See a cool looking place

And this is supposed to be the best Zelda game, lamo

It still is

Your first zelda yeah it is

You obviously don't know anything about Zelda, Keep your mouth shut.

Twilight Princess? Now that’s a good Zelda game. Get to wrangle and wrestle goats before being thrust into the netherworld with imp woman and having to save the day with awesome sword techniques and dungeons. Unlike BOTW, TP Link is built like a real man. Too bad you need the Ganondorf amiibo to unlock the super fun mode…

And this is supposed to be the best Zelda

Nobody genuinely thinks this.

He does

You can also bypass the entire labyrith from above because little Timmy (36yo) would get stuck otherwise.

fpbp, traditional autists are SEETHING.

You literally can't, the shrine at the end of the maze is covered up for the exact reason. You can't even see the doorway to the shrine from the top because of how tall the walls are.

autistic retard who loves collecting weapons, korok seeds and doing easy ass shrines is calling someone else an autist. hilarious

ok twitter tard

You know where the shrine is so you just look for a route there from above. That's literally what I did.

You can't see the entrance to the shrine room from the top

So you're saying I just accidentally did then entire labyrinth then. Whatever bro.

No argument. eat shit

I thought it was overrated dogshit, but Tears of the Kingdom fixed a lot of the original's problems and as a result became the kino the first game should have been.
That said the actual best Zelda game is and has always been Oracle of Ages

TotK is worse than BotW

Explain your reasoning.

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Grim.

bruh :skullemoji:

There's a delay when opening the weapon wheel that in TotK but not in BotW.

What's the logic behind these guys trooning out and what does it have to do with the games?

Fusion can go fuck itself, everything about the design of weapon fusion is a complete mess and a travesty of UI design. The temples are worse than the divine beasts in terms of game content. The story is somehow worse than BotW's backstory, as well as far more repetitive (literally the exact same dialog plays out each time you complete a temple in TotK...). The ultrahand mechanic is retarded and does not integrate properly into the game, it's as if the entire mechanic was designed for a completely different game. The puzzles are overall far worse than BotW's, with many being actual baby-tier in the complete non-meme sense the of the phrase.
The biggest sin is definitely the UI though, good god the UI in TotK is god-awful and you're FORCED to use it far more than you ever had to in BotW. It ruins the pacing of the game entirely.

Oof, that's pretty bad.

Adjust the brightness until the structure is barely visible

kind of crazy to remember that in 2017 i was 15. Doesn't feel that long ago, but it clearly was apparently

cue piano music

next zelda is not only going to be open world slop its going to be multiplayer focused slop

While all of those arguments are valid, ESPECIALLY THAT FUCKMOTHERING UI, I'd dare say the good parts of the game are more than fun enough to forgive them.
oh. well shit i concede.

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It's BOTW but with more tedium. Fusing to arrows is so atrociously done, I wonder how it got past playtesting to scroll through your inventory for minutes just to find something to fuse to. The Korok "puzzles" are even worse, and I don't like having to stop to build shitty cars that'll break in seconds. Notice how people only build the silly giant penis monsters to shit on bokoblin camps. It's not even worth it to use them in boss fights because the battery/fun meter runs out too quickly.

Ocho punto ocho XD

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so was my boyfriend, and i'm 33 now. i've become the stereotype.

i remember the old zelda games
everything is just a fairy cave

was

you're not with him anymore?
also you should be ashamed if you got him at 15. i mean if you got him at the same age i am then...lucky you, but still cringe old man

basically this for real, but i actually prefer this, because it means rewards don't exist as something in service of the grind just for the sake of waste of time. fairies are practical in a simple and honest way.

Who the fuck knows why specifically they trooned out besides grooming and so on. The correlation however is that trannies love to push the narrative that they are the core audience of everything (0.3% of the population) and there are billions of posts out there connecting their tranny bullshit to random video games/movies/anime/cartoons/objects/interests in order to claim it as "trans coded".

dungeons in RPGs should never offer generic rewards at the end, it should always be something unique that cannot be obtained anywhere else, otherwise it makes exploration feel both useless and boring

oh no, he's 23 now, and we've been together for 3 years. it's just that he'll say things like "oh i loved this when i was a kid" and my brain goes "ah yes, last year". i'm too pure to be a lecherous old man, dating was pretty much his idea, i was cool with being his cool older hookup to brag about to his friends. one night after some fun, he got really intense about getting serious, so we did. i'm not emotionally equipped to manipulate anyone.

This, but not because of the weapon wheel thing.
The world was crafted for BotW. The design and landscape itself had an intended purpose. Every sightline, every goofy Korok golfng hole, whatever.

TotK retrofits BotW's world to accomidate it. It bends the square peg and forces it into the round hole. Every sightline is now cluttered with the same 5 Sky islands or death stars. Giant ugly gaping holes everywhere. Those comfy moments from the first game no offer that moment because you've been there, you've seen that. So a Gleeok or a Hinox clogs it up to give it purpose, since you have no reason to go there otherwise since you already did that.

