The choreography in this game is going to be insaneWas that already posted? https://youtu.be/CuZ3k6rqzBg
Nintendo sending out the games that early to Reviewers. That is a really good sign for looooong gameplay and confidence of quality.
We thought the Sky Islands were Skyward Sword or Wind Waker but they were in fact Spirit Tracks this whole time
the only new stuff is the sky minecart stuff I think, not sure though
It seems to be a "puzzle" where you have to make a mine cart long enough by sticking multiple together with ultrahand so that it can clear a gap in half the track.
Is Link with the Sheika Slate on the Gleeok footage?Full version of that unfinished TV spot that leaked a bit ago. A little bit of new footage.
The Legend of Zelda: Tears of the Kingdom | You Can Do What?!
You'll be surprised at what you can do when you master your imagination. ESRB Rating: EVERYONE 10+ with Fantasy Violence, Mild Suggestive Themes#Zelda #Tears...www.youtube.com
More variety in overworld bosses is an amazing thing and much needed improvementMan, I was really hoping that Gleeoks were more traditional bosses and not like how Talus/Lynels/Hinoxes were in BOTW.
Here's hoping we get other LOZ1 enemies. Aquamentus hasn't been seen in damn near 20 years, time to bring him back!
Puzzle (derogatory)It seems to be a "puzzle" where you have to make a mine cart long enough by sticking multiple together with ultrahand so that it can clear a gap in half the track.
Man, I was really hoping that Gleeoks were more traditional bosses and not like how Talus/Lynels/Hinoxes were in BOTW.
Here's hoping we get other LOZ1 enemies. Aquamentus hasn't been seen in damn near 20 years, time to bring him back!
Man, I was really hoping that Gleeoks were more traditional bosses and not like how Talus/Lynels/Hinoxes were in BOTW.
Here's hoping we get other LOZ1 enemies. Aquamentus hasn't been seen in damn near 20 years, time to bring him back!
Think ready to bail too, god speed.With previews coming soon I feel like it's time to bow out of the Zelda hype until I can play for myself. But I don't know if I can resist 🥲
Link has 17! hearts during the fight with the dragon. That amount of hearts are shown in the newest commercial trailer. And they are all in one line.But you'll be fighting them grounded and in mid-air guaranteed. I trust. I have the faith. The fights will rule. Probably can injure or sever the wings/necks? Also malice versions of them underground, hoooo boy
I've long suspected this might be the case.I feel like no one is asking the most important question we have yet to answer. Is Link going to be sleeping when the game starts, and if so where will he be and what wakes him?
I think maybe Link could be napping at a campfire during his and Zelda's journey underground. She wakes him up and the continue on, and we get information on what they've been up to and why there are there. Then Ganon -> Wake Up on Sky Island.
Yeah graphically the game is more or less indistinguishable from BOTW.Yeah, I thought that. At first blush it looks pretty much identical to BotW, with a better draw distance.
Well, it was. The story was entirely told through flashbacks, which is probably essentially what will happen in TotK.I'm watching old Zeltik videos analyzing BOTW trailers. Lot of the same thinking around time travel is being thrown around back then too, lol.
No, no, no. The "time travel" element of the game will almost certainly be limited to Zelda being thrown into the past at the beginning of the game. Whatever she's doing, she's doing it in a past era. And whatever she's doing will affect Link in the present.I don't understand the time travel theory. People expecting that somewhere in the game Link time travels to a previous/future version of Hyrule that has a different layout? Yeah, that's never happening in an open world game. At most, we may see some cutscenes that are from a different time like in botw but that's about it. We can still have world changing events in the present though.
Oh, cool! I genuinely did not think we would get anything like this.Previews confirmed for Wednesday.
The previews are based on a preview event Nintendo invited to, so people are unlikely to have seen more of the game than Nintendo wanted them to.I wonder if anyone will say anything that will help make the game's overall structure make even the slightest bit more sense, or if Nintendo has gagged people from saying literally anything about that.
We're not gonna have any real understanding of how all these pieces are supposed to fit together until the game leaks.The previews are based on a preview event Nintendo invited to, so people are unlikely to have seen more of the game than Nintendo wanted them to.
We are expecting previews/reviews before the release date.Oh, cool! I genuinely did not think we would get anything like this.
Game will start with Link waking up in the sky. How he got there will be a flashback.I feel like no one is asking the most important question we have yet to answer. Is Link going to be sleeping when the game starts, and if so where will he be and what wakes him?
