Divine Beast Vah Ruta, Grief and Rudimentary Non-Linearity - Dungeon Design in Zelda

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  • Опубликовано: 10 июл 2024
  • DUNGEON DESIGN IS BACK! We're looking at the divine beasts of Breath of the Wild, beginning with Vah Ruta. This is Breath of the Wild's water themed dungeon, but minus the swimming and the usual difficulty that water dungeons are known for. Let's take a closer look!
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    TIME STAMPS:
    0:00 - Intro / Dungeon Design is BACK!
    3:18 - Before The Dungeon
    9:38 - Dungeon Themes & Progression
    23:42 - The Dungeon Boss
    27:02 - Conclusion
    #Zelda #Dungeon #BreathoftheWild #BOTW
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Комментарии • 89

  • @rubenduenas5881
    @rubenduenas5881 2 года назад +76

    What's interesting is that Vah Ruta's track is one of the most somber pieces in the game. It's fitting because elephants are some of the only animals that grieve.

  • @mattfry6716
    @mattfry6716 2 года назад +28

    I wish there was under water exploration in BotW because the Zora armor would’ve helped with that.

  • @nyxmiloq4167
    @nyxmiloq4167 2 года назад +30

    The ending made me realize something. Since BOTW2 was announced, I've always told myself that what I'd love to see the most is the return of traditional-styled dungeon. Which, to be honest, doesn't sound so unlikely to me. But what I actually should wish for isn't necessarily the reintroduction of the well-estabilished, perfectly working old format, but rather dungeons that show a lot more of their potential put to good use. Whether they turn out to be traditional dungeons or improvements to the concept of Divine Beasts, with more architectural variety and more stuff to do, I should be fine with it

  • @Lordgeorge16
    @Lordgeorge16 2 года назад +37

    19:54
    I'd like to point out (and I hope you bring this up in a future Dungeon Design video featuring one of the other Divine Beasts) that there are actually TWO different Morse Code sequences being played in the soundtracks for each Divine Beast, with one being played at a high pitched tone and the other playing at a lower pitch.
    The higher pitched one is always ... --- ... (SOS, or Save Our Ship), but the lower pitched one is always ... .- -.. (SAD, or Search And Destroy). Oftentimes, you may hear the lower pitched one overlapping or completely cutting out the higher pitched one, and my theory is that Ganon's Malice, or perhaps the Blight Ganon in each dungeon, is the one overriding the SOS signal and forcing the Divine Beasts to attack anyone who approaches them. The implication that people are already familiar with, of course, is that the higher pitched tone is being played by the spirit of each Champion, desperate to get some help against the Blight Ganons and save Hyrule.
    It really adds an extra layer of tension, fear, and urgency to each of these dungeons, and very few people seem to be aware of the second Morse Code signal.

    • @garsrandom4358
      @garsrandom4358 Год назад +4

      It's Save our Ship?
      I thought it was "Save our Salmons"

    • @thrasher698
      @thrasher698 6 месяцев назад +1

      ​@@garsrandom4358technically speaking SOS is just a meaningless shorthand for "Send help" in Morse and "Save our ship"/"save our souls" is just a meaning ascribed to it by pop culture

    • @LunaP1
      @LunaP1 5 месяцев назад

      Oh damn. Great catch with your hearing. I was way more focused on the SOS sound and escalating soundtrack for the DBs.

  • @Fluffkitscripts
    @Fluffkitscripts 5 месяцев назад +2

    This is the one divine beast I can’t imagine cutting. Standing on the precipice that is its trunk and realizing just how damn HUGE the thing is is absolutely awe-inspiring.

  • @MonsterMaze
    @MonsterMaze 2 года назад +19

    That is some quality stuff right there! Can't wait to see the next Divine Beast ^^

    • @CaptBurgerson
      @CaptBurgerson  2 года назад +3

      Thank you sir!! Put in a lot of work to up the quality of this one, so coming from you that means a lot.

