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#i love all the bosses in totk
darkdragon768 · 1 month
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Me: *watches a video about the lore of zelda bosses - botw edition*
Guy in the video: "Now that's in botws DLC (...)"
Me: "Just say totk. ... Wait, botw had real DLCs. Fuck I forgot about that."
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sheikfangirl · 3 months
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Totk Angst - "I told you I didn't like this outfit."
Random Toxic Puppet Zelink I drew because I just missed my lady and Master Puppet Zelda so much❤️
And...I'm gonna tell ya a secret: I am a bad person who enjoys drawing Link fu***d up and suffering way too much😩 Also, if you are wondering, Link is wearing the Depth outfit. The front piece was removed and placed on his leg... I needed the outfit "sexified" 🤣🤷‍♀️
I'd draw this outfit way more often if the hood didn't hide Link's facial expressions so much. It's really REALLY is my favorite TotK Armor Set! So...GOTH!! Glory to Puppet Zelda!
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quirkle2 · 1 year
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it's nice to feel childlike wonder again
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lulu2992 · 4 months
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And here are the photos I took to decorate the stables:
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Happy First Anniversary, Tears of the Kingdom :)
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skyloftian-nutcase · 9 months
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Oh! I forgot to tell y’all, I finished TotK during my hiatus! My reactions are as follows:
AAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
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lilfriezatyrant · 1 year
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@zaphiregz Phantom Mummy Daddy
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uwudonoodle · 1 month
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I have once again stumbled my way through another dungeon. Dungeon 4 of 9. 47 days until Echoes of Wisdom.
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bmpmp3 · 8 months
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after six years of the game being out and after three and a half years of me actually playing the game i have finally beat botw. did u know finishing video games is. fun,,
#hey its not as bad as norn9 where im only a third in after six years. and rhythm thief took me a genuine decade#im very good at taking my time#MY IMPRESSIONS its a good game :) i think i had a little over 100 hours by the end. one thing about the final boss fight though -#it made me kinda miss like true classic zelda scripted boss fights LOL but lots of fun!#some of the dlc stuff i couldnt do like the champions ballad and the sword thing RIP had to look up the cutscenes later~#theyre tough! but also my playstyle has always been a bit of. just run and go for it#planning and stealth is not my strong suit. by the end i was running directly up to guardians and just killing them before they killed me#i can eat kebabs faster than they can shoot lasers. i am unstoppable#the soundtrack was nice! subdued obvs since its open world#but the standout tracks are really standout. of course i love rito village night ver being dragon roost island#and the hyrule castle theme turning into zeldas lullaby in the internal parts hit me#and of course the main theme is iconic. i like the version with the hard break in the middle the most i love that cut so much#i know people edited it out and in the live version its not as harsh because its live#but i LOVE IT i love it so much. mix of synthetic breaks with a fantastical and traditional sounding theme. awesome#that whole 3 and a half years before i got a copy of the game (i wanted to beat skyward sword first) i didnt look up like anything#didnt pay attention to anything people were saying. heard something about it being open world. heard some speedruns were like an hour#and i heard the theme. and i listened to that theme on repeat for all those years. so so good#now i will probably do that for totk- not knowing anything about it for three years until i finally play it LOL thats how it is so far#people have told me about it. but truthfully i wasnt really listening. sowwy. i was focused on botw orz#but i wanna play something different now. take a break. also wait until i can find someone selling totk used for under 70 cad KJDLJFKDSJDKS#i am NOT paying nearly a hundo for a videoed game nintendo you cant make me#maybe now i should finish all the other games in my backlog. or i could start 5 new ones. hmmmmmmmm
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loving-jack-kelly · 1 year
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btw. tulin totk is my little baby boy and I've adopted him nobody else can have him
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applecherry108 · 1 year
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Other totk players: building elaborate machines, doing the story, probably other stuff, quite likely in order even.
