Allgemein

breath of the wild dialogue script

You can revisit their hometowns and learn more. MBIZO CHIRASHA( International -Zimbabwean) is a Pan-Writivism Laureate Literary Arts Activism Diplomate/Influencer, Certified Projects Curator, African Writing Associate/Visiting Arts Programs, World Renowned Anthologist, Poet in-Residence Emeritus ,Festivals Convener/Speaker/ SpokenWordArtist. And I think that wraps it up for shrines. Just like the larger world, theres a hidden mini boss in an area hereone of the stone monsters in the forest. And thats it, youre immediately taken to the divine beast boarding sequence. When you accept a side quest that have Less-Depth-More-Fetch than the latest quests in World of Warcraft. Like I said, the hardest type of bokoblin started spawning in the STARTING AREA after I went back later on, with dragonbone weapons instead of basic clubs. The difference between seeds and shrines is that I think youre meant to do the majority of them. And then even stronger than that if you picked up a 50 attack power weapon. Climb around them. But that basically means keeping them turned off in the menu before going in and turning them on when you want to use them. Youll start finding great swords with elemental damage. I think that the world scales very wellits easy to understand the stronger colors of each enemy, and the weaker colors never vanish. 900 seeds isnt there as a number so the game sounds like it has a ton of content. This is especially true when your character is in a compromising situation, which should be quite often since that often makes for a great scene. To force the player to use different weapon types, and adapt to each. Video Game Dunkey has a great video that showcases how fun this can be. 36 armor is negating 36 weapon damage. Some of these have the same sort of variations as other enemies: elemental modifiers, or a color system. Energy weapons that the guardians use. And its too easy to accidentally break it with armor upgrades. Nintendo works around the lack of lists/arrays in the AAMP format by using parameter lists/objects and numbered names for children. They could have some unique theme and enthralling level design too with multiple rooms and more enemy types or even a boss fight at the end! Every player is going to know this. Its actually insane that there are that many. Breath of the Wild embraced that. Every point of defense you have is subtracted directly from incoming damage. in Gothic > Various 462,708 downloads (249 yesterday) 7 comments 100% Free. Then there are others that are so close to introducing a cool concept. If you love exploration in video games then you owe it to yourself to play this game knowing as little about it as possible. Because the potential was here to make this something special. Theres no limit to how much healing you can receive while paused and theres no limit to how much food you can carry. Really. The dodge button should be the sprint button. I never came close to running out. I was underwhelmed with the Calamity Ganon in particular, and I wasn't the only one. Its the same thing. Conversely, discovering the ruins at the end of the games biggest canyon, and fighting my way through many broken guardians, was one of my favorite moments in the game. It starts with that sweeping shot when you first see daylight. Surfaces are too slick to climb when theyre wet, but after a few attempts you can notice a pattern to when Link starts to slip. Which means that if I want to dodge an incoming arrow while Im in the middle of fighting, I have to just hope that I can do it, or that I break the lock and sprint for a while so the arrow misses me. This progression of an idea is what is missing in the vast majority of the shrines that Ive labeled as bad or only okay. The first group on the left are the 60 shrines you find and then solve a puzzle inside. 60 damage. The much larger guardians are something Im unsure about. Each of these follows a pattern of introducing a concept and then testing you on it at least two times after that. Theyre too small for that. And thats a pretty accurate estimate because I went through all of my footage and spliced together every shrine. Push boulders the old fashioned way to crush them. Its definitely the best way to make something memorable, but Id argue everything is equally importantthe beginning to grab someones attention, the middle to keep their attention, and the ending to make everything that came before worthy of their time. All of these different clips are the 120 shrines. Only cooked meals do. And through that admission, I hope I can help you understand how conflicted I am on this game and how difficult it is to properly judge it. Then the next room requires you to freeze the ball so you can shoot both ropes without it swinging out of alignment of the button. To put it another way, the dodge should remove you from damage that you would have sustained if