  • @Chrispy-gs4gz
    @Chrispy-gs4gz 2 месяца назад +3

    Fun drinking game: everytime he says construct, start sobbing uncontrollably

  • @elsiebartlett6808
    @elsiebartlett6808 2 года назад +4

    Loved this video, great start to the series for this game.
    I think it’s worth mentioning the environmental story-telling BotW does leading up to each divine beast as well as the actions of the beasts before and after Link cleanses them of the blight. For me those things really added to the atmosphere of the dungeon itself and contextualized my experience there without the kind of story-telling Zelda games usually do in dungeons (which is utterly lacking here).
    I went to Vah Ruta for my first beast as well for the reasons you mentioned and I recall it being such a depressing experience. The constant rain, the mostly hostile Zoras, and the melancholy music, both of the area and the dungeon itself (as mentioned in other comments). Can’t remember if it’s directly stated in game or just implied from observation, but Vah Ruta pouring out water nonstop and making it rain throughout the land seemed to me to be symbolic of tears falling constantly too. It was also a pretty depressing experience (especially since I was going to this dungeon first) to have finally gained climbing/gliding abilities in a Zelda game only to have them severely handicapped here by the constant rain in the environment and the lack of stamina/armor (depending on how many shrines you’ve done) to easily swim in the water-laden area.
    Interestingly, the Divine Beasts themselves all seem to be raging quietly by themselves, only incidentally affecting the environment in ways that endanger the lives of the nearby residents. Each one has attacked the various races, but only as a defensive measure when approached. It’s almost as if the spirits of the champions were struggling for control over the beast with the blight, causing the beasts to go haywire, but not gaining enough to allow anyone to approach without the blight influencing the defenses to ensure they cannot. After the cleansing each beast takes on a guardian like role over the area as though the champions protect the land itself now.
    I also perceived this conflict to be represented in the blights themselves. Until Age of Calamity, it wasn’t known what the blights looked like prior to encountering the champions. In my head cannon I always assumed they were more similar to the amorphous form of Blight Gannon over Hyrule castle when he first arises and only became the forms they had now from deaf eating and ultimately absorbing the champions themselves, making it all the more depressing that Link needs to deliver their final death-blow. We don’t see or hear from the champions spirits until the physical blights themselves are destroyed, so it is likely that they are trapped within the blights themselves.
    Sorry for long, likely redundant post, I haven’t edited it lol
    I’m stoked for Hyrule Castle video, by far my fav dungeon in the game 💗

  • @Ciccigreen
    @Ciccigreen 2 года назад +1

    Your content is criminally underrated, easily the same quality as Zeltik, Bandit, NBC and the other amazing Zelda-YTs out there!

