I agree with everything. I was excited to play AS Zelda, but it ultimately felt as though I was playing as an NPC. Tbh, I think the Swordfighter Form was what the echo system should have been. Instead of summoning monsters to fight for you, Zelda should have been using her magic to copy their traits and apply it to herself. This way, Might Crystals and Energy limit how much of it you can use, putting a focus on problem-solving instead of just summoning literally anything or a bed and waiting. It would also help keep the player actually engaged in combat. And without object echoes, solving puzzles would require more thought. Zelda could also be made less useless outside of the form, giving her a staff attack that replenishes energy on hit, adding another layer of complexity to the system. You could also experiment with costumes for actually useful abilities, like how dressing up as Sheik would give Zelda more of a combat focus at the expense of lowering your energy. Idk. Anything would have been better than what we got. Examples just in case: (in general, offensive echoes would give extra damage to her attacks based on Might level. The more Might Crystals you apply to her staff, the higher level echo she can use) Darknuts would slow Zelda down, but would add damage reduction and a sweep to her attacks. Lizalfos would give Zelda a dash attack that can cross horizontal gaps. Water Zols would make her player model grow in rainy conditions, giving Zelda more range and the ability to just walk over small gaps. Bokoblins would be more combat-focused, giving her ranged attacks or a sword and shield. Flying enemies would give her the ability to glide. Sea Urchins would give her a thorns effect that whenever an enemy damages her, she deals passive damage in return. etc. etc.
They just can't find the right balance between freedom and story-led gameplay. Bizarrely, this game frustrated me both with the story being overly dominating (e.g. long periods of un-skippable dialogue like in the Zora section) and sandbox elements which makes large parts of dungeons and puzzles redundant. It seems they feel they have to do the latter so the game is 'unbreakable' - how can you 'break' a game that gives you almost complete freedom over how you solve the puzzles?
Nice to hear you talk about Zelda and stuff the constant between the two approaches is just interesting to hear about (loved your Wonder video I found too btw). The new 2D Zelda game does look very BOTW/TOK like. Looks short but fun to traverse, travel seems seemless from some gameplay I saw and the short game might make it so the experimentation aspect keeps you engaged throughout the game, especially since most of the map is new unlike TOK. Dungeons seem not great unfortunately based on what I’m hearing. I was hoping dungeons might look better as the game progresses.
Echoes of Wisdom felt off after about 5 hours of playtime for me, It felt as if the game was trying to be a baby Breath of the Wild and I severely dislike that. The dungeons have been absolutely mutilated and ruined, the goddamn awful UI was brought back, and to top it all off, they made the game so unbelievably baby. Kirby and the Forgotten Land was harder then this game. Even though time and time again Zelda used to prove itself as the hardest IP, out of Nintendo's big three (Mario, Pokemon, and Zelda). I have been a fan of this series ever since I was 7 years old and I didn't at all care that I sucked at the game because I was still having fun! Kids really don't *need* to be babied by having awfully easy puzzles and a cooking system that is so braindeadly (This is a (REAL) word) designed that I think the guy that came up with it must have been on the stuff that Walter White was cooking. I am so annoyed at how the Zelda team chose to fix almost none of the issues I had with BOTW and TOTK that I am certain that I could make better designed Dungeons, UI, and Health system then they did with this game. Everything feels half baked and doesn't feel like any major thought was put into how they wanted the player to play the game, It feels flat out lazy and unpolished. They even reused multiple bosses, MULTIPLE TIMES, And even a few from other games...!? They had years to cook this game up some actual *new* content and yet they still reused so many bosses from other games. Christ, it seems like the Zelda team has a Metroid and Mario problem. Even saying this, I still enjoyed the game quite a bit. one of the biggest flaws for me was the combat yet After I put some limits on myself and only used automatons, I did start enjoying it a lot more. That being said you shouldn't NEED to place limits on yourself to have fun, the game should just be *FUN* (Shocker, I know). The music was also really, really fantastic, It's up there with Majora's Mask for me. Which is saying a lot because I really like that game's music. The river River Zora Village theme is PEAK. The story was pretty good in my opinion. It lacks any sort of continuity, but for what it is, I like it. It's nothing ground breaking but I thought it was a nice enough story. Great video, Goof has knocked it out of the park with this video. Great job Goof. Ima go Skibidi a Rizz real quick. "Bye Bye"
My issue with the premise and framing of this supposedly Zelda focused game is... she's useless. She walks around and gets Tri to summon things for her and can't do a single thing for herself. Why is she here when the little lemon bitch could just be doing all this on his own? If she can use the rod to make Tri do things surely Tri can just do that anyway. When I think of playable Zelda I think of the abilities she's shown in past games, most prominently magic and archery, and also that cool fencing Zelda from Warriors. This Zelda can't do anything without transforming into fucking Link! Why??? I wanted an exploration of the unique things Zelda can bring to the table, the little twists on the classic formula, a different style, a different perspective. I got a damn talking magic lemon.
