Veknoid_Outcast said: I'm glad you gave it a second chance, and ended up enjoying it more! It will be interesting to see where The Legend of Zelda goes from here. The open-world sandbox approach clearly has huge sales potential -- and I'd argue extraordinary capacity for greatness -- but I don't know how Nintendo adds to the BotW/TotK formula without overloading the experience. Maybe the right call is to pare back for the sequel. |
Too late for that, it's already way overloaded. I'm still in the Depths lol. There is a lot, a lot, a lot of repetition. How come Nintendo gets away with all these copy paste strong holds, mines, bosses and repetitive random encounters. It does make it easy to figure out what's what in the dark without using light roots. A flickering reddish light in the distance, bokoblin/moblin camp. A steady white light, mine ahead. White lights stacked above each other, an elevator (ascend pillar). Orange ish light, Yiga base. Rotating red light, flux construct, a camp fire, Yiga fanatic dressed as researcher and so on.
All but the gatorfrogs one hit kill me, yet I walk around with 1 heart of health for the desperate strength bonus on weapons. Double dmg means they also last twice as long (need half the hits) which reduces the need for weapon management a lot. Just those pesky rock hammers break all the time. Zelda: Tears of the heavily damaged rock hammer ;)
Anyway exploring with light blooms is addictive, mapping out the terrain in my head while strategically placing light blooms, following the walls and leaving a bread crumb trail behind. The random encounters can get annoying but an quick save load gets rid of those. Combat is close to nonsense but always fun to watch them (ineffectively) fight each other, like watch slapstick. Then a puff shroom plus one hit kill sneak attacks to clean up the rest. With the desperate strength bonus, 92 dmg sneak attack can take out black with one hit, silver with two (or one after they deplete each other a bit with muddle buds)
Homing arrows make things very easy, Yiga bases are a joke, at least in the depths. Often only defended by 1 enemy, 2 at most?! I tried to sneak attack a Hinox and Stalnox, swing and miss. Bosses are as always heavily scripted in when you are allowed to do damage. Thus spam with bomb flowers and hit the thingie when allowed. But why fight them, I guess the only reason is for parts needed to upgrade armor. I mark em on the map, live and let live for now.
It's all about the journey as the rewards simply aren't there. Which is good for me as the journey is the reward for me. But it does give me a chuckle after reaching a difficult chest for it to only contain some useless piece of clothing from a previous game. They all have the same stat, as in nothing but 3 armor. Really not worth the effort, unless you really enjoy exploring and mapping things out like I do.
Btw those dragon things come down in the depths as well. I saw one go right up and out through a chasm I assume. I marked the spot, place where I can exit with a boosted balloon. They don't last long enough just on fire. But maybe I can ride the dragon to the top! The one I saw exiting didn't seem dangerous, but who knows.