  • @SmilingMana
    @SmilingMana Месяц назад

    Finally someone mentioning the lack of enemies! That is my main issue with all the dungeons in BotW/TotK. Dungeons used to be a mix of puzzles and exciting fights. In BotW and TotK, fighting inside of the dungeons mostly feels trivial (boss battle aside). They did a better job in TotK with this, but still didn't dare to put an actual threat inside of a dungeon. I would have loved having at least one major fight in every dungeon, something that feels like a miniboss.
    Hence, the dungeons, especially the Divine Beasts, don't feel as dangerous anymore as they used to be. I remember spending a lot of time using Vah Medoh and Vah Naboris as moving balconies, just chilling there and viewing the landscape they were moving about. It made me appreciate their open, airy design and the fact that they are moving within this beautiful world instead of being some closed off cave, but I also realized that this is not how a dungeon is supposed to feel like. In previous Zelda games, dungeons used to make me feel uneasy. I would not go into a dungeon in TP, MM or OoT to just chill.
    The puzzle aspect never was a problem for me, even if most puzzles are fairly easy. They got that part right. Most of the things some people are missing from previous games just wouldn't make sense in these games anymore, thanks to this Links far greater freedom of movement. A lot of puzzles from the previous Zelda games revolved around Link having to find a way to reach a place that seemed to be out of reach, sometimes just barely, or finding keys to unlock doors. If you would put BotW/TotK Link with his abilities in a dungeon from another Zelda game, he wouldn't even notice these puzzles as an obstacle. Can you imagine this Link in one of the tower dungeons from ALttP or ALbW, where the main object of the dungeon is to reach the top? This Link would just use Ascend, skipping the entire dungeon and everything inside.
    (I think it's interesting to imagine Links from different games how they would fare if they were put into another Zelda game than the one they originated from. BotW/TotK Link might be the one who would struggle the least with the dungeons from the other games, while some of BotW/TotK dungeons could be outright impossible to solve for most of the other Links.)
    The way the dungeon puzzles are designed in BotW/TotK is absolutely reasonable and I think they mostly did a very good job with that. By needing to clear the path for the sages in TotK and turning this into puzzles, the designers even managed to cancel out some issues with this Link being a bit 'overpowered' when it comes to his ability to move around. That part is brilliant.
    I think the designers wanted everyone being able to complete the main quest of these games, and they went a bit overboard in their approach to accomplish this. That's why most dungeon puzzles are easier than some shrines - shrines have a much more optional character than the main quest. It's okay if some gamers can't solve certain shrines, but everyone should be able to solve the main dungeons. Perhaps that's also the reason why they shied away from putting strong enemies inside of the dungeons, allowing gamers who struggle with the combat system to completely focus on the main boss and nothing else. After all, the most dangerous minibosses are all optional and usually scattered in areas out of the way. A player who focuses on the main quests and follows the roads of Hyrule will barely see any of them.
    At least that's my theory why the dungeon puzzles and enemies are the way they are. Overall, I think the designers did their best to do the new abilities justice. But I really wish the dungeons would feel like more of a threat. Besides Hyrule Castle and the Lightning Temple, they are just too chill.

  • @SuperCaleb283
    @SuperCaleb283 Год назад +1

    As a single game, I really liked that the Divine Beasts had traversal challenges instead of navigation challenges. It felt right for what Breath of the Wild was trying to do. I really hope Tears of the Kingdom is able to reunite the classic dungeon with the new direction of the series though!

  • @gameguru7575
    @gameguru7575 5 месяцев назад

    Fun fact i discovered by accident during my second playthrough, if you have Revali's Gale while fighting the boss, you can launch from the platforms closest to the final terminal and land on a ledge above the arena. This is useful because Water Blight can not hit you from there from most angles. You can use the ledge to charge any champion abilities that are currently on cooldown. Staying up on the ledge also has the fascinating side effect of de-aggroing Water Blight and it will turn into the ball of light and disappear until you return to the arena. In normal mode, it does retain the damage you have done.

  • @khriss.5155
    @khriss.5155 4 месяца назад

    "Oh just let me do that real quick" is honestly a trait I look for in a game. The player should be driven to want to keep setting their own objectives, regardless of what that reason may be. It does not always need to be consistent progression and laid out checkpoints or events. Sometimes all you need to do is make sure that the player them selves are setting their own goals so they grow and experience the world. This leads to the major events becoming more impactful. Not because the developer DEEMED it so, but because the player MADE it so.

  • @averagenctzen
    @averagenctzen 2 года назад +3

    as someone who has been on a essay style zelda video binge for the last couple of weeks, this is fantastic and criminally underrated!

  • @ConventionallyStupid
    @ConventionallyStupid 2 года назад +3

    I love this video! What a great analysis, and there are a few points I particularly agree with:
    1. Music, one of my biggest regrets is that I didn't listen to music enough, it's so desperate, you can feel all Mipha's regret in passing so soon without even being able to say goodbye to her family
    2. Functionality, these are like important beasts, they do a lot, but all i can imagine Mipha doing to control Vah Ruta is just walking to the main control and just chilling there, not even a single chair?? So much empty space with no function
    3. Combat, literally killed Ganon in less than 10 minutes with bomb arrows and lynen bow, and im awful at combat, it's literallly harder to beat a lynen than Gagon, make that make sense

  • @RetroGuyGaming
    @RetroGuyGaming 2 года назад +2

    WOW the quality of this video and all the little details like your silhouette on the loading screen is so good!

