That long journey to the temple itself, getting higher and higher, more and more into the actual sky before getting to it is genuinely so goddamn cool.
I didn’t really find Colgera laughably easy when I fought it. Actually took me a couple of tries to beat, embarrassingly enough. Still my favorite boss aside from the Ganondorf fight.
The wind temple in itself is nothing that special but the build up when you climb higher and higher with the dynamic music that ends with the climactic jump into the eye of the storm is simply breathtaking. And then there of course is Colgera with the best theme in the game which makes the fight feel extremely epic even if it is a pretty simple fight.
Watching the segment where you dove into the arc made me feel like I was experiencing it for the first time again ✨ thank you for such a thorough highlight/analysis on one of the coolest segments of the game!!
The lead up to the Wind Temple was one of my favorite moments from this game. I hate how hating this game is cool now because this is one of my favorite games ever made.
The lead up was so perfect, not only were you ascending higher and higher, but the music also goes with you adapting with your progress and adding more instruments the higher you get. The boat temple was a let down when you got there and we catched our breath doing puzzle... but when the boss came out we got goosebumps again, if they didn't add the boat and made it just us going up and meeting the boss i could still find the section perfect
It would have made SO much more sense to have the water temple inside of a cave. With how you do the waterworks section in a cave it would flow much better to just continue deeper instead of go back up into the sky, plus it would mean that each layer of the map, surface, sky, depths, and caves, would have a dungeon.
I also feel like the water level shifting would be such a good mechanic for the Waterworks as a full dungeon, since TotK Link can't dive underwater and the walls would be too slippery to reasonably climb. It would be a great way to have ultrahand builds play into the dungeon, like to redirect water flows or to dam up certain areas, which I feel would be much more interesting and thematic than "use bullet time to hit a switch"
No I liked the idea of a low gravity water temple in the sky, it's a very unique spin on the idea. The problem is that TOTKs water temple is a very bland dungeon that dose the bare minimum. It dose not look like a aqueduct or sky castle it's just a set of boring islands that have nothing special to them that you haven't seen in the lead up to it. Every other dungeon has that wow moment were you first see the structure but the water temple dose not have that because it is so similar to its set of sky islands leading up to it. That's why it's a pretty bland dungeon that isn't that memorable.
To me, the wind temple was the highlight because it was the point where ToTK, even if for a brief moment, surpassed Botw by being its own thing. The layout, the journey, it all feels like it has that same emotional core that Botw had, only amplified by what ToTK added to the formula, and it works so well. The point where I felt that ToTK hit me with the “woah” factor was when you finish going up the thunderstorm and suddenly you can see the whole world in the distance. The zora quest also felt similar in that regard though not to the same degree as the wind temple and its build up, though that’s just my opinion on it.
I still think they should've taken an Elden Ring approach. Several legacy style dungeons with mini new-style dungeons sprinkled across the world. Would've been the best of both worlds
The callbacks to several prior Zelda games, the way it transitions from the ambient BotW style music to the more “epic old style” of Zelda music as you get closer, and of course the Colgera theme itself are probably the most memorable parts to me. Having Tulin stay with you the whole time also felt like you were really working together, and even though you could argue you’re almost “baby-sitting” him from a story perspective, he doesn’t actually slow you down gameplay wise, and in fact is quite helpful. The fact the Sky islands feel like it’s built in the way described by the legends also helps a lot. The Zora Waterworks does have some decent lore but also is kinda like “that’s kinda weird that a source of ‘all of Hyrule’s water’ is in the sky rather than some sort of wellspring in the earth”. While the explanation for the lore can still work, it feels less “clean” of a reason, because of course the RITO should be connected to things in the sky, but why the ZORA? It sometimes feels to me like they just wanted to spruce up more areas of the map that would otherwise be boring. It feels like they thought of the LORE fore the Wind Temple FIRST and THEN designed the dungeon and ascent with that in mind, whereas the other dungeons for the descendants (I’m excluding Mineru) feel like they went “well, we wanna make the sky more interesting, there should be a dungeon there” or “we should try one in the depths!” I dunno, something about the vibes and execution just feel different. But overall, agreed! I love many individual moments of TotK; I think it’s biggest issues is a lack of story cohesion between its plot points, but several of its individual moments/segments are the best in the entire series imo. The lead up to the Wind Temple, the descent to the end and final battles of the game, the Master Sword pull of this game, the reveal of how things happened/what’s up with a certain Light Dragon, several quests where entire groups of people come together to celebrate or express gratitude (such as Lurelin Village or the unification at Lookout Landing)… there’s a lot of moments that I think are so awesome and just needed a bit more of “story filler” to connect the somewhat disconnected gaps. But that aside it’s still an awesome game.
Wind temple is so great, glad to see a good appreciation video of it as someone who loves the games dungeons more than most people. Except for water. I do appreciate the puzzles in the game too, even if that is an unpopular opinion. Not flawless, but no dungeon is On the spirit temple, i say the construct factory is a good dungeon because thats the actual dungeon part, the boss is just separated for story reasons. And in my opinion its a great dungeon.
The boss was my favorite part of the dungeon, very fun boss to fight, also I actually like the Ganon fight, it felt more like an action RPG fight that you have to learn
I just wish the boss couldn't be defeated so quickly. I don't actually care too much about the difficulty, I just want it to last longer so I get to hear the dragonroost island/rito village theme section more.
You've got a new subscriber in me. I love, love, LOVE the Wind Temple and how long it took to get there, going higher and higher. I got the music for the Stormwind Ark song and am playing it on my clarinet. It's beautiful. I love the way "Wind Temple" appears on the screen as you descend into the dungeon. Icing on the cake, if you will.
I cannot get over how well the Rising Island Chain theme blends from the usual cold theme into motifs for Colgera and the Wind Temple itself. In my experience, the cold theme is usually short lived because I don't spend that much time in high areas. There might be a thing or two to do there and then that it, off to the next location. But this time it felt like I had the option to keep moving in that direction. (That direction being up, quite literally) It wasn't a dead end like all the other times and the music reflected that. It made the experience super memorable to me.
Ah, a fellow man of culture and taste. I couldn't for the life of me tell you why the Rito quest was my favorite, but you summed it all up perfectly! I'm also impressed that there is still someone making TotK videos. I figured all Zeldatubers were so disappointed they gave up on trying thanks to the confusion the game's lore causes. Which, to be honest, Zeldatubers are a bit at fault there as they keep trying to place the Ancient Past of TotK before Skyward Sword, and Oof, they shouldn't do that.
The music. The music was so freaking epic, not just in the boss fight, but all the way from where you hear the small birds sing the Song of the Stormwind Ark, the broken theme of Rito Village, and the entire Rising Island Chain and the dungeon that calls back to the Stormwind song and themes from BotW. AND the boss fight, Gosh, I stayed for way longer than I had to in the Wind Temple just to listen to the music.
@@Valstrax420not the right response. Let people have their moment. If a certain type of game hits their sweet spot, that’s beautiful. You have no idea how many games they play or what does it for them. Beautiful moment.
@ you’re allowed to have your opinion. I don’t even disagree with that one. I just think the other thing you wrote was short sighted. I see where you’re coming from though.
