so you didn't need to equip the mitt or boots. Zelda 1 had the same item swapping stuff, but not nearly as many situations where you had to swap items, so it wasn't so much of a pain.

Glad you're enjoying it otherwise, though. I love that game.

The letter writing dweeb getting catfished with a picture of Princess Peach is hilarious.
Mr. Write is literally based on Will Wright, as a cross-promotion for Sim City SNES.
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It is Zelda canon that the IRL creator of SimCity got catfished by a goat girl.
 
i wake up i play totk i go to sleep. i wake up i play totk i go to sleep.

i totally semi-sequence broke getting mineru before even clearing the storm since i just wanted to see what was up there. she is very fun and now all my problems can be solved with cannons
 
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I only have to take down Ganondorf to wrap the game up but I am really liking TOTK, I prefer the new abilities immensely over the four in BOTW, I like the weapon fusing mechanic a lot and the amount of systems you can interact with in the game really is impressive. The shrines also seem to go by quicker than in BOTW which is definitely a plus and I really like some shrines just being tied to actions in the world outside of them. And the temples are infinitely better than the Divine Beasts.

That being said I have some gripes:

Bosses: Eldin Ring had this exact problem and I hate it every time it appears in a game, If you are going to have a big world put more than a handful of bosses into the game. The 50th time I find a Talus isn't going to make me want to fight it for any reason.

I love open ended design but TOTK basically forces you to grab The Sage of Wind's ability first, it's extremely useful and they should have place the player close to Rito Village to heavily hint at getting the ability first, they even give you a piece of padded clothing up on the tutorial Island.

The Depths are fucking terrible, I loathe going down there. Way too big and the landscape makes crossing it with vehicles nonviable. The dark thing was fun in the first very flat area but there are way too many light roots and if 80 percent of my time in an area is spent looking at a black void then the area should be reworked. I would have much preferred the depths being smaller and the sky islands being much larger. They could have also shifted the uncorrupted weapons to being quest rewards instead of putting them on top of the Cairns they could have also made the battery cells quest rewards as well.

Combat is almost always a slog, once silver enemies appear especially, their health bars are absurdly padded. I usually just ended up switching to a two handed weapon and the barbarian set and holding down the attack button. Fights with Lynels and Phantom Ganon are much much better and I wish more of the enemies were designed with more interesting combat mechanics.

Enemy variety is lacking, recolors don't count. It was a problem in BOTW and even though they have added 6 new enemies it's still a big problem.

They really should increase the lifespan for some of the Zonai items, you already have a battery there's no reason a wing should start disappearing before your battery drains. I get that it's a balance thing but it ends up being more tedious than challenging.
 
Still plugging away. Beat the final boss sort of by accident the other say and now I am finishing up exploring the Depths and have begun actively working on sidequests rather than passively.

I think I like Tears of the Kingdom a lot better than Breath of the Wild. Also now that Link is stronger I am doing random trips around the world as a evening activity. It's nice! I wander around while the girl knits and plays music. Good way to unwind after work.

One thing: I keep going past Castle Town and I really want to rebuild it. The place even looks like it has been modified for just such a purpose. So I would like that to be added to the game. You could make a whole DLC about it.

*OH!! I forgot one really cool thing. All the stuff involved with collecting the Yiga armor was a lot of fun and had a great payoff. I never would have even found that cliffside door in the first place if I hadn't decided to walk the mountain path properly instead of climbing and gliding to my destination.

At about 115 hours.
 
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Tears of the Kingdom was okay, except for everything that has to do with the Gerudo region (puzzles, bosses, whatever) because those were plain boring and unfun.

I never played other Zelda games because I'm not interested enough in Nintendo to ever own a Nintendo console (I emulated TotK) so take my opinion with a grain of salt.
 
Tears of the Kingdom was okay, except for everything that has to do with the Gerudo region (puzzles, bosses, whatever) because those were plain boring and unfun.

I never played other Zelda games because I'm not interested enough in Nintendo to ever own a Nintendo console (I emulated TotK) so take my opinion with a grain of salt.
Emulate a Link to the Past, or play the PC port, it all went downhill after that.
 
I think long term, Anouma has been bad for the series.

He's too focused on reinventing the wheel with every game that there isn't enough time to refine and perfect. LttP is refinement. They had their experiment with AoL, realized what was loved and what wasn't, and used more advanced technology to really nail it down.

You never really "got that" with 3D Zelda IMO. This is why to this day I despise Wind Waker. That was NOT the time for an experiment. That was the time for refinement. That was time to have a big world like Ocarina of Time, and bring in more of the "living" elements of Majoras Mask as well as nailing it down with (then) modern graphics and physics. Wind Waker should have been the experiment that came AFTER the refinement.

Twilight Princess *isn't* that because it's still got weird experimental bullshit with the Wolf parts and such, and it doesn't even feel like a refinement of Wind Waker. Then you jump to Skyward Sword and it's just like WTF are you doing?

I'd argue that TotK is actually what really cements this because it feels like for once he did focus on refining what he had. Even if it isn't to my taste, the majority seem to be enjoying it immensely.

People will say I'm a boomer or crazy cause Zelda has always sold, but for me, Zelda grew very stale throughout the 2000's. There's a point where even trying new things over and over grows repetitive and stale if they don't nail it out of the park.
 
You never really "got that" with 3D Zelda IMO. This is why to this day I despise Wind Waker. That was NOT the time for an experiment. That was the time for refinement.
I agree with this sentiment, but Wind Waker did both. It experimented with the theme/tone, art style, and story structure, but it refined the gameplay. Controls are smoother, combat is a bit better, and the overworld was expanded in more meaningful ways rather than just being a big empty space you run across as in OoT.

If anything MM was much more of an experiment and Wind Waker was a return to form.
 
People will say I'm a boomer or crazy cause Zelda has always sold, but for me, Zelda grew very stale throughout the 2000's. There's a point where even trying new things over and over grows repetitive and stale if they don't nail it out of the park.
Well yea, the 2000s was more of a golden age for the franchise than it was in the 90s. I'll always remember playing Windwaker and Twilight Princess on my Gamecube back in the 2000s. Ah, those childhood memories.
 
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