My favorite subtle change is how in ToTK, if your inventory is full and you open a chest, it automatically opens the menu so you can swap something out. I find that quite helpful --- saves me the time and energy of having to go into my menu manually, throw something away, and then reopen the chest.
The log balancing animation was likely removed due to the Ultrahand crafting often using logs and lumber, having Link enter the balancing animation for a wide raft made out of logs would just be weird so removing it makes sense.
There's also the fact that due to trees being frequent makeshift bridges in BOTW (like on the Great Plateau), maybe he's had enough practice to not need his arms to balance.
It seems no one notices the improved sound engine in this game. Sounds are more prevalent with various actions such as rolling a boulder down a hill. Sounds also muffle with distance, especially with things like horse galloping, lightning, and explosions.
I haven't noticed that, probably because i have been playing on docked mode (i had never done that before!) but i do find the sounds to be slightly unfamiliar, has the ambient changed too?
I also noticed that when you jump into a body of water from a great height, it actually creates water droplets that rain down that can be more or less depending on how high you jumped from. I don’t think that was in botw.
Love all these little changes! The only thing that bothers me in ToTK is how some NPCs who are supposed to recognize us do not. It’s the same thing for how the Divine Beasts, the Sheikah Towers, the Sheikah Slate and the sanctuaries just disappeared without anyone making any comment about it, there’s not even some easter eggs about them or even marks :/
the only thing even slightly mentioning the divine beasts that i saw had to do w a quest given by symin in the school in hateno. even then no one rlly says anything ab them directly it just shows a slab w the history of it on it 🥲
If you know where they were, some structures left a mark, although not a very big one. The pilars around the castle for example. I assume there might be an explanation later on, but yeah this is weird. Anyone knows how much time passed between the 2 games ?
@@williamcharestrail weird. I guess they disappear after the end of Botw. After several years and with the ongoing events, people would not talk about them much. If I remember correctly, there is still a few broken guardians. So they did not just disappear, I guess Hylians just cleaned the whole place up.
I think they might've removed the log balancing animation due to Ultrahand creations. Would be weird if he kept balancing himself on a log raft for example.
Implimenting a balancing animation that triggers only on isolated logs probably wouldn't have been hard to do, but it wouldn't have made much sense in a game where the player is expected to push Link's balance skills far beyond log traversal. TotK pretty much encourages the player to put Link on awkward geometry. And making Link do a balancing animation whenever he touches any narrow footing would not have been very elegant looking. So I could see why they did not try to make Link do any supplementary "state" animations. Frankly, the fact they manage to keep Link's feet from clipping on frantically flippy wooden plank contraptions is kinda amazing in of itself.
@@Graphomite Makes sense. And yeah, I'm also very impressed at how consistent the physics and hitboxes are with how maleable the objects are. It gets wonky at times, but rarely I've seen it break.
Something I noticed is that when you run out of stamina and it's recharging, if you go in water you can swim with however much red recharged instead of instantly drowning until it fully recharged. At least, this was the case with gliding.
I seen that. Such a subtle yet huge change. God, this is the game they wanted to make when they envisioned BotW. They just needed the first game to create the framework.
I saw that you can actually climb a bit, fall in the water, swim a bit, and repeat it several times, if the body of water you are in allow it. Swim, climb, fall, swim, climb, fall... Slow but working. Probably not game breaking but maybe it could be used somewhere.
the change from greenish yellow to pure yellow lightning and electric effects was 100% a good one, and lightning is SO much more dramatic and dynamic. riding through a thunderstorm on your horse now makes it feel like death is after you, but in a cool way?
They implimented a lot of complex new lighting effects into TotK. Particularly shadow and moving-light effects, since TotK impliments the use of darkness way more.
Great info! Here's a little extra to go with some of them: Not only can Whistle Sprinting no longer be used, it punishes you for trying it by draining your stamina faster. When pressing X to remove an item Link is holding, it actually removes whatever item is currently highlighted. So if you select a mushroom and then three meat, you can remove just the mushroom by highlighting it first. If you highlight an item he isn't holding, he won't remove anything. Not only do you get a message next to the gauge in unbearable temperatures, the gauge itself flashes red now. Turning completely red while standing in a fire was present in BOTW, though. I like to think he doesn't use his arms to balance anymore because he's walked on enough logs and tree trunks to not need to anymore.
Totally agree on that last bit; Link's done it so much at this point that he's figured out how to get up on the log and not raise his arms without losing his balance.
For clarity, stamina being drained rapidly isn't directly due to Whistle Sprinting's fixing, that's just what happens when you try to repeatedly tap the sprint button and was a thing in Breath of the Wild too
@@WhimsicottFanatic Yes, the initial press uses a chunk of stamina and then drains at a set rate after that, so hammering the button just caused that initial cost to rack up repeatedly.
While it might've been done without such meaning put into it, I like to think that the addition of fall animation, the removal of balancing-on-log animation and other small changes are indicating of how Link's relationship with height is changed. As if now he doesn't fear height after using paraglider for so long, and is now even more skilled when it comes to dealing with it.
I love this! It is a great point! My theory at least with the balancing on Tree’s change, is that it’s been a while since he lost his memory and skills. He now has most of them back and with such skills I guess doesn’t need to balance as much? Idk just thoughts
The “climbing out of water” animation has changed too! In TOTK Link puts one foot on the ledge before climbing out of water, but in BOTW he uses both hands to boost himself up. :)
@@apfeltorte7214 that might make sense if the animations were the other way around, but botw is the one where he uses both of his arms and has less “training”. also it doesn’t require that much arm strength in the first place, which is why i just think its something to do with the zonai arm maybe not grabbing the ground as well as his normal hand did, so he needs a boost from his leg instead of becoming stronger/weaker. but who knows? it could have no meaning at all
There are a few instances in TOTK where he is startled and turns his right side away and holds that arm back - he may not like using it because of how he lost the original arm or maybe because the zonai arm is *weird*
As someone who prefers to play without the minimap, I wish there were more detailed options for the HUD. I’d like to keep some of the elements, like hearts or tooltips, without needing to have everything else there too
@@mkv2718 Yeah! Pro Hud is great for immersion, but easy to get lost if you are constantly distracted. Especially in The Depths. Can't count how many times I checked my map to see where I was and where I'm heading.
