Current Events > Untitled The Legend of Zelda: Breath of the Wild sequel sales are gonna be nuts

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Punished_Blinx
02/08/22 12:01:00 AM
#1:


Switch is gonna have a massive userbase. Pretty much everything Nintendo releases nowadays breaks a new record

BOTW has sold 25 million copies.

It's gonna be massive. Any game releasing near it should get the fuck out of the way (unless it's COD or Rockstar) level big.

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-GalacticBass-
02/08/22 12:12:51 AM
#2:


I feel like it's gonna be a massive disappointment

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TheGoldenEel
02/08/22 12:14:15 AM
#3:


I wish they made a more traditional Zelda game that took place in that wonderful open world

keep everything as is and give me some meaty dungeons to explore with cool gadgets

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mooreandrew58
02/08/22 12:20:11 AM
#4:


Punished_Blinx posted...
Switch is gonna have a massive userbase. Pretty much everything Nintendo releases nowadays breaks a new record

BOTW has sold 25 million copies.

It's gonna be massive. Any game releasing near it should get the fuck out of the way (unless it's COD or Rockstar) level big.

I never understood why companies decide to release games on the same day/or close as another major release. It's like your asking to lose potential sales forcing people (who can't just throw money around like that) to pick one or the other.

I mean if it's coincidental then whatever but sometimes it just feels intentional

Only thing I can figure is it's a dick measuring competition hoping they can rub it in the others face they sold more on release.

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Questionmarktarius
02/08/22 12:22:35 AM
#5:


TheGoldenEel posted...
I wish they made a more traditional Zelda game that took place in that wonderful open world
A direct remake of LOZ 86 in the BOTW engine could be the greatest thing ever.
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Punished_Blinx
02/08/22 12:31:26 AM
#6:


mooreandrew58 posted...
I never understood why companies decide to release games on the same day/or close as another major release. It's like your asking to lose potential sales forcing people (who can't just throw money around like that) to pick one or the other.

I mean if it's coincidental then whatever but sometimes it just feels intentional

Only thing I can figure is it's a dick measuring competition hoping they can rub it in the others face they sold more on release.

I know September-December is a big holiday shopping period so that's why a lot aim for that.

But it doesn't seem to be as important as it used to be.

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mooreandrew58
02/08/22 12:54:41 AM
#7:


Punished_Blinx posted...
I know September-December is a big holiday shopping period so that's why a lot aim for that.

But it doesn't seem to be as important as it used to be.
OK holidays I can get but I've seen it early year too.

Stuff like doom eternal and animal crossing I can get too cause the overlap of people who play both are likely a lot lower than say people who play doom and gta.

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#8
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#9
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Tyranthraxus
02/09/22 11:17:18 AM
#10:


[LFAQs-redacted-quote]


It's more of a Zelda game than anything that has come out since 1986.

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Kaiganeer
02/09/22 11:20:13 AM
#11:


it's just the same map with more shit on it tho
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CoorsLight
02/09/22 11:20:52 AM
#12:


I don't understand the "just make BotW with old style dungeons lol it's that easy" take. The design of the old style dungeons is directly at odds with giving you near complete freedom, unless you want it to be like you get a special item in the dungeon and then it has no use outside of it or something.

[LFAQs-redacted-quote]


Well this is fine, though Hyrule Castle still wasn't really like a "traditional" dungeon at all
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FurryPhilosifer
02/09/22 11:27:42 AM
#13:


CoorsLight posted...
Well this is fine, though Hyrule Castle still wasn't really like a "traditional" dungeon at all
Yeah, Hyrule Castle was a large building to explore. Design-wise it worked just like the overworld, except it was a building.

I loved the dungeons in Breath of the Wild to be honest. The zora and goron ones blew me away. "Holy shit I can see the world moving outside, the entire building is rotating in real time". And just the concept of "the dungeons are giant mechs you explore inside" is hella cool.