  • @verumverbi
    @verumverbi 2 года назад +1

    Amazing video. Love your analysis and the pacing of the video. Your channel just keeps getting better. Look forward to the rest from this series and beyond. Great work Capt

  • @thatgusgoose7458
    @thatgusgoose7458 2 года назад +2

    Amazing video! Really artfully done! It’s apparent you put a lot of work in it!

  • @nickjayyoung7662
    @nickjayyoung7662 2 года назад +1

    Can't wait to see the next one, love the series - all of them I've watched.

  • @nfenestrate
    @nfenestrate 2 года назад +2

    What a great introduction to Dungeon Design for Breath Of The Wild. Your map model turned out amazing!

  • @ChickenPerm
    @ChickenPerm 2 года назад +1

    Superbly detailed video as always excellent job Capt thanks!

  • @masonschwalm2010
    @masonschwalm2010 2 года назад +1

    I got the Master Sword a little bit earlier than I would have by making a deal with the Devil and swapping out some stamina for heart containers with the Horned Goddess Statue in Hateno.

  • @orryip
    @orryip 2 года назад +1

    I HAD NO IDEA YOU COULD DESTROY THE ICE VAH RUTA SHOOTS USING CRYONIS!
    My pleb ass wasted all my arrows trying to shoot them. 😅

  • @vernonhardapple6983
    @vernonhardapple6983 2 года назад

    Thanks! Keep em coming, Capt!

  • @thenerdybrewer970
    @thenerdybrewer970 2 года назад +1

    Great video! Ready for the other beasts!

  • @buurble4389
    @buurble4389 2 года назад +1

    This Video is kinda underrated. You really can see that there has been put a lot if work into this. Very cool Vid!

  • @RMFHGaming
    @RMFHGaming 2 года назад +3

    Amazing video! Love the way you utilized those flames and that map was brilliant. Great job my dude.

    • @CaptBurgerson
      @CaptBurgerson  2 года назад +3

      Thank YOU my dude. Appreciate you letting my borrow those flame effects

  • @patheticdawg
    @patheticdawg 5 месяцев назад

    BOTW is my first Zelda game and I love it. It was so magical when I first got the game and I felt like I was Link. When I got to Vah Ruta I was blown by crazy it is. On a first play through it’s a pretty good first dungeon. I’ll need to go back to see if it still holds up

  • @greymage8453
    @greymage8453 2 года назад +1

    I absolutely love this video!! The replications from the game that you made are fantastic, the map of course being..just WOW. Actually makes me want to go and pop the game back in to the switch and give it another go! Third times the charm, right?? 😆This video was sooo worth the wait! Great job!!

  • @professoreff3483
    @professoreff3483 Год назад

    A classy, slick breakdown of this dungeon, well done. I agree with you especially about feeling like they cheaped out in terms of actual interior design by making all the divine beasts have the same "Sheikah craftsmanship" look of the shrines, same colour scheme, same artwork...call me old-fashioned but I went into this dungeon hoping it would be somehow Zora-themed or *gasp* a temple to Princess Ruto, but that may have been me taking the name a little too literally

  • @nzpowa._.6662
    @nzpowa._.6662 2 года назад +3

    Just saying if you follow look at the loading screen page in the breath of the wild official book thing, it goes from ruto, rudania, naboris and then medo because that's probably what link through which person was closest with link.

    • @hist150project5
      @hist150project5 7 месяцев назад

      So they saved the easiest for last

  • @lofotangel
    @lofotangel 2 года назад +1

    Awsome video and Breakdown of my current favourite game. Looking forward to the other divine beasts! You got yourself a new subscriber 👍

  • @diddymelone2265
    @diddymelone2265 5 месяцев назад +1

    to be fair, you did overprepare quite a bit for this dungeon :D I was there much earlier, pretty much the first thing I did after visiting Impa and all of it was quite hard: making my way to zora village, stealing shock arrows from the Lionel (yes, I couldnt beat him, no chance, he'd 1 shot me with arrows or his weapons), and the dungeon boss. the dungeon itself wasnt that challenging, true, but it did not feel underwhelming in terms of challenge either.
    first experiences are sadly not repeatable, but try the whole process again with only your very basic equipment.