Me:
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ruairy · 1 year
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#totk spoilers#literally all spoilers below dont read this if you dont want spoilers#hit the credits for totk and the first thing i said was I miss ganondorf#overall it was a brilliant game and i loved it so so much and its leagues better than botw and oughh#i have issue with the plot....mostly the Imperialism Good roite that it took#was kind of hoping for something different i suppose but that is on me mostly#look we all wanted ganondorf to either be out buddy of have the nuance of ww ganondorf#he was fucking superb in this game Do Not get me wrong but man. ilour first ganondorf since tp and i just wanted more for him 🫠#when imposter zelda was going around hyrule i genuinely thought maybe they were gonna go with an evil zelda plot#imagine how cool that would have been....i got played#rauru being evil or at least morally grey and controlling zelda and ganondorf being Right and also my friend would ahve been so good :(#but anyway!!!!! i really liked a lot of other things about the plot!!! dragon zelda was devestatingly good#the fact that we had a Find Zelda quest and yet she was one of the first things we see on the sky island at the start of the game#áaaaaaaaaaaaaaaaa (dats me yellin)#superb and traumatic#i really like botw/totk zelda actually and she was very good in this game and the haters can eat my nuts 😊#the boss fights were great#colgera being my fave and the ganondorf fight was so good and tense and eeeeee#the end phase against dragon ganon with zelda was really fun!!!!!! even if ridiculously easy i wish it wasnt just dark beast ganon 2.0#anyway my final verdict is banger game but ganondorf deserves better and also dlc when
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thesaintelectric · 1 year
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saw a tweet about zelda calling links botw house 'her house' and people in comments r mad because it was links and honestly do they think he wouldn't immediately give zelda everything he owns without her even asking
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pokecraftking · 1 year
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Oh my god Tears of the Kingdom might just be my new favorite game of all time...
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girlhorse · 1 year
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still not done with the game right now but why was the wind temple & boss fight the best one in the game lol i went their first and it set the bar so high. the other temples and bosses were fun but so far nothing compared to the climb up to the wind temple & diving thru colgeras weird body. the music was also so fire
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blueskittlesart · 5 months
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I've heard that while most people really really love BotW and TotK, some people hate those two for going open-world, and some people hate TotK specifically for something about the story. As the resident Zelda expert I know of, what do you think of those takes?
"something about the story" is a bit too vague for me to answer--if you look at my totk liveblog tag from back when the game was newly released or my general zelda analysis tag you may be able to find some of my in-depth thoughts about the story of totk, but in general i liked it.
the open world thing though is something i can and will talk about for hours. (I am obsessed with loz and game design and this is an essay now <3) breath of the wild is a game that was so well-received that a lot of the criticism from older fans who were expecting something closer to the classic zelda formula was just kind of immediately drowned out and ignored, and while i don't think it's a valid criticism to suggest that botw strayed too far from its origins in going open-world, i am more than willing to look into those criticisms, why they exist, and why i think going open-world was ultimately the best decision botw devs could have made. (totk is a slightly different story, we'll cross that bridge when we come to it.)
Loz is a franchise with a ton of history and a ton of really, REALLY dedicated fans. it's probably second only to mario in terms of recognizability and impact in nintendo's catalog. To us younger fans, the older games can sometimes seem, like, prehistoric when compared to what we're used to nowadays, but it's important to remember just how YOUNG the gaming industry is and how rapidly it's changed and grown. the first zelda game was released in 1986, which was 31 years before botw came out in 2017. What this means for nintendo and its developers is that they have to walk a very fine line between catering to older fans in their 30s and 40s now who would have been in nintendo's prime demographic when the first few games in the franchise were coming out AND making a game that's engaging to their MODERN target demographic and that age group's expectations for what a gaming experience should look like.
