#eventually there also wont be infinite reach with tools
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I can procrastinate core gameplay no longer: let there be resource gathering
#excuse some programmer art here#indie dev#gamemaker#eventually there also wont be infinite reach with tools#but simpler rn to be able to click wherever#this is all i got done this weekend lol i was too busy worrying about legal stuff
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I Was Left A Little Under Breathless With Legend Of Zelda: Breath Of The Wild
Other titles include, “I’ll Hardly Go Wild For Legend Of Zelda: Breath of the Wild”.
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So, Legend of Zelda: Breath of The Wild came out, and people have lost their minds. Children are being pushed to the ground as adults trample them underfoot, eager to play the new Legend of Zelda game in the hopes of regaining some of their lost youth, as well as trying to convince themselves that investing in a Nintendo Switch was a good idea, now that they’re all late twenties and have jobs or children, or both. Probably not a home, because we live in a modern society now where the average person doesn’t own a home, but that’s Tory Britain for you.
Is Breath of the Wild good? Yes, it’s alright. Will this general praise for the game save me from being hunted down and lynched for the mean words I’m about to say about this poor defenseless game? No, no it wont, my low readership will be the thing that saves me there (oh sweet self burn).
I liked Breath of the Wild, I’m reiterating this to really get the point across, however it’s odd, I can’t help but feel underwhelmed by it at times. Breath of the Wild takes to the stage in an entirely new direction for the Legend of Zelda franchise, for starters Link now wears a blue tunic instead of a green one, I know it’s some pretty wild changes here. I kid, the biggest change here is that Breath of the Wild is a true open world.
Previous Zelda games have had a lot of open world elements, such as an entire ocean to explore however you damn well pleased in the infinitely better Wind Waker, the Great Plains of Ocarina of Time, or the maze like map in A Link Between Worlds, and I guess A Link to The Past as well, however in Breath of the Wild things have become even more open world. You can start the game and within 30 minutes of opening your eyes you can be making your assault on Hyrule Castle, ready to punch Ganon in the dong with your naked body. You’ll almost certainly fail, but you can.
The other thing you can do is take on the four Divine Beasts (You can’t really call them dungeons) in whichever order you please, or not at all, of course. How you get to these sections of the game are also entirely up to you. You could grab a horse out in the fields and blast your way down the roads to Gerudo lands or you could come at it in some confusing and unruly direction, having just gone on the world’s longest detour through the mountains that may have taken you 5 hours, but was also totally worthwhile because you found a single shrine in the arse end of nowhere.
You can climb and glide your way to wherever the heck your naked body wants to take you and no one is going to stop you, literally no one. Everyone seems rather alright with you climbing their homes in your underpants, I guess it comes with being over 100 years old, which is one of those things that no one brings up.
Now, the exploring and climbing in this game is actually rather wonderful. Looking at some distant point on the horizon and deciding to just go over there and then doing so. There’s a grand sense of adventure to be had in this game and you can find yourself lost in the game, hunting down shrines popping up on your little sensor and climbing mountains and flying down them and maybe even seeing an NPC, if you’re lucky. The world is large and there’s a lot to see and even more vaguely hidden in nooks and crannies, but hot damn, does that become a little limiting at times.
I feel like I’m becoming a little tired of open world games these days, they seem to use a large world as an excuse to not actually make anything worthwhile, and Breath of the Wild is most certainly guilty of this. A lot of the structured gameplay is down to the shrines scattered around the world, they’re basically puzzle chambers with a simple puzzle to do with wiring, setting things on fire or physics puzzles, they’re fun but take at most 5 minutes each. Now the real kicker is that there’s little connection between the world map and the shrines themselves, they’re pocket dimensions, essentially and I can almost picture the simple process of placing them across the map in a relatively random manner, maybe adding a quest to a handful of them.
I enjoyed the shrines, but found myself going out of my way to get them less and less frequently. Another large issue is that the side quests in this game suffer from almost the EXACT same issue. There are more NPCs in this game than any Zelda game ever, probably more than the rest combined and a large amount of them have quests for you to do. Let me give a hint of most of the quests “I need 10 lizards, get me 10 lizards” “I need 10 crickets, get me 10 crickets” “Can you kill these monsters just over there?” In the same vein as the shrines NPCs and what I can only describe as “filler quests” swarm the land and seem almost added in just as an excuse for the player to do SOMETHING while they’re running around this large empty world. The biggest issue with this is that a lot of the larger side quest chains, if they exist, are all but obscured by a buzzing cloud of collecting 10 bear arses. I found myself rarely investigating when an NPC had a quest at hand as, as they say, once bitten, twice shy.