I love the detail of when you land in water and the splash goes super high. Also I know it's not subtle but the ease at which you can take to the sky is incredible.
I love how the songs Link hums while cooking are all associated with the girls Link has met across the games. It’s sweet to think that he subconsciously thinks of them while cooking: a safe and relaxed activity.
Going from Tears of the Kingdom to that short clip of Ocarina of Time makes me nostalgic because Ocarina of Time was my first Zelda game and it’s nice to look back and realize how much the series has grown.
I asked a similar question when Breath of the Wild released, "Why'd they get rid of the epic dungeons, invigorating music, captivating story, and intriguing characters?" All in good fun though, I enjoy parts of Breath of the Wild and am mostly enjoying Tears of the Kingdom 😀
@@skeleman6088 Just so we're on same page, using the dictionary meaning - captivating: capable of attracting and holding interest In Breath of the Wild, everything important already happened and you're told the whole story on the Great Plateau. Instead of having interesting gameplay moments, you are just told the story through a cutscene. This immediately deflates interest. You don't experience the story, you're told the story and given all the powers straight away. There's no tension or motivation to mess with the story at all and the storytelling itself is bland. There's no imminent danger and most of Hyrule is prosperous. In Breath of the Wild most players just run around exploring and goofing off. Ganon just floats around until the player feels like fighting him. In previous Zelda games, the story slowly unravels and it gets more interesting over time, with the stakes growing exponentially. All of Link's outfits, weapons, and tools have important lore and significance to the story. The dungeons are not randomly stumbled upon, but part of the story-telling. Link often chases after someone trying to rescue them and ends up in the dungeon like in Wind Waker or Twilight Princess. Each and every dungeon are vitally important and progress the story in a meaningful way. In Breath of the Wild nothing matters. You aren't slowly introduced to powers, weapons don't matter anymore they just explode after a few hits, Link doesn't need to be anywhere in particular, Link doesn't need to do anything in a particular order. Part of this stems from open-world game design, but there are plenty of games that solved the issue of storytelling in open-world games. Don't let anyone of this deter you if you like the story in BotW, that's fine. I am already enjoying the tone and story of Tears of the Kingdom a lot more. I was hoping they would remedy a few more issues than they did, but TotK is decent so far
There's fluid simulations in the fog. When you are in a cave swing the sword or a spear, the fog moves like a fluid; move the camera upwards too, is an impressive detail that no one mentions.
I think the funniest part about the removal of whistle-sprinting is the fact that it was done in the most middle-finger way possible, since it now actually depletes your stamina _faster_ than if you just held down the sprint button.
A change related to #7 that I particularly like is that you can select things as quickly as you want in the menu in totk, while botw had this arbitrary roughly 1/4 second delay between selections. Also, it remembers your horses from botw! I discovered that just an hour ago.
I was so surprised to see my white and giant horses in TOTK ! And I now also have 2 Epona, since I used the amiibo in BOTW and in TOTK, without knowing the horses were saved
I wish my horses came over, but my last playthrough of BotW was on master. Horses are only transferred from the regular game, very disappointing Oh well, maybe they’ll transfer if they add a master mode to this game
I noticed that if you fall into water with no stamina, it will give you a little bit so you don't immediately drown. Useful if there's a cliff face next to the water you can exploit
I imagine the log walk was removed since it might be a little odd for him to walk that way on them when they're attached to various things with the new ultrahand ability, or he's just sturdier after a few years than he was during botw I dunno lmao
One subtle change as well is that if you shoot a multi-shot bow to the ground, then you can pick the arrow back but as one only to avoid arrow duplication
The falling animation change probably has to do with the new skydive animations. Link doesn't use the animation strictly going between sky and ground or ground and underground, just if he falls far enough, so this slight swap is probably related to the beginnings of that breakpoint where you can begin diving. As for the horse, while I'm sure they are in fact startled by splash, it doesn't help that the clip used to sample this had you shooting at chu jellies that were on their hooves. If the shot were to pierce through, the hoof would have gotten hit possibly startling the horse as a result.
i love it, i‘m a sucker for all the small animation details and have been looking for a video like this since release. TOTK looks, in retrospect, so much more dynamic.
5:10 Actually, it not discard the LAST item, but the item you WANT to be discarded. So you can discard the first one, just by selecting it and pressing X. Even better (dont need to redo all the adding) Sry for my english
I like to think of the log animation being removed as Link learning how to balance again after being asleep for 100 years 😌 he’s doing so well we’re all proud of him
I don't mind the removal of whistle sprinting. Sure it is helpful in the very early game but once you get access to horses and building vehicles it encourages uses of those traversal methods rather than just whistle sprinting everywhere, plus once you get enough stamina it is hardly missed
The overall meter will deplete the same amount over time, but will use up a larger amount when you first start sprinting and then slow down. So if you mash the button, it causes you to repeatedly take that starting drain.
@@dancefrance335 The time can be off by several minutes depending on where you are and what the time on your device is compared to RUclips's servers. View count is not live and updates once every so often, anywhere from every few minutes to an hour.
One added quality of life feature I like in TOTK is when opening a chest that contains an item you do not have remaining inventory slots for, and it lets you select and drop/keep something from your inventory without having to open the menu and start the chest opening animation all over again. It sounds inconsequential, but the time it saves adds up.
While Whistle Sprinting may not work in TotK, there have been other ways to get a similar result by doing Bow Sprint or R Sprint, except it doesn't refill Stamina when you do it, and the timing can be inconsistent at times to be effective, but it does seem to allow you to run a further distance with reduced stamina consumption.
I’m really glad they changed the rupees! Before, you had to actually touch them exactly, now you just have to be within several feet like any other item.
I would imagine that after having all of the guardians suddenly go berserk and rampage all over your cities, most people probably weren't too thrilled about that. After living in fear for a hundred years, they probably wanted to get that junk outta there as soon as the opportunity came up. Same thing with the divine beasts - do you really want giant weaponized mechs crawling around your city when they could turn on you at the drop of a hat?