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Hambo the Hog
02/09/22 11:53:16 AM
#14:


FurryPhilosifer posted...
I loved the dungeons in Breath of the Wild to be honest. The zora and goron ones blew me away. "Holy shit I can see the world moving outside, the entire building is rotating in real time". And just the concept of "the dungeons are giant mechs you explore inside" is hella cool.
Fur realz. Everyone shits on the divine beasts, but I liked them more than traditional dungeons. Their intros were way more dramatic and cool than any other 3d Zelda dungeon and manipulating the whole dungeon and its orientation using the slate was cool as hell. They're shorter and smaller, but I liked that about them too. Traditional dungeons can kinda drag on, and I get tired of wandering the hundred rooms trying to remember where a certain puzzle or door was and how to get to it.

Yeah, it's a shame we don't get a fun new tool in each one, but whatever, at least we aren't locked out of puzzles in the open world because we haven't visited a certain beast yet.

People also complain that the beasts all had the same aesthetic, but I think it worked for botw. The story gave a reason for it and there are enough varied environments in the game outside of the dungeons, so it's not like we're missing out on themed environments. I wouldn't want them to do a game full of the same dungeon aesthetic again or make a habit out of it though.

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Will_VIIII
02/09/22 11:54:32 AM
#15:


I'm still looking forward to it but I feel they missed a big opportunity with not having a dark world be the world you'd primarily explore

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Kaldrenthebold
02/09/22 11:57:31 AM
#16:


TheGoldenEel posted...
I wish they made a more traditional Zelda game that took place in that wonderful open world

keep everything as is and give me some meaty dungeons to explore with cool gadgets

Yep. BOTW was a good tech demo but I really don't think it CHANGED THE GAMING LANDSCAPE as so many people think. It really blows my mind that an empty open world with 2004 HL2 physics toys became the god gift of gaming. Hopefully the sequel feels more like an actual Zelda game with adventure instead of middling nothing.

CoorsLight posted...
I don't understand the "just make BotW with old style dungeons lol it's that easy" take. The design of the old style dungeons is directly at odds with giving you near complete freedom, unless you want it to be like you get a special item in the dungeon and then it has no use outside of it or something.

Well this is fine, though Hyrule Castle still wasn't really like a "traditional" dungeon at all

Maybe if A Link Between Worlds didn't exist could you claim this, but they did the "choose the dungeons you want in any order" style better than BOTW did. They were actual Zelda dungeons and you were not constrained in the "freedom" to choose where to go other than which item you wanted to rent/buy. Why wouldn't BOTW do something like this?

Maybe Nintendo should fix the issues the series had instead of just tossing it all away. Make the items more useful outside of the dungeons, done.

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masterpug53
02/09/22 12:06:14 PM
#17:


Hambo the Hog posted...
Fur realz. Everyone shits on the divine beasts, but I liked them more than traditional dungeons. Their intros were way more dramatic and cool than any other 3d Zelda dungeon and manipulating the whole dungeon and its orientation using the slate was cool as hell. They're shorter and smaller, but I liked that about them too. Traditional dungeons can kinda drag on, and I get tired of wandering the hundred rooms trying to remember where a certain puzzle or door was and how to get to it.

Yeah, it's a shame we don't get a fun new tool in each one, but whatever, at least we aren't locked out of puzzles in the open world because we haven't visited a certain beast yet.

People also complain that the beasts all had the same aesthetic, but I think it worked for botw. The story gave a reason for it and there are enough varied environments in the game outside of the dungeons, so it's not like we're missing out on themed environments. I wouldn't want them to do a game full of the same dungeon aesthetic again or make a habit out of it though.

BotW made me look back and realize that, from OoT onward (and with very few exceptions), I almost never looked forward to doing the dungeons. A rare few had a good combination of design, aesthetics, and clever puzzles to be enjoyable, but the vast majority of them were just overlong, overworked slogs that killed the sense of fun I had exploring the world.

How much I enjoy the more bite-sized approach to Shrines over traditional dungeons cannot be understated. They worked with and enhanced the sense of world exploration rather than stymieing it, and dealing with a single, focused puzzle concept at a time (be it brief or more elaborate) was infinitely more enjoyable. It was also nice walking into a puzzle Shrine and not immediately knowing what abilities would be used to solve it, making the solution feel more organic and rewarding (whereas in a traditional 3D Zelda dungeon, the solution was more often than not the item you'd just found, which would oftentimes be rendered largely useless after the dungeon was over).