Don’t get me wrong, I loved exploring and climbing throughout the land, but a lot of the time the game had this Minecratian element to the game, where I’m making my own fun, setting my own objectives and completing them in this open world. The game played the role of purely existing in a lot of my enjoyment, and it’s praise that it offers such an experience, but I needed more for me to remain satisfied. I’m the sort of person who plays Grand Theft Auto and eventually gets tired of driving around like a maniac after the 10th hour of my killing spree through the town.
Now this would be a wonderful time for the story of Breath of the Wild to jump in and save the day. Here’s the issue. Most of the story in this game has already happened before you even start. You wake up to start the final act of the game and it’s a little underwhelming. Each bit of story was wonderfully interesting, based around people and species coming to terms with the loss of their respective champions, 100 years ago, and new champions arising with the help of Link. The characters are fun and interesting and even the events they have you do are pretty rad, especially the entire Gerudo segment, it’s wonderful. The fault is that nothing goes anywhere. You do the divine beasts and then fight Ganon, maybe grabbing the Master Sword along the way.
The story is shallow and doesn’t quite fit in the Zelda franchise because of it. There’s a bit of story that you can hunt for, nothing that happens TO YOU, instead it’s seeing events that happened 100 years prior to the game, you just happen to also be there, 100 years ago. These segments are interesting and I really enjoyed them, I kind of wish they were more in the forefront of the game, and not on some obscure treasure hunt that involves searching a large open world for… a forest, or a tree with some mountains in the background.
I almost forgot to mention how infuriating the weapon system is in this game. There comes a point where it’s easier and better to run by every enemy you come across, as you’ll soon find yourself without any weapons, as they’ll all break on the ass of some monsters, and their weapons are rubbish, but they can still 1hko you, as that’s fun.
There are a number of small niggling annoyances that add up frequently in Breath of the Wild. What happens if you’re off on a wild mountain climbing adventure somewhere and it begins to rain? Well, your wonderful adventure is going to have to be put on hold. You can’t climb when it’s raining, at all. It’s just not worth the effort. Suddenly you get to spend the next ten minutes of your WONDERFUL ADVENTURE stood still waiting out the rain, maybe go make a sandwich, ADVENTURE! There’s also the cutscenes that you’ll see time and time again, most are skippable, but some aren’t. There’s one that’ll play in every single shrine that you can’t skip, that’s seeing the same thing 120 times and it’s almost maddening at times. The inclusion of voice acting works wonders in the game, except that Princess Zelda has about as much personality in her voice as a boot, and also almost in her character. It’s odd as her story is really good and quite sad, but she’s rather dull as a door knob for a lot of screen time, mainly from her voice. Even these smaller things can become rather frustrating in the long run, especially the weapons, they’re constant breakage is a bit of a ball ache, to say the least.
Breath of the Wild struggles with its identity. It’s an adventure game and it comes from a long line of adventure games. Breath of the Wild is an entirely different adventure game to every other adventure game in the series. Previously Legend of Zelda games will have their adventure grounded on taking on a monumental quest as you explore the land, building an arsenal of tools to help you on your adventure, all to assist in finding hidden locations and completing weird and crazy quests throughout the land, all while becoming the Hero that everyone needs, earning the Tri-Force of courage through your journey and quest to save Hyrule. In Breath of the Wild, the adventure is one of climbing and hiking. Getting to locations far on the horizon in your own way and forging your own tales from that and then Finding some difficult to reach location on the map and recounting to your friends, if you have any, how you achieved it in your own way, often through climbing and gliding. Your grand quest doesn’t exist, in a sense, anymore and instead the quest is one of exploration and surveying. You’re no longer a hero, you’re an explorer, and the Tri-Force of Courage doesn’t go to simple explorers, or even show up in this game. No one even mentions the damn thing all bloody game.
Don’t get me wrong, I did enjoy Breath of the Wild, it’s stunningly beautiful at times and still a delightful entry to the series, I enjoyed large aspects of the game, such as the outfits, cooking and various characters you meet in the story, I just wish there was more to it than the quests you get in the first 30 minutes of the game, but sadly the world is a shallow sandbox, vast and full of mountains, but with not much going on at times. The game is wonderful and I’d suggest everyone to play it, but it lacks greatly in story and stuff to do, interesting stuff at that, and in a Zelda game, that can be a little upsetting.
