let's take out everything that made the zelda games so loved (amazing music, unique dungeons, fun enemies and bosses, cool equipment) and replace it with a barren wasteland of an open world thats filled with the exact same mini-dungeons that get boring after like the fourth time you do them, and populated with the same 3 types of enemies. the exploring gets so boring so fast, because it's just the shrines, korok seeds and towers, that are all the same. even the rare unique puzzles just open up another shrine when you complete them

there's no incentive to exploring either, cause your only rewards are health/stamina and ocassionally a rare weapon/armor - but those dont matter, because weapons break after like 4 hits and theres no way to fix them, so your best bet is to just avoid combat altogether.

also, lets make it rain every 10 minutes to to make the best part of the game (the climbing) stop working

honest to god dont understand how people gave it 10/10s

  • Ganonplorf [he/him,comrade/them]
    ·
    4 years ago

    This com has made me realise that g*nwrs are hopeless. Leftist or not it is the same pissy attitude, the same ridiculous and entitled takes. Every time there is a new Zelda there are countless harsh opinion pieces like this that trash a game that is actually very good. It happened with OoT, Wind Waker, Twilight Princess and almost every subsequent ones. And when breath of the wild 2 will come out, it will happen.

    You don't like the game, that is fair but have you seen the sales? The many very positive reviews by players? I played it this year for the first time and I can genuinely say that this is the best open world game I played. It is the only game where I believe the devs when they say the map is handcrafted.

    About the weapons breaking, I would have agreed with you the first hour of play but there are weapons everywhere and it is very easy to steal the monsters' (you can make them drop their things if you hit them hard enough or even kill them with bombs). On top of that, there chests in shrines, certain enemies with powerful weapons that respawn and you get ways to keep away the most precious ones for bosses. I don't like weapons breaking as a mechanic, it annoys me in most of the time but when you actually play the game, it is not an issue.

    • save_vs_death [they/them]
      ·
      4 years ago

      The OP liked the original Zeldas a lot, this is a break from the formula therefore she didn't like it. I don't think there's anything deep to be read into it.

      • Ganonplorf [he/him,comrade/them]
        ·
        4 years ago

        Yes, as I said I get that and that's fair. There is a difference between "I prefer the old formula" and declaring "the game sucks" because it is different from what I want". My problem is not the opinion, it's that need to act like it is an objective fact.

        • save_vs_death [they/them]
          ·
          4 years ago

          Fair enough, I didn't get that sentiment reading the above, but that's just me. Indeed, if the OP's point was "this game sucks because it's different" then I have disagree with them.

          • Ganonplorf [he/him,comrade/them]
            ·
            4 years ago

            Well, if I am wrong and that's not the OP intention I apologize. It reads like this to me because a lot of people who are fans of the Nintendo franchises tend to be obsessed with nostalgia and slam anything that is not exactly like the "old ones".

    • Awoo [she/her]
      ·
      4 years ago

      I don’t like weapons breaking as a mechanic, it annoys me in most of the time but when you actually play the game, it is not an issue.

      The entire premise of the game is solving problems through creativity and new thought. Everything the game does to you is about creating emergent situations that you must use your bag of tools to solve in potentially new and crazy ways.

      Only through uncomfortable situations and strife do you force players to try and figure out some crazy new thing they can do or cheese the situation in some elaborate way.

      Weapon breaking is part of that. It achieves a lot of things, it forces players to constantly learn new ways to play because each weapon has different damage and swing speed and range and other factors that you don't know until you learn it, so they force you to learn it. It creates scenarios where players don't necessarily have the tool they thought they had in their disposal so they have to figure out something new. As a tool in gameplay it generates variety, and one of the biggest problems with open world games is a lack of variety. Players get into a comfort zone where they have a thing they like to do that works and they do it over and over and over and over again.

      Players reacted negatively to the weapon breaking but ultimately it created much more variety in their game than if it didn't exist. Variety and exploration are the main parts of the game, exploration of the tools, weapons and other things is as much a part of "exploration" as physically walking around the land is.

      • Ganonplorf [he/him,comrade/them]
        ·
        4 years ago

        I agree completely, it makes sense in the game for weapons to break and the game is balanced around that.

        I was just saying that I dislike weapons breaking as a mechanic in general (it is often badly done and only adds pointless grinding). I put up with it in breath of the wild and it bothered me in the beginning, I kept hoarding them until I realised it made me miserable on top of being unnecessary since as you say, the point is to keep from staying in your comfort zone. You are thrown in a now unfamiliar world (which works great on a meta level because most fans know the basic geography of hyrule but it is slightly different in BotW) and have to tackle each situation with whatever you have on hand, even if it means throwing a bunch of bombs or dropping boulders on monsters.

        • Awoo [she/her]
          ·
          4 years ago

          Exactly. The entire point is creativity.

          Limitations are the thing that gives way to human creativity. Only when we are severely limited do we start coming up with creative ways around the limitations given to us.

          That is what BotW's mechanics seek to do at every turn, including the much maligned sliding while climbing during rain. Weather is an unescapable phenomenon and it places limitations on the player, these limitations are intended to make the player take a path they did not intend to take instead of the path they wanted to take. It forces the player to go an out of the way route that they otherwise may not have explored whatsoever.