The Legend of Zelda: Breath of the Wild Review
theverge.com
theverge.com
On the other hand, BotW has framerate drops and limitations on the Switch and it was designed for a console that was underpowered five years ago, which doesn't bode well.
[EDIT: Yes I know the post above has been edited to fix/clarify, no I can't delete this post.]
But the cartoony style let them keep going with just minor updates to the graphics for more than a decade. That decision must've made them at least a billion dollars over the last 10 or so years.
What modern game dev misses is that it's the space to imagine things within a more abstract visual framework that creates that sense of wonder and possibility. Game aesthetics have to have "space" for their players' imaginations to fill in order to have the same impact as those from earlier eras.
Yesterday, my daughter made a pool out of sea lanterns because they look kind of like pool tiles. Would she have thought to do that if the art for sea lanterns was more precise? Probably not.
I've always liked that visual style.
Borderlands is an aesthetic I like, as well.
And how has no 3D artist on the planet got around to modeling an authentic transforming 1986 Unicron yet?
If you do not like those games, then no. I got it as a gift, but I would have gladly paid 20-30USD for it. Even though I'm not a massive transformers fan.
My iPad is an awesome games platform but we're not going to see a game like LoZ:BotW on it for many years to come (but check out Oceanhorn). It offers great gaming, but in smaller bite sized morsels. My last console was a Wii and I can easily see myself getting a Switch mainly just for Zelda, MarioKart and hopefully a new Endless Ocean.
Here are a few multi-platform games I've been playing on iOS lately that have worked very well:
* Severed
* The World Ends With You: Solo Remix
* Final Fantasy 9
* Ace Attorney: Dual Destinies
There's a bunch of Breath of the Wild fanart out there that purposefully imitates Hayao Miyazaki's style: https://imgur.com/a/t4x4U . Forget realism, something like a playable Princess Mononoke is what I've been craving ever since the dawn of 3D gaming.
Ace Attorney: Dual Destinies is entirely in 3D but it manages to look a lot like the 2D art style of the previous games.
I think its graphic style will continue to hold up far better than some of the other titles well into the future. The fact that we can look back at the Spaceworld demo and laugh at how dated it looks is proof enough.
I found it far better than the Twilight Princess' rendering.
Art has fallen into the same sort of trap as architecture, where you get otherwise-intelligent, otherwise-tasteful students of the field -- like the author of McMansion Hell -- swooning over abominations like Boston's Government Center. Trust your heart, not academia. Refine your heart, to be sure (art is that which doesn't fall apart when you start asking questions about it); but trust it.
But in terms of advancing games as an art form, I think aesthetics that are more "grammatical" and "open" is the way forward (think comics/animation, Studio Ghibli). This doesn't eschew the use of Realism, but changes it from being the pinnacle we're striving for to a tool (among others) to be used in creating better art.
I think that's why those type of paintings are considered old-fashioned and silly when we have plenty of photographs, movies, and books that tell us what these regions are actually like. Not to mention that travel is now far more accessible to non-wealthy people.
I think that it's a fascinating insight into Europe at the time and how they viewed the world. It was also a lot more romantic period than now. Nationalistic paintings showing a nation's ancestors (like the Germanic tribes of the Roman era) were popular and tended to look the same way: a fantasy land ideal of what they wanted it to look like rather than what it really looked like.
I would have expected the painterly style to prevent my suspension of disbelief but it hasn't.
Would I want Zelda, or Minecraft to be that way? Certainly not... Their aesthetic fits their world.
I agree it doesn't have to be a top priority to push the limits beyond where we're at today. But it's disappointing to see Zelda miss out on at least current-gen graphics. The Witcher 3 is 2 years old now, at least come close to matching that. And it's hard to justify paying a current-gen price for a console with previous-gen capabilities.
https://www.kotaku.com/our-first-good-look-at-dragon-quest-x...
The "spiritual successor" to 'The Legend of Zelda: A Link to the Past' (my first, and still favorite, Zelda title).
I was quite pleased with A Link Between Worlds after my disappointments with Skyward Sword (I love love love the art style, but disliked the game due to motion controls) and Twilight Princess (I felt they dropped the ball on Wolf Link, the game felt too linear and Wolf Form was mostly used for bug hunting...)