> can't do a single thing for herself But the decision to summon things (what + where) / using Bind strategically is Zelda's? Also, when Tri's rod is taken away (in Faron's storyline), Zelda can't create echoes or ask Tri to do it until the rod is taken back. So for all we know the rod requires a user, and Tri couldn't use echo arbitrarily like how Zelda did. > I wanted an exploration of the unique things Zelda can bring to the table By the same token, there's nothing unique about Link: a generic swordman.
@@soraweep I think OP may be commenting on how Zelda as a character lacks agency. Zelda really has no unique intrinsic abilities other than being the priestess of legend. Link's sword is not hers, Swordfighter form is an extension of Link's abilities, and she's entirely reliant on Tri's echo ability and for echoes to fight for her, therefore the point still stands. I think she is useful in some way; as you said the Tri rod probably needs a user in order to be used, and Zelda fills that role. Also, her ability to puzzle solve (though not unique as Link can puzzle solve as well, but that's another point on its own) is crucial for her journey, but at the same time she is pretty useless as a character because she is wholly reliant on others' abilties rather than her own as in previous entries. Yeah Link relies on items as well but the difference is that he has more agency with them and can control how they are used and can inflict direct damage with them, which Zelda can't really do. Even with all her tools at her disposal she still feels like damsel in distress, and I think the fight with Null captures that fairly well with how little direct involvement she has during that fight. For Link, acquiring new items and abilities are a mark of progression and growth for the character; Zelda doesn't have that either. At the end of her journey, she loses the ability to use the Tri rod and doesn't have Swordfighter anymore. She's the same at the end as she was in the beginning and doesn't grow as a character.
Echoes of a Good Zelda Game. It's a great "starter Zelda," but I can't help but feel that it was was a huge missed opportunity to finally give us good 2D dungeons again.
I loved Breath of the Wild but even halfway through TOTK I’m getting a little tired of it. My all time favorite will always be majoras mask and that is a game made with the exact same assets with a game I love but not equally. Twilight princess and link between worlds were my introduction to Zelda as a kid I think I’m a little spoiled. I’m ready for something else and I don’t feel like Zelda is going to linger here much longer with its mind numbing amount of simple puzzles instead of ones that actually make you feel like you’re inside a giant puzzle box.
Maybe to make puzzles better and to balance puzzles and combat while keeping the base system present here there should be less things that you can copy and copy items are meant to complete puzzles in dungeons. So you don’t have a Sticker star situation in having the player have no idea what they might need before a puzzle pops up the item or items that might be needed in a dungeon or multiple dungeons can be hinted at and it’s up to the player to figure out where to find it and or what it is based on the hints given and how this items use is important for the dungeon. Of course the items would be more interesting then say a rock or a statue. Items have already been important to dungeons in the past but now their just something you’d have to find while exploring the world prior. As for combat you could keep Zelda’s ability to copy and summon monsters for combat and separate battle copy items or puzzle copy items and remove her ability to copy most objects and some monsters are more or less effective than others as bosses have weaknesses to certain types of attacks. Let’s say you control a summon and it has a set hp and you also have cooldown before you can summon another battle monster and you can only use one battle copy item at a time. Maybe when a monster Zelda summons dies she has to avoid attacks until the cooldown timer ends to make it so she’s doing more than just summoning she also needs to evade attacks when her summon goes down. As for puzzle copy items there would be a limit too so you cant break a puzzle by summoning enough in number of an item.
