Thanks to MANSCAPED for sponsoring today's video! Get a special edition of The Lawn Mower 5.0 Ultra White for 20% OFF + Free Shipping with promo code “LINKUS7” at manscaped.com/linkus7 ! This was such a interesting video to make, made me realize how much I missed certain features from BoTW, but it also gave me a newfound appreciation for ToTK. ENJOY!!!
In the same vein as "the memories shouldnt be able to be gotten in any order", they really needed to do something for the post-dungeon cutscenes in TOTK. It was literally the exact same scene 4 times with a different narrator. They could have made it be some sort of progressive story, or maybe each of the scenes had some key detail that the others didnt so that once you saw all of them you learned something new
The story progression/cutscene programming for TotK was just flat out lazy. Like they spent so much time working on the individual game systems that they completely forgot how to program story reveals that don't completely break sequence and/or repeat the exact same sequence multiple times.
SAME! TotK is overwhelming with details and a lot of parts feel very repetitive. Sure I loved the sky and diving, but BotW has more magic, a more worked ambiance.
@@EtheRenardThere just weren’t enough sky islands, like I was expecting it to be a big part of the game, but instead it was mainly just like the tutorial and then smaller islands. I guess the temples kind of count?
@@whackareal but the depths were also semi lackluster, unless we had more dynamic locations like under Death Mountain, it's pretty much seen once-seen it all.
One thing I never see people talk about is that TotK sort of canonized a lot of the glitches in BotW. You didn't show it here, but there is a whole category of glitches in BotW that involve overloading your menu, resulting in the ability to combine weapons together. And then we got fusion in Totk. BotW had wind bombing, TotK has bomb shield launching. BotW had "flying machines" via magnesis, TotK has true vehicles. BotW had out of bounds clips, TotK . . . still has those, but it also has Ascend.
i totally get what you mean about the new champions following you around in totk and agree that it can be annoying at times but i also kinda liked the contrast - botw made you feel intentionally lonely, because you’ve just woken up alone in this post-calamity world which is seemingly deserted until you travel far enough to find one of the few remaining towns; whereas a contrasting theme in totk is hyrule’s sense of community returning - link runs into more people in the overworld, things are being rebuilt, and more direct teamwork is required to beat the dungeons. personally i liked feeling a little less lonely playing totk & i think the champion sprites physically Being there with you whenever you summon them was a nice touch:’) although i will say accidentally triggering tulin’s wind when trying to use yunobo’s power or some shit every time made me wanna scream sometimes lmfao😭 i feel like they maybeeee couldve gone about it a better way bc it def feels kinda messy unless you only have one out at a time
This. The sage spirits in Tears of the Kingdom, while annoying, fit very well with the less lonely vibe of the game. Finally I see someone pointing that out.
15:20 Another way that they could bring back more traditional Zelda dungeon design is by tying Rune upgrades to a specific dungeon, and make the Rune upgrade more interesting than just lowering the cooldown like most of them are. The Bomb Rune could gain functionality that works like a Bombchu, running along surfaces. Stasis gains the Recall function. Stuff like that. It would make it so that the tools you start the game with are given significant functionality upgrades later down the line, and allow dungeons to be more like traditional Zelda dungeons.
20:33 That's because BoTW's scaling scales off enemy kills, with bigger enemies giving more points ( the Blights give the most, iirc ), so a speedrun doesn't really let it scale
So does TotK's, the fundamental way the enemy scaling systems work are virtually the same. However in TotK you also get "bonus points" for things like headshots, flurry rushes, or killing the enemy damageless.
I remember playing this as my first Zelda game! It was such a good experience, this game is peak Especially the guardians, such great music and terrifying opponents
Just play all of them, ocarina of time, majoras mask, wind waker, twilight princess, link to the past, minish cap, oracle of ages/seasons, do not play Zelda 2. Zelda 2 is the worst one.
I enjoyed looking for Zelda for most of ToTK and then immediately realizing that the white dragon was Zelda when you are pulling out the restored master sword. I also loved being launched out of the tower and surveying the area because it showed that the world truly changed from everything that BoTW was. Link was the only one capable of surveying the land, sky and depths
I’m now playing master mode for the first time and playing breath of the wild in 2024 is just reminding me on how this was my first Zelda game and it just made me attached to the Zelda franchise as a whole. It’s truly a memory of how I loved this game. But also keep up the good work linkus. Have a amazing day.
