No thanks
No thanks
Fucked Up Again, Internet! sounds like a much more interesting column
Also, there are a few ways of mitigating the system as you progress. There are certain unique weapons you can rebuild at vendors, and a particularly legendary unbreakable weapon.
Yeah, I love it. You're basically constantly inundated with weapons, so it's pretty hard to run out, but the weapon degradation means you have to be more thoughtful about when to use what, and can lead to some really fun improvisation, like in your example. It's honestly one of the best applications of weapon…
All of the tilt puzzles I've encountered have been pretty dire. Tilt controls with the WiiU gamepad are just not very fun. I ended up solving the marble maze by turning the whole thing upside down and bouncing the ball into the hole. It's kind of cool the game let me do that, but it was still really annoying.
I've actually got stuck on a few puzzles. I'm not great at puzzles, granted, but it seems like there's a pretty wide span of difficulty on 'em.
I also have to say that, from the memories I've unlocked so far, the Zelda in this game is one of the most compelling depictions of Zelda as a character I've seen. She's really who the flashbacks are about, not Link, and she gets some pretty good development.
Yeah. They really nail the feel of being an oasis in a tough world. Whenever you see a settlement or stable in the distance, it's always a huge relief and becomes your immediate goal.
I don't even know why, but I get a real sense of satisfaction every time Link hoists himself up onto the top of something after climbing up the side. It's just so physical, it feels like an accomplishment.
The "bwom" sound when they wake up is a wonderful piece of sound design. You hear that and you're instantly on alert and running like hell.
I killed the immobile one outside of the Akkala lab with Ancient and Bomb arrows, because it was nigh impossible to get the blue fire past it. It was very satisfying to take down!
If anything, it feels to me like a combination of modern Zelda design trends from OoT, WW, etc. and the world design philosophy behind the original Zelda.
I really love how avoidable most fights are. So many sandbox games are filled with legions of dudes with guns at every turn, but it's entirely possible to go hours without fighting anyone in BotW. It's really refreshing, and really reminds you that the main point of the game is the exploration. You don't need to…
I took a stab at it after beating the first divine beast, and it was ridiculously hard. You'd have be really good at the game to take him down from the word go. Curious what the alternate ending is, though.
I'm playing on WiiU and haven't had any real issues. The framerate occasionally drops a little bit in busy areas, but not enough to bother me much.
That's fine
Yeah, I'm on the same level. I totally gets its historical importance, respect it, and love a lot of artists influenced by it, but it's just not my jam. I can't quite get into it. I find this to be true of a lot of heavily influential music, honestly. I tend to prefer the later artists who iterated and mixed up…
I like how it's not "not racist", it's "not especially racist". It's still a little racist. Just, y'know, now as much as you'd expect.
The act of cooking itself is kind of tedious - use a bunch of button presses to make Link hold everything, physically toss the stuff into the pot, watch a cutscene or skip it with a fade to black that takes just as long, repeat - but the experimental aspect of putting together ingredients and figuring out how to make…
It's definitely got issues, but I like it quite a bit as well. The aesthetic is really neat. It managed to pull off a darker, slightly steampunk vibe without being dumb and "edgy", and a lot of the items and their respective dungeons were really cool.