Alright. To start I just want to preface that I was going into this game a bit skeptical coming off the insane disappointment from my previous Zelda experience with TotK, and had even higher expectations because as I mentioned in a stream, I much prefer 2D Zelda to 3D Zelda to begin with That being said, I will just come out and say that I was ultimately disappointed yet again to the point that I didn't even bother finishing the game this time around. I've just been letting my fiancée play through the rest of it. At this point I've come to the realization that I much prefer the classic formula over whatever Nintendo is doing nowadays, even if I played numerous games with the old formula. It just doesn't get stale for me. This new formula CANNOT facilitate clever puzzle design due to the developers wanting ultimate player freedom and I knew this was going to be an issue once I started exploring the open world and found out I could easily circumvent navigation by stacking beds and by how often I saw the same type of "puzzles" repeated multiple times throughout Combat wasn't an issue at first but it didn't take long for me to get annoyed at waiting around for the echoes to attack enemies and much like you, once I found an echo I liked, I stuck with them for the rest of my playtime (blue moblin and spear moblins). Beds? Don't get me started on the beds. I can't tell you how many times I just dropped down a bed in the middle of a boss fight and healed back up to full. I never even crafted a potion a single time throughout the game besides the one needed for the Gerudo rift quest Dungeons were way too linear for me. Indivdual puzzle after individual puzzle after individual puzzle. One room to the next room, to the the next room and so on. The reason I prefer the 2D games is that they seem to have more maze like structure to their dungeons and have a sense of progression when the dungeon item recontextualizes how you interact with the dungeon as a whole All in all, I thought them going open world for a 2D Zelda game (I haven't played ALBW) was an interesting idea, but again it fell flat for me due to the severe lack of level/world progression that this new formula has and the dungeons pale in comparison to the other 2D games. I hate to say it but after being disappointed twice in a row now I don't think I'll be looking forward to the next new Zelda game if they stick with this formula
Seems to be a step in the right direction after totk, i still think the ideal zelda game is somewhere in between oot and botw. I know it’s possible but they keep using this open puzzle design that I cant stand. If every puzzle has infinite solutions then every puzzle has one solution.
I know a lot of people are likely still enamored with the sandbox of BotW/TotK. I never was. I had some fun with BotW but it was among my least liked Zelda games. Then came TotK and it _is_ my least liked. For all the things they "fixed" like having villages actually feel like notable locations and having actual characters, they still fumbled the concept of dungeons and the building/manipulating tool kind of ruined the experience for me. And absolutely, I like puzzles that have intention to them. I'd be fine if there were two or even three intended solutions, based on things you have on hand or risks you'd be willing to take (like damage boosts). But a free-for-all where you can basically bullsh-t your way through any and all puzzles gets old really fast. Which sucks when it's an open world game meant to eat up your time with time-wasting mechanics as the foundation for all open-world games. Echoes of Wisdom was a better experience, but yeah it does still suffer from a lot of the same fundamental "took kit" problems of those other two games. And I was kind of surprised that they found a way to make the Link To The Past map feel dull and flat. Like, it's literally made from 3-dimensional polygons, but still... secrets are easily solved/obtained whenever you first happen upon them and are usually some useless consumable. I had something like 2k rupees by the time I was halfway through and there's just no need for that many. It has a similar mechanic as the Breath/Tears outfits but now they're mostly charms -- and again just give slight numerical changes like damage taken, swim speed, or air time, jump height, etc. No changes to gameplay, nothing _new._ You can get a horse, but I don't know why. But, the copy mechanic at least has the potential for progression rather than an unchanging toolkit. But it feels lazy. Not enough care was put in to create limitations to be overcome. It's a LoZ game in the visual style of the Link's Awakening remake. But it hews too closely to the modern, uninspired approach to the franchise. I'd like to get a remake on Switch (or Switch 2, I guess) for Twilight Princess and/or Windwaker since I didn't get a WiiU back in the day. I expect we'll see more of the BotW/TotK approach in the future because the _money_ was really good for Nintendo. But creatively they really need to do something different. Going back to only linear would make me happy but honestly they need to thread the gap between the two. Have a strong story and more _designed_ game experience, but with physics _toys_ streamers can show off to help sell the game to their audiences. Add in some actual _progression items_ and I think that could work. Have curated dungeons with bespoke solutions to puzzles, have a _good_ story.... and let people build stupid stuff in a part of the game (but make it skippable for those of us super not interested?). Yeah, this is why I still feel BotW should have been a new IP. Because now there's a very divided fan base.