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Hambo the Hog
02/09/22 12:22:19 PM
#18:


masterpug53 posted...
BotW made me look back and realize that, from OoT onward (and with very few exceptions), I almost never looked forward to doing the dungeons. A rare few had a good combination of design, aesthetics, and clever puzzles to be enjoyable, but the vast majority of them were just overlong, overworked slogs that killed the sense of fun I had exploring the world.

How much I enjoy the more bite-sized approach to Shrines over traditional dungeons cannot be understated. They worked with and enhanced the sense of world exploration rather than stymieing it, and dealing with a single, focused puzzle concept at a time (be it brief or more elaborate) was infinitely more enjoyable. It was also nice walking into a puzzle Shrine and not immediately knowing what abilities would be used to solve it, making the solution feel more organic and rewarding (whereas in a traditional 3D Zelda dungeon, the solution was more often than not the item you'd just found, which would oftentimes be rendered largely useless after the dungeon was over).
I agree with all of this. The dungeons themselves are basically my least favorite parts of Zelda. I always preferred figuring out sidequests and doing the quests leading up to the dungeons. I love Majora's Mask because of how much more it leans on sidequests and the time mechanic made for some awesome ways to experiment with them.

The shrines really were nice. The way they're separated prevents burnout. You're right about not knowing what tools you'll need too. I never thought about it, but the traditional dungeon structure basically spoils the solution to puzzles just by being in the dungeon where you get the key item. There are times when later dungeons will require an old item again unexpectedly, but for the most part, interesting uses of an item are restricted to the item's dungeon.

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Tyranthraxus
02/09/22 12:40:48 PM
#19:


Hambo the Hog posted...
but for the most part, interesting uses of an item are restricted to the item's dungeon.

This is a thing that's only really true for 3D Zelda.

The best parts of the original game up to and including Link's awakening were that by large the items you found weren't just puzzle solving gadgets but had real combat utility. Get a boomerang in the dungeon, use it to kill things. Yes you can also use it to grab that key on the faraway shelf but by and large you can use it anywhere and because of the games being more combat focused there was a lot of opportunities to use all your items, whether because it was fun or because it was an effective tactic.

BotW brought back that paradigm. Bombs, stasis, magnesis, and cryonis all had combat utility in addition to puzzle solving.

Lots of miscellaneous items you could find also had various multifaceted application like the leaf with how it could make wind.

This is how it should have always been.

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Hambo the Hog
02/09/22 12:49:17 PM
#20:


Tyranthraxus posted...
This is a thing that's only really true for 3D Zelda.

The best parts of the original game up to and including Link's awakening were that by large the items you found weren't just puzzle solving gadgets but had real combat utility. Get a boomerang in the dungeon, use it to kill things. Yes you can also use it to grab that key on the faraway shelf but by and large you can use it anywhere and because of the games being more combat focused there was a lot of opportunities to use all your items, whether because it was fun or because it was an effective tactic.
Yeah that's true. I was mostly talking about 3d games. The classic 2d games have too much Guide Dang It for me and it's too easy to get lost in the dungeons lol. But they did have items that were useful more generally. Not the Spinner that had maybe one designated use per late game dungeon and was otherwise useless.

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CoorsLight
02/09/22 12:56:28 PM
#21:


See, I thought the dungeons were a highlight of the older Zelda games, but exactly because they were so constrained and linear (relative to BotW). A dungeon was kind of a distillation of that concept. Though there's also an element of the reward being something that will give you more ability to explore, so that desire for openness was not lacking. But again, that's why BotW works, and I think that's why the dungeons being as they were was a necessary sacrifice.

Plus the shrines were fun, there were many more interesting puzzles than we've seen in past Zelda games. I like how someone says it was just HL2 cause it uses physics. Might as well just say that every Zelda up through SS was just OoT then
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