LOZ is in kind of a tough spot when it comes to modernizing, because a lot of its core gameplay elements are very much staples of early RPGs, and a lot of those gameplay elements have been phased out of modern RPGs for one reason or another. gathering collectibles, fighting one's way through multilevel, mapless dungeons, and especially classic zelda's relative lack of guidance through the story are all things that date games and which modern audiences tend to get frustrated with. for the last few releases before botw, the devs had kind of been playing with this -- skyward sword in particular is what i consider their big experiment and what (i think) became the driving force behind a lot of what happened with botw. Skyward sword attempted to solve the issues I listed by, basically, making the map small and the story much, much more blatantly linear. Skyward sword feels much more like other modern rpgs to me than most zelda games in terms of its playstyle, because the game is constantly pushing you to do specific things. this is a common storytelling style in modern RPGs--obviously, the player usually needs to take specific actions in order to progress the story, and so when there's downtime between story sections the supporting characters push the player towards the next goal. but this actually isn't what loz games usually do. in the standard loz formula, you as the player are generally directly given at most 4 objectives. these objectives will (roughly) be as follows: 1. go through some dungeons and defeat their bosses, 2. claim the master sword, 3. go through another set of dungeons and defeat their bosses, 4. defeat the final boss of the game. (not necessarily in that order, although that order is the standard formula.) the ONLY time the player will be expressly pushed by supporting characters towards a certain action (excluding guide characters) is when the game is first presenting them with those objectives. in-between dungeons and other gameplay segments, there's no sense of urgency, no one pushing you onto the next task. this method of storytelling encourages players to take their time and explore the world they're in, which in turn helps them find the collectibles and puzzles traditionally hidden around the map that will make it easier for them to continue on. Skyward sword, as previously mentioned, experimented with breaking this formula a bit--its overworld was small and unlocked sequentially, so you couldn't explore it fully without progressing the narrative, and it gave players a "home base" to return to in skyloft which housed many of the puzzles and collectibles rather than scattering them throughout the overworld. This method worked... to an extent, but it also meant that skyward sword felt drastically different in its storytelling and how its narrative was presented to the player than its predecessors. this isn't necessarily a BAD thing, but i am of the opinion that one of zelda's strongest elements has always been the level of immersion and relatability its stories have, and the constant push to continue the narrative has the potential to pull players out of your story a bit, making skyward sword slightly less engaging to the viewer than other games in the franchise. (to address the elephant in the room, there were also obviously some other major issues with the design of sksw that messed with player immersion, but imo even if the control scheme had been perfect on the first try, the hyperlinear method would STILL have been less engaging to a player than the standard exploration-based zeldas.)
So when people say that botw was the first open-world zelda, I'm not actually sure how true I personally believe that is. I think a lot of the initial hype surrounding botw's open map were tainted by what came before it--compared to the truly linear, intensely restricted map of skyward sword, botw's map feels INSANE. but strictly speaking, botw actually sticks pretty closely to the standard zelda gameplay experience, at least as far as the overworld map is concerned. from the beginning, one of the draws of loz is that there's a large, populated map that you as the player can explore (relatively) freely. it was UNUSUAL for the player to not have access to almost the entire map either immediately or very quickly after beginning a new zelda game. (the size and population of these maps was restricted by software and storage capabilities in earlier games, but pretty muhc every zelda game has what would have been considered a large & well populated map at the time of its release.) what truly made botw different was two things; the first being the sheer SIZE of the map and the second being the lack of dungeons and collectibles in a traditional sense. Everything that needs to be said about the size of the map already has been said: it's huge and it's crazy and it's executed PERFECTLY and it's never been done before and every game since has been trying to replicate it. nothing much else to say there. but I do want to talk about the percieved difference in gameplay as it relates to the open-world collectibles and dungeons, because, again, i don't think it's actually as big of a difference as people seem to think it is.