  • @sweetride95_69
    @sweetride95_69 2 года назад +2

    Great video! This game is so epic, even without a couple traditional dungeons. I hope the sequel can match the initial play through magic this game provided.

  • @tetra1767
    @tetra1767 2 года назад +4

    OMG the quality just in the first minute 😍 it looks amazing!!! I also like the openness in this game, but I like that there are still goals and objectives to guide you 👍🏼 I LOVE HOW YOU USED THE LOADING SCREEN AS YOUR TRANSITION!!! 😁👏🏼🎉 JEBBE 🥺 hahaha there really is so much in this game, and I love watching you explore it! It's so fun watching someone who has such a tenacity with all of the different activities!! SIDON 😍 Muzu is the worst 😝 there are really only 3 enemies?? That's insane!!!

    • @CaptBurgerson
      @CaptBurgerson  2 года назад +3

      Muzu
      ---
      Racist Zora

    • @CaptBurgerson
      @CaptBurgerson  2 года назад +4

      Also fun fact, the loading screen isn’t the actual loading screen from the game. Just replicated with some clever editing lol

    • @tetra1767
      @tetra1767 2 года назад +2

      The lack of enemies is kind of explainable though? Because they're shieka tech and the enemies can't get into them?? I guess 😝 YOOO YOUR MAP LOOKS SO GOOD!!! You said swirling patterns 🤭 I agree that using the same patterns is a bit boring in this game... I wish they had varied the color palette. Ganon is bad man 😢 I also love the music in this game, and the music in vah rutah is definitely a good piece! I love it when they make the songs build on themselves, it really adds a sense of urgency. Your quick analysis of Mipha's grief is so good 💚 the blights are pretty creepy 😝 Hey there's no giant eyeball!! 😁👏🏼 Master sword cheese 😂 good points about linearity vs non-linearity! Execution really is the biggest key 👍🏼 Great video, burger!!! This was well worth the wait!! 😁💚🍔

    • @CaptBurgerson
      @CaptBurgerson  2 года назад +3

      @@tetra1767 well, considering Ganon can basically spawn enemies via malice (the malice eyebally goop piles even spit out floating boko skulls) I’d say that in theory enemies could show up in the divine beasts, but ah well. Big missed opportunity imho. It just put more guardian scouts.
      Glad you enjoyed the video! You still the queeeeeen

  • @TheStubbzy
    @TheStubbzy Год назад

    This was the first dungeon I played too, and I'm glad I did. Mipha's Grace came in so handy throughout the game.

  • @darkblade722
    @darkblade722 2 года назад +3

    Such a missed opportunity for Ruta-mentary non-linearity to be used in the title. Oh well. Next time 🐘

  • @LunaP1
    @LunaP1 5 месяцев назад

    This was my first DB as well, only by accident. And good thing too because I definitely needed it with Thunder Blight.

  • @tylerisntasheep6854
    @tylerisntasheep6854 2 года назад +1

    Great video!

  • @RyanSumthn
    @RyanSumthn 2 года назад

    leaving a comment for the ol algorithm, this is very well done and you deserve so many more views and subs