"*Song* of the stormwind arc" -possible reference to the song of the hero sung by the sky whale in SS, "a *god* who *fell* from the heavens" - sky-whale when healed comes up from the bottom of the clouds base in SS, & this part is surrounded by clouds just like the SS area, while Colgera slightly resembles a Skytail which was also found in the clouded region of SS. Then add on the reference boss fight music from *wind* waker . (You could also say you needed a bird to get there in SS x now you need a Rito partner as well) A lot of it seems to be possibly & directly referencing past games' lore, while putting an epic spin on a previous zelda song as the boss fight. If they did each dungeon like this, this change alone would have made dungeons so much better. I will add if they had references to skyloft (and they were going to put skyloft in TOTK, but it didn't make final release, just like the picori & kokiri didn't make it in BOTW), the wind tribe, or occa it would have made the game better. Not even npcs (I wouldn't say nooo if they did though), just something to reference or connect some lore.
I remember the first time I played TOTK, when I was scaling up to the Wind Temple, there was a moment where I thought "is this the Temple? Well I guess this is the best they could do with an open world" but when I entered the eye of the storm and the music began to pick up and the amazing reveal of The Wind Temple was an amazing feeling, it's one of the best dungeon introductions ever
The journey to the wind temple itself was definitely the most notable for me. The other 3 temples, while still good in their own rights, didn’t have as much buildup, both visually and from a storytelling standpoint. With the other 3 temples they just sort of appear randomly once you finish the quest, but with the wind temple you’re given lore about the Arc. My excitement as I was getting higher and was able to make out the silhouette of a ship in the storm was insane. Definitely one of the top moments of my playthrough.
One of my favorite things about the wind temple is actually the colgera refight in the depths. Specifically, fighting it when you haven’t activated the lightroots in the area. It’s in my top five moments of the game. It’s great because it’s not super hard, but the suspense of not really knowing where colgera is until it’s right on top of you is perfect! If you are reading this and still have one of the colgera arenas unlit, PLEASE try it! I wish I’d left a few lightroots off just so I could go back and do it again!
When I finished the Wind temple, I thought it was kind of short, but then I realized the journey up to the temple was part of the overall experience, and I loved it even more for that.
Damn i was watching your old videos the other day and wondering "i wonder when he'll upload again. maybe in two to three more months." And viola, here you are again!
Everything about the Wind Temple arc, no pun intended, was amazing. This is not just from my strong bias for winter themed areas. Definitely my favorite Temple in TotK.
The music on the ascent did a lot of heavy lifting in my enjoyment of it. While I wondered just how long I'd have to climb and enjoyed figuring out how to traverse from one island to another, the music starting out so minimal, cold, and desolate really helped to create the atmosphere. Which makes sense to me as to why everyone mentions the entire space from the ascent to the boss battle as being a cohesive whole of the Wind Temple. It is just so well tied together.
I did the wind temple at like 5am, having been playing non stop since the game launched at midnight. The ascent was absolutely surreal, it felt like it went on forever. It was absolutely the most memorable part of my playthrough. Meanwhile I barely remember the dungeon itself, aside from the boss fight. I’m finally replaying the game for the first time since nearly 100%ing it within two months of launch, and am saving the wind temple for last this time. Absolutely looking forward to it, even if I know it won’t feel like it did the first time.
The Wind Temple skydive OST once you enter the eye of the storm is one of the best Zelda tracks ever. It is by far the best part of the game and almost 2 years on I can't stop thinking about it.
NBC back at it! Great vid Ayyyy Zora waterworks love! I would pair the thunderhead isles with the waterworks as amazing pre-dungeon music (especially when you navigate thunderhead before clearing the storm)
It has always felt the Rito portion of the game was completed before the pandemic hit in 2020, the others felt like it was a bunch of people emailing their work to each other. They are so jagged and incomplete in places, where the rito section feels smooth and well thought out from first entering the village to beating colgera like a team actually worked on it.
Something else, I think the 4 main dungeon bosses are actually drawing power from the secret stones to cause the ‘calamities’ occurring. Colgera, Marbeled Gohma and Mucktorok all reside themselves next to or over the secret stones in the temples, exposing themselves to them. With Queen Gibdo it is little more debatable if she’s doing it cause we find her hanging out at the front of the temple initially, but chances are she is with that sand barrier thing. Would also explain why the ones in the depths aren’t causing similar issues, their powers are much more limited and less able to affect an entire region without the stones.
Also the sized construct is unique for being the only construct that ganondorf took control of. It's probably because it is extremely difficult for him to do that because the light based zonie technology is fundamentally incompatible with his dark magic. Ganondorf probably In a attempt to stop Link by flooding the spirit temple with gloom and defeated the sized construct to use its shell as a puppet to guard the secret stone from Link. He probably did this because couldn't send a boss monster in to temple because it was seald shut with the exception of seems in the stone cover that the Gloom could seep in through.
could do a short series for all 5 dungeons, definitely worth it for the full comparison. 2 points that can hurt the vibe for Gorondia are hover bike (which the sky temples also suffer from) and the fact that you can find and explore the entirety of Death Mountain's "core" before starting it lighting the area.
Definitely enjoyed the wind temple and while Colgera was very easy it later became one of my favorite bosses of all time and even its music is so good.
This video should have been titled "Why do people love Colgera's boss theme" since it probably accounts for 90% of the love for the Wind temple. I do agree that the presentation and ambiance of this place are nearly flawless. Its buildup feels kind of botched and patched with uninteresting pieces of lore, but the atmosphere really has a lot going for it. It really shows how weather effects and subtle musical progression can achieve a lot with very little. I personally have very mixed feelings for this temple. I got to this place before doing anything quest wise, spoke with neither Teba or Tulin or any Rito for that matter, it was just pure curiosity-driven exploration. My jaw litterally dropped when I reached the Stormwind ark, I was not expecting to find such a dreadnought in the sky. The buildup through the storm, the music, the ambiance, the exploration, everything was on point and I was thrilled. I had no anti-cold gear at this point, but I wanted to explore that temple so bad that I cooked many warm meals, enough to last me an hour, figure the puzzles out and take the boss down. All of this... just to find out... that you need... to speak to an oversized chicken kid... to do anything in this place... because somehow... Deku leaves and Zonai fans aren't enough to blow some wind.. in these stupid turbines!! I love and hate this game at the same time because of moments like these. On one hand, it brags about being open air and allow complete and free exploration, while on the other, it has these perplexing moments where it chooses to take away your freedom and force you through endless lines of dialogue with bland NPCs about some deep lore that amounts to "The Zonai did it" and pointless story quests about "Zelda" acting mysteriously even though I had previously spoiled myself by watching the cutscene with Sonia dying tens of hours before. Just so I can explore a dungeon with a useless sage partner (insert ANY of the sages here since none of them are useful for anything important) instead of enjoying the reaps of my curiosity-driven exploration to the fullest and complete this temple on my first visit! Gosh... good thing this temple has kickass music, so I can listen to it on RUclips and never go through it, or this game, ever again.
I had my immersion break from the sheer audacity at their poor writing. Tulin goes through a whole character arc in 2 mins, and we barely do anything to earn credit for it. Then there's an entire line about the Rito realizing the blizzard comes from the suspicious cloud, like bird people who regularly fly don't understand how weather works. And it's not even his father that directly praises him in the moment but his family friend. It's so bare bones and rushed with an incredibly childish tone. Even without the terrible fake Zelda writing. Or the blatent rehash of the Heavenly Rock Ship legend about the Japanese emperor being the grandson of the sun goddess, without properly integrating it into current lore. Plus, the lead up just went on for ages before the relatively lackluster dungeon. While I love platforming, I just wanted the trampoline boats to be over by the time I barely got past halfway to the top. Probably should've been playing at a different time of the day to get the full impact for it. But I really think the Wind Temple is a boring "OK" even if I like the aesthetics. I will not praise fusing icicles to make switch levers as a real puzzle. That's like... the thing you do to just enter the place. I think the only reason I like all the other temples better is I could more strongly see real dungeon potential in the others.
