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  • Susana Torche

    Perhaps Ganon got control of the the guardians because they forgot to set a password? Or worse yet, maybe the password was set as password!

    • Christian Beach

      Or it was set to “incorrect”, so that every time people got the password wrong, an automated voice would say “The password is incorrect.”

  • Mina Yener

    didnt impa said they actually belittled ganon’s power while they were preparing the divine beasts and guardians? not to mention the guy resurrected over and over through the ages and fought their ancestors and using something that actually beat him before, in other words something he is familiar with, and not expecting maaaybe he would be ready for what they are about to unleash as well was quite dumb too…considering he revives everything over and over every blood moon and has a divine destroying power im not surprised he managed to take control of them…you also should think, id take it as you know skyward sword story, he is the spirit/rage/reincarnation of the same demise that almost beat goddess hylia…

  • Anonymous

    How Ganon took control of the Guardians isn’t important imo. What matters is that he did, and used it to his advantage.

    It’s like how the rebels got ahold of the Death Star plans. At the end of the day, it doesn’t really matter.

    • Andy Spiteri

      But they still made a movie about it! I dunno, maybe it’s just me, but I need the ‘how’. Imagine if his taking control of the Beasts was a direct result of Zelda not being able to manifest her powers. That would have made her story even better.

      • Anonymous

        And it was a good movie! Lol. Still, doesn’t change the fact that it was ultimately meaningless. The Star Wars story, the one that mattered, didn’t need that particular story thread explained any further. It was a footnote in the grand scheme. Same thing here. The story of BotW doesn’t need it explained. The fact that it happened, and the aftermath, are ultimately what’s important.

        • Andy Spiteri

          I get ya. I can’t explain why this little detail bothers me so much haha.

          • fun times ahead

            Who cares?

      • fun times ahead

        Yeah it’s just you

  • Cheyenne Gossen

    I remember something about a lot of ancient tech sealed into 5 giant columns, the ones surrounding the castle that take on the calamity hue. What if he seized control of those first? And when the columns erupted it corrupted the other ancient tech?

  • Randroid

    “How the Hell did Calamity Ganon take control of all the Guardians and Divine Beasts?”

    Um, he has the Triforce of Power. End of explanation.

    • Andy Spiteri

      You would think that then Zelda, posessing the Triforce of WISDOM, might have found a way to stop him. Needs to be a better explanation.

      • Randroid

        Zelda was still a child, who hadn’t yet learned how to properly use the power of the Triforce of wisdom. They explain that part pretty well

        • Joshua Chambers

          Exactly. It wasn’t until everything was overrun and Link on the brink of death, still fighting to protect the her that her power truly awakened.

      • Joshua Millat

        Ok, look at the tech the Shiekah are using… Looks kinda familiar, right? Perhaps its based on Twilight tech? Considering Ganon has experience with Twilight magic, it’s not too difficult to figure out that he was able to control them this way… This is the only thing that makes sense. The hero 10k years before defeated him with the help of the guardians and divine beasts, and ganon upon his defeat realized it was twilight based tech. When he came back 100 yrs before the game, he knew it and took advantage of them immediately…tell me what you think of that theory…

        • Christian Beach

          Given how it’s all but confirmed that the Twili are descendants of the Sheikah, and their technology is pretty similar in a lot of ways, I’d say this theory has good merit.

        • Andy Spiteri

          Pretty solid theory, actually.

          • fun times ahead

            Who cares??

        • Matthew Wells

          Headcanoned.

      • Anonymous

        Except Zelda DIDN’T have the Triforce of Wisdom until the very last moment, long after Ganon had taken over the Guardians and Divine Beasts, killed the King, the Champions and taken over the castle, and just after Link sustained fatal injuries protecting her.

        Even if her power COULD reverse his influence over the Guardians, there wasn’t enough time, Ganon’s influence was too widespread, and the people best equipped to help her were dead or dying.

        That argument doesn’t hold up I’m afraid

        • Andy Spiteri

          Well in that case, Ganon having the Triforce of Power and using that to magically take control of the Guardians doesn’t hold up either, since the word ‘Triforce’ is never once used in Breath of the Wild. Assuming Ganon has it doesn’t mean he has it.

          • Fair enough. His point holds up just as little as yours does. I only replied to yours because his was barely a sentence. Lol

          • fun times ahead

            dooooork alert

      • fun times ahead

        Who caress?

  • spacefan1993

    To be honest, I just want a Zelda game that offers post-game content, where you can keep playing the game after the final boss is defeated. The only Zelda games to do that were the Oracle games (if you didn’t link them), but every other Zelda game has to have you restart the game after the credits roll.

    Really, what is the point of playing the game again if you know how it ends or how to beat it, especially when you’ve done everything else that the game has to offer? That’s why I have quickly gotten bored with most Zelda games after beating them, because there’s nothing left to do.

    So, not only do I wish that we can keep playing the game after beating the final boss without restarting from a previous save file, I wish that we can get more story-based DLC to expand the world of the game further, to offer a post-game story. Essentially, they need to do what happened with The Elder Scrolls series, like Skyrim.