Link Between Worlds brought this back to some degree. You're on rails at the very beginning but after that you're free to tackle most of the dungeons in whatever order you like because most of your 'tools' are available very early on.
you could go into the dungeons out of order, even with a wooden sword
Or without one if you want. You can play almost the whole game without a sword (You just need it to beat Gannon): https://www.youtube.com/watch?v=6n2_gJjrKioStarting with the 3D Zelda, Ocarina of Time, the franchise changed and became less open and, in my opinion, lost some of it's simplicity and brilliance. It was good in other ways, but I felt it lost something, even if just the more complicated controls, fixed camera, and decrease in art direction/quality. I can understand that considering the switch to 3D it was the best they could do, but still. I missed LTTP. Wind Waker brought some of that old charm/freedom/simplicity back, and Breath of the Wild seems to have gone all in on these things.
Similarly, I loved the 2D Mario games, and even though I also loved the switch to 3D, I had the same issues I had with Ocarina. For the most part these issues became bigger with Super Mario Sunshine (more complexity, less simple beauty in art and gameplay), except for one thing: the (very difficult) abstract acapella levels. Those gave me the same kind of enjoyment that I'd felt with the SNES mario games. I get the impression that this was a very common sentiment and that as a result, Mario Galaxy felt much more like these acapella levels and the old Mario games.
Unfortunately my favorite franchise, Metroid, managed fine even in the (spectacular) transition to 3D, and went downhill from there. I'm hoping that on the Switch they will do something similar to that franchise and somehow get the magic back of Super Metroid (and the first Metroid Prime).
If this is true, that's wonderful, and if more games became more like that again, I'd be interested in them again. Even just the fact that the reviewer mentioned this as a good thing made me smile.
With Brogue there are no experience levels. You only get stronger by finding potions of strength (which I believe are normalized distributed and somewhat guaranteed so its not completely random but close to it).
Everything else is crap you find. In fact killing monsters is not worth it unless they are in your way or keeping them alive is too dangerous.
Deciding what you do with your items and which items to improve is pretty important. Most items are disposable/consumable. The only exception (IIRC) is artifact items.
I wish more games would be like that to avoid grinding and provide interesting replay gaming.
As for the Zelda game I hope (despite nostalgia) they don't continue with the hero saves the princess trope... seriously... like when can you play as Zelda. Even Super Mario 2 (US) made that possible (even though it was just a dream apparently).
Minish Cap has some OP sword tutor moves in it though.
Link Between Worlds added a shop where you can rent all the items in the game and solve everything out of order.
That was the day that gaming went from performance to grind.
In QuakeWorld when I started a match, I had the exact same pre-conditions as Thresh, other than me sucking as a player in comparison. The same was true in Counter-Strike (any iteration), and now Dota 2, which I've played for 2000 hours.
I've stopped playing every CoD, BF, LoL and any other metagame-unlocks/progression game within 100 hours because they've replaced real progression (you getting better) with synthetic progression with account levels, unlockables, game-affecting items, (microtransactions on top of that) etc, and some strategizing on what to equip out of what you've unlocked, but that's a poor reward.
I'm glad more big studios are going against that grain.
I don't know about later games in the series, but CoD4 handled sidegrades extremely well. You only ever unlocked options, not improvements. Giving players all options up front is daunting. Giving it to them in a slow trickle is fun and helps them learn things.
In comparison, some of the Battlefield games literally give you empty slots when you start playing, which can be filled by 100% advantageous perks or whatever. Like doing more damage with no accompanying penalty. Which is ridiculous.
You can't play every champion you want but the win rates show that every champion is viable and there is no 'right' mastery setup for any champion evidenced by the wide variety you see in pro build guides.
The unlockables simply give you more options, NOT any kind of unfair advantage. Look at how many pros regurslry run new account to diamond marathons with the one rune page and 10 champions they unlocked leveling their account to 30.
However, would it be unfair to suggest that designing a game with unlocks that way takes you down one of two routes below?
* That unlocks (whether it be items or heroes) give you unfair advantage by being fundamentally different in balance and design, and having those available only to some skews the advantage towards the one with a bigger pool.
OR
* That to avoid being unfair to newer players with less unlocks, you end up balancing everything towards a lowest common denominator, that variations in function/mechanics can not exist because it would skew the advantage to only the few who has unlocked it.
In dota you can have really hard hero counters, because everyone has the entire hero pool. If you could only expect players to have 20 out of 100+ heroes, you would have to design them in such a way that at least a 1/5 heroes could play in either the exact same way, or a sufficiently equivalent way.
And at that point, what's the case for making a lot of heroes?