(Here’s a thing I wrote for the 20th Anniversary of Legend of Zelda as well)
#Legend of Zelda#Breath of the Wild#BotW#Nintendo Switch#Wii U#Nintendo#Link#Princess Zelda#Hyrule#Prince Sidon#Game Review#Video Review#Written Review#video games#Videogames#Mozillo
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New idea for a neat God game
I call it DWEYW: The God Game No-one Asked for.
The game is chock-full of references to other games or genres, such as Spore and Rimworld. The game itself has a simplistic artsytle, with pawns looking something like this: https://cdn.shopify.com/s/files/1/0118/5972/products/Wood_Man_Peg_20_2_grande.JPG?v=1478631803. You start off by selecting a planet to host your civilization. You can either randomize or personalize the world using an editor, or chose pre-made worlds such as Earth, along with other places that reference various real-world or fantasy locations (Mars, Westeros, etc). You raise your civilization from stone-age throughout the course of societal evolution all the way up to the “Technological Singularity”. This meaning they become a space-faring civilization with the capability to explore and colonize distant worlds throughout space, each with randomized conditions, wildlife (which also is randomized itself), etc.
But what sets it apart?
Now, this may seem like your average everyday God-game, but while the game lacks in originality, it will certainly make up for in game-play and mechanics. In your society, your will have to deal with all the societal problems we have faced throughout our history. You will need to deal with including but not limited to:
-Materials
-Wealth
-Food/Water
-Diplomacy with other rival nations
-War
-Worldwide war (at the later stages if things really go south, earlier if everyone is really that bad at being nice or there are too many warmongers)
-Warmongers
-Famine
-Death and Destruction, such as plagues and the such.
-Racial bias and tension
-Corruption
-Peoples overall happiness
-Government type and how well it functions or if it can even sustain itself.
-Distrust of the people
-Rebellion
-Uprising
-Global Uprising
-Anarchy
-Tyranny (or Democracy, depending on your government type)
-Advancement
-Apocalyptic scenarios and local or even worldwide setbacks, such as economical depression.
-Environmental factors
-ETC
Everything is randomized for replay value. You could have a utopian run, where everyone lives in harmony and you unify your species by year 400. On the contrary, you could have a run where the world turns into a nearly inhospitable, Orwellian landscape where war rages between tyrannical governments for thousands of years and your still in the iron age by year 3900. Asteroids could set your civilization back to the stone age if you don't prepare. Plagues could ravage your civilizations and collapse a highly advanced society because you lacked in medical research. Your decisions directly affect how things can turn out, and everything is in some way preventable. Maybe next time try to plant some crops underground and build bunkers before the next cosmic disaster strikes you?
How does progression work?
Your civilization will progress through stages depending on its technological level. As you research more and more, you advanced along stages and can upgrade or directly replace certain elements, buildings, etc. At the beginning, almost everything will have to be micromanaged. However, as you become more and more advanced, you are rewarded by both power and less tedious workloads. Somethings will still have to be interacted with somewhat, such as war or disasters. That robot was never programmed to kill space parasites from XN-73-KZQ that your colonists brought back. You did quarantine them... right?
How does War and Diplomacy work?
Every nation will usually have city's, towns, or at least buildings. As you destroy more and more of a nations territory, it's Capital City will become more and more vulnerable. If you wish for a military victory, rather than a surrender, you must destroy a nations capital. A nations capital will be the most guarded place in their territory for obvious reasons, so you must plan carefully. There are, however, ways to win a war without even directly destroying a building (such as cyber war, which can destabilize a country). Also, a nation will increase defenses of territory as it becomes more and more alert. What may be a cakewalk in one game, may be a fight through hell in another because the nation you are attacking has been placed on high-alert. Onto Diplomacy. You can give nations weapons, money, territory, etc. You can hold conferences where your decisions and the topics can vary greatly, and your performance predicts the outcome. There are many other diplomatic things and stuff, but the list would be monumental. Along with all this, one leg thing will also be prevalent.
Fear.