My first impression of the dungeons in Tears, because I was a dunderhead who wanted to impose a challenge on myself, was the Lightning Temple; iirc I believe I did the Wind Temple third in order. I did do the Wind Temple first on a subsequent playthrough, Nintendo did a superb job impressing on the player the full scope of the project by nudging the player in that direction as the pseudo "first" dungeon; however, the Lightning Temple resonates with me far more. I do wish I could've experienced what most others did their first time playing had I done the Wind Temple first.
BOTW was my intro to the Zelda series, and I went in completely blind("Zelda is the girl, right?") I absolutely fell in love with the series because of BOTW, so the lack of linear dungeons wasn't something I found bothersome. My first time through the Wind Temple I was absolutely blown away(get my drift?). And, maybe controversial, but TOTK is my favorite game in the series now. It's not perfect, but it doesn't need to be The climb to the top. The music as you dive down, and probably the best boss battle score in any video game, with Tulin screaming in your ear as the choir of the passed Rito generations reaches crescendo while you take on a monstrosity...the dungeon wasn't perfect. But they captured the feeling of being a hero very well
The way I see it, the spirit temple and it's leadup are not only a dungeon, but the BEST (in terms of structure) dungeon in the game. My reasoning? It is a single dungeon that is spread out across multiple locations over a large area. That, at least to me, seems like a perfect way to make a dungeon that actually fits with the whole "open world" idea. All the others are fairly self-contained, single locations; they're IN the world, rather than feeling like PART OF the world, if that makes any sense.
That journey to the Temple was cold (🤓) but as soon as I reached it and explored around looking for the same vibes I had along the journey, I turned into Shrivel-Ganon so quick - "How disappointing..." Then Colgera tried to eat me and stole Dr Strange's powers. Then I was happy again.
I love Twilight Princess, and a major part of that is how slow the game's start is. I almost wish I could spend longer in the starting village, just doing day-to-day things in a slice-of-Link simulator. I know the adventure has to happen, I know it's inevitable, and yet I wish I had just a little longer to just exist in the world.
The wind temple is so obviously made to be the first one you explore. It’s not only the closest but visually the biggest and Impa, a stable, and other enticing things are on the road to Rito Village And if memory serves me correctly Purah recommends to explore it first
As an overall experience, I liked the Lightning Temple best, but the Stormwind Arc was wonderful. All considered, i think ToTK had some top tier dungeons from an aesthetic standpoint. Everything *except* for the actual method of completion. I wish they'd just gone all in with some more classic dungeon progression once you were actually in the things. Honestly, I think the Lightning one being indoors was one of its greatest boons, since it basically forced you to "play it straight".
Not Twilight Princess slander in 2025 😭 jokes aside, to add a little to what you were saying about people's dislike of totk, I think almost universally everyone agrees that this is one of the stronger dungeons if not the best in the game. The game does steer you in the direction of the Wind Temple first so for most people this is their first dungeon of the game. That's a huge ask for the rest of the dungeons to follow it up. The lack of that build up is definitely noticed in most other areas so I think its easy to see why this dungeon gets so much praise. We were kinda led to believe this would be the norm for the whole game! There's for sure great aspects to the other dungeons but its hard to top the sheer amount of atmosphere, nostalgia, and cinematography Stormwind Ark has. Great video as always NBC, editing on this one was super cool as well!!!
@@NintendoBlackCrisis I'd love to hear someone's perspective on it if it was the last dungeon they did, I can only guess they'd look at all the other ones a little differently than most of us
I'd say the strongest dungeon, objectively speaking, for both BOTW and TOTK combined, is the lightning temple, as it actually forces you to interact with the puzzles and unravel the dungeon. You can't easily skip from one terminal to another (like in the Water temple or Fire Temples), and you have to open the way to Riju, who is the only companion who does not teleport beside you. The ascent to the wind temple is definitely the best, until you realize a hoverbike or any other flying contraption basically undermines the experience and intended ascent by using your magic abilities like Ascend, and jumping from ship to ship. Honestly, and I keep saying this, more restrictions, in gameplay and story, would make this game way better overall. There's a reason, for example, why shrines and the divine beasts did not allow you to climb the walls, as you'd otherwise would skip all puzzles and dart to the end, which is the main issue with TOTK's main dungeons, specially when you have not only climb the walls, but fly inside them. Hopefully for the next instalments they improve on this. One thing I know for sure is I do not want to see anything remotely close to a terminal in a dungeon again. Echoes as a flip side was 100% a step in the right direction and I will not get tired of praising that game.
I liked the Wind Temple, but it's for me not beating the Fire Temple. When the music kicked in when I walked slowly to that place, it made me think back to Ocarina of Time and the Fire Temple. I think that because I'm not a super duper Wind Waker fan, the Wind Temple didn't blew me away that much. Also great video NBC.
I just kind of wish Colgera could've gotten harder to fight if it wasn't the first one you beat. Kind of like how each Blight Ganon got 2k more health with every Divine Beast you beat, I kind of wish Colgera could've been harder if you saved it for last.
The climb to the dungeon was cool, and the setting of like flying nordic looking boats, and all that was just kinda cool, and kept interesting. The other regions didn't quite match the high bar set by the Rito one. Also the summon you get at the end is the only good one.
The Wind Temple fulfilled the sky island promise, even if briefly. It gave the player an incredible sense of epic verticality,, even if briefly. Colgera is also the only true aerial combat in the entire game that is original. Dragon Ganondorf is just a repeat of corrupted Naydra & is practically an interactive cutscene and you can't count aerocudas as quality flying enemies as they die in a single hit. The Wind Temple is more or less what many, including myself, expected out of the entire game for TOTK.
I think a big part of the issue with Tears of the Kingdom, is that they spent all that development time on building a new mechanic that they neglected building on the lore and story of Breath of the wild. That said, The Lightning temple also receives the same charm as the Wind Temple, it's got great history, a great boss and Riju is with you for most of it just like Tulin although maybe a little bit less, but not enough to say it's worse than the Wind Temple. The Fire Temple and the Water Temple felt the laziest to me, especially the fire temple.
What's wrong with the fire temple? It's fun cool if you bother actually playing by its rules. The water temple is the worst because it's bland, Everything before getting to the dungeon was great but it dropped the ball hard when reaching the water temple itself.
I still haven’t played the game. I’m waiting for the right time, and now you mention Hebra Mountains I really want to investigate all this. Echoes was pretty good but hebra stays covered in snow
20:41 I see your "Skydiving through Colgera's weakspots" and raise you "Dive Attacking straight through his weakspot with your weapon right when the Rito Island part of the song plays" I'm not even joking that's how it happened for me during one of the hits it was some of the most accidentally cinematic shit I ever did
Regarding the comment about the game being developed with care, I agree, it obviously was. I think what people are feeling rather is that the effort could have been put to better use without being confined to this same world or map, retreading on so much really takes focus away from everything else. I personally would have preferred a sequel that took place entirely in the sky and underground, putting all of that energy into new locations.
