KnightoftheWind wrote: ↑May 15th, 2023, 04:24
I agree with those criticisms, I was very enthusiastic about the game for my first 10-15 hours, but then the usual open world fatigue started to set in and the repetition of the new mechanics didn't help to alleviate that one bit. These mechanics are great ideas on paper, fantastic even, but they cannot carry a 100+ hour experience in the way they were implemented here. The brilliant mechanic of weapons being made of Chinese styrofoam just makes things so much worse, and in fact it 'is' worse than it was in Breath of the Wild, if such a thing were possible. Because the weapons you receive are so pitifully weak on their own, you are essentially forced to fuse random items in the environment or more powerful creature parts to make the weapons even remotely decent in later stages of the game. I recently completed the fourth dungeon of my playthrough, yet I was still getting rusty halberds and greatswords as if I was still in the tutorial. So what it boils down to is MORE work, for the same results we got in the previous game. It doesn't matter if you fuse a +40 monster part to a +11 spear, because it will still break in 5-10 swings anyway. At least in Breath of the Wild, you just found that +51 weapon by chance and didn't have to do additional button presses and menu hopping to get it.
Regardless, there is a lot to like about Tears of the Kingdom, and I still stand by my previous statements of it being a great game, but you have to be willing to forgive some of it's more puzzling design choices and enjoy fusing things together to get the most out of it. I for one would like to see these devs go back to basics and give us a true successor to Twilight Princess/Wind Waker. Smaller world, tightly crafted dungeons, and weapons that don't break after 5 swings.
"Regardless, there is a lot to like about Tears of the Kingdom, and I still stand by my previous statements of it being a great game, but you have to be willing to forgive some of it's more puzzling design choices and enjoy fusing things together to get the most out of it."
There's something BOTW made me realize:
A game can be fun to play but not be a good game. BOTW/TOTK are very kinectically satisfying, everything that revolves around moving Link around feels extremely smooth and fun to do, running, climbing, jumping, even moving the camera feels very good. (In fact I think BOTW/TOTK's 3rd-person camera doesn't get enough praise, it's fantastic, possibly the best 3rd-person camera ever made).
And because the mechanical input/output feels fun and satisfying we end up feeling like we're having fun playing the game(s), but it doesn't mean the games are actually "good". If that makes any sense. There's nothing to back up the satisfying movement and action input/output, it's all made of paper.
Elden Ring is another game that has a similar level of satisfying mechanical input/output, moment-to-moment kinetic energy. It also feels immediately smooth and satisfying to move your character around the game world in and use your weapons and abilities, but unlike BOTW/TOTK it actually has a real game behind that engine that backs it up and provides actual long-lasting gameplay.