  • @chaosprime1629
    @chaosprime1629 Год назад +1

    a good non linear dungeon is eagle's tower. the divine beasts fail to capture this sort of formula which that dungeon introduced and while not perfect it still had a critical path which was easy to drift off from because of its branching paths that can divert the player. what really helped this dungeon is how it is easy to get lost and it is very confusing so the player really needs to understand its layout while the divine beasts lack that sort of navigable structure. vah ruta has a very linear critical path in terms of its geometric layout but in reality it is more of a vertical counterpart to a dungeon such as ganon's castle. vah naboris handled this the best in terms of its design because of its more puzzle box nature.
    that leads to skyward sword's puzzle box dungeons. the sand ship is very transformative and while it has very little branching, the dungeon is restricted by a single switch where you need to know where you must aim from. the sky keep is a puzzle itself. even the NES dungeons had linear dungeons but still allowed for non linear small key placement but had one way paths which gave it more of a puzzle element. compare another open dungeon such as hyrule castle in botw and what helps this dungeon is the large explorable design it has while it has several linear branches. the only downside to this dungeon primarily is how you can skip everything and go straight for sanctum.
    both linear and non linear dungeons need the right execution. the best linear dungeons and the ones that i argue handled well in theory are the tower dungeons such as the fire temple, wind temple, skull dungeon, and temple of time. their overall theme is more of a survival based gauntlet and they do mix up the pacing when it comes to dungeons. a linear dungeon that misses the mark and one that is too straight forward or not well interconnected is dodongo's cavern because you could divide up this dungeon and just make it skull woods style instead.
    bad dungeons also are not the same as weak dungeons. what makes a bad dungeon is one that has bad door logic that can lead to soft locks or unfair enemy placements where damage is inevitable or not giving the right resources for that intended dungeon. weak dungeons are the straightforward underwhelming dungeons with easy challenges and small keys literally next to the locked door. alttp was guilty of this frequently but it also had limitations where it was sometimes a necessary evil.

    • @chaosprime1629
      @chaosprime1629 Год назад

      the solution? place the beasts in the central hub rooms or interact with the dungeons they appear in and each terminal that is activated allows the player to control that part of the beast. some switches required to be controlled from where you are standing while others can be used anywhere within the beast.

  • @Jillybear265
    @Jillybear265 5 месяцев назад +2

    I didn't see any lust for Sidon so I'll do it.
    HOW IS THE FISH SO HOT

  • @ultimategamer4969
    @ultimategamer4969 2 года назад

    Your video on how WW influenced BOTW appeared in my recommendations, and at the beginning you mentioned “Dungeon Design,” me being a huge fan of The Legend of Zelda decided to check out your playlists to see if you’ve organized them, which you did, guess I’ve got some videos to watch! Probably will do so while playing each game respectively.
    This video was awesome! So yeah, I will like, subscribe and ring the bell so I won’t miss out on the next episode!

    • @CaptBurgerson
      @CaptBurgerson  2 года назад

      Amazing, thank you!! Glad that brought you here! Hope you enjoy!

  • @williamhendricks7114
    @williamhendricks7114 2 месяца назад

    I generally don't do the Shock Arrow quest. I go to Gerudo Town and get the arrows. Plus I usually get the Lynal picture in Farron.

  • @mrister24
    @mrister24 5 месяцев назад

    The linearity discussion in the last few mins of this is something I've thought a lot about in the Wild era. I worry Auonuma et al. think nonlinearity is by definition better. While in the last 2 games the most enjoyable, memorable parts were the prepared, fairly linear segments for me.

  • @Gabeora
    @Gabeora 2 года назад

    Finally had a chance to watch, great job Daniel. It shows this one took a lot of work and it came out amazing! I also wanted to say I can think of two other instances of elephant statues in the series: the SS and WW earth temples. Not that that gives any sort of explanation for why one was used for this games water temple though…

    • @CaptBurgerson
      @CaptBurgerson  2 года назад

      Ah you are totally right about elephants appearing in those temples! Totally forgot, even though I’m playing through skyward sword right now too. Oops!
      Cheers!

  • @craziscoth
    @craziscoth 8 месяцев назад

    You started sounding like the old 'if you give a mouse a cooke' books

  • @9Godslayer
    @9Godslayer 5 месяцев назад

    I'm so glad that I've *finally* found someone else that share my opinions on the Beasts and Blights to the point that I find this game to be one of the least memorable games in the series in spite of the fact that it has one of the best stories. The only things that I can immediately recall are the Memories and how intimidating the Beasts, Ganon, and Hyrule Castle are.