Getting to the temple itself was amazing. Going higher and higher into the air. Correct me if I'm wrong but aren't you told stories about what you're about to see? The buildup to the temple itself is such a great way to give the player a sense of wonder and anticipation. I found myself looking everywhere each time I got up to a higher position cause it was like "am I where I can see it yet?" When you finally get there the payoff is 100: worth it. Which makes the other temples so disappointing. It felt like they spent all the writing time on the wind temple that the other ones suffered because of it. Especially the water one. That one felt like a complete waste of time. It's too bad that the area down below that you go to before going into the sky wasn't the real water temple. Imagine going through the pipe system only to come out into this gigantic waterworks temple. Kinda like the one from skyward sword in the cistern but on a grander scale
My personal rating for the Dungeons quests in TOTK are this. 1st place lightning temple 2nd place wind temple 3rd Construct factory/spirit temple 4th fire temple 5th Water temple 6th hyrule castle
Since others are leaving their opinions, here are mine (I do rant a little and maybe go on a tangent or two): Wind Temple definitely reminded me of a Divine Beast. The lead-up was good, but the destination was, meh. Fire and Lightning temples were as close to "traditional" dungeons I think we've had in open-word Zelda. The Water Temple...umm...well: "Good job buddy! Of COURSE we'll hang this artwork on the fridge for all to see!" The Water Temple is what the Wind Temple should have been. Or maybe combine the best parts of the two to make a more proper Wind Temple. As for an actual Water Temple, AT THE VERY LEAST, start in the sky to look for hints, travel down into the Ancient Waterworks where the dungeon SHOULD HAVE BEEN, then get transported back into the sky to resolve the "sludge" issue. We won't speak of the Spirit "temple". It was an afterthought. Link's "Divine Beast" in BotW was more of a "temple" than the Spirit Temple. More gripes: HOW DID THE WIND TEMPLE NOT HAVE "LOW GRAVITY"? As high up as it was it would have made sense! The friggin' WATER TEMPLE had low gravity! And the cutscenes after each temple? LAZY! I know they were designed so that it didn't matter what path you took, but after the first one, REGARDLESS of which one you started with, there should have been alternate cutscenes that didn't just regurgitate the same story. "DeMon kiNG?! SeCRet StONEs?!" Getouttahere with that! I still don't understand why Teba couldn't have been a Sage. He's the only Champion Descendent/Alternate from BotW who didn't help Link this time. "But but but...he's the leader of the Rito now! Tulin HAD to be it!" So? Yunobo is the leader of the Goron. Riju is the leader of the Gerudo. Sidon was acting leader until he became the actual leader. But the leader of the Rito just stayed behind while his son, an angsty teen that talked back to his parents, was allowed to help save his people? It's not like Teba was actually doing anything!!! But sending his irresponsible and inexperienced son (yeah, he was pretty good at combat, but still) was the best idea? GOOD THING IT WOKRED OUT! Hope someone doesn't call CPS! And I definitely don't buy the explanation for the disappearance of Sheikah Tech. One guardian was left behind. Shouldn't it have "vanished because it wasn't needed anymore" too? Or is being tied down on a roof enough to keep it in the world? What of the other tech that looks A LOT like Sheikah tech? Even if it was derivative, couldn't they have "derived" more? And where did it "return" to? Not their original locations! Travel the depths and there are no signs at all. Travel points at the Lightroots (or most travel points at Zonai locations) don't count because I consider that to be Zonai tech derived from the Purah Pad. Though that also suggests Sheikah tech was derived from Zonai tech and HERE'S AN EXAMPLE OF A PARADOX! NOPE!...moving on... Anyway, I did enjoy TotK, but Nintendo REALLY needs to start working on story more. I know they like to make a game and then shoehorn in a story, but this was a literal DIRECT SEQUEL! It needs to make sense. At the very least they could have included an "interlude" to bridge BotW and TotK more. Maybe released it in between the 2 games as a "stopgap" until TotK was ready. "Here's 'The Legend of Zelda: Wild Kingdom'! It's a short game/story that will explain the events after BotW as well as setup the events of TotK. We hope you enjoy!" It could be similar to the interlude in the "Final Fantasy IV The Complete Collection" for the PSP that helped tie the two stories together.
To be honest this is first dungeon I chose to go to, and I just couldn't play the game anymore after doing about 2/3 of the dungeon. It's not really all on the dungeon itself, but that's where I realized I wasn't having fun with the game. It feels incredibly boring which I know might ruffle some feathers, but this was the first time I couldn't bring myself to get through a Zelda since Phantom Hourglass. I think modern Zelda is losing a lot of what made the series memorable during the late 90s to mid 2000s. But that's only a theory until we see the next mainline game.
The journey to the temple was fun, the Rito village being melancholic was perfect, and the boss fight was great (maybe too easy) But the temple itself was bland, and the tragedy of the missing Rito was quickly forgotten, totally resolved, which dissapointed
I hear most people talk highly about the build up to the temple but not the actual temple itself. Don’t get me wrong it has the best build up and the best boss in the game but the actual dungeon itself was just as short and easy as the divine beasts were. It’s still my favorite temple in Tears of the Kingdom but in general I don’t particularly like the temples in both newer games. For future reference, the dungeons themselves should be better, more difficult, and longer than the build ups that lead to them.
That long journey to the temple itself, getting higher and higher, more and more into the actual sky before getting to it is genuinely so goddamn cool.
I nearly crapped myself when the boss fight started. It was the most fun I've ever had playing a video game.
I played that part after smoking a bunch of weed and it was absolutely bat shit crazy, loved it and that score.
I'll be honest, I'm not looking for a difficult boss fight. I'm just looking for a fun and interesting one. So I like Colgera.
It’s Nintendo’s bread and butter: fun boss with intriguing yet fair gameplay mechanics
It was definitely the most fun out of the temples for me. An air battle with that giant monster wasn't something I ever could have anticipated
I didn’t really find Colgera laughably easy when I fought it. Actually took me a couple of tries to beat, embarrassingly enough. Still my favorite boss aside from the Ganondorf fight.
The wind temple in itself is nothing that special but the build up when you climb higher and higher with the dynamic music that ends with the climactic jump into the eye of the storm is simply breathtaking. And then there of course is Colgera with the best theme in the game which makes the fight feel extremely epic even if it is a pretty simple fight.
Watching the segment where you dove into the arc made me feel like I was experiencing it for the first time again ✨ thank you for such a thorough highlight/analysis on one of the coolest segments of the game!!
Thank you for watching man and congrats on getting another challenge run up 🔥
@@NintendoBlackCrisis Thank you!! a great coincidence we both uploaded for the first time in a while today 😅✨
Tulin being able to fly is probably a big reason why he seemed to have more involvement in the dungeon quest...
The lead up to the Wind Temple was one of my favorite moments from this game. I hate how hating this game is cool now because this is one of my favorite games ever made.
Colgera: Oh, you’re a boss, just not a super one!
Muktorok: Oh yeah? What’s the difference?
Colgera: PRESENTATION!!!
The lead up was so perfect, not only were you ascending higher and higher, but the music also goes with you adapting with your progress and adding more instruments the higher you get. The boat temple was a let down when you got there and we catched our breath doing puzzle... but when the boss came out we got goosebumps again, if they didn't add the boat and made it just us going up and meeting the boss i could still find the section perfect
I loved the temple itself. That said, though, I would have been happy with the lead-up followed by Colgera as well.