Regarding Pro mode in HUD. Not only it hides your hearts but it also hide the Detector and the buff icon from food. And I've to admit I'm a bit puzzled by that, it make it less intuitive to use in Pro Mode
If it didnt remove everything it would be really frustrating the game looks and feels so much better with 0 clutter on screen, just you and this breathtaking world to explore
To be honest I don’t like all of the changes they made to horses in TOTK, they’re reactive to everything now including Zonai building and run away so much. They also greatly decreased the distance that horses will respond to a whistle, it’s really annoying
I think the whistle-sprint also drains more stamina than just running, if you try it in Tears of the Kingdom, due to the "normal" mechanic behind repeatedly tapping the Sprint button (the initial burst drains a lot of stamina, it evens out afterwards). So not only does it not work, it indirectly punishes you for trying.
Not sure if it's new with the update today, but you can actually chose which items to de-select when composing dishes, elexirs or just dumping stuff for fusions (I'm guessing you can fuse rupees now, hence the prompt). Just move the cursor over the object you want to remove and only that will be removed when pressing X
I think another difference I've noticed is that monsters seem to have a smaller agro radius. You can get a lot closer without them attacking/noticing you
7:34 for #10 this is likely because they added water as a usable element (fuse an opal - power of water - to a weapon) so water is an effect now. Idk if it does much tho, i haven’t really tested it on any enemies. It’s basically the same as fireballs but with water, likely for putting out fires. Edit: also star fragments on a weapon shoot these star light projectile things, idk what they do tho I haven't tried it yet.
to be honest not entirely sure if i’m a fan of having to grab rupees manually now, i really liked just sprinting over them and hearing them clinkle into my inventory. but that’s probably the only gripe i’ll have about the changes to this world and its mechanics 2:26 on the other hand, OUR BOY SINGS NOWWW omg this is my new favorite thing about totk
5:14 not only the last selected item. You can move choosing window onto the spot where any of things he's holding are in his eq, then decrease will remove that item, even if it's first or second
Tbh, I like that change. There were a couple times where I run around/by a ruppee and didn't pick it up, and had to go back. Now if you're in the general area of it you can just mash the button.
@@Kodan882 Yeah I agree that it's easier to pick up with just spamming A rather than running all around the rupee missing it if you're not exactly perfectly angled
There are actually people who play the game who would complain that they pick the money up automatically despite that being in every prior game, because it makes their no-money playthrough harder.
idk if this counts but Kakariko Village has removed the campfire that was near the Hylia Statue (Probably because it was so close to the cooking pot to begin with)
I was SO looking forward for the first video showing the differences between BotW and TotK. Can't wait to see more, 'Cause the game is a masterpiece and we cant see so much details while we are playing.
I knew something was weird about rupees that couldn't put my finger on. I guess it makes it more consistent with other items but I much prefer being able to run over them like in every other game. Pro mode having no hearts is also kind of odd it looked clean while still practical with just the hearts. Why not just make no hud a third new option?
A gossip stone in OoT says, "They say that players who select the HOLD option for Z-Targeting are the real "Zelda players"!" so they said git gud scrubs lol
@@dominicmoisant8393 I don't think I ever used the "Lock" option. It makes running away harder, especially since it seemed like more often than not tapping to un-target would select a different enemy instead of disengaging.
For holding items you can actually hover over an item you selected and press X to remove that item, so if you picked an apple first and other things after you can hover over the apple in the inventory and press x and it will remove the apple!
running stamina thing is less of a deal as you can build flying machines , cars , and even if you cant yet you can use towers and sky island to travel to shrines fast , there are so many new mobility options its your choice how you travel:) i like walking as you encounter monsters , npc , but if somone wants to rush something easy options are there , easiest avalible from start is bird and fan , and then you glide when it runs out , i unlocked a lot towers that way despite being fresh out of tutorial map
I still have to confirm it but i think they made it so that bigger objects that are falling from a greater height make a louder crash after hitting the ground. They also changed the way sounds are behind walls and distance.
Quieres otra "no tan sutil" diferencia? En BotW cuando tienes aproximadamente 200 flechas, los vendedores dejan de reponerlas y la mayoria de enemigos arqueros dejan de soltarlas al morir. En TotK quieren que uses mucho mas el arco, ya que sin buscarlo activamente, ya me ha salido el mensaje de "no te caben mas en la alforja"
Another difference between botw and totk is that in botw when you get a quest you completed beforehand, you’ll have the quest name and then the quest complete after, but for totk it just goes to the quest complete
07:49 I've seen a horse fall into water. It did swim and rescued itself! On land it did that shake off animation too. I'm sure, in your case it did it for the same reason: "Heck I'm wet!"
4:42 there are new alternatives, such as TTS (throw tap sprinting), bow sprinting and crouch sprinting, there are more, but bow sprinting is the easiest and crouch sprinting (while the hardest) the most efficient (fastest), linkus7 has a video about movement glitches with these whistle sprinting alternatives towards the end
I can't believe no one is pointing out the fact that Link just looks a lot cooler in TOTK. No hair tie, full mullet, pretty much has a sleeve tattoo and is just in total bamf mode.
But does link know if hes the reincarnation of other links? Or maybe all links are from the same family tree so possibly links great great great grandpa is also link🤔
@Boredom Studios He doesn't know about his previous reincarnations because he and Zelda had no idea how Ganondorf knew them and most likely didn't know who he was either. The problem is that Malon's song could only be passed down from child timeline and Marron's from the fallen. Twilight Princess is my second favorite zelda, but if someone prefers the fallen timeline I won't complain.
another nerf is with climbing, in botw if you were climbing any incline that wasn't completely vertical you could press b and start walking up it briefly and restore stamina, in totk if you press b you slip all the way down
This is still in the game, they just tweaked it. I think the degree on the angle needed to not slide is lower now. Plus, if you run out of stamina, you cannot effectively do this either way. Make sure you save that sliver.
Yeah, I've noticed it myself. You can still do it, but not on steep inclines. Makes me sad- I climbed all over Hebra using that running uphill trick in BOTW.
@@chrissysonicutdrloz Considering the moment options on TOTK it isnt a big nerf. My strat was to ultrahand rockets to my shield to get up things I didn't have the stam for.
I'm so hype I have to tell this, so I was just playing tears and I was just running around doing some exploring and it was night time so I see the dragon making his way to this chasm I'm like no way so he goes in the chasm and I'm at a tower so I sky sive off behind him and guys I rode the damn dragon down through the depths it was so fuckinnnnn awesome I haven't had such a hyped gaming moment like that in sooooo long!!!