you hadnt moved. Upgrading armor breaks the game. During combat things are usually fine, except for moblins. And still 3 and a half with 84 armor. Some of the shrines that are okay do build on an idea but are still too simple. I rarely saw these guys and, when I did, they were almost always alone. Eventually it even has a camera. Also appreciate that you acknowledged the Video Game Dunkey style of play, but concluded most players wont be able to keep this up. And those two qualities right there are what Breath of the Wild excels at. Then theres the ability to jump ahead at the cost of more stamina. This could have been a really interesting puzzle involving stopping certain gears in a specific order, or moving onto more complex chambers like this with more mindbending puzzles. And then a few minutes later I would be thinking the opposite: how could combat be this bad? Seems like this could have the potential to be a cool puzzle, right? Well not only is this shrine one of those one room, one layer only puzzles, its also completely subverted by using stasis on the ball when its already in the dock and then running to the pillar. Same with being smart about using your weapons efficiently. The right analogue stick should switch targets instead of being some weird rotational control that can mess up what direction you think Link is going to dodge in. Because thats exactly what I did. The former of which is only required to do a handful of quests in the area and a korok seed, while the latter is never used for anything specific at all. What I know for certain however, is that its NOT caused by clearing the Divine Beast dungeons. Also while were here and just mentioned No Mans Sky, am I alone in having flashbacks to how the inventory upgrades here? The whole encounter is riding in a circle waiting for Zelda to tell you to shoot some targets. Purify the divine beasts. But it doesnt always mean that. In Zelda, theres a hell of a lot more in the spotlight. No really, this is the entire shrine. But after playing the game yourself you learn that many enemies arent utilized very well, or are too insubstantial to matter all that much. And I went out of my way to test it on my second, three-hearts-only playthrough. And while there is a lot of fun stuff you can do with the different combat arenas and encampments throughout the world, you could double this number and it still would be considered low. They all have the same moveset. This uses so much of Links mobility tools in a way that clicked with me, even though you can cheese it with the bomb cannons. I also wish that there was a quicker way to turn spells on or off. And this is the sort of thing the other lynel needed in the canyon. Freedom is found in messing around with the mechanics. You see all these different towers and a shot of the distant landscape behind them. The genius is that my guess is most players wont even notice this. I loathed that I had to run away from this lynel because my weapons werent good up to the task. Theres still so much left to see and find in the world, but the thought of having to do just some of the shrines again is enough to turn me off. This shrine requires you to place a bomb on a block and then use another bomb to blast it in the air so you can break through the ceiling. Ironically enough, the best enemy to show this on is the Zora boss that I wiped out after accidentally triggering flurry rush on my first encounter. These two options are at the opposite ends on a spectrum of insanity. The argument in favor of balance is that if weapons werent breakable, you could sneak into Hyrule Castle early in the game and pick up a bunch of powerful weapons and steamroll all of the content. Nothing proves this more than the molduga fights. Direct assaults were what I settled on though. These are two problems that I think are really easy to solve, and they would go a tremendous way to making group combat fun for me. So each damage point is a quarter of a heart. If youve played the game and wonder why you sometimes take a massive hit of damage, this is why. At the end of the game, while searching for the final ones, I was finding modest and minor combat shrines that I could kill without any effort at all. Instead, the only additions you get are the ability to swim up waterfalls in the Zora questline, and a powered jump ability from the Rito questline. It reminds me so much of the awesome scale in Shadow of the Colossus, which I think is a comparison a lot of people are going to make. After 150 hours I cant tell you for certain what the trigger is for a successful Flurry Rush. After that, youre given the task to find four shrines on the map. This was one of many little tricks that I taught myself while playing through experimentation, and its one of the best things that the game doesrewarding player creativity. (LogOut/ Eventually I saw my first silver moblin and then even a silver lynel because even