I think maybe Link could be napping at a campfire during his and Zelda's journey underground. She wakes him up and the continue on, and we get information on what they've been up to and why there are there. Then Ganon -> Wake Up on Sky Island.
Yeah graphically the game is more or less indistinguishable from BOTW.
Is it me or does it feel like the game no longer has this more complex shading shown in the first very teaser, as detailed by brainchild in an old Gamexplain video
Yeah, I thought that. At first blush it looks pretty much identical to BotW, with a better draw distance.
Yeah graphically the game is more or less indistinguishable from BOTW.
It seems to be a "puzzle" where you have to make a mine cart long enough by sticking multiple together with ultrahand so that it can clear a gap in half the track.
There are many things you could critique Spirit Tracks for, but its overworld theme is definitely not one of them.
Also, ironically, I was just watching Zelda Music Theory's great musical breakdown of the trailer and...:
View: https://youtu.be/DIsXOqVLSvw?t=33
I figured it was an original melody made for TotK to open the trailer, but fwiw, they do add some harmonized humming over those notes after it first plays.Some of the people analyzing the trailer music think the intro bit is the Sacred Duet from Spirit Tracks.
Zelda Music References YOU MISSED | Tears of the Kingdom Final Trailer Reaction FULL Length
#tearsofthekingdom #zelda #trailer #nintendoThis is a FULL LENGTH video, a director’s cut, as requested by many of you. It’s long, but FULL of so many cool t...youtu.be
Yet another thing making me hope that Zelda and Link are doing some sort of cooperative effort instead of her just being someone you never see or talk to "live" like in BotW.
View: https://www.youtube.com/watch?v=n1D-EyZ0S1A
This is a pretty compelling argument for who the Eighth Heroine is.
I especially like the symbolism of the sinkhole appearing in the middle of the Seven Heroines--those being the sages that originally sealed Ganondorf in the flashbacks--and starting to swallow them. Because let's be real here: the way Ganondorf is found makes his sealing look desperate as hell and some of those sages are going to get got.
Playing oracle of ages for the first time (last one I have to beat in the series) and it's such a neat little game.
Playing it while reading the talk about lock and key puzzles here is making it stand out how unique it is in the series
Like yes it does have those, but what I didn't expect is so many one off rooms that are just pure puzzles not even related to dungeon item progression. Like "walk on every tile in this room, with this one being your first one and this one being your last, without stepping on a single one twice" or "push this rotating 6 sided block with different colors and make sure the right color is facing up when you get to this hole it fits in"
It's outside so it's probably not the only way to get across or you'll have to respawn stuff. Like that part on the great plateau where you chop down a tree to cross a chasm. If you dropped all the trees you wouldn't be able to go that way without respawning trees.What happens if you drop all the mine carts over the edge? The puzzle would become impossible.
Oracle of Ages is my favorite Zelda after BotW. The dungeons are a mix of small connected puzzles and just standalone challenge rooms. The overworld itself is a puzzle with the time traveling stuff and befriending one of the animals.Playing oracle of ages for the first time (last one I have to beat in the series) and it's such a neat little game.
Playing it while reading the talk about lock and key puzzles here is making it stand out how unique it is in the series
Like yes it does have those, but what I didn't expect is so many one off rooms that are just pure puzzles not even related to dungeon item progression. Like "walk on every tile in this room, with this one being your first one and this one being your last, without stepping on a single one twice" or "push this rotating 6 sided block with different colors and make sure the right color is facing up when you get to this hole it fits in"
Wow, thanks for sharing all that even if it's your last post.I recently compared the gameplay footage to my original analysis and it's largely the same tech with some improvements that set it apart from BOTW. This is from my post on famiboards:
- Fog in-scatter still present and of comparable quality to what was in BOTW. However, there are still lighting inconsistencies with some billboards
- Fire animation still physics-driven like BOTW
- Shadow casting appears to be disabled for local light sources (enabled only in cutscenes). I'll need to test this when I play it, as it might be selective
- Cel-shaded occlusion (character AO) is very minimal compared to cutscenes
- Material response for some TOTK materials like water appear to be more accurate compared to materials in BOTW (both use PBR)
- Real-time cubemaps appear to have higher resolution in TOTK
- Like BOTW, TOTK has issues with rendering through transparencies. This is a difficult issue for games in general, so no surprise there
- Ambient occlusion has been significantly improved in TOTK. It more accurately takes depth and proximity into account and looks more realistic
- Shadow cascades appear to be of higher quality in TOTK and render farther in the distance compared to BOTW (though transitions are pretty rough)
- Render distance and LODs have improved significantly, and the geometry in any given scene is more detailed than anything we saw in BOTW
- Like BOTW, TOTK uses HDR bloom, which allows bloom to only apply around very bright pixels while preserving contrast for neighboring dark pixels
- Rayleigh scattering more accurately propagates skylight through media, including water on the sky islands. The closer the camera is to the upper atmosphere, the more prominent the skylight tint will be in the immediate environment surrounding the camera. Mie scattering more accurate as well
- Even though the clouds are still billboarded (the Aonuma footage definitively disproves the use of volumetric clouds), the shading gives more "depth"
- I'll assume procedurally generated clouds are still in, though I need to observe the environment over a longer period of time to be sure