I feel like TotK is to BotW, as Majora's Mask is to OoT. different, weird, darker, a lot of folks will prefer one to the other. And I think they both partner eachother so so well. I felt not the same wave of emotion from starting BotW as I did when the music started building and going deeper underground in TotK, but sheer excitement as the mood was set. They're an amazing pair of games.
I disagree with this, majoras mask changes worlds, has new time travel mechanics and the best side quests and mood of the zelda series. Tears of the kingdom doesn't really build on botw except for its new mechanics
Here's something: This game is literally older than my younger sister, and she has more hours than me in it. And i used to kinda speedrun this game. I still cant come to terms with how old this game has gotten. Like, 7 YEARS ago still FEELS like 2013, but it was 2017. Which is so wierd to think about.
Yeah, tell me about it. I'm 44 and can't believe this game is over 7 years old. When it came out my wife and I had been married for not quite 6 years, and now we just celebrated our 13th anniversary. I still haven't even finished my first playthrough, though I'm 100+ hours into my second profile.
LOL, My older brother bought BOTW for himself and after spending maybe 30 hours, he beat it and passed it to me. I easily reached 400 hours before beating it LMFAO.
BOTW made me feel child-like wonder that i hadn't experienced in games for so long, i bought it without seeing any trailers or gameplay and i was awe-struck with the scale of it, it's such a special game still. Idk if it's because of that first experience but i do think it feels like a more cohesive experience than TOTK
There's one issue I've always had with the talks of "Open Air VS Old School" WHY can't we have gadgets that we get from the dungeons? Sure, it makes it a LITTLE less "open-world" but realistically just make it any order before the final boss and it's good. Now, for something as game changing and widely used as Fuse I understand giving it to you from the bat to toy with and learn it's limitations, but can you imagine if, say, there were seven dungeons in a "Breath of the Wild 3" each one housing a different Gadger? Cryonis, Bombs, Rewind, Ascend, Fuse, Ultrahand, an upgraded Magnesis where you can give objects a magnetic charge. And EACH of those dungeons were DESIGNED to give you that toy, teach you how to use it, and THEN, for the boss fight; TEACH YOU HOW TO BREAK IT. You CAN have your cake and eat it too. Heck, do it how old zeldas did it; you get the gadget about 1/3rd of the way through the dungeon, but your "real reward" is for beating the boss, this way, it remains open world (Grab the gadget and come back later if you want) AND opens a door for a real interesting way to set up a Speed run "Okay, so we're going to start this dungeon for Cryonis for later, but we don't actually need the item you get for beating the boss, so we won't be returning" (To be clear; I actually love the Open Air games, they feel like a sandbox rpg, even more so in Tears, which I LOVE, but I understand how they can still improve using lessons from their past.
What you described is exactly what the game tries to do. You get your tools from the "Tutorial" island you don't have to leave it, you can just get the perks and mess about with them for ages before actually doing the quest to leave. I do like the idea though about getting perks from boss dungeons like the Zelda games of old. But can you imagine the youth of today with the old skool style of tutorials, where you wonder about just trying to figure things out.... They wouldn't have the attention span. Heck OoT when that was first released, boggled my brain. I got through it in the end with a little help from Nintendo magazine Zelda guides each month, I like the way they've gone with the last 2 games myself. It lets a lot of the newer generation enjoy something I've been playing since the early 90's.... Could definitely do with some tweaking though in parts, more difficulty 😁
@@oddpoppetesq.3467well about the attention span thing. Maybe playing a Zelda game that requires more attention would help them? making them more able to focus.
I have a feeling you made a lot of folks very excited when they realized they knew the trick for the shrine where you flip the maze when the professional Zelda speedrunner did not know it. Very fun retrospective!
Absolutely loved this retrospective! I completely agree with all your points! There are really strengths and weaknesses to both games, but at the end of the day they’re both masterpieces! When I think about my experience of exploring BOTW’s world for the first time, nothing can quite compare to that feeling.
I love Tears, especially ultrahand and zonai devices, but Breath is just special to me. Just like all the other Zeldas I will come back to it every once in a while.
My biggest issue with totk is that the framerate is really bad. It doesn't make sense that they added monster raids and a building feature when the console clearly can't handle it and you'll be playing with 10 fps once there are just a few too many parts or npcs on screen.