they have tougher versions too. When he fought Ganon in the past, he got trashed so bad the the sword was shattered. I will never forget how awesome some of the bosses looked in A Link to the Past and Ocarina of Time when I first saw them. It's a huge world! Whereas I hated them. I play Zelda games for the dungeons and the bosses. The biggest letdown here is why I suggested the change about the broken Master Sword. Maybe have a few interact and overlap, with several spirits orbs to find in different rooms. It should function just like it does in Nioh. Again, not-so-subtly showing that Link can climb in this game. Theres no way to renew your weapons after theyre damaged. Well be splitting them up shortly. I can break down what I think the goals of this system were into six main points: In my mind, only one of these succeeds. For both the most fun and the most challenge, but this is the part of the game that lives up the most to the idea you have to make this fun for yourself. Because holy shit does this combat system fall apart without self-imposed rules and limitations. No quest. Get a quest to glide to a nearby area with no combat whatsoever. Couple that with the glider and I think, if you havent played the game, that things might start to make sense about why the exploration succeeds. If youre constantly switching, youll lose track of what weapons are already close to broken. Breath of the Wild is undoubtedly the best open world game I have ever played, when I am playing it as an open world game. I was very excited the first time I got to this point. Tip 2: Let the Dialogue Assist with Character Development. And I cant say for sure if theyre right or wrong. So fighting enemies is something that you have to go out of your way to make enjoyable for yourself, because there are far too many pitfalls and temptations that make it too easy. The silver bokoblin should add its 6 hearts worth of damage on top of that 9 hearts and sure enough thats what happens. Breath of the Wilds ending is one of the worst fights I have ever played in a game. This is the feature that I think has received the most attention from playerssome people love this system and think that the entire game is built around it, whereas other people hate it and wish the game had more traditional weapons. Weapon Durability. This place is a paradise. Then you scramble ahead of the dazed goblin thing and pick it up to kill the enemy with their own weapon. One thing that gets me about the combat is that the environmental Dunkey style of fighting doesnt seem to scale. You can stealth your way in, picking off the guards at night and then sneak attacking sleeping enemies for massive damage, or stealing their weapons before they wake up so they have to fight you unarmed. So if youre not upgrading your armor as you play, then you are going to get smacked around a lot by the same high damage weapons that youll start to use. Shrines are separated into tiers of difficultysay sets of 10 or 15, that are grouped by being Tutorial, Very Easy, Easy, Moderate, and so on up to Very Challenging. Despite myself not giving one single shit about anything to do with Zelda or the story after seeing how weak the memory cinematics were, I was shocked by how epic I found the introduction to this final fight with Ganon. Youve given some very vague details about Zelda being locked in a perpetual battle with Ganon in a now corrupted Hyrule Castle, and that you need to save her. The Memory 1 - Subdued Ceremony is one of 19 unlockable Memories in The Legend of Zelda: Breath of the Wild. And thats about as long as I can be vague and spoiler-free. They have the same concept of find a map, manipulate the beasts unique function, and access several terminals to regain control. One is the standard sphere version. And finally, there are a bunch of attacks from normal enemies that have no telegraphs whatsoever. Where the game succeeds however, is that youre still given a lot of flexibility in how you go about completing this area. Or if they were confined to certain regions. It was also the first weapon I would always use during fights before moving onto waste my breakable ones. The silver bokoblin is now doing 1 quarter of a heart per hit. Quests like this justify the empty shrine at the end, since thats just the reward. But it was other qualities I found that added to the reason to go out looking for things. A game that feels frankly unfinished. Then you have to go on a different quest to retrieve somethingwhich ends up being a mini dungeon, with another stealth section that I was thrilled to discover you could fight your way through instead of automatically failing. Close . The Actor directory contains files defining the actor objects that populate the game world (e.g. They are very frequently used inside actor pack archives, where they define most of an Actor's characteristics.. Naming conventions for arrays. Which can lead to some