It would have made SO much more sense to have the water temple inside of a cave. With how you do the waterworks section in a cave it would flow much better to just continue deeper instead of go back up into the sky, plus it would mean that each layer of the map, surface, sky, depths, and caves, would have a dungeon.
I also feel like the water level shifting would be such a good mechanic for the Waterworks as a full dungeon, since TotK Link can't dive underwater and the walls would be too slippery to reasonably climb. It would be a great way to have ultrahand builds play into the dungeon, like to redirect water flows or to dam up certain areas, which I feel would be much more interesting and thematic than "use bullet time to hit a switch"
@@jaidens.g.1920 a lot more interesting than 5 platforms in the sky that's for sure.
No I liked the idea of a low gravity water temple in the sky, it's a very unique spin on the idea.
The problem is that TOTKs water temple is a very bland dungeon that dose the bare minimum.
It dose not look like a aqueduct or sky castle it's just a set of boring islands that have nothing special to them that you haven't seen in the lead up to it.
Every other dungeon has that wow moment were you first see the structure but the water temple dose not have that because it is so similar to its set of sky islands leading up to it.
That's why it's a pretty bland dungeon that isn't that memorable.
To me, the wind temple was the highlight because it was the point where ToTK, even if for a brief moment, surpassed Botw by being its own thing. The layout, the journey, it all feels like it has that same emotional core that Botw had, only amplified by what ToTK added to the formula, and it works so well. The point where I felt that ToTK hit me with the “woah” factor was when you finish going up the thunderstorm and suddenly you can see the whole world in the distance. The zora quest also felt similar in that regard though not to the same degree as the wind temple and its build up, though that’s just my opinion on it.
I FR just shouted “let’s goooooooo” out loud
Your editing is always so freaking clean
I still think they should've taken an Elden Ring approach. Several legacy style dungeons with mini new-style dungeons sprinkled across the world. Would've been the best of both worlds
The ascend to the temple, Colgera fight and even the temple itself.. everything especially the music made me feel like a kid again
Genuinely, the dragonroost island motif in the boss fight made me tear up. And the atmosphere when getting to the temple was incredible.
The callbacks to several prior Zelda games, the way it transitions from the ambient BotW style music to the more “epic old style” of Zelda music as you get closer, and of course the Colgera theme itself are probably the most memorable parts to me. Having Tulin stay with you the whole time also felt like you were really working together, and even though you could argue you’re almost “baby-sitting” him from a story perspective, he doesn’t actually slow you down gameplay wise, and in fact is quite helpful. The fact the Sky islands feel like it’s built in the way described by the legends also helps a lot. The Zora Waterworks does have some decent lore but also is kinda like “that’s kinda weird that a source of ‘all of Hyrule’s water’ is in the sky rather than some sort of wellspring in the earth”. While the explanation for the lore can still work, it feels less “clean” of a reason, because of course the RITO should be connected to things in the sky, but why the ZORA? It sometimes feels to me like they just wanted to spruce up more areas of the map that would otherwise be boring. It feels like they thought of the LORE fore the Wind Temple FIRST and THEN designed the dungeon and ascent with that in mind, whereas the other dungeons for the descendants (I’m excluding Mineru) feel like they went “well, we wanna make the sky more interesting, there should be a dungeon there” or “we should try one in the depths!” I dunno, something about the vibes and execution just feel different.
But overall, agreed! I love many individual moments of TotK; I think it’s biggest issues is a lack of story cohesion between its plot points, but several of its individual moments/segments are the best in the entire series imo. The lead up to the Wind Temple, the descent to the end and final battles of the game, the Master Sword pull of this game, the reveal of how things happened/what’s up with a certain Light Dragon, several quests where entire groups of people come together to celebrate or express gratitude (such as Lurelin Village or the unification at Lookout Landing)… there’s a lot of moments that I think are so awesome and just needed a bit more of “story filler” to connect the somewhat disconnected gaps. But that aside it’s still an awesome game.
Wind temple is so great, glad to see a good appreciation video of it as someone who loves the games dungeons more than most people. Except for water. I do appreciate the puzzles in the game too, even if that is an unpopular opinion. Not flawless, but no dungeon is
On the spirit temple, i say the construct factory is a good dungeon because thats the actual dungeon part, the boss is just separated for story reasons. And in my opinion its a great dungeon.
Dang, I haven't seen one of your vids in a while. Welcome back good sir! Love these videos!
There it is.
Hearing the boss fight song in the wind temple for the first time is anither type of awesome
YESSSS!!! I got goosebumps. My favorite temple and favorite song. I would do anything to go back and play it for the first time.
The boss was my favorite part of the dungeon, very fun boss to fight, also I actually like the Ganon fight, it felt more like an action RPG fight that you have to learn
I just wish the boss couldn't be defeated so quickly. I don't actually care too much about the difficulty, I just want it to last longer so I get to hear the dragonroost island/rito village theme section more.
The Water Temple is weird as another temple in the sky, but instead of cold temperatures, you get reduced gravity.
You've got a new subscriber in me. I love, love, LOVE the Wind Temple and how long it took to get there, going higher and higher.
I got the music for the Stormwind Ark song and am playing it on my clarinet. It's beautiful.
I love the way "Wind Temple" appears on the screen as you descend into the dungeon. Icing on the cake, if you will.
I'm glad to see you're back! AND you covered one of my favorite dungeons in all the Zelda franchise. What else could I ask for?
I cannot get over how well the Rising Island Chain theme blends from the usual cold theme into motifs for Colgera and the Wind Temple itself.
In my experience, the cold theme is usually short lived because I don't spend that much time in high areas. There might be a thing or two to do there and then that it, off to the next location. But this time it felt like I had the option to keep moving in that direction. (That direction being up, quite literally) It wasn't a dead end like all the other times and the music reflected that. It made the experience super memorable to me.
Ah, a fellow man of culture and taste. I couldn't for the life of me tell you why the Rito quest was my favorite, but you summed it all up perfectly! I'm also impressed that there is still someone making TotK videos. I figured all Zeldatubers were so disappointed they gave up on trying thanks to the confusion the game's lore causes. Which, to be honest, Zeldatubers are a bit at fault there as they keep trying to place the Ancient Past of TotK before Skyward Sword, and Oof, they shouldn't do that.
The run up to the wind temple blows anything breath of the wild tried to do out of the water in terms of coolness
The music. The music was so freaking epic, not just in the boss fight, but all the way from where you hear the small birds sing the Song of the Stormwind Ark, the broken theme of Rito Village, and the entire Rising Island Chain and the dungeon that calls back to the Stormwind song and themes from BotW. AND the boss fight, Gosh, I stayed for way longer than I had to in the Wind Temple just to listen to the music.
The editing is superb!!!!! Thanks RUclips for putting this on my suggested content
Glad to have you back good video as always
Oh yay, happy to see one of my favourite zelda youtubers back at it, welcome back! :)
The ascent to the Wind Temple gave me a feeling I haven't had playing a video game in a long, long time.
You need to play more games then
@@Valstrax420not the right response. Let people have their moment. If a certain type of game hits their sweet spot, that’s beautiful. You have no idea how many games they play or what does it for them. Beautiful moment.
@@Ray-dl5mp Nah, absolutely the correct response. Totk is painfully mid
@ you’re allowed to have your opinion. I don’t even disagree with that one. I just think the other thing you wrote was short sighted. I see where you’re coming from though.
