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Forums - Gaming - Final Boss Battles with Completely Different Gameplay.

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SvennoJ said:
Hynad said:

Lol. Is that your first experience with the Lost Woods in any Zelda game?

That's not "completely different gameplay". Gameplay and control mechanics don't change at all.  You just need to know how to traverse the Lost Woods, hence the name of that place. xD

 

Wyrdness said:

I'm guessing you're not familiar with how the lost woods work in the series then, it's a good translation of the area into a open world game.

There are better ways to handle being lost like taking the radar away as in the sandstorm, or reduce your visibility as in the ruins near the lost woods. Taking your ability to explore away by introducing invisible walls that reset your position is a drastic change from the rest of the game. The game doesn't let you learn how to safely traverse the woods, it simply turns it into trial and error gameplay.

There is a clue elsewhere. I forget who tells you, but someone does give you a hint about how the lost woods work.  Once you know this, there is no trial and error at all.  You know exactly where to go and how to do it.  I suppose you could also figure out this clue by being observant in the woods as well, but it took the clue for me to figure it out.



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Wyrdness said:
SvennoJ said:

 

There are better ways to handle being lost like taking the radar away as in the sandstorm, or reduce your visibility as in the ruins near the lost woods. Taking your ability to explore away by introducing invisible walls that reset your position is a drastic change from the rest of the game. The game doesn't let you learn how to safely traverse the woods, it simply turns it into trial and error gameplay.

No dude the Lost Woods if anything is perfectly executed in BOTW, that area in previous games was always about navigating the correct path otherwise you get returned to the beginning that's how that area is supposed to be but was always relegated to corridor like sections, BOTW is by far the perfect incarnation of what the area was envisioned as and it has a simple solution to navigate through it that's not hard to figure out because the's a flat out clue given to you when you first try to navigate the area.

Didn't really care for the smoke aspect. I liked the way OOT did it, with music volume and tree tunnels. You can say it was cleaner. So that you didn't have a lot of stuff look out for.



CladInShadows said:
SvennoJ said:

 

There are better ways to handle being lost like taking the radar away as in the sandstorm, or reduce your visibility as in the ruins near the lost woods. Taking your ability to explore away by introducing invisible walls that reset your position is a drastic change from the rest of the game. The game doesn't let you learn how to safely traverse the woods, it simply turns it into trial and error gameplay.

There is a clue elsewhere. I forget who tells you, but someone does give you a hint about how the lost woods work.  Once you know this, there is no trial and error at all.  You know exactly where to go and how to do it.  I suppose you could also figure out this clue by being observant in the woods as well, but it took the clue for me to figure it out.

Ah, I looked it up with Google (already left the place anyway) nice way to do it. Too bad the invisible reset walls were too annoying to look for clues and once you notice the change starting you can map out and follow those walls. Lost woods aren't lost if it doesn't actually let you get lost. It's simply a more annoying version of a corridor. Seems I'm not the only one that missed the subtle clue and got there by trial and error.



SvennoJ said:
CladInShadows said:

There is a clue elsewhere. I forget who tells you, but someone does give you a hint about how the lost woods work.  Once you know this, there is no trial and error at all.  You know exactly where to go and how to do it.  I suppose you could also figure out this clue by being observant in the woods as well, but it took the clue for me to figure it out.

Ah, I looked it up with Google (already left the place anyway) nice way to do it. Too bad the invisible reset walls were too annoying to look for clues and once you notice the change starting you can map out and follow those walls. Lost woods aren't lost if it doesn't actually let you get lost. It's simply a more annoying version of a corridor. Seems I'm not the only one that missed the subtle clue and got there by trial and error.

I did it by trial and error too. I was like I know the smoke moving and the fire is involved. Than I was like. Okay, second section is different. I'll just keep trying. Got threw.



SvennoJ said:
Wyrdness said:

No dude the Lost Woods if anything is perfectly executed in BOTW, that area in previous games was always about navigating the correct path otherwise you get returned to the beginning that's how that area is supposed to be but was always relegated to corridor like sections, BOTW is by far the perfect incarnation of what the area was envisioned as and it has a simple solution to navigate through it that's not hard to figure out because the's a flat out clue given to you when you first try to navigate the area.