    • @CaptBurgerson
      @CaptBurgerson  5 месяцев назад

      if that was your takeaway then I am sorry to report that I am now who you think. I state in the video pretty early on that despite the dungeons, BOTW is one of my favourite games ever

    • @9Godslayer
      @9Godslayer 5 месяцев назад

      @@CaptBurgerson Oh no, I understand and remember that. I actually find it impressive that this is your favorite despite that.

  • @bonnies122
    @bonnies122 2 года назад +2

    LOVE IT!
    Ok was Ruto the Zora that Link accidentally married?
    Ruta-mentary puzzles, I see what you did there!
    Amazing use of Blender for the dungeon map, it looks perfect!
    Also love the new scroll for the patrons/members, did you put the names in Sheikah?

    • @CaptBurgerson
      @CaptBurgerson  2 года назад +2

      Thanksssss Bonniiiieee!
      Ruto was that one yes! Though they only got accidentally engaged, not married lol 😂
      Ty! The maps, I think, add a lot to this!
      Yup, all the names in Sheikah text. I thought it looked good haha.

  • @rebeccaimmel4160
    @rebeccaimmel4160 Год назад

    Here is what I love about the divine beasts and Hyrule Castle: they are constructed for a PURPOSE. Have you ever found yourself in a Zelda game wondering “why would this dungeon even exist?”? In previous games, the dungeons were pointless except for their usefulness to Link. Each room of the dungeons only existed as puzzles. Who would build such a thing? In BotW, the beasts were vehicles/weapons. They have purpose. Each room of the castle has obvious intent: a library, an armory, etc. Perhaps this limits the dungeon-ness of it all, but I think it’s worth it. It feels like a fully actualized world and I’m happy to trade some of the enemies for it.

    • @hist150project5
      @hist150project5 7 месяцев назад

      But who would build all the puzzles in the Divine Beasts? If the terminals are supposed to activate the beast/vehicle why did they design them so that it's a puzzle to get to each one? The lore doesn't make any more sense than the old dungeons.

    • @rebeccaimmel4160
      @rebeccaimmel4160 7 месяцев назад

      @@hist150project5 the devs. Duh. 😉😂 (point taken … but I’m prepared to die on this hill lol)

  • @chrislecount4801
    @chrislecount4801 Год назад

    You know what I’m excited to see? TotK.

    • @CaptBurgerson
      @CaptBurgerson  Год назад

      I will 100% be making videos on the game when it releases, rest assured 😅

  • @ShadowWizard224
    @ShadowWizard224 4 месяца назад

    The order that I did them in were Vah Ruta, Vah Naboris, Vah Rudania, Vah Medoh.

  • @ChickenPerm
    @ChickenPerm 2 года назад +1

    Hey you left out collecting all the rock salts above all else! 🤣

    • @CaptBurgerson
      @CaptBurgerson  2 года назад +1

      The real rock salt was the friends we made along the way

  • @mattfry6716
    @mattfry6716 2 года назад +2

    Cool

  • @PurpleMonadoBlaze
    @PurpleMonadoBlaze 2 года назад +1

    I waited months for u to review BOTW dungeons. I miss ur BOTW livestreams.

  • @tylerherr4288
    @tylerherr4288 6 месяцев назад

    skyward sword had some elephants

  • @tylerherr4288
    @tylerherr4288 6 месяцев назад

    starting the botw and totk playlist
    ill try to not say anything negative about both games
    no promises

  • @hist150project5
    @hist150project5 7 месяцев назад +1

    The Divine Beasts imo were a very cool concept, but executed very underwhelmingly (if that's even a word). In addition using the same concept and formula for every dungeon in the game makes it get really stale. The Divine Beasts remind me a lot of the Sandship in Skyward Sword, with how you have to board them and activate the terminals inside the dungeon. However, the Sandship is far superior to the Divine Beasts. The Sandship has much more complex puzzles and layout than the Divine Beasts, which a much larger and more labyrinthine design. The part where you activate the terminals in the Sandship is only one part of the dungeon, and the dungeon has a much more linear progression (basically like what you said with linearity vs straightforwardness) and sort of tells a story while you're playing it. The Sandship also has a far better lead up to the dungeon, whereas the leadups to the Divine Beasts are very lackluster imo. In addition, the uniqueness factor really makes the Sandship stand out. If every dungeon in Skyward Sword was structured like the Sandship, it would feel stale just like the Divine Beasts.

