What are your problems with Breath of the Wild?

 
Elai
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If you've played, what would you say the game needs to improve upon or could do better in the sequel? What's holding the game back from being flawless, and if you can think of one, what's the best solution to this problem?

I want to make a video addressing some of my issues with the game and would like to hear some more problems I've maybe missed. Here's what I have so far (including potential fixes that I'll address in my video):

-Menu usage (equipment swapping, healing, environmental changes, etc.)
-weapon degradation having no fix
-Climbing in the rain having no fix
-horse controls (they suck, Verb)
-Armour levelling is just busy work and too linear
-collectibles are too plentiful not to have some sort of recording process per area. this includes hinox and talus locations
-amiibo armour acquisition is fucking cancer


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I agree with the menus. Also, instead of 120 shrines, do 50-60. But make each one far far larger and more challenging. Also, don't do crap like Divine Beasts again. Just have normal dungeons. I'm fine with weapon durability and slipping during rain. Horse controls are iffy, I'm sure there's worse though.


 
Elai
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I agree with the menus. Also, instead of 120 shrines, do 50-60. But make each one far far larger and more challenging. Also, don't do crap like Divine Beasts again. Just have normal dungeons. I'm fine with weapon durability and slipping during rain. Horse controls are iffy, I'm sure there's worse though.

Divine Beasts are dungeons.


 
Verbatim
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DLC/Amiibos.

Weather. It rains WAYYY too often, exactly as I feared it would prior to the game's release. It wouldn't be so bad, but the fact that it completely debilitates you is kind of fucking silly, especially since you can hardly do anything about it except wait it out. Why not just give us a special clothing item that allows us to climb during the rain, or something? Give it really low defensive properties. Or they could give us a flute that, when played, makes the rain go away, but it only has three uses and it's really rare/expensive. That's all they need to do.

Shrine variety. Either cut down on the number of "test of strength" shrines, or just make them more interesting. Have different enemy types, different terrains, etc—I'm ALWAYS disappointed when I find a new shrine, only for it to be another combat one. They're not bad in principle; they're just really boring and easy, and they come off to me as "filler" more than anything.

Enemy variety. Overall, it definitely feels a bit on the lower side—especially for a game of this scope.

The entire story being told through disjointed memories is fine, I guess, but I would've preferred something a bit more tangible. Knowing that all these things have already happened in the past, and I'm only now viewing them, makes me feel incredibly distant from them in a way that negatively affects how emotionally attached I can be towards them.

Rupees need to be harder to get. You can make bank from absolutely anyone just by collecting a bunch of random shit and then selling it all at once, because all the NPCs have infinite Rupees. In my opinion, they should make it more like Fallout, where every NPC has their own limited wallet, and they can't just buy everything from you. This would give a sense of genuine value to every single Rupee that you own and find. Maybe this is just me, but I really enjoyed how the first two or three hours of the game involve you being completely Rupee-less, and when you finally collect your first Rupee, you're like, "Holy shit, I have 20 Rupees!" I don't know. I just love having to scavenge for stuff, instead of never having to worry about anything, inventory-wise.

And yeah, I think your inventory should be severely limited, too. Maybe add a equip load system, where you can only carry so many things at once? But I'm not sure how to balance that in such a way that wouldn't make the game less fun and more tedious.

Weapons can stay brittle, but there really should've been a way to repair stuff.

Did there really need to be 900 Korok seeds? It's not a flaw, but I personally don't find them very fun to collect.

Chests should contain more exciting things. I'm not entirely sure what, but give me something more than just gemstones and weak weapons. Maybe give me materials that'll allow me to fix the weapons that I just broke, or materials that'll allow me to modify my weapons with cool effects. Slaying a colony of white moblins feels like a complete waste of time (and weapons) if all you're going to get from it is a Ruby. I understand that there are ways to sneak into those colonies without having to kill anything, and that's cool, and one of my favorite aspects of the game. But sometimes I just wanna kill shit, but it's rarely ever worth it towards the late game.

The frame rate could be a bit better. Normally not one to even comment on technical things like this, but given that this is my second or third favorite Zelda game, I put it to an extremely high standard where little things like that start mattering more.

Dungeons could've been longer, though I enjoyed them overall.

The window for flurry slash could've been a lot less lenient. I know this isn't Dark Souls, but I'm at a point where the game's combat just doesn't feel as cool or interesting as it wants to be.

It's still a 9/10 game, and it's still the best thing I've played since 2003—but it does need to be ironed out a bit.


 
Jono
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Goodness gracious, great balls of lightning!
It's not on PC


 
Verbatim
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One of my friends, who is learning Japanese, found an incredibly minor flaw that still kind of resonates with me:

The only things in the game that are dubbed in English are the voices of the main cast. Background characters/extras weren't dubbed over at all, so if you listen closely, you can hear some undubbed bits of dialogue in the game—because they couldn't be fucked.

It's a nitpick, but it's also one of those things that, had they actually gone out of their way to dub those extra bits of dialogue, it would've been a really cool gesture. I don't know, that sort of thing is kinda what makes the difference between a 9/10 and a 10/10 for me.
Last Edit: November 03, 2017, 10:52:39 PM by Verbatim


 
Elai
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Rupees need to be harder to get. You can make bank from absolutely anyone just by collecting a bunch of random shit and then selling it all at once, because all the NPCs have infinite Rupees. In my opinion, they should make it more like Fallout, where every NPC has their own limited wallet, and they can't just buy everything from you. This would give a sense of genuine value to every single Rupee that you own and find. Maybe this is just me, but I really enjoyed how the first two or three hours of the game involve you being completely Rupee-less, and when you finally collect your first Rupee, you're like, "Holy shit, I have 20 Rupees!" I don't know. I just love having to scavenge for stuff, instead of never having to worry about anything, inventory-wise.