@@Caitlin_TheGreat If you haven’t played played Twilight Princess then I would absolutely recommend it. It think it has the best lineup of dungeons in the series.
idk if it’s just youtubers who happen to love to nit pick or i’m easy to please because most of the gripes I see in these videos didn’t even cross my mind
I think you had a little too high expectations of this game. Many parts weren't really advanced and it was by no means a hard game, in fact it was really easy. But I personally, still found a lot of enjoyment in it, and it was probably because I barely had any expectations. That said it's fine if you did have expectations, but I think this wasn't a game meant to be very complex and if the devs wanted they could definitely worked around the designes of the puzzles. While I agree that some areas were pretty badly designed (the water temple which you can literally beat in 5 miniutes) overall I personally think they were pretty well done. they were not very complex, not in the slightest, but overall it was a solid experience. If you like the more linear puzzles then this game really isn't for you, but if you can appreciate these more open puzzles this is definitely a game for you, just like you said. I have one big complaint though. The bosses were WAY too easy. I never even once felt like I was about to die, and I never did die to a boss. The final boss in particular felt like they didn't even try to make it challenging.
I don't really think I had that high of expectations to be honest. I mean I didn't even keep track of it's release date until a week before it came out. So I think it's more so that the game just isn't for me than anything else, and this video is just me explaining why.
@@OChunks Isn't Hero mode just that you take double damage? Sure it would be a bit harder but still not hard as this was way too easy and hero mode will be how I expected it to be from the beggining. The hard mode of the game shouldn't be what otherwise would be normal mode
I agree with everything. I was excited to play AS Zelda, but it ultimately felt as though I was playing as an NPC. Tbh, I think the Swordfighter Form was what the echo system should have been. Instead of summoning monsters to fight for you, Zelda should have been using her magic to copy their traits and apply it to herself. This way, Might Crystals and Energy limit how much of it you can use, putting a focus on problem-solving instead of just summoning literally anything or a bed and waiting. It would also help keep the player actually engaged in combat. And without object echoes, solving puzzles would require more thought. Zelda could also be made less useless outside of the form, giving her a staff attack that replenishes energy on hit, adding another layer of complexity to the system. You could also experiment with costumes for actually useful abilities, like how dressing up as Sheik would give Zelda more of a combat focus at the expense of lowering your energy. Idk. Anything would have been better than what we got.
Examples just in case:
(in general, offensive echoes would give extra damage to her attacks based on Might level. The more Might Crystals you apply to her staff, the higher level echo she can use)
Darknuts would slow Zelda down, but would add damage reduction and a sweep to her attacks.
Lizalfos would give Zelda a dash attack that can cross horizontal gaps.
Water Zols would make her player model grow in rainy conditions, giving Zelda more range and the ability to just walk over small gaps.
Bokoblins would be more combat-focused, giving her ranged attacks or a sword and shield.
Flying enemies would give her the ability to glide.
Sea Urchins would give her a thorns effect that whenever an enemy damages her, she deals passive damage in return.
etc. etc.
They just can't find the right balance between freedom and story-led gameplay. Bizarrely, this game frustrated me both with the story being overly dominating (e.g. long periods of un-skippable dialogue like in the Zora section) and sandbox elements which makes large parts of dungeons and puzzles redundant. It seems they feel they have to do the latter so the game is 'unbreakable' - how can you 'break' a game that gives you almost complete freedom over how you solve the puzzles?
Nice to hear you talk about Zelda and stuff the constant between the two approaches is just interesting to hear about (loved your Wonder video I found too btw). The new 2D Zelda game does look very BOTW/TOK like. Looks short but fun to traverse, travel seems seemless from some gameplay I saw and the short game might make it so the experimentation aspect keeps you engaged throughout the game, especially since most of the map is new unlike TOK. Dungeons seem not great unfortunately based on what I’m hearing. I was hoping dungeons might look better as the game progresses.
Another masterclass of a video
Glazing as always 🙄🙄🙄
@@egg_64. that's what he pays me the big bucks for
ily
The cold open was a delight (that Zelda grabbing a piece of heart while aflame bit)
Echoes of Wisdom felt off after about 5 hours of playtime for me, It felt as if the game was trying to be a baby Breath of the Wild and I severely dislike that. The dungeons have been absolutely mutilated and ruined, the goddamn awful UI was brought back, and to top it all off, they made the game so unbelievably baby. Kirby and the Forgotten Land was harder then this game. Even though time and time again Zelda used to prove itself as the hardest IP, out of Nintendo's big three (Mario, Pokemon, and Zelda).