- Wind simulation still appears to be in and affects everything in the environment
- Some materials like foliage still have translucency
- Shadow casting is still enabled for objects illuminated by lightning strikes, but it is unclear if the shadows will be omnidirectional. I'll probably have to wait to play the game to find out
- Light particles that can dynamically change size (like the lasers in trailer #3) also change light radius in tandem. Not sure if this was the case in BOTW (I think the light emanating from fireflies also did this, but I can't remember)
- Global illumination appears to function the same way that it did in BOTW, but I'm seeing fewer cases of artifacts. Perhaps the latency or the time interval at which the radiosity is updated has improved. The diffuse interreflection effect is also more visually convincing and not as coarsely applied across the environment as it was in BOTW
- Link has completely new swimming animations. Not just in the water bubbles, but underwater in general. The velocity at which Link enters the water seems to affect how long Link stays underwater before resurfacing. Or it could simply be that the diving animation affects it. I'll need to test once I have the game to be sure
- It's hard to say due to the quality of the footage, but I think wetness parameter values appear to have been tweaked for Link's cel-shading when he emerges from water to look more shiny and wet. I'll need to scrutinize more closely when I have the game
- I have not seen any prominent volumetric light shafts, but if they're like how they were in BOTW, they will be as rare as they are in real life, where the right atmospheric and lighting conditions will need to be met before they can be seen
- Physics, acoustics, and other details will have to wait until I can play the game
I'd say there are many notable improvements in TOTK based on what I've seen so far, but the most significant appear to be in render distance, LOD management, ambient occlusion, geometric detail, and lighting.
And with that this will be my last public post on this forum.
Cheers
I recently compared the gameplay footage to my original analysis and it's largely the same tech with some improvements that set it apart from BOTW. This is from my post on famiboards:
- Fog in-scatter still present and of comparable quality to what was in BOTW. However, there are still lighting inconsistencies with some billboards
- Fire animation still physics-driven like BOTW
- Shadow casting appears to be disabled for local light sources (enabled only in cutscenes). I'll need to test this when I play it, as it might be selective
- Cel-shaded occlusion (character AO) is very minimal compared to cutscenes
- Material response for some TOTK materials like water appear to be more accurate compared to materials in BOTW (both use PBR)
- Real-time cubemaps appear to have higher resolution in TOTK
- Like BOTW, TOTK has issues with rendering through transparencies. This is a difficult issue for games in general, so no surprise there
- Ambient occlusion has been significantly improved in TOTK. It more accurately takes depth and proximity into account and looks more realistic
- Shadow cascades appear to be of higher quality in TOTK and render farther in the distance compared to BOTW (though transitions are pretty rough)
- Render distance and LODs have improved significantly, and the geometry in any given scene is more detailed than anything we saw in BOTW
- Like BOTW, TOTK uses HDR bloom, which allows bloom to only apply around very bright pixels while preserving contrast for neighboring dark pixels
- Rayleigh scattering more accurately propagates skylight through media, including water on the sky islands. The closer the camera is to the upper atmosphere, the more prominent the skylight tint will be in the immediate environment surrounding the camera. Mie scattering more accurate as well
- Even though the clouds are still billboarded (the Aonuma footage definitively disproves the use of volumetric clouds), the shading gives more "depth"
- I'll assume procedurally generated clouds are still in, though I need to observe the environment over a longer period of time to be sure
- Wind simulation still appears to be in and affects everything in the environment
- Some materials like foliage still have translucency
- Shadow casting is still enabled for objects illuminated by lightning strikes, but it is unclear if the shadows will be omnidirectional. I'll probably have to wait to play the game to find out
- Light particles that can dynamically change size (like the lasers in trailer #3) also change light radius in tandem. Not sure if this was the case in BOTW (I think the light emanating from fireflies also did this, but I can't remember)
- Global illumination appears to function the same way that it did in BOTW, but I'm seeing fewer cases of artifacts. Perhaps the latency or the time interval at which the radiosity is updated has improved. The diffuse interreflection effect is also more visually convincing and not as coarsely applied across the environment as it was in BOTW
- Link has completely new swimming animations. Not just in the water bubbles, but underwater in general. The velocity at which Link enters the water seems to affect how long Link stays underwater before resurfacing. Or it could simply be that the diving animation affects it. I'll need to test once I have the game to be sure
- It's hard to say due to the quality of the footage, but I think wetness parameter values appear to have been tweaked for Link's cel-shading when he emerges from water to look more shiny and wet. I'll need to scrutinize more closely when I have the game
- I have not seen any prominent volumetric light shafts, but if they're like how they were in BOTW, they will be as rare as they are in real life, where the right atmospheric and lighting conditions will need to be met before they can be seen
- Physics, acoustics, and other details will have to wait until I can play the game
I'd say there are many notable improvements in TOTK based on what I've seen so far, but the most significant appear to be in render distance, LOD management, ambient occlusion, geometric detail, and lighting.