And I totally understands skins being fun. I've probably poured more money into Dota 2 than any other game I own, for 0 in-game advantage (only hats and tournament viewer tickets). I regret nothing :)
I think the best multiplayer I've experienced was 4v4 Left 4 Dead (1 & 2). Everyone was talking about the co-op-campaign, but versus was a hundred times more interesting.
I've been waiting for L4D3 for 7 years now. Evolve (made by the turtlerock team of L4D1) wasn't any good, unfortunately.
I get what you're saying though, and I would say most sustainably competitive games, the ones that really stick around, are ones where everyone starts every game from the same initial conditions.
It takes some inspiration from the old zelda game and it is definitely a game where you need to get better in order to win.
You character gets a bit stronger has the game progresses : new capabilities like dash but mostly you get better at it.
It is extremely gratifying to win a tough boss fight because you have learned how to maneuver your character.
That's a complete departure of the Zelda formula.
That being said, aside from Skyward Sword, Zelda has always been about falling in love with the art and lore, as well as problem solving through the dungeons.
[1] http://www.metacritic.com/game/switch/the-legend-of-zelda-br...
[2] http://www.metacritic.com/browse/games/score/metascore/all/a...
But time will tell.
Either way, I look forward to it, will give me an excuse to dust off my old WiiU.
Breath of the Wild is interesting to me in that it has elements from all of my least favorite Zelda games but somehow makes it work. It's like Wind Waker except there's actually interesting stuff filling up all that empty ocean. It's like Skyward Sword without the rails. It's like Ocarina of Time if you didn't have to wait forever to get an opening to attack. It also feels a bit like Dark Souls but with a much more palatable aesthetic, and it's kinda like an Elder Scrolls game without the experience points.
I don't think many people thought it was bad, only that it wasn't THAT good, and that seemed to upset some hardcore Zelda fans at the time, and in various parts of the internet, possibly still.
You can google for "Twilight Princess Jeff Gerstmann review" for example. He gave the game "only" an 8.8.
On the topic of that new review, it was written by Dan Ryckert. Even if he has integrity, that guy even loves Yoshi Island and thinks Taco Bell is the greatest restaurant in the world, so clearly there's something wrong with him. :) He's basically wrong about everything other than movies.
But that's kind of the point with reviews IMO. Scores (even if looking at metacritic which is better) only works when you know who graded it, since it obviously ultimately is a subjective thing.
The second time I played it (bought, for Wii U) I didn't get any further.
But the third time I finally decided it was time to get somewhere in that game, and I ended up playing it until I beat it, over a couple weeks.
I'm still debating whether I care enough about Skyward Sword to deal with the idiotic controls.
Compare: a mediocre Zelda game (Skyward Sword) got 93, a mediocre AAA game (Dragon Age 1) got 86, only a really bad game (Dragon Age II) goes negative at 75.
https://www.reddit.com/r/Games/comments/5x2lph/the_legend_of...
Many, many perfect scores. Even acounting for hype, it's doing surprisingly well. Having watched about 6 hours of gameplay so far, I'm on the fence about how deserved that is. It seems like such a huge game that it won't be possible to judge it fairly without playing at least 40 hours, probably more. It's clearly an exceptionally good game, but whether it is truly a masterpiece remains to be seen.
this is a rather absurd statement
For something like a buy/skip recommendation, sure. But open-world systems-based games take a lot of time to dig into.
Like if you asked me if Skyrim was an above average game in the first few hours, I'd say 'sure' but as time went on the broken systems kept becoming more and more obvious and painful. My opinion turned to 'just average' after 30 hours or so.
Impossible. Dragon Age: Inquisition was universally praised in its first couple weeks, but if you ask the same people now? Meh.
It's remarkable how many games look very different with the perspective of a month or two.
http://www.eurogamer.net/articles/digitalfoundry-2017-switch...
> UPDATE 2/3/17 4:00pm: The Nintendo Switch's day one system update has launched, and there are reports online that installing the patch with the Joy-Cons attached updates the firmware on the controllers, resolving the de-sync issues. Is this really the case? Unfortunately not. We've updated our console with controllers attached and re-run the battery of tests detailed below. In all cases, the range and consistency of the connection of each Joy-Con remains the same, and the left controller still has demonstrably weaker range than the right. Eurogamer has contacted Nintendo several times now concerning this issue, and we still await a reply.