  • Christian Beach

    All I really want is another round with Ganon. I really don’t think Zelda “sealed” him per se, but rather drove him off to some unknown location, which would explain why she said he was only “gone for now”. Plus if there’s only one new dungeon being added to the game, it’s probably an end-story dungeon where Ganon retreated to to continue rebuilding his body.

  • Carlos Hernadez Rios

    Nothing the story can not be fix is so bad

  • zelduck

    F**k this game! I want a good new-old Zelda game, not this crap!

    • Christian Beach

      This game literally goes back to the roots of Zelda. You can’t get much more “new-old” than that.

      • Not really…It’s open and has a strong sense of exploration similar to Zelda 1, but to say it goes back to the roots of “Zelda” would inaccurate. Zelda 1 had dungeons and items that had actual uses and weren’t just weapons. It also had puzzles. BOTW is severely lacking in all three of those.

        • yes exactly mango! I have to agree/ They got the overworld experience pretty well done but it could have been better and the problem is you can feel that all the time that theres something more missing.
          applying 3d limitations to that open world zelda 1 creates a lot of problems i guess but hidden dungeons would have gone a long way towards fixing that. It would have been great to explore through some forest and find the one single tree to cut down or one mountain wall in all of Hyrule to find an entrance to a whole underground labrynth. And no sheikah sensor to guide you to it!
          And the over-world could have improved slightly more if there was just a little world-unlocking.
          Even in Zelda 1 you couldn’t burn bushes straight away. You couldn’t bridge or raft straight away. There are some places that are off limits from the beginning.

          • Xaragon

            Only Dungeon 4 and a Heart container are inaccessible from the beginning. I wouldn’t call it ‘world unlocking’ if 126/128 of the map is available from the start.
            What kind of problems does being 3D create for a game like this?

          • BotW is an excellent game I agree but take my view or leave it with the world unlocking – I still maintain it would have been great to find something really unachievable immediately somewhere in the game that gave you something to work towards. e.g. seeking out an item that finally allows you to dig down and discover more adventure has surrounded Link right under his nose the whole time. Take it as a stupid wish of mine.

            BotW is great. And of course LoZ only had 2 unlockable areas (other than burning bushes if you count that, I only half count it), don’t forget it came out 30+ years ago . Of course I don’t ask or expect BotW to be a carbon copy of the original LoZ. What I see it as is an attempt to capture the most amazing parts of NES LoZ and scale it up with 30 years of gaming advancements.

            In many ways it did. Its done a LOT of that impeccably. But the things that are obviously missing that we I think would have added more awesomeness in to the game, possibly doubling it effect incredibly are those things I mentioned: underground challenging massive scary dark dungeons to get lost in.

            I know obviously the shrines break up the dungeon and spread it more effectively throughout the world. It makes so much sense and it was ingenious. But if it was in the game though that say 6 to 10 of those hardest to find shrines were replaced with even harder to find dungeons that test everything you have learnt in the game.

            BotW is such a really great and unique artwork but what I’m referring to is what great Zelda tropes that we love are missing.

            limitations of 3d games: Perhaps limitation is a harsh word. But there are definitely ‘challenges’ to making a 3d game that a 2d world does not impose on a developer.
            An easy example is fighting – in 2d you have to maneuver to fight the enemy. This is where locking systems were introduced to deal with the problem of trying to direct your attacks in the right direction in the heat of battle. Suddenly the locking makes sense but removes all the maneuvering of the fighting – turning the fighting in to more of a ‘timing’ challenge.

            There are things that just translate differently when viewed in 3d. E.g. the cliffs in LoZ make complete sense as barriers, translate that to 3d and you suddenly think why can’t my character get over these rocks and invisible barriers… and BotW dealt with that in such a great way. Its the obvious but brilliant answer being able to

          • Xaragon

            You could have replaced 8 of those paragraphs with “I wish BOTW had more underground areas you could get lost in and you’d have to work your way to them.” Valid point.

            None of what you mentioned seems like a limitation from being 3D. Zelda was always inherently ‘3D,’ the third axis had to be faked, but the games did have a sense of height in places. Targetting made the combat more in-depth. Maneuvering was still a core part of combat in Wind Waker and Twilight Princess. In 2D, it was pretty basic, you press B to swing your sword, and if they had a shield, you hit them from the side, maybe raise your shield to deflect a projectile, but all of this has been done in 3D.
            I also don’t see what made cliffs in OoT different from cliffs in LttP, they’re barriers, they’re walls of solid matter that you can’t pass through in both games. BOTW’s climbing mechanic isn’t addressing a 2D-3D issue. I don’t understand your line of reasoning. I wanted to get over the walls in the 2D games as well.

          • I disagree that targeting makes the combat more in depth. its a mechanism to cope with the difficulty of aiming in 3D. it does the aiming for you. It makes sense but it is a different interaction than 2d fighting, not better or worse inherently.

            Secondly I think you are getting stuck on the words and not seeing my meaning. NES LoZ is not 3d in the same way BotW is. What term would you prefer to differentiate between the obvious difference? Lets say Z-axis movement. It creates new challenges.