I have been a fan of this series ever since I was 7 years old and I didn't at all care that I sucked at the game because I was still having fun! Kids really don't *need* to be babied by having awfully easy puzzles and a cooking system that is so braindeadly (This is a (REAL) word) designed that I think the guy that came up with it must have been on the stuff that Walter White was cooking.
I am so annoyed at how the Zelda team chose to fix almost none of the issues I had with BOTW and TOTK that I am certain that I could make better designed Dungeons, UI, and Health system then they did with this game. Everything feels half baked and doesn't feel like any major thought was put into how they wanted the player to play the game, It feels flat out lazy and unpolished.
They even reused multiple bosses, MULTIPLE TIMES, And even a few from other games...!? They had years to cook this game up some actual *new* content and yet they still reused so many bosses from other games. Christ, it seems like the Zelda team has a Metroid and Mario problem.
Even saying this, I still enjoyed the game quite a bit. one of the biggest flaws for me was the combat yet After I put some limits on myself and only used automatons, I did start enjoying it a lot more. That being said you shouldn't NEED to place limits on yourself to have fun, the game should just be *FUN* (Shocker, I know). The music was also really, really fantastic, It's up there with Majora's Mask for me. Which is saying a lot because I really like that game's music. The river River Zora Village theme is PEAK.
The story was pretty good in my opinion. It lacks any sort of continuity, but for what it is, I like it. It's nothing ground breaking but I thought it was a nice enough story.
Great video, Goof has knocked it out of the park with this video. Great job Goof.
Ima go Skibidi a Rizz real quick. "Bye Bye"
My issue with the premise and framing of this supposedly Zelda focused game is... she's useless. She walks around and gets Tri to summon things for her and can't do a single thing for herself. Why is she here when the little lemon bitch could just be doing all this on his own? If she can use the rod to make Tri do things surely Tri can just do that anyway.
When I think of playable Zelda I think of the abilities she's shown in past games, most prominently magic and archery, and also that cool fencing Zelda from Warriors. This Zelda can't do anything without transforming into fucking Link! Why???
I wanted an exploration of the unique things Zelda can bring to the table, the little twists on the classic formula, a different style, a different perspective.
I got a damn talking magic lemon.
Agreed
> can't do a single thing for herself
But the decision to summon things (what + where) / using Bind strategically is Zelda's?
Also, when Tri's rod is taken away (in Faron's storyline), Zelda can't create echoes or ask Tri to do it until the rod is taken back. So for all we know the rod requires a user, and Tri couldn't use echo arbitrarily like how Zelda did.
> I wanted an exploration of the unique things Zelda can bring to the table
By the same token, there's nothing unique about Link: a generic swordman.
That's like saying cappy could have completed all of Mario odyssey by itself and Mario was useless...
@@soraweep I think OP may be commenting on how Zelda as a character lacks agency. Zelda really has no unique intrinsic abilities other than being the priestess of legend. Link's sword is not hers, Swordfighter form is an extension of Link's abilities, and she's entirely reliant on Tri's echo ability and for echoes to fight for her, therefore the point still stands.
I think she is useful in some way; as you said the Tri rod probably needs a user in order to be used, and Zelda fills that role. Also, her ability to puzzle solve (though not unique as Link can puzzle solve as well, but that's another point on its own) is crucial for her journey, but at the same time she is pretty useless as a character because she is wholly reliant on others' abilties rather than her own as in previous entries. Yeah Link relies on items as well but the difference is that he has more agency with them and can control how they are used and can inflict direct damage with them, which Zelda can't really do. Even with all her tools at her disposal she still feels like damsel in distress, and I think the fight with Null captures that fairly well with how little direct involvement she has during that fight.
For Link, acquiring new items and abilities are a mark of progression and growth for the character; Zelda doesn't have that either. At the end of her journey, she loses the ability to use the Tri rod and doesn't have Swordfighter anymore. She's the same at the end as she was in the beginning and doesn't grow as a character.
I really like this game & 100% agree with all your points, especially the fast travel, I don't even use the horse
Echoes of a Good Zelda Game. It's a great "starter Zelda," but I can't help but feel that it was was a huge missed opportunity to finally give us good 2D dungeons again.
I think thankfully, they seem to have done everything they want with this formula of Zelda.