@@Ray-dl5mp mid game
"*Song* of the stormwind arc" -possible reference to the song of the hero sung by the sky whale in SS, "a *god* who *fell* from the heavens" - sky-whale when healed comes up from the bottom of the clouds base in SS, & this part is surrounded by clouds just like the SS area, while Colgera slightly resembles a Skytail which was also found in the clouded region of SS. Then add on the reference boss fight music from *wind* waker . (You could also say you needed a bird to get there in SS x now you need a Rito partner as well)
A lot of it seems to be possibly & directly referencing past games' lore, while putting an epic spin on a previous zelda song as the boss fight. If they did each dungeon like this, this change alone would have made dungeons so much better.
I will add if they had references to skyloft (and they were going to put skyloft in TOTK, but it didn't make final release, just like the picori & kokiri didn't make it in BOTW), the wind tribe, or occa it would have made the game better. Not even npcs (I wouldn't say nooo if they did though), just something to reference or connect some lore.
I remember the first time I played TOTK, when I was scaling up to the Wind Temple, there was a moment where I thought "is this the Temple? Well I guess this is the best they could do with an open world" but when I entered the eye of the storm and the music began to pick up and the amazing reveal of The Wind Temple was an amazing feeling, it's one of the best dungeon introductions ever
The journey to the wind temple itself was definitely the most notable for me. The other 3 temples, while still good in their own rights, didn’t have as much buildup, both visually and from a storytelling standpoint. With the other 3 temples they just sort of appear randomly once you finish the quest, but with the wind temple you’re given lore about the Arc. My excitement as I was getting higher and was able to make out the silhouette of a ship in the storm was insane. Definitely one of the top moments of my playthrough.
One of my favorite things about the wind temple is actually the colgera refight in the depths. Specifically, fighting it when you haven’t activated the lightroots in the area. It’s in my top five moments of the game. It’s great because it’s not super hard, but the suspense of not really knowing where colgera is until it’s right on top of you is perfect! If you are reading this and still have one of the colgera arenas unlit, PLEASE try it! I wish I’d left a few lightroots off just so I could go back and do it again!
When I finished the Wind temple, I thought it was kind of short, but then I realized the journey up to the temple was part of the overall experience, and I loved it even more for that.
Damn i was watching your old videos the other day and wondering "i wonder when he'll upload again. maybe in two to three more months." And viola, here you are again!
Everything about the Wind Temple arc, no pun intended, was amazing. This is not just from my strong bias for winter themed areas. Definitely my favorite Temple in TotK.
Great video. Your points are valid and concise. Worth the wait!
The music on the ascent did a lot of heavy lifting in my enjoyment of it. While I wondered just how long I'd have to climb and enjoyed figuring out how to traverse from one island to another, the music starting out so minimal, cold, and desolate really helped to create the atmosphere. Which makes sense to me as to why everyone mentions the entire space from the ascent to the boss battle as being a cohesive whole of the Wind Temple. It is just so well tied together.
I did the wind temple at like 5am, having been playing non stop since the game launched at midnight. The ascent was absolutely surreal, it felt like it went on forever. It was absolutely the most memorable part of my playthrough. Meanwhile I barely remember the dungeon itself, aside from the boss fight.
I’m finally replaying the game for the first time since nearly 100%ing it within two months of launch, and am saving the wind temple for last this time. Absolutely looking forward to it, even if I know it won’t feel like it did the first time.
The Wind Temple skydive OST once you enter the eye of the storm is one of the best Zelda tracks ever. It is by far the best part of the game and almost 2 years on I can't stop thinking about it.
Climing to the Stormwind Ark is one of my top 10 gaming moments in my long career of gaming.
NBC back at it! Great vid
Ayyyy Zora waterworks love! I would pair the thunderhead isles with the waterworks as amazing pre-dungeon music (especially when you navigate thunderhead before clearing the storm)
It has always felt the Rito portion of the game was completed before the pandemic hit in 2020, the others felt like it was a bunch of people emailing their work to each other. They are so jagged and incomplete in places, where the rito section feels smooth and well thought out from first entering the village to beating colgera like a team actually worked on it.
Nailed it. The buildup was incredible
Something else, I think the 4 main dungeon bosses are actually drawing power from the secret stones to cause the ‘calamities’ occurring. Colgera, Marbeled Gohma and Mucktorok all reside themselves next to or over the secret stones in the temples, exposing themselves to them. With Queen Gibdo it is little more debatable if she’s doing it cause we find her hanging out at the front of the temple initially, but chances are she is with that sand barrier thing. Would also explain why the ones in the depths aren’t causing similar issues, their powers are much more limited and less able to affect an entire region without the stones.
Also the sized construct is unique for being the only construct that ganondorf took control of.
It's probably because it is extremely difficult for him to do that because the light based zonie technology is fundamentally incompatible with his dark magic.
Ganondorf probably In a attempt to stop Link by flooding the spirit temple with gloom and defeated the sized construct to use its shell as a puppet to guard the secret stone from Link.
He probably did this because couldn't send a boss monster in to temple because it was seald shut with the exception of seems in the stone cover that the Gloom could seep in through.
Been awhile. Welcome back.
could do a short series for all 5 dungeons, definitely worth it for the full comparison. 2 points that can hurt the vibe for Gorondia are hover bike (which the sky temples also suffer from) and the fact that you can find and explore the entirety of Death Mountain's "core" before starting it lighting the area.
Yessss we need more more videos like this I missed this❤
Definitely enjoyed the wind temple and while Colgera was very easy it later became one of my favorite bosses of all time and even its music is so good.
I can't believe people actually thought you were supposed to attack Colgera from underneath.
Long time. No hear from u
Great video bro
This video should have been titled "Why do people love Colgera's boss theme" since it probably accounts for 90% of the love for the Wind temple.
I do agree that the presentation and ambiance of this place are nearly flawless. Its buildup feels kind of botched and patched with uninteresting pieces of lore, but the atmosphere really has a lot going for it. It really shows how weather effects and subtle musical progression can achieve a lot with very little. I personally have very mixed feelings for this temple. I got to this place before doing anything quest wise, spoke with neither Teba or Tulin or any Rito for that matter, it was just pure curiosity-driven exploration. My jaw litterally dropped when I reached the Stormwind ark, I was not expecting to find such a dreadnought in the sky. The buildup through the storm, the music, the ambiance, the exploration, everything was on point and I was thrilled. I had no anti-cold gear at this point, but I wanted to explore that temple so bad that I cooked many warm meals, enough to last me an hour, figure the puzzles out and take the boss down.
All of this... just to find out... that you need... to speak to an oversized chicken kid... to do anything in this place... because somehow... Deku leaves and Zonai fans aren't enough to blow some wind.. in these stupid turbines!! I love and hate this game at the same time because of moments like these. On one hand, it brags about being open air and allow complete and free exploration, while on the other, it has these perplexing moments where it chooses to take away your freedom and force you through endless lines of dialogue with bland NPCs about some deep lore that amounts to "The Zonai did it" and pointless story quests about "Zelda" acting mysteriously even though I had previously spoiled myself by watching the cutscene with Sonia dying tens of hours before. Just so I can explore a dungeon with a useless sage partner (insert ANY of the sages here since none of them are useful for anything important) instead of enjoying the reaps of my curiosity-driven exploration to the fullest and complete this temple on my first visit! Gosh... good thing this temple has kickass music, so I can listen to it on RUclips and never go through it, or this game, ever again.