I played through TOTK first and then tried BOTW. Without glitches, I think TOTK just has so many nice traversal tools with zonai devices compared to BOTW where the only thing you use is walking or horse riding. Playing BOTW without knowing glitches, it just feels like you have to walk everywhere and there's no alternative. I guess that can be a good thing too cause the moment you realize you can make a flying machine, there's no real exploration you need to do anymore, you can just fly everywhere
I played BotW first and then TotK and of course, loved both. In February I started replaying BotW on master mode, and it is such a masterpiece. Traversal never seemed like a problem because you have those options that you could get really good at. And glitches are fun :3 also nostalgia for me so I understand why you think that
@@haobo_zhang horses and the master cycle and fast travel are it. I think that those options were enough for BotW because it never felt like a hassle to use a horse or pull out the master cycle it felt really fun. You are right though options are definitely limited
@@jwechols86 I guess thats my experience playing BOTW after, everything felt very slow in comparison, like there are no options to climb a mountain besides just climbing and maybe Revali, while there's so many different methods in TOTK.
i swear to god i literally walked around the great sky island because i was confused about why i was still missing 2 abilities (those being camera and autobuild) and i ended up walking for OVER 8 HOURS, only to realize that all i had to do was go to the temple of time...
I think the paraglider in tear's is linked to the skyview tower, which i therefore dont mind that they moved the glider for that purpose. Love your vids mate
I thought the same, in TotK you gain the paraglider to let you use the SkyView tower without dying on the ground. I'm currently playing TotK a second time without paraglider and discovered you can't unlock any SkyView tower without getting the paraglider with Purah first. That's mean, no map and the surface is just a blue screen with a lot of points
@@pedrovictorsilvaladeira7877 Which is why BOTW was designed better. You unlock the Towers as one of your first actions in the tutorial, wheres in TOTK you unlock it relatively way later and as a result it makes the beginning part of the game feel like a slog of needing to do way more "tutorials" until you actually unlock the ability to do what you want, which is especially bad for a game that marketed itself as a sequel. Once you do the Great Plateau, you can do whatever you want. Once you complete the Great Sky Island, you need to go to Lookout Landing first, then you need to talk to Purah, then you need to get some exposition about several things you _just_ learned, then you need to go to the castle to speak to some nobody NPCs that watch Not-Zelda disappear, then you go back to Lookout Landing and talk to Purah again, then you visit the Emergency Shelter and talk to even more NPCs, then you talk to Purah again at the foot of the Tower, then finally get your Paraglider and unlock the ability to activate Towers. It's tedious, and makes replaying the game feel awful.
Yeah everyone does it differently! i personally do it much more personally I tilt the ball through the maze all the way over to the chest and leave the final path in the maze at a downwards slant then enter the maze and push the ball into the right position and stasis it and launch it towards its destination like I said it’s a much more upfront and personal way to do it.
I remember getting the Master Sword before doing any of the dungeons, then doing the Gerudo dungeon first, not realizing that was the hardest dungeon/boss of the 4 Divine Beasts~~~
10:20 While I do get what you're saying, Breath of the Wild's world was purposely left barren, often seeming lonely and quiet. it's a post apocalypse world after all, they lost the war against Ganon and Hyrule is broken. If you put that against Tears of the kingdom however, Hryule is healing. Settlements and stables are springing up, the races are leaving their own regions to visit more of the others. An important distinction, one I think Nintendo managed pretty well.
Imo shrines in Botw are 10 times better than Totk. Way more complex and challenging, while a lot of totk’s shrines are just tutorials for Zonai devices or Rauru’s blessing.
20:20 I'm not sure what you mean by this because in terms of how the scaling works, BotW and TotK are mostly the same. You get "points" from killing enemies, weighted depending on the enemy's strength, and then specific enemies and weapons scale up at certain thresholds. Those Bokoblins were still red because some enemies have scaling off. The only thing TotK changed about this was that there are more ways to get points from flurry rushes, headshots, and damageless kills.
As someone who tends to not enjoy speed running I think you hit the nail on the head about why I enjoyed tears of the kingdom better. I don't even like to glitch games to play.