I loved Breath of the Wild but even halfway through TOTK I’m getting a little tired of it. My all time favorite will always be majoras mask and that is a game made with the exact same assets with a game I love but not equally. Twilight princess and link between worlds were my introduction to Zelda as a kid I think I’m a little spoiled. I’m ready for something else and I don’t feel like Zelda is going to linger here much longer with its mind numbing amount of simple puzzles instead of ones that actually make you feel like you’re inside a giant puzzle box.
@@atlasrains I suspect they’ll keep going with it until we reach Skyward Sword levels of redundancy and disengagement from the fans.
Isn’t it weird that electricity used to be green in botw, but in totk it’s yellow?
So i wasn't crazy
I've gone back to play Link's Awakening and the electric balls are also yellow in that game
Combat:😴🛌😴🛌😴🛌😴
Game: 👶👶👶
Enjoyment: 🤷♂
Thx for your review
Nice Animorphs thumbnail for the video!
Maybe to make puzzles better and to balance puzzles and combat while keeping the base system present here there should be less things that you can copy and copy items are meant to complete puzzles in dungeons. So you don’t have a Sticker star situation in having the player have no idea what they might need before a puzzle pops up the item or items that might be needed in a dungeon or multiple dungeons can be hinted at and it’s up to the player to figure out where to find it and or what it is based on the hints given and how this items use is important for the dungeon. Of course the items would be more interesting then say a rock or a statue. Items have already been important to dungeons in the past but now their just something you’d have to find while exploring the world prior. As for combat you could keep Zelda’s ability to copy and summon monsters for combat and separate battle copy items or puzzle copy items and remove her ability to copy most objects and some monsters are more or less effective than others as bosses have weaknesses to certain types of attacks. Let’s say you control a summon and it has a set hp and you also have cooldown before you can summon another battle monster and you can only use one battle copy item at a time. Maybe when a monster Zelda summons dies she has to avoid attacks until the cooldown timer ends to make it so she’s doing more than just summoning she also needs to evade attacks when her summon goes down. As for puzzle copy items there would be a limit too so you cant break a puzzle by summoning enough in number of an item.
Alright. To start I just want to preface that I was going into this game a bit skeptical coming off the insane disappointment from my previous Zelda experience with TotK, and had even higher expectations because as I mentioned in a stream, I much prefer 2D Zelda to 3D Zelda to begin with
That being said, I will just come out and say that I was ultimately disappointed yet again to the point that I didn't even bother finishing the game this time around. I've just been letting my fiancée play through the rest of it. At this point I've come to the realization that I much prefer the classic formula over whatever Nintendo is doing nowadays, even if I played numerous games with the old formula. It just doesn't get stale for me. This new formula CANNOT facilitate clever puzzle design due to the developers wanting ultimate player freedom and I knew this was going to be an issue once I started exploring the open world and found out I could easily circumvent navigation by stacking beds and by how often I saw the same type of "puzzles" repeated multiple times throughout
Combat wasn't an issue at first but it didn't take long for me to get annoyed at waiting around for the echoes to attack enemies and much like you, once I found an echo I liked, I stuck with them for the rest of my playtime (blue moblin and spear moblins). Beds? Don't get me started on the beds. I can't tell you how many times I just dropped down a bed in the middle of a boss fight and healed back up to full. I never even crafted a potion a single time throughout the game besides the one needed for the Gerudo rift quest
Dungeons were way too linear for me. Indivdual puzzle after individual puzzle after individual puzzle. One room to the next room, to the the next room and so on. The reason I prefer the 2D games is that they seem to have more maze like structure to their dungeons and have a sense of progression when the dungeon item recontextualizes how you interact with the dungeon as a whole
All in all, I thought them going open world for a 2D Zelda game (I haven't played ALBW) was an interesting idea, but again it fell flat for me due to the severe lack of level/world progression that this new formula has and the dungeons pale in comparison to the other 2D games. I hate to say it but after being disappointed twice in a row now I don't think I'll be looking forward to the next new Zelda game if they stick with this formula
holy skibidi
I did like the dungeons in this game, but my personal favorite is probably a link between worlds or twilight princess I’m not sure
Seems to be a step in the right direction after totk, i still think the ideal zelda game is somewhere in between oot and botw. I know it’s possible but they keep using this open puzzle design that I cant stand. If every puzzle has infinite solutions then every puzzle has one solution.