I had my immersion break from the sheer audacity at their poor writing. Tulin goes through a whole character arc in 2 mins, and we barely do anything to earn credit for it. Then there's an entire line about the Rito realizing the blizzard comes from the suspicious cloud, like bird people who regularly fly don't understand how weather works. And it's not even his father that directly praises him in the moment but his family friend. It's so bare bones and rushed with an incredibly childish tone. Even without the terrible fake Zelda writing. Or the blatent rehash of the Heavenly Rock Ship legend about the Japanese emperor being the grandson of the sun goddess, without properly integrating it into current lore.
Plus, the lead up just went on for ages before the relatively lackluster dungeon. While I love platforming, I just wanted the trampoline boats to be over by the time I barely got past halfway to the top. Probably should've been playing at a different time of the day to get the full impact for it. But I really think the Wind Temple is a boring "OK" even if I like the aesthetics. I will not praise fusing icicles to make switch levers as a real puzzle. That's like... the thing you do to just enter the place. I think the only reason I like all the other temples better is I could more strongly see real dungeon potential in the others.
yesss welcome back king
The man the myth the legend is back baby!
I ended up doing this one last, and boy that was a great decision. Pretty much the only dungeon worthy of the title.
Wait people actually like this temple??! That sure is news to me
My first impression of the dungeons in Tears, because I was a dunderhead who wanted to impose a challenge on myself, was the Lightning Temple; iirc I believe I did the Wind Temple third in order. I did do the Wind Temple first on a subsequent playthrough, Nintendo did a superb job impressing on the player the full scope of the project by nudging the player in that direction as the pseudo "first" dungeon; however, the Lightning Temple resonates with me far more. I do wish I could've experienced what most others did their first time playing had I done the Wind Temple first.
BOTW was my intro to the Zelda series, and I went in completely blind("Zelda is the girl, right?")
I absolutely fell in love with the series because of BOTW, so the lack of linear dungeons wasn't something I found bothersome. My first time through the Wind Temple I was absolutely blown away(get my drift?). And, maybe controversial, but TOTK is my favorite game in the series now. It's not perfect, but it doesn't need to be
The climb to the top. The music as you dive down, and probably the best boss battle score in any video game, with Tulin screaming in your ear as the choir of the passed Rito generations reaches crescendo while you take on a monstrosity...the dungeon wasn't perfect. But they captured the feeling of being a hero very well
The way I see it, the spirit temple and it's leadup are not only a dungeon, but the BEST (in terms of structure) dungeon in the game. My reasoning?
It is a single dungeon that is spread out across multiple locations over a large area. That, at least to me, seems like a perfect way to make a dungeon that actually fits with the whole "open world" idea. All the others are fairly self-contained, single locations; they're IN the world, rather than feeling like PART OF the world, if that makes any sense.
That journey to the Temple was cold (🤓) but as soon as I reached it and explored around looking for the same vibes I had along the journey, I turned into Shrivel-Ganon so quick - "How disappointing..."
Then Colgera tried to eat me and stole Dr Strange's powers. Then I was happy again.
I love Twilight Princess, and a major part of that is how slow the game's start is. I almost wish I could spend longer in the starting village, just doing day-to-day things in a slice-of-Link simulator. I know the adventure has to happen, I know it's inevitable, and yet I wish I had just a little longer to just exist in the world.
The wind temple is so obviously made to be the first one you explore. It’s not only the closest but visually the biggest and Impa, a stable, and other enticing things are on the road to Rito Village
And if memory serves me correctly Purah recommends to explore it first
As an overall experience, I liked the Lightning Temple best, but the Stormwind Arc was wonderful. All considered, i think ToTK had some top tier dungeons from an aesthetic standpoint. Everything *except* for the actual method of completion. I wish they'd just gone all in with some more classic dungeon progression once you were actually in the things. Honestly, I think the Lightning one being indoors was one of its greatest boons, since it basically forced you to "play it straight".
Not Twilight Princess slander in 2025 😭 jokes aside, to add a little to what you were saying about people's dislike of totk, I think almost universally everyone agrees that this is one of the stronger dungeons if not the best in the game. The game does steer you in the direction of the Wind Temple first so for most people this is their first dungeon of the game. That's a huge ask for the rest of the dungeons to follow it up. The lack of that build up is definitely noticed in most other areas so I think its easy to see why this dungeon gets so much praise. We were kinda led to believe this would be the norm for the whole game! There's for sure great aspects to the other dungeons but its hard to top the sheer amount of atmosphere, nostalgia, and cinematography Stormwind Ark has. Great video as always NBC, editing on this one was super cool as well!!!
Honestly a very good point, it’s such a good first impression that it ends up making other natural phenomena quests underwhelming.
@@NintendoBlackCrisis I'd love to hear someone's perspective on it if it was the last dungeon they did, I can only guess they'd look at all the other ones a little differently than most of us
I'd say the strongest dungeon, objectively speaking, for both BOTW and TOTK combined, is the lightning temple, as it actually forces you to interact with the puzzles and unravel the dungeon. You can't easily skip from one terminal to another (like in the Water temple or Fire Temples), and you have to open the way to Riju, who is the only companion who does not teleport beside you.
The ascent to the wind temple is definitely the best, until you realize a hoverbike or any other flying contraption basically undermines the experience and intended ascent by using your magic abilities like Ascend, and jumping from ship to ship.
Honestly, and I keep saying this, more restrictions, in gameplay and story, would make this game way better overall.
There's a reason, for example, why shrines and the divine beasts did not allow you to climb the walls, as you'd otherwise would skip all puzzles and dart to the end, which is the main issue with TOTK's main dungeons, specially when you have not only climb the walls, but fly inside them.
Hopefully for the next instalments they improve on this. One thing I know for sure is I do not want to see anything remotely close to a terminal in a dungeon again.
Echoes as a flip side was 100% a step in the right direction and I will not get tired of praising that game.
@@ZeldaLore echoes def did a good job with its dungeons across the board!
I liked the Wind Temple, but it's for me not beating the Fire Temple. When the music kicked in when I walked slowly to that place, it made me think back to Ocarina of Time and the Fire Temple. I think that because I'm not a super duper Wind Waker fan, the Wind Temple didn't blew me away that much. Also great video NBC.
I just kind of wish Colgera could've gotten harder to fight if it wasn't the first one you beat. Kind of like how each Blight Ganon got 2k more health with every Divine Beast you beat, I kind of wish Colgera could've been harder if you saved it for last.
At 5:25, you mentioned “a Hylian named Doma.” The auto generated subtitles instead called him “a highly unnamed Doma.” I found this rather amusing.
Return of the King
The climb to the dungeon was cool, and the setting of like flying nordic looking boats, and all that was just kinda cool, and kept interesting. The other regions didn't quite match the high bar set by the Rito one. Also the summon you get at the end is the only good one.
The Wind Temple fulfilled the sky island promise, even if briefly. It gave the player an incredible sense of epic verticality,, even if briefly. Colgera is also the only true aerial combat in the entire game that is original. Dragon Ganondorf is just a repeat of corrupted Naydra & is practically an interactive cutscene and you can't count aerocudas as quality flying enemies as they die in a single hit. The Wind Temple is more or less what many, including myself, expected out of the entire game for TOTK.
I think a big part of the issue with Tears of the Kingdom, is that they spent all that development time on building a new mechanic that they neglected building on the lore and story of Breath of the wild. That said, The Lightning temple also receives the same charm as the Wind Temple, it's got great history, a great boss and Riju is with you for most of it just like Tulin although maybe a little bit less, but not enough to say it's worse than the Wind Temple. The Fire Temple and the Water Temple felt the laziest to me, especially the fire temple.