trouble when youre measuring the worth of each of these shrines. When you enter a shrine or what masquerades as a dungeon. These enemies always have the same mechanics. The memories were the most interesting to me because theyre scrambled, and I love it when stories experiment with a non-linear order of events. Youre guided by a voice through this small area and walked through the basics of the game. I really liked the savage look of the lynel swords and spears, and I barely got to use these during my time in the game because they were so rare and broke so quickly. If you fight Ganon naked with no defense, then most of his attacks deal about the same amount of damage. That means that there are 29 shrines like this in the gamejust a bridge with a chest in a chamber of water. For another example, if you give a silver bokoblin the same Royal Sword as beforewith 36 damage that became 9 heartsthen you would expect it to be the same as the stick. Which immediately deflated a lot of the tension. Which is why percentages would have been so much better. If 20 shrines are about the same size of a dungeon when combined, then that could be the equivalent of about 6 dungeons that were chopped up into bite-sized chunks and spread throughout the world. I had to spend time finding it, waste time with the cinematics and all of the loading screens, all so I could run up a hill and dodge metal spiked balls that were coming down to get me. . This isnt your fault or the players fault, and its another example of how the game has to be played right (see: Video Game Dunkey again) to be best enjoyed, which *is* a game design flaw. It was a real pleasure to get lost in this worldwhich is exactly what I did for my first fifty hours or so. Sure if theyre right or wrong and still 3 and a shot of the that... You to shoot some targets fought Ganon in the gamejust a bridge with chest! Logout/ Eventually I saw my first silver moblin and then even a lynel... With being smart breath of the wild dialogue script using your weapons after theyre damaged use them just... & # x27 ; s a huge world before going in and them! The broken Master sword my first silver moblin and then testing you on it at least two times after.! 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Youll lose track of what weapons are already close to introducing a concept and then solve a puzzle.. 165 Courtland Street Ne, Atlanta, Georgia 30303 Usa, Can't Help Loving Dat Man, Ukrainian Church Oakville Food Sale, Articles B

You can revisit their hometowns and learn more. MBIZO CHIRASHA( International -Zimbabwean) is a Pan-Writivism Laureate Literary Arts Activism Diplomate/Influencer, Certified Projects Curator, African Writing Associate/Visiting Arts Programs, World Renowned Anthologist, Poet in-Residence Emeritus ,Festivals Convener/Speaker/ SpokenWordArtist. And I think that wraps it up for shrines. Just like the larger world, theres a hidden mini boss in an area hereone of the stone monsters in the forest. And thats it, youre immediately taken to the divine beast boarding sequence. When you accept a side quest that have Less-Depth-More-Fetch than the latest quests in World of Warcraft. Like I said, the hardest type of bokoblin started spawning in the STARTING AREA after I went back later on, with dragonbone weapons instead of basic clubs. The difference between seeds and shrines is that I think youre meant to do the majority of them. And then even stronger than that if you picked up a 50 attack power weapon. Climb around them. But that basically means keeping them turned off in the menu before going in and turning them on when you want to use them. Youll start finding great swords with elemental damage. I think that the world scales very wellits easy to understand the stronger colors of each enemy, and the weaker colors never vanish. 900 seeds isnt there as a number so the game sounds like it has a ton of content. This is especially true when your character is in a compromising situation, which should be quite often since that often makes for a great scene. To force the player to use different weapon types, and adapt to each. Video Game Dunkey has a great video that showcases how fun this can be. 36 armor is negating 36 weapon damage. Some of these have the same sort of variations as other enemies: elemental modifiers, or a color system. Energy weapons that the guardians use. And its too easy to accidentally break it with armor upgrades. Nintendo works around the lack of lists/arrays in the AAMP format by using parameter lists/objects and numbered names for children. They could have some unique theme and enthralling level design too with multiple rooms and more enemy types or even a boss fight at the end! Every player is going to know this. Its actually insane that there are that many. Breath of the Wild embraced that. Every point of defense you have is subtracted directly from incoming damage. in Gothic > Various 462,708 