Breath of the wild, 100 procentaged on normal mode. Decided that wasnt good enough, 100 procented on master mode as well. Close to a thousand hours in it and still counting. Tears of the kingdom 1 playthrough, no 100%. I like tears of the kingdom, but it just didnt captivate me the same way.
@@NielsGx Yeah I get what you mean and sure thats absolutely part of it. But, there are other elements to it as well. At least for my experience. I found the Characters and the storie dumb, childish, poorly executed and just silly. BOTW already had some issues here, but it still had some charm, some very beautifull and touching moments and I felt they mangede to cater to both an adult audience and a younger one with relative succes. TOTK and its main characters, cut scenes etc is a serious downgrade and I dont wanna see any of it again. BOTW actually had me restarting from scratch a couple of time. BOTW has some issues no doubt. TOTK just made them worse. But TOTK has some very strong gameplay as well, with the abilities and freedom to create being some of the best.
I find it hilarious that the same button press you'd use to throw your item for a fall damage cancel in BOTW makes you face plant into the ground in TOTK, I wonder if that was on purpose
A Link Between Worlds didn't have any issues having traditional dungeons, despite letting you have all the items from the start. They compensated for it by giving you a non-item puzzle mechanic(EG: the thief girl in Blind's Hideout).
I havent even finished totk, played it for a few hours the week it came out then didnt feel the drive to continue yet. I did already play botw for over 200 hours so im sure that was a big part of the burn out. Im playing skyward sword HD and its a great “breath” of fresh air
For me what made exploration so much better in BotW was that it was more difficult for a casual player. You needed to get gear/stamina/hearts to get to places, or climb hights. God damn how I searched for the climbing set just to explore better. The reward in a game about exploring was to explore better. In Totk you build a hover bike and then you just went wherever you wanted almost immediately. Completely destroyed the reward system
Tears is probably objectively better, but nothing will ever match the feeling I had when I first saw that opening scene of botw, the sheer vastness of the land, the ability to adventure and not feel underprepared. If I had to put it simply, totk is more of a sandbox while botw is an adventure
I understand and even agree, but I don't think "objectively better" is the most appropriate caveat. It really depends on the game's objectives and how well it works for players. TOTK is technically impressive but there are many flaws that some players can overlook, and others won't. In that sense BOTW was a simpler but less burdened experience.
@@fourthknower9831 they could have easily fixed it by letting us keep some fused arrows in our arsenal instead of making us fuse one arrow at a time, it's sooo annoying
A way to fix the open world dungeons could be for them to cantered around obtaining runes. Sure it would restrict the world a little bit, but it could prevent the typical terminals problem and also give you incentive to plan which dungeon you want to do first by what power you want.
You can also use the Master Cycle and horses for wind bombing, which makes it easier. I know the Master Cycle is an end-game item, but it can really help if you want to get around the map faster.
I think I've figured out why I prefer the old runes over Ultrahand: Ultra is much more on player creativity, offering limited tools for us to combine into whatever function we can mechanically build. But that's the thing; Ascend is simple enough so it's probably my favorite, and Fuse is kinda the gray area, but the others are more obscure and too specific, especially building. I need to think about weight, the distribution, the fuse limit, battery drain, not accidentally killing Link with it, and other stuff I can't remember because it's been over a year probably. Not saying it isn't fun, but what in the world, I'm not an engineer :( And the time reverse is really cool and interesting, but I think it suffers one major factor. At least with building, a lot of it is grounded in real knowledge. It's so hard for me to remember that I can recall time because I never think about it elsewhere, and its use is so stinking specific that nothing else reminds me of it. And yes, some people have found creative uses, but I just cant get the same value out of it, so the whole ability is kind of a flop for me. (And just to get it out, Autobuild needs more Favorite slots. Don't encourage me to experiment with custom ideas and then not offer enough room to save them! I stopped trying new things because I filled all the slots already and I dont want to have to try to rebuild everything from memory. I'm stupid and I'm not gonna pretend I can remember everything!) The runes were simple. Throw boom. Stop objects and monsters. (I remembered this because freezing monsters is very powerful... and kinda funny) Move metal things. Make ice block. These are much easier to understand and use! They dont overtake your adventure, they're small tools to help you. They're borderline not even really required to understand either. I'm not saying creativity is bad by any means, but maybe they're cutting away players by the amount of complexity they're demanding the use of. ...And dont get me started on the Sage abilities- I'm still confused by how people say BotW is "the beta form" of TotK. Neither is perfect, but one makes sure you get the paraglider, and the other - despite its entire point being verticality - lets you get sidetracked and miss it. As well as make menus annoying by making every tab a single page. And now I need to spend limited resources (unless I dupe stuff, which they desperately patch out to pad the play time) to match Ravioli's Gale. Why'd the bird tornado have to leave?! Ah!