            Try playing this classic game and imagine you can walk over the walls:
            http://enpriego.com/fototeca/main.php?g2_view=core.DownloadItem&g2_itemId=7309&g2_serialNumber=1
            Its different isnt it

            I’m not saying that there are problems with BotW – I’m saying adding more dimensions to your game, and giving more freedoms, creates problems that developers need to overcome in 3d that they never needed to overcome in 2d. When you have 3d you have to think – how is that 3rd dimension going to affect the gameplay. And when you make a game thats open world, theres again more challenges/solutions that need to be devised.

            For my tastes – A little bit more world unlocking on the small scale (finding caves, dungeons, small caverns or areas only accessible when you use a weapon/tool/item in a particular way, and also applying that to dungeon entrances) would have made the open world more exciting. I love that you can go straight to the mountain on the horizon. But if along the way there was just small bonus passages that made the world unlock around you as you moved through it it would have given it an extra boost.
            There are a few examples actually in BotW where it does happen already. e.g. you can go straight to death mountain but as long as you know how to create a cooling elixir or have an ice weapon equipped.
            I wish there were more small places like this that used your equipment, knowledge or abilities throughout the world to access.

          • Xaragon

            Woah woah waoh slow down.
            The maze isn’t different because it’s 3D, it’s different because now you’re Spiderman and you can climb over the walls. There were mazes just like this in Ocarina of Time, which is a 3D game, and you couldn’t climb the walls like in BOTW. It’s not a 2D-3D thing, it’s a line of code saying whether or not you can stick to this wall. To make that maze in 3D, you would either make the walls too high for the character to jump over, or make them tunnels if they can jump or climb.
            The main difference between 2D and 3D Zelda is that the Z axis isn’t faked. You could climb mountains and jump down cliffs in the 2D games, but the Z axis was crushed along the Y axis. The ‘problems’ with being 3D were solved 20 years ago in OoT.
            I’d say BOTW does the “world unlocking” rather well with the Gerudo, Rito, and Eldin regions. Everything else you’re asking for is in the other 3D Zelda games, so it’s not a 3D limitation. I could see it as a fair critique on this game, but it’s not a dilemma associated with 3D game design since past 3D games have done all of it.

          • Xaragon
          • So sure I already understand what you’re saying there is an illusion of 3d in 2d games –I’m using 2d to refer to specifically the games everyone refers to as the 2d games. 2d zelda games refers to LoZ/aLttP/MC/OoS/OoA
            yeah you can go upstairs or downstairs in aLttP. But
            For the sake of moving forward lets just say 2d games are the ones I mentioned above that have 2d sprite images.

            So
            There are definitely unique challenges that arise when you’re creating a 3d game vs 2d. The more specific you get about situations analogous to reality the more you have to stipulate on.
            Challenge: 2d maze vs 3d maze example
            In 2d you know you have to follow the maze. When you’re making a 3d game – you have to stipulate… “can player spiderman walls (botw) or can’t they (oot)?”
            The challenge for the game developer is that before the choice was never made – but then once you make your decision then you have to create an entire open world game that responds to those ramifications.
            I’ll go for another example so I don’t get stuck on this maze thing…

            in 2d you just navigate and stab up/down/left/right and thats it. Don’t have to think much.
            convert to 3d…
            challenge: you have to stipulate …. how does the player control the camera so its enjoyable and sensible to play game/shoot keese/stab lizalfos/so forth?
            OoT solution: Hardcore z-targeting.
            BotW: Bullet time

            Thats why using the word problem was a bad idea. I was going for problem’s second definition. Not saying 3d is bad. Challenge is probably a better word. It presents more ‘challenges’ the designer has to solve making it more… challenging.
            So breathing the original 2d LoZ soul in to a 3d open world intrinsically presents lots of new challenges with that free exploration idea.

            Really I didn’t want to expound upon the challenges of 3d so much… it was just supposed to give shape to show that I DO understand that… BotW DOES stipulate and respond to all these challenges in a positive way. BUT that it makes it quite a different beast than what you might expect.
            And as you already know… for my tastes I think they could have brought back some of the soul of the past series by hiding some of the exploration and making it something the player has to seek out and earn access to via trying out their items, exploring what can’t be seen from the high vantage points, solving puzzles. Its not that BotW sucks. It does blow us away. But I think its ‘blows us away’ in another direction than what we were mostly expecting. And I would have loved to also have been ‘blown away’ in to the direction where we also get some of that past-zelda-game dungeon-type hidden discovery exploration…
            Certainly cannot hate on the game. Its great. but just great in a different way.

            E.g. I’m picturing this scenario that I’d want to see: a thick forest. Hmmm I wonder whats in that forest. Glide/ride to the forest. Oh.. some baddies right take stab stab. Dead. Nice. OH WAIT theres… an etching on this one tree of Link and Skull Kid playing. Easter egg. So cool. Well nothing to see here. Whatever I need some wood.. Chop. Tree reverberates with protective magic. Oooh mystery. Well scew you tree I’ll burn you down. Tree lights up with fire. Secret underground LABYRYNTH revealed. OMG!!
            ONE HOUR LATER
            That themed dungeon was so epic and unexpected in the middle of that forest and I used my items in ways I never would have thought to a whole lot. AND I beat the unique boss AND I got this epic new item from it. Mirror Shield! Blinds enemies! YUS!