And yeah, I think your inventory should be severely limited, too. Maybe add a equip load system, where you can only carry so many things at once? But I'm not sure how to balance that in such a way that wouldn't make the game less fun and more tedious.

These two are points I had written down in my notes, actually. Something I thought might be interesting would be expanding Beetle's role to be an essentially portable closet. All of your weapons/armour that you can't/don't want to carry with you, he can carry around in his backpack. He's already consistently at each stable, just make him at every town, too.

I plan to expand on this is my video.


 
Elai
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One of my friends, who is learning Japanese, found an incredibly minor flaw that still kind of resonates with me:

The only things in the game that are dubbed in English are the voices of the main cast. Background characters/extras weren't dubbed over at all, so if you listen closely, you can hear some undubbed bits of dialogue in the game—because they couldn't be fucked.

It's a nitpick, but it's also one of those things that, had they actually gone out of their way to dub those extra bits of dialogue, it would've been a really cool gesture. I don't know, that sort of thing is kinda what makes the difference between a 9/10 and a 10/10 for me.

yknow whats weird is that ive been playing my game in french since i started and the npcs sounds vastly different from when i played the wii u version. robbie is who i noticed.


Thrasher | Ascended Posting Riot
 
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Maybe I missed it in the control options, but the lack of any kind of hotkeys really dampens the experience. If there was a way that I could instantly access the food menu for example without navigating past everything else that would make it 100x better. This problem only gets worse as you collect additional food items, clothing, shields, weapons, etc. and it creates additional pages to scroll past.


Genghis Khan | Heroic Unstoppable!
 
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I don't have many problems. There could be more enemies. Music is not as good as in other games. I used to hate the rain because it was too often, but when I learned shock weapons are your friend I didn't mind the rain anymore.
Last Edit: November 04, 2017, 01:09:10 PM by Genghis Khan


 
Elai
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I don't have many problems. There could be more enemies. Music is not as good as in other games.

People say this but I think the music that's here fits the game perfectly.


 
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Yeah, the music is perfect.


 
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Excuse me, I'm full of dog poison
It's not on the PS4, and to be honest the music needs some work.


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Last Edit: November 04, 2017, 06:33:28 PM by Iberian Husky


 
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I'm okay with the number of dungeons, given that Majora's Mask (a top 3 Zelda game) also only has four.

Voice acting was probably a mistake, though.


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I agree with the menus. Also, instead of 120 shrines, do 50-60. But make each one far far larger and more challenging. Also, don't do crap like Divine Beasts again. Just have normal dungeons. I'm fine with weapon durability and slipping during rain. Horse controls are iffy, I'm sure there's worse though.

Divine Beasts are dungeons.
I said normal dungeons. Dungeons are my only complaint about BoTW really. They're short, small, and far from memorable.


 
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I agree that they're too short, but I don't think they're unmemorable. I distinctly remember the mechanics and some of the puzzles for each.


 
Elai
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The only one I'd say really needed some work was Rudania (Goron). That one was incredibly unwhelming, especially considering the fact that some players (myself included) played it as their final dungeon.


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zelda more like smellda


Genghis Khan | Heroic Unstoppable!
 
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I know now. Lake Hylia was very underwhelming and I'd like to swim under water. Hopefully they will address those.


Comet | Legendary Invincible!
 
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the voice acting. and honestly i didnt feel really pulled to beat the story so im still just sitting in front of Ganon's castle. i think it comes from knowing its not a traditional zelda dungeon. i found myself missing finding keys and opening new parts of dungeons. maybe a bit too much freedom in that regard for me.


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See you Cowgirl,
Someday, somewhere
When is it coming to xbox


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I agree that they're too short, but I don't think they're unmemorable. I distinctly remember the mechanics and some of the puzzles for each.
Sure, so do I, but can you honestly say you'll remember them years from now? Did you enjoy them as much as others? If you compare them to places like OoT Water Temple or The City in the Sky, they're nothing special, and that disappointed me.


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the dungeons were far too short for me, they just felt like the designers only got halfway through the design for the dungeon and then realized that they've run out of space ON the divine beasts they designed. the Ganon blight bosses felt more like they were the mid boss to a larger and better dungeon.


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Jacob Potila was actually a Jacob Flotilla of lies.- WarTurkey
I think I´d like a bit more variety in traversal. A nice alternative way to climb during rain like using ropes or something.


 
Elai
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Speaking of music, the songs that play when a dragon is nearby are easily my favourite piece in the game. Especially this version:

YouTube


 
TB
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#13
I have no problems with the dungeons really, because I don't think that's what they were even trying to accomplish. I was talking to Snake about this yesterday, BotW is the game that breaks the set Zelda dungeon style (one dungeon item per dungeon). So to criticize the dungeons feels like criticizing an iphone for the lack of pushable buttons. It's trying to do a different and much more ambitious thing. Almost like Phantom Pain in that regard. Trying to make the entire map the dungeon.
Last Edit: November 06, 2017, 02:56:45 PM by TBlocks


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Jacob Potila was actually a Jacob Flotilla of lies.- WarTurkey
I remember this real sense of openness while wandering around the Divine Beasts. Looking through open holes and walking around the exterior of them, I could see the whole level around them that they were moving around in. It actually felt like they were really part of the world and not just a dungeon that existed in another zone or something. Walking around Van medoh and seeing stuff in the land below, or seeing the desert through a window in Naboris felt cool as hell.