Yeah BOTW was just more focused and simple, every design decision and tradeoff made sense for that direction. TOTK has great ideas and lots of fun moments, but got a bit lost in its ambitions.
11:40 The Shrines in Tears of the Kingdom feel like tutorials. Breath of the Wild occasionally had this problem, but Tears of the Kingdom usually doesn’t expand on whatever the concept was for the Shrine. If you see a really cool idea, it’s usually only used for one room. Also, I was never once stumped or puzzled while trying to solve them; they were not challenging at all.
Others might disagree, but the discussion on 14:40 about items opening up dungeons is the big reason why in retrospect I am not a big fan of A Link Between Worlds. Having all your unique items be rentable meant each puzzle needed to have multiple solutions, and while in BotW and TotK Nintendo managed to integrate parameters that made each of the possible solution truly feel unique and different, since ALBW took place on a 2D plane, very often you simply had to do some basic action like activate a switch by shooting at it with a bow from afar, toss a bomb at it, or drop ice from underneath to activate it. A majority of the puzzles felt redundant, and it really took away from the "Eureka!" moment that came with finding the solution to a puzzle that had stumped you for some time. It's very telling that the best dungeons in that game, the Thieves' Hideout and the Desert Palace, made use of mechanics and concepts that were unique to that game: traversing through walls, building sand columns, or doing both at the same time.
I may be one of the rare people owning the WiiU version of the game, physical release bought at launch lol I remember having cheesed the marble motion control thing with the WiiU gamepad too, I was also surprised to see this was so easy, it had to be an intentional way to let the player do it when the gamepad was flipped upside down, else it was super silly to have missed this exploit somehow.
For open world dungeons going forward they should make players get upgraded versions in the dungeon. This way the dungeon can be built around the item and the upgrade. Lets take the Stasis Rune, it stops time, But doing a certain dungeon gets the upgrade version, The Rewind Rune, Which not only stops time but rewind it too. Another could be giving you the Hookshot early, BUT in one of the dungeons is the upgraded version the Clawshot, allowing you hookshot while on things to get around easier.
Fuse in Tears of the Kingdom is such a game changer that's it's kinda hard to go back to having weapon durability without the ability to make things stronger with monster parts. But I know I'll go back to this game whenever they release BOTW 4K or something for the Switch 2.
im back in my tears of the kingdom era, on my like….3rd playthrough?? i do love it, and i love botw too ofc. i do really like how totk has more shrine replayability because there’s so many different solutions to most of them.
When i first played botw, i went straight to the gerudos, because my wife loves them and after beating the beast i Was very dissapointed to find out, that every other boss fight was the same and much less interesting to fight. And even if i love botw, totk is much more superior in my view. But u gotta point in the Power ups u are getting. Imo botw did it better, then having all of the ghosts with u all the time. But besides that great Video as always linkus and keep up the good work
I am more emotionally connected to BotW and it also has a much more fun speedrun to watch/play. The TotK shrines, I disagree with you on. I found BotW shrines so easy that I would walk in, see the solution and find it more tedious than fun to complete. I ended up leaving almost all of my shrines incomplete until I decided to 100% the game and just used hearty food instead. But Tears shrines were so fun that I would be busy doing something really stupid, pass by one, and actually have to debate on if I was going to finish what silly nonsense I was after, or go do the shrine. I like the casual experience of Tears more. No glitches. I just LOVE sky diving. I love the depths before they are lit. I love caves and wells and just building some monstrosity. Whenever I boot up a game to play, I always want to boot up Tears. But emotional connection? Man. BotW has my heart.
I REALLY hated the motion control puzzles in Breath of the Wild. Forced motion controls should _never_ be a thing. They aren't fun. They are an accessibility issue. And if you don't have access to a controller with motion controls you're just screwed. I remember a few years back the motion controls in my joy cons were broken, essentially the joystick drift but for motion controls, so if you didn't move the controller at all it would just _spin._ And non of my wired pro controllers had motion control. In order to beat those puzzles I _had_ to contend with the broken joy cons, and fight with the motion controls the whole time.