Once again, let's look at the classic formula. I'm going to start with the collectibles and lead into the dungeons. The main classic collectible that's a staple of every zelda game pre-botw is the heart piece. This is a quarter of a heart that will usually be sitting out somewhere in the open world or in a dungeon, and will require the player to either solve a puzzle or perform a specific action to get. botw is the first game to not include heart pieces... TECHNICALLY. but in practice, they're still there, just renamed. they're spirit orbs now, and rather than being hidden in puzzles within the overworld (with no explanation as to how or why they ended up there, mind you) they're hidden within shrines, and they're given a clear purpose for existing throughout hyrule and for requiring puzzle-solving skills to access. Functionally, these two items are exactly the same--it's an object that gives you an extra heart container once you collect four of them. no major difference beyond a reskin and renaming to make the object make sense within the greater world instead of just having a little ❤️ floating randomly in the middle of their otherwise hyperrealistic scenery. the heart piece vs spirit orb i think is a good microcosm of the "it's too different" criticisms of botw as a whole--is it ACTUALLY that different, or is it just repackaged in a way that doesn't make it immediately obvious what you're looking at anymore? I think it's worth noting that botw gives a narrative reason for that visual/linguistic disconnect from other games, too--it's set at minimum TEN THOUSAND YEARS after any other given game. while we don't have any concrete information about how much time passes between new-incarnation games, it's safe to assume that botw is significantly further removed from other incarnations of hyrule/link/zelda/etc than any other game on the timeline. It's not at all inconceivable within the context of the game that heart pieces may have changed form or come to be known by a different name. most of the changes between botw and other games can be reasoned away this way, because most of them have SOME obvious origins in a previous game mechanic, it's just been updated for botw's specific setting and narrative.
The dungeons ARE an actual departure from the classic formula, i will grant you. the usual way a zelda dungeon works is that link enters the dungeon, solves a few puzzles, fights a mini boss at about the halfway point, and after defeating the mini boss he gets a dungeon item which makes the second half of the dungeon accessible. He then uses that item in the dungeon's final boss fight, which is specifically engineered with that item in mind as the catalyst to win it. Botw's dungeons are the divine beasts. we've removed the presence of mini-bosses entirely, because the 'dungeon items' aren't something link needs to get within the dungeon itself--he alredy has them. they're the sheikah slate runes: magnesis, cryonis, stasis, and remote bombs. Each of the divine beast blight battles is actually built around using one of these runes to win it--cryonis to break waterblight's ice projectiles, magnesis to strike down thunderblight with its own lightning rods, remote bombs to take out fireblight's shield. (i ASSUME there's some way to use stasis effectively against windblight, mostly because it's obvious to me that that's how all the other fights were designed, but in practice it's the best strategy for that fight is to just slow down time via aerial archery, so i've never tried to win that way lol.) So even though we've removed traditional dungeon items and mini-boss fights, the bones of the franchise remain unchanged underneath. this is what makes botw such an ingenious move for this franchise imo; the fact that it manages to update itself into such a beautiful, engaging, MODERN game while still retaining the underlying structure that defines its franchise and the games that came before it. botw is an effective modern installment to this 30-year-old franchise because it takes what made the old games great and updates it in a way that still stays true to the core of the franchise.