Specifically, how afraid other nations are of you. If you are a squishy, snuggally, cutesy-woosty pumpkin nation who would never hurt a fly, then the Tyrannical dictatorship next door would probably jump at the opportunity to gain more land. However, if you are that tyrannical nation (or a bad-ass Democracy with the military might 600 Spartan Empires), and your actions include but are not limited to voluntary civilian manslaughter, discretionary nuclear bombing, etc... you can strike fear into the hearts of weaker nations who might wish to ally you to protect themselves and wont make too much of a fuss when you bomb Treschuland because they said mean things about you. However, war-crimes like these also anger equal and stronger nations, along with somewhat weaker nations that think they are hot shit.
Also, as a quick reminder, other nations can do and use anything that a player nation can. This means they can use nukes, cyber warfare, diplomatic actions, etc and etc and etc.
Space colonization?
Space colonization will work similar to how it works in Spore. If you have every played Spore, you know what I mean. Every planet has everything randomized. From land-masses to hazards to wildlife. Wildlife itself is also randomized using parts that the game will use to create more random stuff, similar to how Starbound does it. Unlike Spore and Starbound, however, the galaxy in this game does not adopt the Mediocrity Principle. Instead, finding intelligent alien life will be an extremely rare occurrence. Intelligent life can be randomized using alien creature parts, but the computer will use mostly intelligent-only alien parts when randomizing the species. The player can research terraforming and creature creation tools, which allows them to plant their own ecosystems. Similar to Spore, they can also use tools that allow them to uplift a certain species of a planet. Alien civilizations will go through the same problems as the player civilization, meaning they can also be easily destroyed.
What is the ultimate goal of the game?
There isn't, really. However, if you really want an ending, you can reach the center of the galaxy and become enlightened. This grants you infinite power of creation and destruction throughout the galaxy (basically makes all of your stuff have infinite ammo). Now you may be saying “That sounds way to much like spore!” and to that I say:
Yes. Yes it is. But you try coming up with something better.
SPECIAL MODE: Infection
This mode is unlocked after reaching the space era for the first time. Until then, it is hidden from the player.
Spread a zombie virus similar to Infectinator! Spread a virus throughout worlds you create or others create (or use savefile worlds. Be warned- they will use their advanced technology. No harm will actually come to them if you destroy them in infection though! Savefiles will be left untouched.). As you destroy and infect more people, the area will become more and more fortified by police and eventually military personnel! There are 7 stages of destruction:
Civility: Everything as usual. Nothing to see here.
Disturbance: People are confused. Minor police presence.
Unrest: People are starting to get scared. More are starting to get into buildings. Larger police presence, along with some SWAT. Builds start being fortified, albeit minor.
Riot: People have lost their wits. They are either barricaded inside buildings, scavenging, or have taken up refuge in safe-houses. Large SWAT presence and some Military personnel. Buildings start getting more fortified. Safe-houses start
Anarchy: The location is almost up in flames. Military have drastically increased their presence and have called special forces. Tanks, ATTK Helicopters, and other offensive vehicles begin to roll into the streets. Some buildings become extremely fortified, including artillery.
Aftermath: Military has abandoned the location. The area is largely destroyed, and very few people remain. Area is considered destroyed.
(Extra) Devastation: Very few, if any, buildings are still standing. Area is completely uninhabited by living beings.
As more and more of the world becomes destroyed, other unaffected areas being to buff up as-well, simulating a real worldwide zombie crisis! There are 3 control modes for zombies:
Horde: You mass control zombies. They pile up into a crowd that you direct with your mouse.
Group: You can select a group of zombie to direct, to a limit of 20. The ones unselected do what they want (which is mainly to C O N S U M E).
Spectator: You can simply sit back and watch the chaos. You have the ability to select and control a single zombie to direct, but no more.
Just extra mechanics stuff
Buildings go through stages of destruction, progressively looking more beat-up. Buildings are considered destroyed at <30% of their health. Buildings are reduced to ruble at 0 health points.
When a pawn dies, a small blood splat will emanate from them, and they will fall over. They then sink into the ground and are removed. In infection, they are not removed but instead turn into zombies.
The world does not end as soon as the worlds climate reaches an inhospitable state, but it will eventually.
The destruction states in infection mode are also used in the base game.
There is a sandbox mode where the player can use commands, debug things, and summon most if not all game events objects. It is unlocked after reaching the games end, but requires a new save game. achievements are disabled when Sandbox is active.
Burning fossil fuels, detonating nuclear bombs, and any more things obviously affect the planet. Mid-space stage empires can research environmental shielding technology, which allows habitation of otherwise inhospitable worlds with city's rather than just colony buildings.
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