I did it too last time i played! I saw Farosh flying in the distance, immediately ran to meet him. When i saw it was entering the chasm i said fck it and jumped down with it and i was so excited to discover that we can ride the dragons without dying everytime
@@mbii7667 yeah I rode it too I was so surprised and it really was a great experience it went down to the depths n that's when I seen that place for the first time they really did a great job qirh creating that area fr yo
My favorite subtle change is how in ToTK, if your inventory is full and you open a chest, it automatically opens the menu so you can swap something out. I find that quite helpful --- saves me the time and energy of having to go into my menu manually, throw something away, and then reopen the chest.
that's not a subtle change, but that is an awesome change
@@danielburgess5864 It's about as subtle as the other menu-related changes on this list, in my opinion.
Such a great QoL update.
Literally the biggest change I wanted for BoTW’s sequel. I was so happy it was included.
I like it but Im still not used to it. I keep spamming past it and having to reopen the chest or pressing the wrong button
The log balancing animation was likely removed due to the Ultrahand crafting often using logs and lumber, having Link enter the balancing animation for a wide raft made out of logs would just be weird so removing it makes sense.
There's also the fact that due to trees being frequent makeshift bridges in BOTW (like on the Great Plateau), maybe he's had enough practice to not need his arms to balance.
I like it because it's also a sign Link got better at balancing.
@@TheFirstRoyale Switch is now so stable thanks by all stability updates, so of course he's better on balancing now.
@@TheFirstRoyale that's just bullshit headcanon
@@NewsofPE It’s almost like having an imagination is a key part of enjoying fictional media, what a concept
It seems no one notices the improved sound engine in this game. Sounds are more prevalent with various actions such as rolling a boulder down a hill. Sounds also muffle with distance, especially with things like horse galloping, lightning, and explosions.
I never played botw with headphones on, but I _have_ noticed myself just vibing to the awesome ambience a few times!
I thought it was just because I bought a better pair of headphones
I haven't noticed that, probably because i have been playing on docked mode (i had never done that before!) but i do find the sounds to be slightly unfamiliar, has the ambient changed too?
I definitely noticed! That was one of the first things I noticed; the sounds are so much more crisp, and of a higher quality.
I like how if a big object hits the ground it doesn’t just make a little noise anymore
I also noticed that when you jump into a body of water from a great height, it actually creates water droplets that rain down that can be more or less depending on how high you jumped from. I don’t think that was in botw.
That was also in botw, but you didn’t see it that much
I think everybody noticed it! 😂
@@bottomgear5821no not to that degree
it was not! the very first difference I noted myself
@@leviathiane botw did have it but it was very slight there Not so intense and remarkable like in tears of
Love all these little changes! The only thing that bothers me in ToTK is how some NPCs who are supposed to recognize us do not. It’s the same thing for how the Divine Beasts, the Sheikah Towers, the Sheikah Slate and the sanctuaries just disappeared without anyone making any comment about it, there’s not even some easter eggs about them or even marks :/
This is my same exact issue, everything else is fine and I’m not trying to be disrespectful but what were the developers thinking???
the only thing even slightly mentioning the divine beasts that i saw had to do w a quest given by symin in the school in hateno. even then no one rlly says anything ab them directly it just shows a slab w the history of it on it 🥲
If you know where they were, some structures left a mark, although not a very big one. The pilars around the castle for example.
I assume there might be an explanation later on, but yeah this is weird. Anyone knows how much time passed between the 2 games ?
@@GerardMenvussa between 3-5 years people say, and there’s no explanation for the disappearance at all in the game according to what I’ve read online
@@williamcharestrail weird. I guess they disappear after the end of Botw. After several years and with the ongoing events, people would not talk about them much.
If I remember correctly, there is still a few broken guardians. So they did not just disappear, I guess Hylians just cleaned the whole place up.
I think they might've removed the log balancing animation due to Ultrahand creations. Would be weird if he kept balancing himself on a log raft for example.
Implimenting a balancing animation that triggers only on isolated logs probably wouldn't have been hard to do, but it wouldn't have made much sense in a game where the player is expected to push Link's balance skills far beyond log traversal. TotK pretty much encourages the player to put Link on awkward geometry. And making Link do a balancing animation whenever he touches any narrow footing would not have been very elegant looking. So I could see why they did not try to make Link do any supplementary "state" animations.
Frankly, the fact they manage to keep Link's feet from clipping on frantically flippy wooden plank contraptions is kinda amazing in of itself.
@@Graphomite Makes sense.
And yeah, I'm also very impressed at how consistent the physics and hitboxes are with how maleable the objects are. It gets wonky at times, but rarely I've seen it break.
Something I noticed is that when you run out of stamina and it's recharging, if you go in water you can swim with however much red recharged instead of instantly drowning until it fully recharged. At least, this was the case with gliding.
I seen that. Such a subtle yet huge change. God, this is the game they wanted to make when they envisioned BotW. They just needed the first game to create the framework.
I saw that you can actually climb a bit, fall in the water, swim a bit, and repeat it several times, if the body of water you are in allow it. Swim, climb, fall, swim, climb, fall... Slow but working. Probably not game breaking but maybe it could be used somewhere.
You can also open your glider for a second even if you don't have any stamina left
@@degove7466 i think it might have been in BotW too
@@degove7466 that was in botw as well
the change from greenish yellow to pure yellow lightning and electric effects was 100% a good one, and lightning is SO much more dramatic and dynamic. riding through a thunderstorm on your horse now makes it feel like death is after you, but in a cool way?
They implimented a lot of complex new lighting effects into TotK. Particularly shadow and moving-light effects, since TotK impliments the use of darkness way more.
Great info! Here's a little extra to go with some of them:
Not only can Whistle Sprinting no longer be used, it punishes you for trying it by draining your stamina faster.
When pressing X to remove an item Link is holding, it actually removes whatever item is currently highlighted. So if you select a mushroom and then three meat, you can remove just the mushroom by highlighting it first. If you highlight an item he isn't holding, he won't remove anything.
Not only do you get a message next to the gauge in unbearable temperatures, the gauge itself flashes red now. Turning completely red while standing in a fire was present in BOTW, though.
I like to think he doesn't use his arms to balance anymore because he's walked on enough logs and tree trunks to not need to anymore.