The water block is way too op. It can do everything a bed can (except healing) but better
2:10 To be fair that one's from OoT
Yea but the look is more derivative of Totk
I know a lot of people are likely still enamored with the sandbox of BotW/TotK. I never was. I had some fun with BotW but it was among my least liked Zelda games. Then came TotK and it _is_ my least liked. For all the things they "fixed" like having villages actually feel like notable locations and having actual characters, they still fumbled the concept of dungeons and the building/manipulating tool kind of ruined the experience for me. And absolutely, I like puzzles that have intention to them. I'd be fine if there were two or even three intended solutions, based on things you have on hand or risks you'd be willing to take (like damage boosts). But a free-for-all where you can basically bullsh-t your way through any and all puzzles gets old really fast. Which sucks when it's an open world game meant to eat up your time with time-wasting mechanics as the foundation for all open-world games.
Echoes of Wisdom was a better experience, but yeah it does still suffer from a lot of the same fundamental "took kit" problems of those other two games. And I was kind of surprised that they found a way to make the Link To The Past map feel dull and flat. Like, it's literally made from 3-dimensional polygons, but still... secrets are easily solved/obtained whenever you first happen upon them and are usually some useless consumable. I had something like 2k rupees by the time I was halfway through and there's just no need for that many. It has a similar mechanic as the Breath/Tears outfits but now they're mostly charms -- and again just give slight numerical changes like damage taken, swim speed, or air time, jump height, etc. No changes to gameplay, nothing _new._ You can get a horse, but I don't know why.
But, the copy mechanic at least has the potential for progression rather than an unchanging toolkit. But it feels lazy. Not enough care was put in to create limitations to be overcome.
It's a LoZ game in the visual style of the Link's Awakening remake. But it hews too closely to the modern, uninspired approach to the franchise.
I'd like to get a remake on Switch (or Switch 2, I guess) for Twilight Princess and/or Windwaker since I didn't get a WiiU back in the day.
I expect we'll see more of the BotW/TotK approach in the future because the _money_ was really good for Nintendo. But creatively they really need to do something different. Going back to only linear would make me happy but honestly they need to thread the gap between the two. Have a strong story and more _designed_ game experience, but with physics _toys_ streamers can show off to help sell the game to their audiences. Add in some actual _progression items_ and I think that could work. Have curated dungeons with bespoke solutions to puzzles, have a _good_ story.... and let people build stupid stuff in a part of the game (but make it skippable for those of us super not interested?).
Yeah, this is why I still feel BotW should have been a new IP. Because now there's a very divided fan base.
@@Caitlin_TheGreat If you haven’t played played Twilight Princess then I would absolutely recommend it. It think it has the best lineup of dungeons in the series.
idk if it’s just youtubers who happen to love to nit pick or i’m easy to please because most of the gripes I see in these videos didn’t even cross my mind
that thumbnail reminds me of animorphs
I think you had a little too high expectations of this game. Many parts weren't really advanced and it was by no means a hard game, in fact it was really easy. But I personally, still found a lot of enjoyment in it, and it was probably because I barely had any expectations. That said it's fine if you did have expectations, but I think this wasn't a game meant to be very complex and if the devs wanted they could definitely worked around the designes of the puzzles. While I agree that some areas were pretty badly designed (the water temple which you can literally beat in 5 miniutes) overall I personally think they were pretty well done. they were not very complex, not in the slightest, but overall it was a solid experience. If you like the more linear puzzles then this game really isn't for you, but if you can appreciate these more open puzzles this is definitely a game for you, just like you said. I have one big complaint though. The bosses were WAY too easy. I never even once felt like I was about to die, and I never did die to a boss. The final boss in particular felt like they didn't even try to make it challenging.
I don't really think I had that high of expectations to be honest. I mean I didn't even keep track of it's release date until a week before it came out. So I think it's more so that the game just isn't for me than anything else, and this video is just me explaining why.
Were you playing on hero mode?
@@OChunks No, I’m gonna start that playthrough soon.
@@Mazhypic Well that's why it was so easy, you were essentially playing on easy mode.
@@OChunks Isn't Hero mode just that you take double damage? Sure it would be a bit harder but still not hard as this was way too easy and hero mode will be how I expected it to be from the beggining. The hard mode of the game shouldn't be what otherwise would be normal mode