            Also thats another things. We have ‘overworld bosses’ but who are the non-overworld bosses? There’s just calamity ganon and I GUESS “Major test of strength”
            Some one-off underworld bosses please would be nice.

          • Xaragon

            Try to stay on topic. I’ve played and beaten every Zelda game, so I know what I’m talking about.
            I’m asking how being 3D limited the Zelda games.
            You said making a game like Zelda 1 3D creates problems. Seeing that we have dozens of 3D open world games, what problems were created? Yes, there are challenges that developers needed to solve, but they aren’t problems anymore if they’re solved, are they?

            And I don’t need 5 paragraphs about classic dungeons, we went over this and I said it was a fair point. My stance is that it’s a different game that uses different design philosophies and the games that do have that are still here, are plentiful and not going anywhere. (There’s 15 of them at least.) I think the open world in this game was done rather well, better than Phantom Pain at least. I think the devs knew what they were doing when they let Link climb walls.

          • Me too mate. Played them all.
            You’re right I said that but if you recall or have read my comments since I did say that problems was the wrong word. I mean problems in the sense of challenge. Have said that many times. I think thats where you confusion is. Second definition of problem. E.g. Maths problem. A problem to be solved/overcome i.e. a challenge.

          • Xaragon

            Well words have meanings, and I can’t read your mind to see what you actually mean. I can only see the words you post, and I initially deciphered that you said Zelda somehow suffered when it transitioned to 3D and I asked for clarity.
            Are you saying 3D made the games easier? Because that sounds semi-accurate and that makes a little bit of sense at least. I think there’s some merit to that point. I feel the 3D games are a bit less challenging than the 2D ones, generally speaking. Makes sense. There’s a bit of evidence to back that up. Wind Waker is easy as cake and Seasons&Ages are quite difficult in comparison.

          • of course and that I understand. Hence why my initial reply to you I amended with these words:
            “””limitations of 3d games: Perhaps limitation is a harsh word. But there are definitely ‘challenges’ to making a 3d game that a 2d world does not impose on a developer”””

            Well I don’t think I’m saying 3d makes games easier – thats a broad generalisation that someone could pick apart if they were selective with their examples.
            All I really wanted to say was what I said in my original post in which I included an idea about applying 3D to LoZ’s 2d ‘open world’.

            So just to clarify my original point a bit I’ll say this hopefully its clearer than what I started out with, expanding on the 3d part of it:

            Creating nes/LoZ’s open world in 3d would creates a lot of challenges for developers to have to think about. So to be fair they’ve done something incredible already.. but for my tastes I would have preferred … [insert long paragraphs of love for the idea of underground dungeons].
            And on that note of considering the challenges of bringing 2dLoz in to a 3d space … It appears that it would have been very easy to include hidden dungeon entrances which lead to large concealed dungeon spaces – and considering you can go to a high vantage point and see so much space especially with the scope, and also considering you can then glide/climb to almost any spot from any angle — large concealed challenges would have contrasted nicely as well as allowed the excitement of seeking out the obscure dungeon entrances.
            And if I could throw in another wish on top – no glowing at the entrances like with shrines. the entrances should be extremely hard to find

          • Xaragon

            Well there are Shrine Quests that will hide Shrines from view and a few of them, especially in the Hebra region, ask that you solve overworld puzzles to access underground areas. Future games will probably have these be a bit more elaborate with bigger dungeons underneath. I wouldn’t make it cryptic like cutting down a random tree, but maybe like an elaborate Korok Seed Puzzle where you find something odd looking in the landscape and you have to solve the puzzle and it opens a path to an optional dungeon with valuable stuff inside.
            As for the glowing, it helps in an 8th gen game. Wind Waker would have been able to get away with it because there are rarely more than 8-12 things on screen at any given time, while in a game like Until Dawn, they’ll want you to select one object out of about 50 on-screen objects so key items would sparkle. Granted, not every Shrine can be found this way, but a few easy ones to spot aren’t a problem. They basically function like grottos of past games that would hold rupees, ammo or heart pieces. I think it’s better than what OoT had where almost every single grotto would give you rupees you can’t carry or bombs you’re already maxed out on. It’s painful to get a weapon when your slots are full, but at least you can swap out an inferior weapon for it. You’re also guaranteed a unique heartpiece/stamina vessel for completing the Shrine, so they’re never truly a waste. There’s plenty of room for improvement, but I think Shrines are ultimately a good thing in theory.

          • I agree, wouldnt get rid of shrines. In an ideal world we would have both.
            The shrine installations, as well as dungeons that feel like they belong to their region.

        • “Zelda 1 had dungeons and items that had actual uses and weren’t just weapons. It also had puzzles. BOTW is severely lacking in all three of those.”

          Sometimes I wonder if you’ve ever played Breath of the Wild…. or the original LoZ for that matter. Either that or you just hate Breath of the Wild enough to purposely be stupid in order to try and make a case against it.

          • I’ve played both TLoZ and BoTW…and I don’t hate BOTW at all, in fact it very easily could have been my favorite Zelda game and Nintendo game (Still the original Mario Galaxy for right now) had it done a few things differently.

            That said I’ll ignore that this is mostly a insult directed at me in the form of calling my stance “stupid”, and instead ask what it is that you disagree with and what it is that you think I’m wrong about.