Totally agree on that last bit; Link's done it so much at this point that he's figured out how to get up on the log and not raise his arms without losing his balance.
Thanks for the extra info!
For clarity, stamina being drained rapidly isn't directly due to Whistle Sprinting's fixing, that's just what happens when you try to repeatedly tap the sprint button and was a thing in Breath of the Wild too
@@WhimsicottFanatic Yes, the initial press uses a chunk of stamina and then drains at a set rate after that, so hammering the button just caused that initial cost to rack up repeatedly.
@@WhimsicottFanatic spamming in botw was a good way to sprint longer before you get tired
While it might've been done without such meaning put into it, I like to think that the addition of fall animation, the removal of balancing-on-log animation and other small changes are indicating of how Link's relationship with height is changed. As if now he doesn't fear height after using paraglider for so long, and is now even more skilled when it comes to dealing with it.
I love this! It is a great point! My theory at least with the balancing on Tree’s change, is that it’s been a while since he lost his memory and skills. He now has most of them back and with such skills I guess doesn’t need to balance as much? Idk just thoughts
This is so cute omg (⸝⸝⸝ᵒ̴̶̷̥́ ⌑ ᵒ̴̶̷̣̥̀⸝⸝⸝)
my theory is that devs might've found it weird that link would balance even if there are like 5 other wood logs right next to it
@@NekkiFan I agree, it would look a bit weird if he was on a raft made from ultrahand for example, and he was balancing on one of the logs
It's more about game mechanics than Link getting more experience/brave.
The “climbing out of water” animation has changed too! In TOTK Link puts one foot on the ledge before climbing out of water, but in BOTW he uses both hands to boost himself up. :)
that was one of the first differences I noticed, besides the animation for landing in water from a great height
ooh i wonder if that’s because of his zonai arm somehow
@@lumidoka
He probably just gained more strength from training, until being finally strong enough to push himself out of the water.
@@apfeltorte7214 that might make sense if the animations were the other way around, but botw is the one where he uses both of his arms and has less “training”. also it doesn’t require that much arm strength in the first place, which is why i just think its something to do with the zonai arm maybe not grabbing the ground as well as his normal hand did, so he needs a boost from his leg instead of becoming stronger/weaker. but who knows? it could have no meaning at all
There are a few instances in TOTK where he is startled and turns his right side away and holds that arm back - he may not like using it because of how he lost the original arm or maybe because the zonai arm is *weird*
As someone who prefers to play without the minimap, I wish there were more detailed options for the HUD. I’d like to keep some of the elements, like hearts or tooltips, without needing to have everything else there too
Same
Yeah... I think the hearts do appear when you're in combat, but I wish Nintendo wasn't so allergic to giving us options
I’d just like a basic compass
@@mkv2718
Yeah! Pro Hud is great for immersion, but easy to get lost if you are constantly distracted. Especially in The Depths. Can't count how many times I checked my map to see where I was and where I'm heading.
Yeah, it should've being a list of toggleable functions instead of everything being on or off.
I love the detail of when you land in water and the splash goes super high. Also I know it's not subtle but the ease at which you can take to the sky is incredible.
The sounds of water are also different, which I noticed right away. They’re more realistic, especially when you use dash in the water to swim faster.
You also now use stamina in bullet-time shooting arrows instead of just having it drain out the longer you stay in bullet-time.
and if you cancel the arrow you get your stam back you would of spent on it, such a good change.
I didn't notice that!
I absolutely love this change
I love how the songs Link hums while cooking are all associated with the girls Link has met across the games.
It’s sweet to think that he subconsciously thinks of them while cooking: a safe and relaxed activity.
/starts humming while cooking
/suddenly freezes
(wait... where did I learn this song???) 😳
...and Kass, lol
I'm kinda sad we didn't get the Terrako tune as one, but I get why we didn't.
Not only songs related to girls. There's OoT's Hyrule field in there
@@itol2201 that tune in totk would make aoc canon so thank god it didn't
Going from Tears of the Kingdom to that short clip of Ocarina of Time makes me nostalgic because Ocarina of Time was my first Zelda game and it’s nice to look back and realize how much the series has grown.
Bro that feeling when you first get too lookout landing and it’s set up like *spoiler n64* cemented totk for me
I still,think Nintendo should do a full on remake of OoT with better graphics and potentially new play dynamics (if it won’t break the game).
@@jasonswitzer1748 I’d be down for them to do it in the Final Fantasy 7 Remake style without breaking it up into multiple games.
@@jasonswitzer1748 OoT 3d:
@@Herobrine100x I don’t think they’re talking about a version with a pixelated, 480p screen smaller than a playing card
That grabbing rupees automatically was such a great feature idk why they got rid of it
I asked a similar question when Breath of the Wild released, "Why'd they get rid of the epic dungeons, invigorating music, captivating story, and intriguing characters?" All in good fun though, I enjoy parts of Breath of the Wild and am mostly enjoying Tears of the Kingdom 😀
@@EhurtAfy how did they get rid of the captivating story?
Probably because you can fuse rupees. So to prevent them from being picked up accidentally when you try to fuse them.
@@skeleman6088 Just so we're on same page, using the dictionary meaning - captivating: capable of attracting and holding interest
In Breath of the Wild, everything important already happened and you're told the whole story on the Great Plateau. Instead of having interesting gameplay moments, you are just told the story through a cutscene. This immediately deflates interest. You don't experience the story, you're told the story and given all the powers straight away.
There's no tension or motivation to mess with the story at all and the storytelling itself is bland. There's no imminent danger and most of Hyrule is prosperous. In Breath of the Wild most players just run around exploring and goofing off. Ganon just floats around until the player feels like fighting him.
In previous Zelda games, the story slowly unravels and it gets more interesting over time, with the stakes growing exponentially. All of Link's outfits, weapons, and tools have important lore and significance to the story. The dungeons are not randomly stumbled upon, but part of the story-telling. Link often chases after someone trying to rescue them and ends up in the dungeon like in Wind Waker or Twilight Princess. Each and every dungeon are vitally important and progress the story in a meaningful way.
In Breath of the Wild nothing matters. You aren't slowly introduced to powers, weapons don't matter anymore they just explode after a few hits, Link doesn't need to be anywhere in particular, Link doesn't need to do anything in a particular order. Part of this stems from open-world game design, but there are plenty of games that solved the issue of storytelling in open-world games.