In that case it doesn't fit in Breath of the wild. Resetting is a bad cop out to restrict freedom of exploration.
Btw what is the simple solution to get to there from the start? First you need to circle around to find the approved entrance (playing without the map sucked in this case) You follow the torches until you get to 2 torches with a chest, and then what? I didn't see any clue, it was trial and error forging a path while putting markers down on the map. Sure when you get in there you get a clue to sniff out trees in one path, another is a simple corridor, the third one an AC style follow quest that didn't trigger right for me.

The rest of the games has much better solutions to up the difficulty of navigation and ways to make you feel lost. Lost woods stands out like a sore thumb like the Ciri corridor sections in TW3. Together with the Yiga clan hideout it's not fitting in with the rest of the game. It looks nice though, just let me actually get lost.

It's execution is fine an area protected by magic barriers that need to be navigated appropriately, the torches flat out tell you all you need the wind directs you along the correct path this is why the is a torch you can pick up and light at the second part so you can light it and follow the smoke, just stop to see where to go, it's simple enough to understand (I didn't even need the clue from an npc to figure it out) and it's not trial and error like you say.



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archer9234 said:
SvennoJ said:

Ah, I looked it up with Google (already left the place anyway) nice way to do it. Too bad the invisible reset walls were too annoying to look for clues and once you notice the change starting you can map out and follow those walls. Lost woods aren't lost if it doesn't actually let you get lost. It's simply a more annoying version of a corridor. Seems I'm not the only one that missed the subtle clue and got there by trial and error.

I did it by trial and error too. I was like I know the smoke moving and the fire is involved. Than I was like. Okay, second section is different. I'll just keep trying. Got threw.

Pick up and light the torch on the ground, that's what it was there for.



When I did the lost woods, I just walked slowly. Whenever I heard laughter and the fog rolled in, I just ran backwards. The laughter stopped and the fog went away. Then, I tried another way. Got through in no time.



archer9234 said:
Wyrdness said:

No dude the Lost Woods if anything is perfectly executed in BOTW, that area in previous games was always about navigating the correct path otherwise you get returned to the beginning that's how that area is supposed to be but was always relegated to corridor like sections, BOTW is by far the perfect incarnation of what the area was envisioned as and it has a simple solution to navigate through it that's not hard to figure out because the's a flat out clue given to you when you first try to navigate the area.

Didn't really care for the smoke aspect. I liked the way OOT did it, with music volume and tree tunnels. You can say it was cleaner. So that you didn't have a lot of stuff look out for.

It wasn't as smooth in OOT, you had to walk up to each tunnel to find out which way was correct.  With botw, *SPOILER* you held up a torch and followed the smoke.  



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SvennoJ said:
Hynad said:

Lol. Is that your first experience with the Lost Woods in any Zelda game?

That's not "completely different gameplay". Gameplay and control mechanics don't change at all.  You just need to know how to traverse the Lost Woods, hence the name of that place. xD

 

Wyrdness said:

I'm guessing you're not familiar with how the lost woods work in the series then, it's a good translation of the area into a open world game.

There are better ways to handle being lost like taking the radar away as in the sandstorm, or reduce your visibility as in the ruins near the lost woods. Taking your ability to explore away by introducing invisible walls that reset your position is a drastic change from the rest of the game. The game doesn't let you learn how to safely traverse the woods, it simply turns it into trial and error gameplay.

The lost woods has always been a maze, where if you make the wrong turn you have to start over.  It's never been as smooth as botw though.



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pokoko said:

I don't usually like it when they do that.  That's one of the reasons I'm not a fan of boss battles in general.  

A good example is the first boss battle in Deus Ex: Human Revolution.  I'm playing the game with my character centered around stealth, which appears to be a primary option.  Pretty much every situation, you can get through silently.  Then, boom, by the way, forget all that because you have to beat this boss character in a straight fire-fight.  Your character isn't built or equiped for that?  Too bad.  I was really, really pissed off about that.

On the other hand, you have Blood Dragon, which probably had the most beautiful and elegant ending for a video-game ever.

The new Thief that came out a while back had boss battles that involved stealth. So I configured my game so that it would be game over if someone saw me. During the boss battle he throws fire arrows randomly around the room (lighting it up so if your close, you're seen and game over) and you have to do two seperate things on each side first before going to pick the lock on the door to get out. Was pretty tough but I finally managed to do it.