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There are so many things being tracked all the time in the game for puzzles and the power arm. Yet despites literally tracking sunshadows for some puzzle completion for example it runs almost smoothly with (in my 170h) no crashes. On a 6 yo portable console??

Botw was already impressive but I could grasp it with the shaders and also there weren't that much physics puzzle. Objects were more static, there wasn't the two other maps, enemy diversity was limited, same for weapons. There was less of everything overall but I thought it was the limit of the console and the possible engineering around it.

Is there any resources on how they managed to pull this off? White papers, behind the scenes, charts, ...?

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[-] bassomitron@lemmy.world 23 points 8 months ago

I don't know, I wasn't that wowed by TotK. I'm a huge Zelda fan, been playing all of their games at launch since A Link to the Past. But, TotK just felt like BotW with a clunky crafting system. It brought nothing new to the table outside of that. Additionally, the puzzles were often trivialized because of the crafting system being too overpowered.

While the open world aspect felt fresh in BotW, the fact that TotK was taking place in the same exact world felt stale. Sure, we got the depths and sky islands, but the former is pretty boring after the initial novelty wears off and the latter was pretty copy/paste feeling without much sense of exploration. The fact they they once again completely rely on your equipment constantly breaking in order to justify any reason to explore further reinforces the sense of forced purpose. In other words, there isn't anything really to do in the open world besides finding stuff to replace stuff that will inevitably break.

I don't know, maybe I'm just getting jaded or too old, but I'm just so tired of open world games. I missed the hand crafted feel of previous Zelda games, where the majority of your time was spent dungeon delving in places packed with secrets and puzzles that weren't just physics minigames. I truly hope the next entry is something more along the lines of Twilight Princess or Ocarina of Time.

[-] Vespair@lemm.ee 3 points 8 months ago

Additionally, the puzzles were often trivialized because of the crafting system being too overpowered

If they offered you puzzles and you ignored those puzzles via the crafting system, that sounds like a choice not to engage with the puzzles you claim to want.

[-] psycotica0@lemmy.ca 12 points 8 months ago

I agree with OP. If there's a puzzle in a game that's clearly some kind of water puzzle, but I can make a boat to solve it in 15 seconds and bypass the obvious intent of the puzzle, maybe I feel a bit clever. But if I can solve every puzzle with effectively the same boat... what's the point of doing the puzzles? I guess because I wanted puzzles? But on the other hand, if I know I can solve every puzzle with a 15 second boat, it feels kinda weird to pretend I don't have an answer and struggle through anyway. Like, the victory is hollow when I know I could have solved it faster the dumb way.

The number of times in that game I thought "oh, maybe I have to jump up through the floor here to get through this door" and then I peeked through the floor and was like "oh, nope. It's the damn final boss room again. Not supposed to be here yet, better go back through the floor and try another way to open this door" felt like I was babysitting the game so as to not entirely ruin the experience... and it kinda ruined the experience...

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this post was submitted on 21 Feb 2024
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