Don't let anyone of this deter you if you like the story in BotW, that's fine. I am already enjoying the tone and story of Tears of the Kingdom a lot more. I was hoping they would remedy a few more issues than they did, but TotK is decent so far
@@EhurtAfy goddamn, you right.
There's fluid simulations in the fog. When you are in a cave swing the sword or a spear, the fog moves like a fluid; move the camera upwards too, is an impressive detail that no one mentions.
I think the funniest part about the removal of whistle-sprinting is the fact that it was done in the most middle-finger way possible, since it now actually depletes your stamina _faster_ than if you just held down the sprint button.
Hard to believe that BOTW was released quite a while ago, still impressive.
6 years
Definitely. And I can't believe it already has been 6 years.
its not that BOTW is impressive, its TOTK is that unimpressive.
@@body187j3x1 your opinion
@@body187j3x1 *that is, If anything! 🤦🏽♂️ also with your sentence it means that you think that both are not impressive.....
Headcanon is that Zelda would sing those songs while Link cooked in their house. Link is remembering her while cooking for himself.
aw
I like to think it's Link subconsciously remembering memories from previous incarnations.
i like that! of course, zelda would know all the songs from hyrule's history
I hate this headcanon.
Finally someone with good sense.
A change related to #7 that I particularly like is that you can select things as quickly as you want in the menu in totk, while botw had this arbitrary roughly 1/4 second delay between selections.
Also, it remembers your horses from botw! I discovered that just an hour ago.
The saddles don't save though.
This save file was a random one that didn't have anything particularly memorable, but I still popped off when I saw that.
I was so surprised to see my white and giant horses in TOTK ! And I now also have 2 Epona, since I used the amiibo in BOTW and in TOTK, without knowing the horses were saved
I wish my horses came over, but my last playthrough of BotW was on master. Horses are only transferred from the regular game, very disappointing
Oh well, maybe they’ll transfer if they add a master mode to this game
@@kami_kuro_ I actually had 2 Epona in BOTW and could probably get a 3rd in TOTK haha
I noticed that if you fall into water with no stamina, it will give you a little bit so you don't immediately drown. Useful if there's a cliff face next to the water you can exploit
same if you run out of stam while free falling, it will let you briefly open your glider.
@@Oh-Ben it did that in Botw as well tho with the glider
I imagine the log walk was removed since it might be a little odd for him to walk that way on them when they're attached to various things with the new ultrahand ability, or he's just sturdier after a few years than he was during botw I dunno lmao
yeah i agree, i think it would be weird if he was trying to balance on a raft like it doesn’t really make sense
One subtle change as well is that if you shoot a multi-shot bow to the ground, then you can pick the arrow back but as one only to avoid arrow duplication
I think, or assume, the distance stuff is not only rendering, but also because of the creations conservation
and it being made on slightly newer hardware as botw was made for the wiiU
@@Stinkyremy nah, the switch and wii u are pretty similar on hardware
@@dom3306 not at all, the switch is clearly more powerful processors
@@Stinkyremy And has way more ram to store stuff as wellas the GPU having a much bigger framebuffer.
@@Stinkyremy well, i don't really know... Sorry if i looked like a clown lol
The falling animation change probably has to do with the new skydive animations. Link doesn't use the animation strictly going between sky and ground or ground and underground, just if he falls far enough, so this slight swap is probably related to the beginnings of that breakpoint where you can begin diving. As for the horse, while I'm sure they are in fact startled by splash, it doesn't help that the clip used to sample this had you shooting at chu jellies that were on their hooves. If the shot were to pierce through, the hoof would have gotten hit possibly startling the horse as a result.
Plus, it doesn't help that water is an element in this game too.
i love it, i‘m a sucker for all the small animation details and have been looking for a video like this since release. TOTK looks, in retrospect, so much more dynamic.
5:10 Actually, it not discard the LAST item, but the item you WANT to be discarded.
So you can discard the first one, just by selecting it and pressing X.
Even better (dont need to redo all the adding)
Sry for my english
Your English is ok, don't apologize!
@@FedericoMaggiorehe has to apologize
It's basically Ctrl+click to select or deselect. Very intuitive
I like to think of the log animation being removed as Link learning how to balance again after being asleep for 100 years 😌 he’s doing so well we’re all proud of him
Great,interesting info! Also thanks for keeping things spoiler-free since a lot of us are still exploring TOTK. You rock Looygi Bros!!
The balance animation on trees was great, but it probably would’ve resulted in him balancing strangely on his log vehicles.
In TOTK, if you spam the Run sprint button, the game actively punishes you
I don't mind the removal of whistle sprinting. Sure it is helpful in the very early game but once you get access to horses and building vehicles it encourages uses of those traversal methods rather than just whistle sprinting everywhere, plus once you get enough stamina it is hardly missed
The overall meter will deplete the same amount over time, but will use up a larger amount when you first start sprinting and then slow down. So if you mash the button, it causes you to repeatedly take that starting drain.
@@dominicmoisant8393 If you have horses in your BOTW save, they roll over into TOTK. You can have two Eponas that way.
true, the game deplets the stamina faster
@@OtakuUnitedStudio You can have as many Eponas as you want, my Link Amiibo keeps giving me Epona, even though I already have 5
Another change is that your sword no longer takes damage from cutting grass. This is making it a lot easier to farm Hylian rice and Tabantha wheat.
I don’t think it ever did
@@Baby_Jeebus I think it did and thats why it was always useful to use the master sword for it because you wouldn't lose it
No, it didn't unless you git something with it
Cutting grass never damaged weapons in BotW. Know your facts.
@@GladiusTR oh okay lul my friends told me to always do it with master sword to not break the weapons and i never even tried cuz i believed them lul
never disappoints... great content, great editing. only problem is that the video ends.
U didnt even watch the vid 💀💀
@@dancefrance335 he did 💀💀💀. You didn’t, i did , and he did 🗿😭.
@@LinkIsMe_ he commented 3 minutes after the vid went up talking about how sad it is that the video ends stfu lmao
lol guys hahahaha. Of course I watched. never trust time and number of initial views.
@@dancefrance335 The time can be off by several minutes depending on where you are and what the time on your device is compared to RUclips's servers. View count is not live and updates once every so often, anywhere from every few minutes to an hour.