          • I’m sorry but Zelda 1 has more puzzles than Breath of the Wild? Care to share some of the puzzles that Zelda 1 offers? You know the so puzzles that show how lacking Breath of the Wild’s puzzles are?

            Was it the one where you pushed a blocked and it opened a stair case? Was it when you have to kill all the enemies in a room in order to unlock a door?

            Also how was it that the items in the original Legend of Zelda had more uses than the items in Breath of the Wild? Was the Bow and Arrow more than a weapon in the original Legend of Zelda? My memory is foggy, please do tell how you used the bow and arrow for something other than attacking enemies.

            Please enlighten me : /

          • Ok:

            A) The vast majority of puzzles in Zelda 1, like finding the path through the lost woods and the various block puzzles are primitive, but they’re puzzles nonetheless which establish their importance in the series, by being a part of the original game.

            B) Nintendo has thirty years of good puzzle examples made by them to go off of that could have made BOTW great. “Going back to the roots” is not an excuse for being lazy.

            Secondly, as for the items, within TLoZ you get:

            -Bombs
            -A bow with both regular and silver arrows
            -A raft
            -A regular boomerang and a magical boomerang.
            -A recorder
            -A stepladder
            -A blue and red candle
            -A Magic rod and the magic book that enhances it.
            -and a power bracelet.

            Most of these can be used to attack enemies, but weapons like the recorder can not only warp you but also drain bodies of water, which is used to reveal a dungeon (that’s a puzzle by the way), it’s also quite useful for one of the bosses. Likewise the raft and stepladder are both items that can’t be used as weapons and are required to solve puzzles in various dungeons.

            The most any shrine in all of BOTW asks of you is that you have arrows. I’ll admit though that I was wrong to imply that BOTW doesn’t have puzzles, as that’s a hyperbole on my part, but I fail to see how it’s a “return to form” or return to the “Roots” of the series when it’s lacking in the other two regards.

          • A) Yes Zelda 1’s puzzles were primitive that’s why what you said is you playing stupid;

            “It also had puzzles. BOTW is severely lacking in all three of those.”

            You literally were saying the original LoZ had more puzzles to offer than Breath of the Wild. I mean can you find 120 puzzles in the original LoZ? Breath of the Wild honestly is chock full of puzzles, more so than any other Zelda title. Whether it’s Korok seed puzzles, or a single puzzle in each shrine. Or solving the riddles in the over world to get to a shrine.

            B) Everything about Breath of the Wild is pushing puzzles to the fore front and building off ideas of the past. No more shooting eye switches, or lighting a series of torches to open a door. No more “step on switch to open door”… we get actual puzzles that require creative thinking.

            Have to reach a high ledge? Build a tower out of grates and climb the grates. Or create a see saw and launch yourself into the air to reach the high ledge. Options, choices, and no straight answer given.
            ___________________________________

            – Bombs – Also in BotW but you tie balloons to them, move them with a deku leaf, you can roll them… more versatile and useful

            -A bow with both regular and silver arrows – Also in Breath of the wild…. also bows can scope, they can shoot up to 5 arrows, and come in 4 varieties… fire, ice, electric and bombs. Not to mention you get the silver arrow equivalent the Light Arrows at the end. Far more uses in BotW. Light torches, burn objects, cut ropes.

            -A raft – Also in BotW … and guess what literally does the same thing. Gets you across large bodies of water. Except in BotW you can use it anywhere you can take it to (people can even fly on them). Instead of using it on like two docks (the only places you can use it in the original LoZ.. also wasn’t really a puzzle… but more of a key to get past a barrier)

            -A regular boomerang and a magical boomerang. – Also in BotW. Used for combat as well

            -A recorder – Used for warping. Not needed cause well… the Sheikah Slate allows Link to warp.

            -A stepladder – Link can literally jump gaps now.

            -A blue and red candle – Redundant items used to light things on fire. BotW gives you the torch… along with a variety of Fire Swords, Fire Rods, and Fire Arrows.

            -A Magic rod and the magic book that enhances it. – Instead of one magic rod, Breath of the wild gives you 3 kinds. Each with an upgraded form that is enhanced version of the original

            -and a power bracelet. – Link can move boulders and lift rocks with out the need of a bracelet anymore. Anything super heavy can be moves using stasis, or octo balloons.

            Which brings me to the whole runes thing. The most versatile and useful items the game gives you. Used for attacking and solving puzzles. Things you couldn’t do in the original LoZ or any past Zelda game… well save bombs.

            You also said that the stepladder and raft are items used to solve puzzles… but they weren’t. They were elaborate gates to stop the player from going to certain places. The ladder is needed to cross rivers that block off a good chunk of the original over world and stops you from stumbling your way through the unlit dungeon. Same with the raft. That isn’t a puzzle. The player can see a dock, he knows that they needs to cross the water. It’s nothing more than a gate, and the raft is the key letting them continue.

            Bottom line there is no lack of items in Breath of the Wild, there is no lack of uses for them. There is no lack of puzzles, or types of puzzles. And in all honesty no lack of dungeons either, although that may be more up for discussion since some people don’t consider shrines to be dungeons…. or the divine beasts to be proper dungeons which is all a matter of opinion. Still no lack of anything, especially if you are comparing it to the original LoZ.