And with that this will be my last public post on this forum.
Cheers
I remember seeing my first Lynel in BoTW and just looking at it for 5 seconds went 'nope' and went back the other way.Man I hope darknuts are in this game. Can you imagine one riding a lynel.
I recently compared the gameplay footage to my original analysis and it's largely the same tech with some improvements that set it apart from BOTW. This is from my post on famiboards:
- Fog in-scatter still present and of comparable quality to what was in BOTW. However, there are still lighting inconsistencies with some billboards
- Fire animation still physics-driven like BOTW
- Shadow casting appears to be disabled for local light sources (enabled only in cutscenes). I'll need to test this when I play it, as it might be selective
- Cel-shaded occlusion (character AO) is very minimal compared to cutscenes
- Material response for some TOTK materials like water appear to be more accurate compared to materials in BOTW (both use PBR)
- Real-time cubemaps appear to have higher resolution in TOTK
- Like BOTW, TOTK has issues with rendering through transparencies. This is a difficult issue for games in general, so no surprise there
- Ambient occlusion has been significantly improved in TOTK. It more accurately takes depth and proximity into account and looks more realistic
- Shadow cascades appear to be of higher quality in TOTK and render farther in the distance compared to BOTW (though transitions are pretty rough)
- Render distance and LODs have improved significantly, and the geometry in any given scene is more detailed than anything we saw in BOTW
- Like BOTW, TOTK uses HDR bloom, which allows bloom to only apply around very bright pixels while preserving contrast for neighboring dark pixels
- Rayleigh scattering more accurately propagates skylight through media, including water on the sky islands. The closer the camera is to the upper atmosphere, the more prominent the skylight tint will be in the immediate environment surrounding the camera. Mie scattering more accurate as well
- Even though the clouds are still billboarded (the Aonuma footage definitively disproves the use of volumetric clouds), the shading gives more "depth"
- I'll assume procedurally generated clouds are still in, though I need to observe the environment over a longer period of time to be sure
- Wind simulation still appears to be in and affects everything in the environment
- Some materials like foliage still have translucency
- Shadow casting is still enabled for objects illuminated by lightning strikes, but it is unclear if the shadows will be omnidirectional. I'll probably have to wait to play the game to find out
- Light particles that can dynamically change size (like the lasers in trailer #3) also change light radius in tandem. Not sure if this was the case in BOTW (I think the light emanating from fireflies also did this, but I can't remember)
- Global illumination appears to function the same way that it did in BOTW, but I'm seeing fewer cases of artifacts. Perhaps the latency or the time interval at which the radiosity is updated has improved. The diffuse interreflection effect is also more visually convincing and not as coarsely applied across the environment as it was in BOTW
- Link has completely new swimming animations. Not just in the water bubbles, but underwater in general. The velocity at which Link enters the water seems to affect how long Link stays underwater before resurfacing. Or it could simply be that the diving animation affects it. I'll need to test once I have the game to be sure
- It's hard to say due to the quality of the footage, but I think wetness parameter values appear to have been tweaked for Link's cel-shading when he emerges from water to look more shiny and wet. I'll need to scrutinize more closely when I have the game
- I have not seen any prominent volumetric light shafts, but if they're like how they were in BOTW, they will be as rare as they are in real life, where the right atmospheric and lighting conditions will need to be met before they can be seen
- Physics, acoustics, and other details will have to wait until I can play the game
I'd say there are many notable improvements in TOTK based on what I've seen so far, but the most significant appear to be in render distance, LOD management, ambient occlusion, geometric detail, and lighting.