  • @CooperBarnes_2004
    @CooperBarnes_2004 2 года назад

    The Champions are pilots but link IS NOT a champion

    • @CaptBurgerson
      @CaptBurgerson  2 года назад +1

      Um but he is.
      He doesn’t pilot a divine beast (until the master cycle) but he is still part of the champions. Not only does he wear the champions tunic, but various NPCs refer to Link as “the Hylian Champion”.

  • @RetroCheats
    @RetroCheats Год назад

    This is just a few puzzle rooms & a boss fight.. is this really a dungeon?

    • @CaptBurgerson
      @CaptBurgerson  Год назад

      Isn’t that what dungeons in Zelda are when you really boil it down? Usually larger and longer, but still those fundamentals.

    • @RetroCheats
      @RetroCheats Год назад

      @@CaptBurgerson usually rooms of challenging enemy fights as well.

    • @CaptBurgerson
      @CaptBurgerson  Год назад

      Sure, but not always. The deku tree doesn’t have challenging enemies, they’re all very weak and mostly stationary. It’s still a dungeon though.
      Don’t get me wrong, my biggest criticism of the divine beasts is that I wish they were longer, and had more baddies. Does it mean they don’t count? No, they’re still dungeons. Just a different take on dungeons compared to previous games.

  • @mubzytv
    @mubzytv 3 месяца назад

    The build up to this dungeon was great especially the theme for the battle with Vah Ruta. However, the dungeon itself was mid tier for me. Nothing spectacular and wasn’t huge fan of the elephant mechanics

  • @hist150project5
    @hist150project5 7 месяцев назад

    Oh boy, Breath of the Wild. I have strong opinions about this game. Honestly, as a Zelda game, I don't really like it at all. It has pretty much nothing of what I loved the Zelda series for, the dungeons, the items, the metroidvania style progression, the dense world design packed with content where every single part of the map has some importance, the lively bustling world, the sidequests, the questing leading up to the dungeons, etc. The story is also severly lacking compared to all the previous 3D Zelda games. When looking at the game as a game in general and not as a Zelda game, I like it well enough, though I don't love it. There's stuff that I really like about the game, mainly the sense of exploration and open world design. The game was released at a time when most AAA open world games were only open world games by its technical definition. There is really no reason to explore the worlds as they put a marker on everything of importance on the map and lead you by the nose for quests. People talk about how games like Skyward Sword are handholdy because Fi talks too much, but that's nothing compared to the "Ubisoft formula" where there's pretty much no exploration and you're lead by the nose the entire game. Breath of the Wild fixed this by being a modern AAA giant open world game but has very little handholding. Most of the world you have to discover on your own and you place your own markers on the map, instead of every single point of interest being shown when you activate a tower. The game really feels like an open world adventure instead of a cinematic action game that takes place in an open world. That said, there are a lot of issues in BotW that really drag the game down for me. There's way too much repetition. As great as the exploration is, pretty much everything you find will either lead to a korok seeds. Korok seeds are the same exact puzzles copy and pasted over and over again and it gets old fast. Shrines are just 5 minute puzzle rooms (if you even get that, as many are copy and pasted battle shrines or blessing shrines) which are all very easy and underwhelming, and appear very out of place and gamey. Unlike the dungeons and caves of previous Zelda games, shrines feel very obviously like video game levels. The side quests are very lackluster, as most are grindy fetch quests (get me 55 rushrooms). As for the story, it had so much potential to be something truly great, the fact that the story takes place pretty much entirely in the past as flashbacks really ruins it for me. Imagine if you actually explored the bustling Hyrule 100 years ago and played through all that story that happened then, and then you go to sleep and wake up in a ruined Hyrule, that would've been great. (and very reminiscent of Final Fantasy VI)