            Also not sure if you can call your original comment hyperbole. I mean it’s not like you were making a big exaggerated comment.. it was short and pretty direct : P

            Also you clearly mean what you say.

          • A) Consider it me hyping myself up or saying something not wholly true. Get off your high horse Maverick, BOTW isn’t your bride to be and you don’t need to defend it tooth and nail. The point still stands that they’re primitive, and not a good example of how puzzles should be in a Zelda game.

            B) Couple of things, BOTW does not have 120 unique shrines/puzzles within said shrines, that’s a blatant lie. There’s like fifteen “tests of strength” which are the same fight with the same enemy, just varying levels of difficulty. There’s also several shrines which aren’t combat focused that repeat previous puzzles. To note I can think of two shrines that are basically nothing but a glorified golf game where you knock a giant sphere with Stasis into a hole, two or maybe three shrines where you have throw a sphere into a current of wind and time things up together to make sure it reaches the hole it needs to be in, and one too many shrines which consist of wildly flipping your gamepad about as you try to get the sluggish and unresponsive motion controls to help you finish a game of Rollgoal. None of these would I call intuitive or ground breaking, and the fact alone that they had to repeat them tells me that they’d have been better off just building five to eight large dungeons and scattering them across the world.

            Secondly, slapping a physics engine on a game and allowing the player to finish a puzzle in anyway they see fit is not “Pushing the puzzles in the game to the fore front.” It might result in some really “creative thinking” but it’s in no way a replacement for actual hard puzzles that require you to revaluate your surroundings and use the “Items” at your disposal. Which, yeah you do use the runes a lot, but I fail to see how having puzzles that build off more items that you have as you go through the games is somehow not as good as having every puzzle in the game be focused around four runes.

            Plus while on the note of the runes, them along with the physics engine, actually hurt the game more then help it in my opinion, as a puzzle has way less of a chance of having an impact on me when I can just stasis the ball I have into the hole it needs to be in and by-pass the whole puzzle.

            All this said though, the bigger issue is still the lack of dungeons, as bite-sized repetitive shrines that not only look the same but actually do have content that is repeated elsewhere in the game along with boring to the core divine beasts which don’t even have any worthwhile enemies in them, is no replacement whatsoever for actual dungeons that utilize their own theme and core item, and puzzles.

          • Both games are great. But its different in some really core ways from tLoZ as TheMaverickk has pointed out.

            Obviously tLoZ is primitive but try and imagine that it was released in 2017 in 3d with all the latest zelda advancements (that people actually enjoy). Its not the same game as botw.
            I call this imagined game… LoZ:2017

            Botw divides in dungeons in to small easy to solve puzzles
            LoZ:2017 would feature these shrines but at least 5 to 10 would be swapped for large-scale dungeons. One entrance. go in to the dark, solve the puzzles to reach the end goal and come out the other end enhanced.
            The guardians work as dungeons but they’re not a carbon copy. BotW and LoZ:2017 would be different like that.

            In BotW you have sort of basic items.
            Yes there are a lot of different types but it basically comes down to:
            sharp weapon, blunt weapon, shooty weapon, bomby weapon and I guess spear weapon. But they are very rarely used to ‘get you places’
            E.g. sharp weapon CAN cut down tree to make a bridge. I only remember doing that one time outside of the great plateau and one time inside great plateau. A cool idea not used enough. Blunt weapon is basically useless for anything except fighting. Also bomb weapons, only used a few times to excavate very shallow boring/obvious caves with some items or a korok. Should have been more concealed caves EVERYWHERE with huge cavernous challenges inside.
            Spear weapon is ONLY attack. Wheres the puzzles that require you to poke an eye with your spear from a distance to let you ‘get somewhere’ They all downgrade to becoming just more ways to bash your foes.
            Oh I forgot the korok leaf. No use for that really at all. Rafting? I guess. I’d rather glide,horseride,cryosis or swim than raft anywhere in BotW.

            Plus EXTRA points because of magnesis, cryosis and stasis.
            But then lose a few points because they hardly get used at all to ‘get you anywhere’ outside of SOME shrines and just become additional weapon tools or never used.

            So in tLoZ:1986 there are items that ‘get you places’ to explore… bridge, raft, candle, bombing for caves. In their primitive way they aid exploration.
            In imaginary tLoZ:2017 there would be so-so many items that also get you places on top of this because it would be puzzles and interesting ways to explore in all directions.
            Found a new weapon? Yes, maybe it does shoot fireballs and burn your foes the same as BotW. BUT it ALSO…. is the only way to explore the undergound wizzrobe labrynth that REQUIRES its awesomeness.

            And in tLoZ:2017 Link would have a fishing rod.

          • “try and imagine that it was released in 2017 in 3d”

            Funny thing is that I did, and it’s actually a real game, called Breath of the Wild, lol.

            Breath of the Wild has a fire rod which I used in a dark forest and dark Divine Beast and lit my path using it.

            Also you could use the electric weapons in the dungeons and shrines that made use of electric currents. Or you could use metal weapons to create bridges between electrical currents.