And with that this will be my last public post on this forum.
Cheers
Render distance, LOD, AO, geometric detail and lighting are without a doubt the best things they could have improved in this. Especially with the sky islands giving you even greater view of the world around you.I recently compared the gameplay footage to my original analysis and it's largely the same tech with some improvements that set it apart from BOTW. This is from my post on famiboards:
- Fog in-scatter still present and of comparable quality to what was in BOTW. However, there are still lighting inconsistencies with some billboards
- Fire animation still physics-driven like BOTW
- Shadow casting appears to be disabled for local light sources (enabled only in cutscenes). I'll need to test this when I play it, as it might be selective
- Cel-shaded occlusion (character AO) is very minimal compared to cutscenes
- Material response for some TOTK materials like water appear to be more accurate compared to materials in BOTW (both use PBR)
- Real-time cubemaps appear to have higher resolution in TOTK
- Like BOTW, TOTK has issues with rendering through transparencies. This is a difficult issue for games in general, so no surprise there
- Ambient occlusion has been significantly improved in TOTK. It more accurately takes depth and proximity into account and looks more realistic
- Shadow cascades appear to be of higher quality in TOTK and render farther in the distance compared to BOTW (though transitions are pretty rough)
- Render distance and LODs have improved significantly, and the geometry in any given scene is more detailed than anything we saw in BOTW
- Like BOTW, TOTK uses HDR bloom, which allows bloom to only apply around very bright pixels while preserving contrast for neighboring dark pixels
- Rayleigh scattering more accurately propagates skylight through media, including water on the sky islands. The closer the camera is to the upper atmosphere, the more prominent the skylight tint will be in the immediate environment surrounding the camera. Mie scattering more accurate as well
- Even though the clouds are still billboarded (the Aonuma footage definitively disproves the use of volumetric clouds), the shading gives more "depth"
- I'll assume procedurally generated clouds are still in, though I need to observe the environment over a longer period of time to be sure
- Wind simulation still appears to be in and affects everything in the environment
- Some materials like foliage still have translucency
- Shadow casting is still enabled for objects illuminated by lightning strikes, but it is unclear if the shadows will be omnidirectional. I'll probably have to wait to play the game to find out
- Light particles that can dynamically change size (like the lasers in trailer #3) also change light radius in tandem. Not sure if this was the case in BOTW (I think the light emanating from fireflies also did this, but I can't remember)
- Global illumination appears to function the same way that it did in BOTW, but I'm seeing fewer cases of artifacts. Perhaps the latency or the time interval at which the radiosity is updated has improved. The diffuse interreflection effect is also more visually convincing and not as coarsely applied across the environment as it was in BOTW
- Link has completely new swimming animations. Not just in the water bubbles, but underwater in general. The velocity at which Link enters the water seems to affect how long Link stays underwater before resurfacing. Or it could simply be that the diving animation affects it. I'll need to test once I have the game to be sure
- It's hard to say due to the quality of the footage, but I think wetness parameter values appear to have been tweaked for Link's cel-shading when he emerges from water to look more shiny and wet. I'll need to scrutinize more closely when I have the game
- I have not seen any prominent volumetric light shafts, but if they're like how they were in BOTW, they will be as rare as they are in real life, where the right atmospheric and lighting conditions will need to be met before they can be seen
- Physics, acoustics, and other details will have to wait until I can play the game
I'd say there are many notable improvements in TOTK based on what I've seen so far, but the most significant appear to be in render distance, LOD management, ambient occlusion, geometric detail, and lighting.
And with that this will be my last public post on this forum.
Cheers
This was a cutscene so probably identical to the fidelity of the BOTW cutscenesIs it me or does it feel like the game no longer has this more complex shading shown in the first very teaser, as detailed by brainchild in an old Gamexplain video
The same way you solve every puzzle in BOTW: an alternate solution other than the intended one.What happens if you drop all the mine carts over the edge? The puzzle would become impossible.
yeah exactly. We've seen rails everywhere so not surprised theres a puzzle around itIt seems to be a "puzzle" where you have to make a mine cart long enough by sticking multiple together with ultrahand so that it can clear a gap in half the track.
I think you've found a loophole that Nintendo never thought of! /sWhat happens if you drop all the mine carts over the edge? The puzzle would become impossible.