Tevis Thompson needs more credit for identifying with astute precision the ills inherent in the direction Zeldas were going
would we have breath of the wild without this essay: http://tevisthompson.com/saving-zelda/ ; I honestly wonder
EDIT: I'm saying the Wii U is dead, not the switch. IIRC production has stopped, and there are few games still coming to it.
EDIT: I should be more clear. "Save the switch" isn't the right way to say it since, as other are pointing at, it hasn't launched yet. It's difficult to make a successful console, it's sort of a chicken and egg problem, you need to have successful games to attract more successful games. The Wii U had some hits, but they were too few and too late. Coming out of the gate with this is great for Nintendo.
If people are willing to buy a Switch just for Zelda, I'm sure people who don't have enough money for a Switch would be willing to buy a used or refurb Wii U on the cheap to be able to play Zelda.
From what? It isn't even out yet. How can something need saving if its not for sale is most of the world?
If you're not a fan of Zelda or any of the above games - most of the other upcoming games aren't exclusives and you're probably better off getting the PS4/Xbox versions of the games (most seem to be PS4/Wii-U). Unless you see a 3rd-party exclusive that catches your eye.
I bought a Wii-u and played a whopping 2 (tomorrow will be 3) different games on it. I won't be buying a Switch since the Wii-u was such a disappointment, and I wasn't even expecting much to begin with. If the Wii-u can prove itself with better 3rd-party support and exclusive titles worth picking up, I'll do so. But I also own an PS4 and One.
Stardew Valley fans have been able to play it on a handheld (along with many other PC games) for a few months now:
https://www.youtube.com/watch?v=I9qHDHzw4ag
I've got a GPD Win and it's absolutely no substitute for a Switch if you're a Nintendo fan. If you were looking at the Switch for its portability and for 3rd party and indie games, the GPD Win could be a worthwhile alternative. I got mine to play Steam games, but some gpd users have reported getting decent frame rates with emulators like Dolphin, PPSSPP and other emulators.
My argument was that Nintendo survives almost entirely off hyper-loyal fanbases for their exclusive titles. Be it Mario, Pokémon, Zelda, Metroid, Fire Emblem, etc. Third party games exist but aren't the reason you buy Nintendo. I bought a PS4 for my fix of JRPGs and I have an Xbox One for any games that lack a PC port.
My argument for Nintendo's IP titles being their biggest selling point is largely backed by game sales. Those are all the best-sellers, which doesn't hold true for other consoles where cross-platforms make up a good chunk of the Top20 games.
I agree completely. My view on this is the hyper-loyal fanbase is large enough for Switch to be sustainable, but I don't know if it can take them to Wii (original) numbers.
Wii Sports exposed Nintendo to an audience way beyond their hyper-loyal fanbase. Outside of the marquee Nintendo titles and some AAA third party titles, there were a lot of really bad games in the Wii library.
That being said, I have a feeling a lot of them are going to be essentially re-released on either the 3DS or the Switch (several already have been, or been announced), so I wouldn't recommend anyone get a Wii U now, unless you find it dirt cheap.
A fair number of the Nintendo first party titles are going to be system-sellers, especially for Nintendo fans with pent up demand.
Once the dust settles, however, I'm curious if the sales numbers can show sustained growth after the Zelda honeymoon period, since most of the Nintendo fans by then would have picked up a Switch.
I think Nintendo's biggest problem right now is pricing. $300 isn't bad, but that gets you nothing - the console can literally do nothing out of the box (Versus a PS4/XB1 which are media machines, at least.) The $50 for 1-2 switch is their biggest failure of this launch, hopefully their plan is to pack it in the box later in the year and are just using it as a cash grab right now.
I agree. I think by that point, all the die hard Nintendo fans will likely have picked up a Switch, and then most of the buyers will be "normals", and it's interesting to see what they would choose.
::selection {
background: auto
}
::-moz-selection {
background: auto
}
See https://css-tricks.com/almanac/selectors/s/selection/I know that my experience doesn't reflect every gamer's experience, and many people do have the time and energy for them, but I also know quite a few people in this "prime", aging game demographic that are turned off by these large games and tend to focus on smaller, more compact experiences. I wouldn't be so upset if it weren't for the fact that the games that seem to get the most attention and development effort are these giant ones, with small experience games generally an afterthought or published as indie.
I guess what I'm trying to say is that I think it's healthier to just enjoy as you go, rather than having to reach some state of completeness before you allow yourself joy. I don't inherently think like that and I think my mood has suffered a lot for it over the years. But I'm definitely trying to move in that direction.