The fact that most of the armor and unique weapons were in the previous game was pretty lame though, even if it was locked behind amiibo.Reading that so many people disliked the Depths blows my mind a little bit. I loved that place. Finding the cool unique costumes and encountering some of those terrifying monsters was peak video games for me.
Don't forget the dungeon bosses just sitting around waiting to fuck your shit up in the darkness.Yeah, the Depths are amazing. Honestly one of the best survival horror experiences around.
The sheer anxiety of flying through pitch darkness with an unwieldy hover-cycle and attached lightbloom, trying to reach the faint orange glow of a distant lightroot, miles away, and how it keeps slipping in and out of view due to unseen underground mountains... and then clipping a tree root and falling a thousand feet, and crash-landing in a pool of gloom... and suddenly you're on the run from gloom-covered monsters, fleeing through mines and ruins and swamps and woods and lava chambers, all underground, layers deep, other monsters popping up along the way (including the occasional temple boss, and Phantom Ganon!)... and the sheer disorientation when the lightroot you were flying toward before is now three underground mountains *above* you.
The resource management is also peak survival horror. Every arrow and lightbloom becomes a precious resource, creating breadcrumb pathways through the darkness. The monsters seal your hearts with gloom, so special preparations must be made to unlock your max health. But you also find amazing new tools, like the puffshrooms for stealth strikes and the muddlebuds to make enemies fight each other. And there are many depots with zonal devices, mine cart tracks to follow, yiga camps to raid, mine sites with ore to level up your batteries (a boon for flying long distance down there), the elite gear you find all over (some earned through incredible coliseum gautlets), and of course the whole multi-world spatial puzzle of comparing the Surface map and the Depths map to reverse-engineer the locations of shrines above and lightroots below (not to mention how mountains on the surface are valleys in the depths, and vice-versa).
The Depths are incredibly stressful, but also offer arguably the strongest sense of adventure, exploration and danger we've seen from the series. The best part is you can engage with them as much or as little as you want. Personally, they were a great palate cleanser before returning to the light above.
I remember I was gliding around the Depths below southern Hyrule (where the jungles would be on the surface), and I started feeling anxious because I literally did not see *any* land around (seriously, how did Nintendo make the darkness in this game so *dark*), and then I literally screamed out loud at 3 a.m. when freaking Colgera came roaring out of nowhere. The sheer size of that monstrosity, coupled with the sound and suddenness of the attack, made me nope outta there.Don't forget the dungeon bosses just sitting around waiting to fuck your shit up in the darkness.
My only piece of advice: Once you're off the tutorial island and in the open world, go straight north to the new town there and get your glider.Man I REALLY need to make time to play this, I have only put in a tiny bit of time and it did not click. Loved the first one.
The dungeon designs hold it back a lot for me. I don't understand why they can go open world with traditional dungeons. Sounds like a fantastic recipe with how creative the team is.The best designed game of all time. An unfathomable masterpiece.
I think most of the dungeons rock, with the water one probably being the worst of them. I loooove the fire temple, extremely fun to both play it properly and to break it wide open.The dungeon designs hold it back a lot for me. I don't understand why they can go open world with traditional dungeons. Sounds like a fantastic recipe with how creative the team is.
I think what you described is actually part of the appeal to me. The Depths are a massive world-sized cave, so there are moments where you really have to study and survey the map and your surroundings (and illuminate things accordingly) to uncover some of those bottleneck connections high up on cliffs or far below. Figuring out how certain areas connect had me more stumped than any dungeon puzzle. I would circle areas on my glider following cliff-faces only to eventually find a tunnel far below with rock I could blast through (or hammer, or drill, etc). Sometimes the answer was to re-enter the Depths from a different chasm entirely, with some areas *only* being accessible via tiny chasms that are on the surface but hidden from aerial view. This "secrets within secrets" aspect felt like something you'd see in the NES Zelda, and made the eventual "aha!" moment all the sweeter.Honestly I hated the depths. The concept is amazing, but the fact that it had an impassable ceiling almost all the time was infuriating. Both BOTW and TOTK reinforce the idea that if you can climb it, you can surpass it. It's basically THE CORE design of their world for this incarnation is the series. It teaches you this and reinforces the philosophy over hundreds of hours of gameplay.
so the first time you come across a cliff face in the Depths and spend 20 minutes trying to get over it to get to your objective, only to find the only way to reach it is a VERY small walkway hundreds of meters in some other direction that you can't see because you haven't lit the area and don't have access to the map...
I will happily laud Nintendo as perhaps uncontested masters of game design, but whoever designed the Depths (not the idea but the actual implementation) just didn't really seem to get the assignment and I don't understand how playtesting didn't highlight the gameplay as frustrating and antithetical to everything else that BOTW and TOTK established.
(And yes, I get that "antithesis" is also very much the point of the Depths, but they could have made the design ceilingless, and kept everything else but just made it dark and underground with the same degree of freedom as the rest of the design allows. It would have made exploring them 10x more fun, I think, especially now that I have personal and professional experience in game design).
They've said in interviews creating the traditional lock-and-key dungeons is very time consuming to make, and preferred to spread out those puzzles to the Shrines. I do think though TOTK shows an attempt to improve on previous dungeons, so I'm hopeful the next game will expand on them even moreso.The dungeon designs hold it back a lot for me. I don't understand why they can go open world with traditional dungeons. Sounds like a fantastic recipe with how creative the team is.
Yeah, the dungeons in TOTK are a big improvement over the divine beasts in BOTW. In TOTK each dungeon is aesthetically unique, a clear theme to the design, much better integrated into the world, and just more fun to complete. If the dungeons of TOTK signal the future of Zelda dungeon design, I'm more than happy.I really dug the dungeons here, especially compared to BotW. They were so cinematic in satisfying ways. I'll never forget bouncing on those flying ships and how the music became more intense as I got closer to the center of the storm.
MASTERPIECE!!!!!!!!!!!!!!!!!New artwork from Nintendo for the anniversary. Beware that it's for the very end of the game.