            Honestly, the versatility of BotW’s weapons (and runes for that matter) depends on the players own creativity and knowledge of the game and how they all work and what to use them for. If you were using them as extravagant clubs to beat enemies senseless the problem doesn’t lie with the games weapons… but how the player is choosing to use them.

            You see a “sharp poking stick” and another player sees “swiss army knife”. A weapon, a tool and survival aid.

          • mmm yeah you have named a couple instances for some cool new features but overall that doesn’t happen often enough to make it exciting. Those features should be used more often and have meaning. What would have been great is if that electrical current came in to the over-world exploration and not just in one spot but in a bunch of different places in unique ways. And the fire too. How about some pitch black cave exploration all around. How about more uses for the fire more often. In the great plateau there was that wind valley you could use the fire to wipe them out and get to the treasure in the skull, in the demo thats where you found the fire rod.
            But then after plateau there isn’t a lot of places that doing that would be practical. So yeah its a great feature not used enough though.

            I see “oh cool this sharp poking stick can be used to cut down trees and make bridges! nice! its like Maverickks magical swiss army knife” stick and then I see… a “hang on. Did I do that only once in the whole game right at the start and never again” stick
            You never do it again because you’re never required to. Theres no other world puzzle where tree bridges are sensible,
            So like yeah theres some cool stuff that never gets used. Don’t get stuck on the tree example here. Its just an example but the same differentiation applies to lotsa other things in the game.

            I don’t think BotW is LoZ:2017 – BotW is good in its own way, but still hasn’t reached the ultimate Zelda realisation yet.

          • Dude, Loz:2017 isn’t even a real game, it’s a made up unrealistic fantasy world you live in. Sorry to break it to you. That’s the bottom line.

            Also there there are other places where you can use trees as a bridge other than the plateau like a shrine that requires you to use a tree to go down a rive into a hidden cave that has a shrine, but I mean whatever, lets not talk about something you missed right?!

            There is also other areas that do in fact have dry grass that catches on fire, but again it’s up to the player to determine whether they use them or not. Like in Akkala and such. Can’t blame the game for players who like to muscle their way through a game. If the game doesn’t force them to be creative with their weapons, then why bother right?

            I mean who cares if there are multiple areas where fire is needed to find your way, but if it’s not a cave, then it doesn’t count. A dark forest, nope, not good enough, a dark divine beast, nope still not good. A dark dingy Hyrule castle, still not good. Has to be a cave.

          • Okay sorry for upsetting you bud. didn’t realise I was doing that.
            Hey its alright. I understand you but I don’t agree with you. No problems.
            For what it’s worth to you I love BotW. I just don’t think it reached its full potential.

      • zelduck

        Ok… I didn’t meant THAT old…

  • I would love if the “Assembling the New Champions” idea is where the 2nd DLC will take the story! Perhaps a new set of trials for the new champions that Link can help them with, to prove their worth.

    As for the “Ballad” part of the DLC title, I think it would be cool if there was something similar to the “Song of the Hero” quest in Skyward Sword (perhaps involving Kass) where after helping each new Champion, parts of a new song are found, ultimately coming together to form one epic “Champions Ballad”

  • David García Abril

    “Seriously, am I the only one hung up on this??”

    Pretty much, yeah…

    Careful, man. You’re basically asking for midichloreans.

    • Christian Beach

      Ask too much, and he’ll get a Jar Jar.

    • Shit someone beat me to it.

  • Jacob Gunkel

    Just throwing this out there, but I’m pretty sure the only reason that ganon defeated the guardians and the beasts this time around was due to the fact that he expected it this time. The first time he didn’t expect it, but this time he was ready and knew what he had to do. All things considered I do quite agree that the story was rather lacking and rather lackluster

  • I want:

    -A explanation of how Link got the MS for the first time.
    -Something to actually show why people thought Zelda was a failure, because really the game doesn’t convey that well.
    -A explanation as to what the “sealing power” Zelda uses is.
    -A concrete definitive timeline placement.
    -A retcon to it being 10,000 years later to it being 1,000 years later, as the 10,000 year gap is stupid. Preferably a retcon in the form of:

    “Oh, turns out the event that happened 10,000 years ago was the battle between Hylia and Demise, and the attack on Ganon with Guardians only happened 1,000 years ago, and we got the two mixed up. Whoops, history can be so unreliable.”

    -Some info on how Link and Zelda met as well as how they knew ganon was gonna attack soon.

    • > Something to actually show why people thought Zelda was a failure

      Um, because she did fail? She couldn’t awaken her sealing power. The one thing that was supposed to protect everyone from the Calamity. EVERYBODY DIED, MANGO! EVERYBODY DIED!

      • I meant in the past, in memory like five or whichever one you find in front of Zelda’s study. The king mentions that Zelda is viewed as a failure by the people in Castle Town, and the game doesn’t develop upon this enough.

        Really what the game needed was to have you play a different set of memories that would help piece the other memories together. Then in one of these you could talk to somebody in Castle Town who says something about Zelda being a failure and this have the later memory have the king mention what I just described at the top of this post. However this would require that you not be able to find the memories in any order, so yeah.

        • I think, the game implies that by the time Zelda reached 17, she should have awakened her power already, so since she didn’t do it by then, she’s a failure. The expected age was probably something like 12 to 14.