Botw’s items are all useful in his inventory he has guardian parts (can be use for akkala ancient tech lab to buy op weapons) apples (horses and koroks) shrooms and a fleet loutus seed (cooking for more hearts and special effects)(including rock salt) one cricket a few boko parts and keese parts (for cooking elixirs and selling for money ) (depends on rarity)
When BotW came out I was in a really bad place. I bought it with a Switch with the money I could spare. And did nothing but play it after work each day, 8 hours plus. It got my mind off of things and for that it will always hold a special place. That being said, I think that TotK is just a better overall game. I really appreciated the polish, liked the more alive world much better. And most importantly, its skill-level is much better paced! BotW felt to me like Dark Souls which was really frustrating to me. TotK was much more forgiving, and thus I dare say, much more fun. To elaborate: I was simply lost in BotW. The game said "See that mountain? You can climb it" and so I did, I didn't follow the path and thus quickly found myself missing the early game content, making it much harder. TotK being more story driven was much much nicer in this regard. Not only guiding me more, but actually telling an actualy story through various encounters. I still remember the village quest sequence in BotW to be one of the most memorable things in Gaming for me. It was just so nice. In TotK I quickly got to that village because I wanted to know what happened to it. This concept of "Here's a story driven Zelda for those who want it, but you don'T have to" is to me an excellent concept.
Funny, because in BotW I felt more like it was obvious that I should go to Kakariko village first, then Hateno village, then Zora's Domain. But in TotK I got distracted multiple times as soon as I landed on the surface and ended up in Kakariko village without the paraglider and couldn't complete the shrine without it. Even 70 hours in I keep getting sidetracked and distracted, can't decide what to do next sometimes.
@@HarmonicWave the game does try and nudge you towards going to lookout landing by first showing it and it being one of the big new landmarks. But that doesn't mean people will go to it.
one way they could make dungeons better is to make it more like a metroidvania, you get the items in the dungeons, but the other dungeons have secrets and stuff for the other items too including fun shortcuts
i also think the paraglider thing in totk is so you dont exploit it in the great sky isle. i think not having it makes you engage with the mechanics of the game more, because theres deff some chests you can get to by gliding rather than the intended ultra hand to grab the chest or move the platforms around. using the arise spell and such.. or whatever its called where you can go up thru ceilings.
i keep thinking of an old movement glitch that used to be popular, and VERY easy to do: -find a large metal object. -push any other large object on top of it. -stand on top of the upper object. -use the Magnet ability on the metal object. as i said, VERY easy to do, but much slower than that "bomb wiggle" glitch.
I played ToTK first without having seen any trailers or anything, and I think the reason why people prefer BoTW over ToTK, is because they played that one first and not because one is necessarily better than the other. Many things people say about BoTW is exactly how i feel about ToTK, and many things people say about ToTK is how i feel about BoTW. Thanks to ToTk tho, i got into this franchise and have been playing the older games too, which is something i think people tend to overlook: ToTK brought in so many new players and expanded the community so much.
I think another thing that doesn’t get talked abt as much is BOTWs impact on us during the pandemic. It seemed like when everything was getting messed up and nobody had any idea on what was happening, everyone and their grandmas were playing or replaying BOTW and it was this sort of comfort & escape from reality we needed. I’m sure there were a lot more games played during that time but I didn’t see any other game get played (and offered as much calm) as BOTW -and we kinda associated that feeling of calm with it, so I think there’ll be nothing else that comes close to “feeling” like it.
honestly i really like the aesthetic of botw more. that melancholy aspect and this super futuristic tech i really connected with, whereas with hyrule being more full in totk meant i felt like i was just another guy and not that hero feeling i got in botw
Honestly the ease of doing some of the movement glitches in BotW is why I think its so much more fun casually. Both games are massive, but in BotW you aren't stuck wandering around where there is nothing to do because you can zoom out of there extremely easily with just a bomb and a bow
Im actually on my first playthrough of totk and the 2nd memory i watched was the last zelda/mastersword one.. i was so confused and spoiled so i agree it shouldn't have been fixed locations. Also the motion control in botw made me exit shrines when ever i saw it had one, I'm glad its not in totk
The one thing that I would say is that botw has a better overall vibe while totk has some more features and more gameplay options for tryhards and 100%. I love both games but nothing in totk can beat that nostalgic feeling. Also I miss the guardians😢
For the final battle in both games, I feel like Botw was harder for me because the whole Totk ending only took me 2 tries but Botw took me probably more than I'm willing to disclose. But that's just me personally.