I did mention totk in my opening paragraph and you mention it in your ask so i have to come back to it somehow. Do i think that totk did the gigantic-open-world thing as well as botw did? no. But i also don't really think there was any other direction to go with that game specifically. botw literally changed the landscape of game development when it was released. I KNOW you all remember how for a good year or two after botw's release, EVERY SINGLE GAME that came out HAD to have a massive open-world map, regardless of whether or not that actually made sense for that game. (pokemon is still suffering from the effects of that botw-driven open world craze to this day. rip scarlet/violet your gameplay was SUCH dogshit) I'm not sure to what degree nintendo and the botw devs anticipated that success, (I remember the open world and the versatility in terms of problem-solving being the two main advertising angles pre-release, but it's been 7 years. oh jesus christ it's been SEVEN YEARS. anyways) but in any case, there's basically NO WAY that they anticipated their specific gameplay style taking off to that degree. That's not something you can predict. When creating totk, they were once again walking that line between old and new, but because they were only 3ish years out from botw when totk went into development, they were REALLY under pressure to stay true to what it was that had made botw such an insane success. I think that's probably what led to the expanded map in the sky and depths as well as the fuse/build mechanics--they basically took their two big draws from botw, big map and versatility, and said ok BIGGER MAP and MORE VERSATILITY. Was this effective? yeah. do i think they maybe could have made a more engaging and well-rounded game if they'd been willing to diverge a little more from botw? also yeah. I won't say that I wanted totk to be skyward sword-style linear, because literally no one wanted that, but I do think that because of the insane wave of success that botw's huge open world brought in the developers were under pressure to stay very true to botw in their designing the gameplay of totk, and I think that both the gameplay and story might have been a bit more engaging if they had been allowed to experiment a little more in their delivery of the material.
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ganondoodle · 7 days
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one of the things in my totk rewrite that im most confident about is removing the building gimmick (to put it in another game truly build around it, its such a waste here imo) to add the hookshot instead
everyone loves the hookshot, i have never heard anyone say they didnt like it
in a world like botw it would be a perfect fit- it adds a unique and different movement option while-
it does not destroy the world design (like the building aspect does, though the towers also need a different function, letting you fly anywhere and skip everything everywhere all the time, including puzzles in both shrines and dungeons, something like that in a world thats build around climbing and gliding WILL end up destructive to the world design without really careful changes and balances .. that absolutely werent done in the game)
opens up a whole new way to think and do puzzles in a way that wasnt there in botw
preserves the feeling of dread when high up or in the sky, since falling is still a danger even with the parasail ( bc removing almost all warp points up there makes the danger being loss of progress rather than the fall itself- removing the parasail as a whole for the entire game is not an option and it will always be a security to not die by fall damage, so there should be a different danger even if im usually not a fan of loss of progress pressure, the bird mechanic i mentioned in other post would also help you not lose everything even if you make a mistake)
it makes climbing easier WITHOUT making it obsolete or skippable, especially with adding the main way to get up to sky islands as islands to climb up via the hookshot, its just adds another way to interact with the terrain instead of .. not interactign with it at all, the range is still limited and you still have to cling to the wall and get down to shoot it again
it being built into links prosthetic shiekah arm makes it more unique both in looks and mechanic/narrative aspects so i dont think it would be boring to have an old 'item' reused in a new way, especially together with the rest of the abilities- like it being not an instant 'pulls you to the thing' but a reactivatable one instead (so you can grab things to move them if lightweight enough similar to ultrahand)
bosses can benefit from it too, imo one of the coolest things in twilight princess was grabbing onto a boss to pull yourself to and onto them, being able to do that even to smaller ones shadow of the colossus style would be so neat
grabbing onto something moving and not pulling yourself immediately to it opens up not just fun but also funny scenarios aka you being flung around by whatever you grabbed (grab on a dragon ...weeeeeeeeeeeeeeeeee- on a lynel ...'ragdoll chaos')
(with the removal of building and thus the majority of all the puzzles being fly thing from point A to point B not being a thing it also makes way for cool kinds of ways to get to the next sky island for example- a thought i had was making the reason they fly and are practically invisible from most angles being that they are swimming in a special kind of cloud that hides them due to breaking of light in certain ways withing them- thus hiding it from below most of the time, eliminating the problem of 'sky too full' which was apprently a reason why they removed alot of them too, and it would be incredibly fun to be able to poof into little clouds (they look a certain way so you know which ones you can swim in) also! lil cloud bridges between islands! a boat to surf on them high up in the sky! mario galaxy vibes!
probably more im forgetting
anytime i think about the hookshot mechanic i get so sad bc i just keep imagining how much you could have done with in totk and desperately want to play that :U
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