          Nowaways, 17 is nothing, but in the past, you’d “become a man” at 14, and bear children not long after, so for a person to still not have fulfilled their role by 17 would have been considered a failure.

          • thats one of the odd things with botw in terms of how every-day Hylian mindset is changed. Everyone in this knows/believes in the magic and relied on its existence. In other games the magic is sort of working behind the scenes. People don’t know if it exists, some people don’t believe, some people have heard rumours of the powers – but in botw the people just believe and expect zelda will have powers at 17 to save them just as sure as the sun rises.

    • “-A explanation as to what the “sealing power” Zelda uses is.”

      Duh it’s midichlorians.

      Mystery solved.

      • Christian Beach

        Midichlorians are the solution to everything.

  • StarkEx

    Ganon’s new incarnation adapted to counter the technology that defeated him before. The whole point of the situation was that it was a mistake to try to stop him the exact same way a second time.

    • HylianHero33

      What would be great DLC is to actually be able to stop him the FIRST time around alongside Zelda (that is, until Link basically dies). Basically, be there actually playing the memories you recovered.

      • David García Abril

        You want to create a paradox?

        Or even worse… ANOTHER TIMELINE?!!! O_o

        • HylianHero33

          Hahahaha no I just want a prequel, the ability to play what you saw in your memories before you were taken to the shrine of resurrection.

          • HylianHero33

            Obviously, Link’s gotta die/lose at the end, though, so the actual BotW story can start.

  • HylianHero33

    To be honest, the game was lacking.
    The storyboard consisted too much of remembering and not enough doing.
    I really miss the “key items” thing… (how great would a grappling hook be in BotW?!)
    Not to mention, there’s no Temples, no powerful-shiny-ancient-relic hunting, not even an instrument! Instruments are classic! Link never plays anything, which as a musician it sounds nitpicky but ya know I miss that. Dungeons were just 4 divine beasts which were okay.

    But to be fair, the whole world to explore was pretty great, and the open world/vamped physics of the game were amazing.

    • HylianHero33

      I also wish Ganon were at least a personality rather than some energy goop thing. There’s no oath of vengeance he curses upon you when he dies, no Vaati/Ghirahim-style minion of his to loathe, and no cool evil weapons to contrast harmoniously with the cool weapons Link gets!
      I shouldn’t compare this to the other games, really. But c’mon, it’s a series! I’d like a little more flair to really feel like a part of the game rather than an outsider looking in.
      Rant done now, I promise.

      • zeko

        I agree with most what you’ve saidI would hope the dlc’s main villian is the true yiga boss, while holding evil weapon( corrupted shiekah/yiga slate?) I dont think it will happen

        • HylianHero33

          That would be so cool, but unfortunately, yeah I doubt they’re doing that 🙁

  • HylianHero33

    Wait… WAIT. Where’s the Triforce?!
    Zelda can’t hold it all on her own, can she? If she has it, she could’ve singlehandedly destroyed Ganon.
    Link never really has any emblem on his hand signifying he has part of it.
    Ganon doesn’t have it. No signs indicate that.
    The three don’t just inherently HAVE it.

    So Zelda, in some precursor, must have proven herself worthy of holding it, thus the emblem on her hand as she seals Ganon away. It just doesn’t make much sense, though… not traditional Zelda sense anyways.

    • Joshua Millat

      That’s a fair point… While it’s not confirmed that Calamity Ganon doesn’t possess the Triforce of Power, I don’t particularly remember Link showing the Triforce of Courage at all. Typically when one of the three possess a part and are not worthy of the full Triforce, it splits and finds those that are worthy of the other pieces…

      • HylianHero33

        That’s probably why I didn’t think the storyboard was very well developed. It was a pretty short story altogether, without key aspects of the game to make it interesting. A Triforce of Couage hunt would’ve been a better trial to earn the Master Sword rather than just like 15 hearts (which was kinda lame….)
        Also, how Zelda got the Triforce’s “sealing” power would be nice to know.

        • HylianHero33

          Er, the power of the Triforce is more accurate. I understand her mom had that power, but the Triforce isn’t really a genetic trait.

  • Sentinel

    I really am starting to feel like I’m the only one who doesn’t care for a “New Champions” thing. It sounds redundant and the characters aren’t even that good.

    Riju and Sidon are okay, Yunobo was boring, and Teba is about as underdeveloped as the entire Rito arc was. None of them shout “New Champions” to me.

    • I don’t really like the idea either, but to be fair, the original champions weren’t all that great either, so I wouldn’t be upset if this is what happens.

    • You should care cause you will get the bow of light in the afterstory. Thats for sure. Else it would be illogical and stupid

  • bow of light must come else its scam… period

  • tbuc500 .

    Honestly? Having a story to introduce the characters that we’ve already met as the new champions would be EXTREMELY redundant. There would be no surprise to any of the story considering it would be incredibly obvious who the “new champions” would be.

    For me, if the champions don’t come back to life SOMEHOW, I might not even get the DLC. Them being dead was the one complaint I really had about Breath of the Wild. Them being dead was a waste, and seeing how they met their end is NOT something I would pay money to see.

    In other words, if the champions don’t somehow come back, it’s going to feel kind of pointless to me. :/