One added quality of life feature I like in TOTK is when opening a chest that contains an item you do not have remaining inventory slots for, and it lets you select and drop/keep something from your inventory without having to open the menu and start the chest opening animation all over again. It sounds inconsequential, but the time it saves adds up.
Hey, I noticed this same mechanic was mentioned in the most recent video! Woohoo!
While Whistle Sprinting may not work in TotK, there have been other ways to get a similar result by doing Bow Sprint or R Sprint, except it doesn't refill Stamina when you do it, and the timing can be inconsistent at times to be effective, but it does seem to allow you to run a further distance with reduced stamina consumption.
I’m really glad they changed the rupees! Before, you had to actually touch them exactly, now you just have to be within several feet like any other item.
I believe they changed that because you can now combine rupees with your weapons and shields.
I would imagine that after having all of the guardians suddenly go berserk and rampage all over your cities, most people probably weren't too thrilled about that. After living in fear for a hundred years, they probably wanted to get that junk outta there as soon as the opportunity came up. Same thing with the divine beasts - do you really want giant weaponized mechs crawling around your city when they could turn on you at the drop of a hat?
Regarding Pro mode in HUD. Not only it hides your hearts but it also hide the Detector and the buff icon from food. And I've to admit I'm a bit puzzled by that, it make it less intuitive to use in Pro Mode
Screenshot Mode
its called pro mode for a reason.
If it didnt remove everything it would be really frustrating the game looks and feels so much better with 0 clutter on screen, just you and this breathtaking world to explore
@@Oh-Ben More like God mode. Who can fight without knowing how many health he has left?
@@DourFlower Then they should have added a shortcut to show your hearts when you're in Pro mode. If it's like this, I'll never even try it.
Great content while keeping it spoiler-free. Keep it up!
3:45 My man has been training his balance
Yes, exactly my thoughts. After walking over so many makeshift bridges in BOTW, he's learned to casually keep himself upright.
Some things they changed seem to make link look more experienced and prepared
To be honest I don’t like all of the changes they made to horses in TOTK, they’re reactive to everything now including Zonai building and run away so much. They also greatly decreased the distance that horses will respond to a whistle, it’s really annoying
Use planes
I think the whistle-sprint also drains more stamina than just running, if you try it in Tears of the Kingdom, due to the "normal" mechanic behind repeatedly tapping the Sprint button (the initial burst drains a lot of stamina, it evens out afterwards). So not only does it not work, it indirectly punishes you for trying.
2:51 I thought that was her singing as a bird I was like damn she sucks lmaoo
for the last one, we can also now hand-feed horses, didnt try in BOTW ever so maybe i'm wrong
@@PurplePyro835 or a endura carrot to increase the spurs by 1.
First time here, Your intro is a real banger. Just Perfect pretty Original too. Keep Up the great work homie
Please do more of these, amazing video
Rest in peace, whistle sprinting. You will be dearly missed.
You guys are definitely sticklers for minute details, well done again, thanks!
Not sure if it's new with the update today, but you can actually chose which items to de-select when composing dishes, elexirs or just dumping stuff for fusions (I'm guessing you can fuse rupees now, hence the prompt). Just move the cursor over the object you want to remove and only that will be removed when pressing X
I think another difference I've noticed is that monsters seem to have a smaller agro radius. You can get a lot closer without them attacking/noticing you
Damn I was kinda feeling the opposite, they notice me from much further away
7:34 for #10 this is likely because they added water as a usable element (fuse an opal - power of water - to a weapon) so water is an effect now. Idk if it does much tho, i haven’t really tested it on any enemies. It’s basically the same as fireballs but with water, likely for putting out fires.
Edit: also star fragments on a weapon shoot these star light projectile things, idk what they do tho I haven't tried it yet.
Ooooh... brb, I'm gonna go fire wizzrobe-hunting. I've already got like 50 of those blue chuchu jellies!
Maybe they work like light arrows? Doing more damage and being able to dispel evil or something? I haven’t tried it yet either.
Wow, those last two are really nice catches. Great vid
to be honest not entirely sure if i’m a fan of having to grab rupees manually now, i really liked just sprinting over them and hearing them clinkle into my inventory. but that’s probably the only gripe i’ll have about the changes to this world and its mechanics
2:26 on the other hand, OUR BOY SINGS NOWWW omg this is my new favorite thing about totk
Fun fact: hearts only show on totk’s pro mode when you take damage
Also maybe when healing
5:10 you can discard any selected item, you can go to the item and press X
Thank you!
We've been trying to identify the windfish melody since we got the game.
5:14 not only the last selected item. You can move choosing window onto the spot where any of things he's holding are in his eq, then decrease will remove that item, even if it's first or second
I don't get why they'd make it so you have to manually pick up money, but everything else about the game is great so far
I think it was done to make it consistent with picking up poes for example
Maybe it's consistency with other currency-like objects, such as Zonaite and Poes.
I do miss the old way though.
Tbh, I like that change. There were a couple times where I run around/by a ruppee and didn't pick it up, and had to go back. Now if you're in the general area of it you can just mash the button.
@@Kodan882 Yeah I agree that it's easier to pick up with just spamming A rather than running all around the rupee missing it if you're not exactly perfectly angled
There are actually people who play the game who would complain that they pick the money up automatically despite that being in every prior game, because it makes their no-money playthrough harder.
idk if this counts but Kakariko Village has removed the campfire that was near the Hylia Statue (Probably because it was so close to the cooking pot to begin with)
I was SO looking forward for the first video showing the differences between BotW and TotK. Can't wait to see more, 'Cause the game is a masterpiece and we cant see so much details while we are playing.
2:56 Has Cremia's face always been shaped like a Rupee?! I do *not* remember it being quite _that_ angular!
I knew something was weird about rupees that couldn't put my finger on. I guess it makes it more consistent with other items but I much prefer being able to run over them like in every other game. Pro mode having no hearts is also kind of odd it looked clean while still practical with just the hearts. Why not just make no hud a third new option?
Ultrahand rupees on a build
It temporarily shows hearts when you take damage (or heal, I presume)
I believe they changed that because you can now combine rupees with your weapons and shields.