What's wrong with the fire temple?
It's fun cool if you bother actually playing by its rules.
The water temple is the worst because it's bland, Everything before getting to the dungeon was great but it dropped the ball hard when reaching the water temple itself.
I still haven’t played the game. I’m waiting for the right time, and now you mention Hebra Mountains I really want to investigate all this. Echoes was pretty good but hebra stays covered in snow
I learned recently that in the colgara boss theme. The part of it play plays rito village is the same ost for wind waker in Dragon Roost
20:41 I see your "Skydiving through Colgera's weakspots" and raise you "Dive Attacking straight through his weakspot with your weapon right when the Rito Island part of the song plays"
I'm not even joking that's how it happened for me during one of the hits it was some of the most accidentally cinematic shit I ever did
Early evening NBC jumpscare let’s GO! Welcome back!
Great video man
I had to do a double take!! A new NBC Tears of the Kingdom video!!!!! Hell yeah!!!
Well now I’m going to go replay tears of the kingdom
Twilight Princess is indeed the best. The long intro makes you feel like you really are a part of the world.
Regarding the comment about the game being developed with care, I agree, it obviously was. I think what people are feeling rather is that the effort could have been put to better use without being confined to this same world or map, retreading on so much really takes focus away from everything else. I personally would have preferred a sequel that took place entirely in the sky and underground, putting all of that energy into new locations.
i got the ping for the upload and omg your alive
Hype of temple: great
Journey to temple: Excellent
Temple: Sucked
Boss: Excellent
Boss music: Top Tier
Hey, you're back!
Getting to the temple itself was amazing. Going higher and higher into the air. Correct me if I'm wrong but aren't you told stories about what you're about to see? The buildup to the temple itself is such a great way to give the player a sense of wonder and anticipation. I found myself looking everywhere each time I got up to a higher position cause it was like "am I where I can see it yet?" When you finally get there the payoff is 100: worth it. Which makes the other temples so disappointing. It felt like they spent all the writing time on the wind temple that the other ones suffered because of it. Especially the water one. That one felt like a complete waste of time. It's too bad that the area down below that you go to before going into the sky wasn't the real water temple. Imagine going through the pipe system only to come out into this gigantic waterworks temple. Kinda like the one from skyward sword in the cistern but on a grander scale
Honey, pour us some wine. NintendoBlackCrisis posted a new video 😀
My personal rating for the Dungeons quests in TOTK are this.
1st place lightning temple
2nd place wind temple
3rd Construct factory/spirit temple
4th fire temple
5th Water temple
6th hyrule castle
Since others are leaving their opinions, here are mine (I do rant a little and maybe go on a tangent or two):
Wind Temple definitely reminded me of a Divine Beast. The lead-up was good, but the destination was, meh.
Fire and Lightning temples were as close to "traditional" dungeons I think we've had in open-word Zelda.
The Water Temple...umm...well:
"Good job buddy! Of COURSE we'll hang this artwork on the fridge for all to see!"
The Water Temple is what the Wind Temple should have been. Or maybe combine the best parts of the two to make a more proper Wind Temple. As for an actual Water Temple, AT THE VERY LEAST, start in the sky to look for hints, travel down into the Ancient Waterworks where the dungeon SHOULD HAVE BEEN, then get transported back into the sky to resolve the "sludge" issue.
We won't speak of the Spirit "temple". It was an afterthought. Link's "Divine Beast" in BotW was more of a "temple" than the Spirit Temple.
More gripes:
HOW DID THE WIND TEMPLE NOT HAVE "LOW GRAVITY"? As high up as it was it would have made sense! The friggin' WATER TEMPLE had low gravity!
And the cutscenes after each temple? LAZY! I know they were designed so that it didn't matter what path you took, but after the first one, REGARDLESS of which one you started with, there should have been alternate cutscenes that didn't just regurgitate the same story. "DeMon kiNG?! SeCRet StONEs?!" Getouttahere with that!
I still don't understand why Teba couldn't have been a Sage. He's the only Champion Descendent/Alternate from BotW who didn't help Link this time. "But but but...he's the leader of the Rito now! Tulin HAD to be it!" So? Yunobo is the leader of the Goron. Riju is the leader of the Gerudo. Sidon was acting leader until he became the actual leader. But the leader of the Rito just stayed behind while his son, an angsty teen that talked back to his parents, was allowed to help save his people? It's not like Teba was actually doing anything!!! But sending his irresponsible and inexperienced son (yeah, he was pretty good at combat, but still) was the best idea? GOOD THING IT WOKRED OUT! Hope someone doesn't call CPS!
And I definitely don't buy the explanation for the disappearance of Sheikah Tech. One guardian was left behind. Shouldn't it have "vanished because it wasn't needed anymore" too? Or is being tied down on a roof enough to keep it in the world? What of the other tech that looks A LOT like Sheikah tech? Even if it was derivative, couldn't they have "derived" more? And where did it "return" to? Not their original locations! Travel the depths and there are no signs at all. Travel points at the Lightroots (or most travel points at Zonai locations) don't count because I consider that to be Zonai tech derived from the Purah Pad. Though that also suggests Sheikah tech was derived from Zonai tech and HERE'S AN EXAMPLE OF A PARADOX! NOPE!...moving on...
Anyway, I did enjoy TotK, but Nintendo REALLY needs to start working on story more. I know they like to make a game and then shoehorn in a story, but this was a literal DIRECT SEQUEL! It needs to make sense. At the very least they could have included an "interlude" to bridge BotW and TotK more. Maybe released it in between the 2 games as a "stopgap" until TotK was ready. "Here's 'The Legend of Zelda: Wild Kingdom'! It's a short game/story that will explain the events after BotW as well as setup the events of TotK. We hope you enjoy!" It could be similar to the interlude in the "Final Fantasy IV The Complete Collection" for the PSP that helped tie the two stories together.
I liked getting to the temple and the boss fight the most. The dungeon itself was alright.
To be honest this is first dungeon I chose to go to, and I just couldn't play the game anymore after doing about 2/3 of the dungeon. It's not really all on the dungeon itself, but that's where I realized I wasn't having fun with the game. It feels incredibly boring which I know might ruffle some feathers, but this was the first time I couldn't bring myself to get through a Zelda since Phantom Hourglass. I think modern Zelda is losing a lot of what made the series memorable during the late 90s to mid 2000s. But that's only a theory until we see the next mainline game.
Yep. I didn't know you could dive into Colgera's weak spots.
“Which isnt much but its weird it happened twice” I noticed that doofenschmirtz(?) easter egg😝
Do you have plans for another "Who are the Zonai" video?
The journey to the temple was fun, the Rito village being melancholic was perfect, and the boss fight was great (maybe too easy)
But the temple itself was bland, and the tragedy of the missing Rito was quickly forgotten, totally resolved, which dissapointed
I hear most people talk highly about the build up to the temple but not the actual temple itself. Don’t get me wrong it has the best build up and the best boss in the game but the actual dungeon itself was just as short and easy as the divine beasts were. It’s still my favorite temple in Tears of the Kingdom but in general I don’t particularly like the temples in both newer games.
For future reference, the dungeons themselves should be better, more difficult, and longer than the build ups that lead to them.
Yeah… I had no idea you could dive into Colgera 😭😭 the amount of arrows I’ve WASTED
welcome back king