TotK is an ambitious game. But it sacrifices whatever quiet moments of introspection BotW offered in order to achieve that. BotW was a very lonely game. It had lots of stretches to think about where you want to go and how to get there. It had a lot of downtime for the mind.
TotK is quite literally rocketing you out of towers constantly. Throwing you around the sky at high speeds. No time to stop. No time to appreciate.
You've seen this land. You've walked these floors. You have a new checklist now, go do that.

I don't like that. Standing on the shoulders of BotW may make TotK taller, but it also makes it all the less stable.

There was a really good analysis I saw, comparing both BotW and TotK, I wish I could find it again. It look in-depth and the design philosophies of both games, concluding that TotK had too many conflicting systems and currencies (or at least collectable thingamajigs that are functionally currencies), as if TotK felt the need to constantly dangle the incentive of an increasing number rather than strive on the merit of its own design like BotW (mostly) achieved at doing. It all boils down to BotW being a game of intrinsic values (i.e. you do thing because you enjoy doing thing), or TotK's extrinsic values (i.e. you do thing because you're told you should). If I find this game design analysis again I'll post it.

I should also check for typos before hitting submit...

kek lucky ass old man. not that i'm particularly jealous, my generation and even younger are obnoxious to date.

the totk Version is somewhat better, but the reward is ass

It all boils down to BotW being a game of intrinsic values (i.e. you do thing because you enjoy doing thing), or TotK's extrinsic values (i.e. you do thing because you're told you should).

I think overall I'm inclined to agree with this.
You explored in BotW because you wanted to see what was over there, and it happened to have something like a Korok.
In TotK you already know what's over there, and you return to it expecting to find a Korok, and might sometimes discover a small change to the area.

I'm less motivated to go to areas because I already have baseline expections. Having 30+ sky platforms to warp to and glide or drive a plane off of to skip any area I want also communicates to the player that going back to all of those places isn't important.

Dueling Peaks was a big moment in BotW because a lot of players "saw that mountain and could climb it" and did so right off of the Great Plateau with no stamina upgrades. It was a personal conquest to get o the top and get a few shrines as a reward.
In TotK I imagine that most players, like myself, end up launching out of the tower nearby or completing a shrine on a sky island above it, look down, and go "oh, it's the Dueling Peaks." Then they dive down right to the top.

Approach matters. Framing matters.

The only good thing about the NuZelda games is Riju

he's fun. i can tolerate zoomerisms for the most part. the other night he hit me with an insane combo of zoomer words, i don't even remember what he was talking about, but he was playing path of exile 2, and said something was "cracked", "go mode", and "preem". i was laying on the couch watching him and i said "all your words are stupid, but you're so cute" lmao

Hope she's playable in the next hyrule warriors at some point

idk.. i like totk more.
botw had a conflicting story, there's a sense of urgency to rescue the princess.. but then the world map is littered with exploration and enjoying the view set pieces
meanwhile, sending zelda to then past takes away the urgency and you're just trying to find the princess by following leads and exploring, which also makes sense. the story of totk is also good, and the last boss wasn't such a jobber. in addition to that, totk adds to the gameplay with its combination gimmick. i can now explore where i want, and how i want.

the story of totk is also good

hearing

SECRET STONE

IMPRISONING WAR

twice in a row had me check out entirely. i was already half checked out when they went with

dude random cutscenes for the second time lmao!

but they did that in botw
or am i missing something?

tears of the kingdom is the same 4 cutscenes for every dungeon. botw had actual story moments.

oh, i remember now

yeah that was stupid, but i still stand by what i said. i like totk story more.

botw had a conflicting story, there's a sense of urgency to rescue the princess.

Both the King and Impa tell you they don't expect you to run off and fight Ganon immediately. they outright acknowledge that even though the 100 years are about up, there is still time to get your affairs in order and prepare accordingly.

TotK should have had urgency, but didn't. Ganondorf falls at the beginning of the game and sits still on a rock for months while Link sorts shit out. The implication is that he's "gathering his strength" but he clearly doesn't it after shattering the Master Sword. He waits until Link is at his doorstep to even stand up and regain his full body. Ganondorf had zero agency in a game where people are cowering at the thought of a "Demon King." It was pathetic.

At least Calamity Ganon is framed to be held back by Zelda, regenerating a makeshift physical body in the cocoon in the sanctum, and is using malice to keep the world infected in the meantime.

TotK Ganon had nothing but opportunity and sat on his ass while you took months fucking around with skydiving and cave exploring.
BotW Ganon was trying to regain an opportunity while you used the time left to race him in a power struggle.

Ganondorf was a formality for TotK. There only for hype and trailers. A good final boss fight. An absolute dogshit villain.

My favorite is finish cap

kek i'm rooting for you guys, good luck

Anyone who defends or likes TP are midwits.
It was the beginning of the end of the Zelda formula, had tcharacter design and the hylians ( the superior race that Link is descendant) are nothing more than weird fucking chickens.

Botw fixed Zelda.

BOTW put Zelda on the right path and then in typical Zelda Team fashion, they fucked all of that up in ToTK.
Now we're just going to see a repeat of the short life & death of this new formula because Nintendo doesn't know how to competently manage its strengths or weaknesses. They keep making the same fucking mistakes over and over and over.