The z-lock has changed,you can't move stick right to change enemies
A gossip stone in OoT says, "They say that players who select the HOLD option for Z-Targeting are the real "Zelda players"!" so they said git gud scrubs lol
@@dominicmoisant8393 I don't think I ever used the "Lock" option. It makes running away harder, especially since it seemed like more often than not tapping to un-target would select a different enemy instead of disengaging.
That is an option in settings.
there is even a tool tip explaining that
I am so prepared to watch SO MANY comparison videos like this, I am SO INTERESTED in this for some reason
Thank you for keeping it spoiler free!
Already subscribed but adding the bell for no spoilers ❤
Not sure if this was in BOTW, but absolutely thrilled that you can hand feed horses apples in TOTK!!
BOTW you can hand feed horses apples 🍎 and carrots 🥕
The most little detail that got me at first is the sound of the rain on the planner when you fly
Whenever there's some sun after rain, you can see a rainbow, I don't remember seeing these in BOTW
I don't know why but the details of link humming in both games honestly makes him feel marginally more human to me.
As a brazilian, I think this (0:50) is pretty much realistic
For holding items you can actually hover over an item you selected and press X to remove that item, so if you picked an apple first and other things after you can hover over the apple in the inventory and press x and it will remove the apple!
running stamina thing is less of a deal as you can build flying machines , cars , and even if you cant yet you can use towers and sky island to travel to shrines fast , there are so many new mobility options its your choice how you travel:) i like walking as you encounter monsters , npc , but if somone wants to rush something easy options are there , easiest avalible from start is bird and fan , and then you glide when it runs out , i unlocked a lot towers that way despite being fresh out of tutorial map
0:10 GOD ITS SO ANNOYING HAVING TO ACTUALLY PRESS BUTTONS TO PICK UP RUPEES XD
FR
Such an amazing small details for them both.
I absolutely love the touch they added with the cooking hums.
I still have to confirm it but i think they made it so that bigger objects that are falling from a greater height make a louder crash after hitting the ground. They also changed the way sounds are behind walls and distance.
Awesome. This game is amazing.
Also, Pro Mode for HUD is a must
Quieres otra "no tan sutil" diferencia? En BotW cuando tienes aproximadamente 200 flechas, los vendedores dejan de reponerlas y la mayoria de enemigos arqueros dejan de soltarlas al morir. En TotK quieren que uses mucho mas el arco, ya que sin buscarlo activamente, ya me ha salido el mensaje de "no te caben mas en la alforja"
My favourite little detail is the diving animation and sound design. So nice, with the water raining down after you land in there
Another difference between botw and totk is that in botw when you get a quest you completed beforehand, you’ll have the quest name and then the quest complete after, but for totk it just goes to the quest complete
07:49 I've seen a horse fall into water. It did swim and rescued itself! On land it did that shake off animation too. I'm sure, in your case it did it for the same reason: "Heck I'm wet!"
5:15 actually you have to have that item highlighted to stop holding it
4:42 there are new alternatives, such as TTS (throw tap sprinting), bow sprinting and crouch sprinting, there are more, but bow sprinting is the easiest and crouch sprinting (while the hardest) the most efficient (fastest), linkus7 has a video about movement glitches with these whistle sprinting alternatives towards the end
so i haven't watched this video yet, or any of your videos yet at all.
but i will say that your intro was pretty cool
I LOVE that Link sings the classic songs! Was the first major change I noticed and it made my heart happy.
I can't believe no one is pointing out the fact that Link just looks a lot cooler in TOTK. No hair tie, full mullet, pretty much has a sleeve tattoo and is just in total bamf mode.
Hearing Epona’s song and Saria’s song just gave me so much nostalgia 🥹
I didn’t even know about the holding one. That’s SO USEFUL
My headcanon is that Link's mom used to sing those songs when he was little, and he's now recovered most of his memories from his past life.
But does link know if hes the reincarnation of other links?
Or maybe all links are from the same family tree so possibly links great great great grandpa is also link🤔
@Boredom Studios He doesn't know about his previous reincarnations because he and Zelda had no idea how Ganondorf knew them and most likely didn't know who he was either. The problem is that Malon's song could only be passed down from child timeline and Marron's from the fallen. Twilight Princess is my second favorite zelda, but if someone prefers the fallen timeline I won't complain.
@@BoredomStudios great great great great great great great great Great... x100 link
Shitty little headcanon there.
😂
another nerf is with climbing, in botw if you were climbing any incline that wasn't completely vertical you could press b and start walking up it briefly and restore stamina, in totk if you press b you slip all the way down
This is still in the game, they just tweaked it. I think the degree on the angle needed to not slide is lower now. Plus, if you run out of stamina, you cannot effectively do this either way. Make sure you save that sliver.
Yeah, I've noticed it myself. You can still do it, but not on steep inclines. Makes me sad- I climbed all over Hebra using that running uphill trick in BOTW.
@@chrissysonicutdrloz Considering the moment options on TOTK it isnt a big nerf. My strat was to ultrahand rockets to my shield to get up things I didn't have the stam for.
I still run up cliffs in totk
The humming zelda tunes while cooking in such a cute detail, I am absolutely in love.
Correction to #7: not last item, but highlighted item. If you move cursor to any other selected item you can remove it. 4:54
Today I tried using a honey comb to attract butterflies TOTK. I can say it strongly appeared to work. Was this mechanic in BOTW?
How do you do this?
I'm so hype I have to tell this, so I was just playing tears and I was just running around doing some exploring and it was night time so I see the dragon making his way to this chasm I'm like no way so he goes in the chasm and I'm at a tower so I sky sive off behind him and guys I rode the damn dragon down through the depths it was so fuckinnnnn awesome I haven't had such a hyped gaming moment like that in sooooo long!!!
Dope 😌🔥
I did it too last time i played! I saw Farosh flying in the distance, immediately ran to meet him. When i saw it was entering the chasm i said fck it and jumped down with it and i was so excited to discover that we can ride the dragons without dying everytime
@Antonio Iovinella amazing isn't it!!!
Oh wow, thank you for sharing this. I need to try it out.
@@mbii7667 yeah I rode it too I was so surprised and it really was a great experience it went down to the depths n that's when I seen that place for the first time they really did a great job qirh creating that area fr yo
the different humming sounds! so cute 😭😭
3:58 I feel like this is because he’s more experienced with doing it now and is more comfortable with doing it (in terms of a canon reason)