11:39 So here is my opinion on shrines : BOTW : Pros -> quick so it don't kill the exploration / just enough of them / easy to spot or access Cons -> ways to much benediction and fight trial TOTK : Pros -> way more diverse Cons -> some of them are a pain to reach / some can be cheesed so easily (for exemple the bomb arrow on the big switch)
10:45 I would totally be down for a tour guide of Hyrule where you're just floating above the land, not necessarily super fast, more like it's a fly-over.
Best way to fix the dungeons in totk is only make some select walls climbable, have more of a linear structure with the boss lair having a key to get into, bring back small keys, items should be either abilities or sage abilities
I love both games dearly. They are so different yet so similar. Kind of fascinating. What drives me crazy about TotK is how useless the sage abilities are in real combat. Talking to random walking NPCs is the worst. Especially since D-Pad down is completely free to bind to another wheel for you to select the ability you want. Also being able to send back or pull out sages with this imaginary D-Pad Down wheel would be so much better... By trying to remove menu clutter they ironically added menu clutter. Both games have weaknesses but both can suck you in and get you invested so heavily... masterpieces.
Hahaha i totally had to flip the platform with the ball upside down on my first playthrough 😂 so funny you just found out about that. How i solved this is how i feel every time i solve one in totk.
I agree that TotK shoulda made the memories play in order rather than being tied to location. I don't understand how someone thought having the order be random was a good idea to tell it's story. It makes sense in BotW since they're memories of Link and while they're Zelda's memories in TotK, having them potentially shuffled just feels odd to tell the story they're trying to tell.
I remember almost nothing about the divine beast dungeons, lol. They just felt like chores that I had to get over with, so I could get back to exploring the world.
I casually learned how to clip through walls to beat the sword trial because I died to something I felt was unfair in the second to last room XD It was fascinating to traverse that area out of bounds. Felt more rewarding than doing it normally especially after I already did 99% of it normally and still had to defeat the boss.
Honestly I've found myself coming back to Botw because of how much fun the glitches & guardians are. I just learned how to do the early master cycle at the beginning of the game inventory slot transfer & weapon modifier corruption are also fun glitches
TotK is a great game and all, but BotW just had that special something that TotK was missing. I think your comments on the opening cutscenes sums it up pretty well. And I wholeheartedly agree with needing the sages to be out to use the abilities in TotK being a massive pain. Though, I will say that I wish Revali's Gale was less clunky to use. Between needing to basically stop moving and only having 3 uses before a several minute long cooldown, which doesn't start rolling until all 3 uses are gone, I never liked it much. Especially compared to Ascend, Gale just feels a lot more limited, even considering the extra freedom of being able use it to some effect virtually anywhere vs only with something above you.
This was not my first Zelda game, but in all fairness it was one of the best, currently replaying it because I lost my save files, but I just beat the entirety of the game apart from all the shrines and koroks, I mean, I did the trial of the sword, master cycle zero and everything, just the trivial tasks now
This is the only Zelda game I’ve ever beaten I plan to beat TOTK, but I just got bored of it because right before I played it I tried doing everything I could in BOTW When I first played TOTK it was absolutely incredible, but when I got to the boss I just didn’t see a point in beating him
I think the nonlinearity that I would want from these open world games that I think would solve my problems with these new dungeons is if they did the dungeon/equipment system from Link Between Worlds. All of the dungeons are open to complete in any order but centered around a specific item, but all of the items are available to rent/buy from the beginning.
Honestly, BOTW is one of my favourite games of all time while TOTK was a huge disappointment to me. I liked some of the changes and the story, but overall I missed a lot of things they took out of BOTW and always felt like I was forcing myself to play TOTK before I just ended up dropping it
I'm forced to play breath of the wild because when I bought tiers of the kingdom, my uncle somehow got my switch oled and tiers of the kingdom drenched with water. I wish I could revisit tiers of the kingdom even if I haven't beaten it.