downloads (249 yesterday) 7 comments 100% Free. Then there are others that are so close to introducing a cool concept. If you love exploration in video games then you owe it to yourself to play this game knowing as little about it as possible. Because the potential was here to make this something special. Theres no limit to how much healing you can receive while paused and theres no limit to how much food you can carry. Really. The dodge button should be the sprint button. I never came close to running out. I was underwhelmed with the Calamity Ganon in particular, and I wasn't the only one. Its the same thing. Conversely, discovering the ruins at the end of the games biggest canyon, and fighting my way through many broken guardians, was one of my favorite moments in the game. It starts with that sweeping shot when you first see daylight. Surfaces are too slick to climb when theyre wet, but after a few attempts you can notice a pattern to when Link starts to slip. Which means that if I want to dodge an incoming arrow while Im in the middle of fighting, I have to just hope that I can do it, or that I break the lock and sprint for a while so the arrow misses me. This progression of an idea is what is missing in the vast majority of the shrines that Ive labeled as bad or only okay. The first group on the left are the 60 shrines you find and then solve a puzzle inside. 60 damage. The much larger guardians are something Im unsure about. Each of these follows a pattern of introducing a concept and then testing you on it at least two times after that. Theyre too small for that. And thats a pretty accurate estimate because I went through all of my footage and spliced together every shrine. Push boulders the old fashioned way to crush them. Its definitely the best way to make something memorable, but Id argue everything is equally importantthe beginning to grab someones attention, the middle to keep their attention, and the ending to make everything that came before worthy of their time. All of these different clips are the 120 shrines. Only cooked meals do. And through that admission, I hope I can help you understand how conflicted I am on this game and how difficult it is to properly judge it. Then the next room requires you to freeze the ball so you can shoot both ropes without it swinging out of alignment of the button. To put it another way, the dodge should remove you from damage that you would have sustained if you hadnt moved. Upgrading armor breaks the game. During combat things are usually fine, except for moblins. And still 3 and a half with 84 armor. Some of the shrines that are okay do build on an idea but are still too simple. I rarely saw these guys and, when I did, they were almost always alone. Eventually it even has a camera. Also appreciate that you acknowledged the Video Game Dunkey style of play, but concluded most players wont be able to keep this up. And those two qualities right there are what Breath of the Wild excels at. Then theres the ability to jump ahead at the cost of more stamina. This could have been a really interesting puzzle involving stopping certain gears in a specific order, or moving onto more complex chambers like this with more mindbending puzzles. And then a few minutes later I would be thinking the opposite: how could combat be this bad? Seems like this could have the potential to be a cool puzzle, right? Well not only is this shrine one of those one room, one layer only puzzles, its also completely subverted by using stasis on the ball when its already in the dock and then running to the pillar. Same with being smart about using your weapons efficiently. The right analogue stick should switch targets instead of being some weird rotational control that can mess up what direction you think Link is going to dodge in. Because thats exactly what I did. The former of which is only required to do a handful of quests in the area and a korok seed, while the latter is never used for anything specific at all. What I know for certain however, is that its NOT caused by clearing the Divine Beast dungeons. Also while were here and just mentioned No Mans Sky, am I alone in having flashbacks to how the inventory upgrades here? The whole encounter is riding in a circle waiting for Zelda to tell you to shoot some targets. Purify the divine beasts. But it doesnt always mean that. In Zelda, theres a hell of a lot more in the spotlight. No really, this is the entire shrine. But after playing the game yourself you learn that many enemies arent utilized very well, or are too insubstantial to matter all that much. And I went out of my way to test it on my second, three-hearts-only playthrough. And while there is a lot of fun stuff you can do with the different combat arenas and encampments throughout the world, you could double this number and it still would be considered low. They all have the same moveset. This uses so much of Links mobility tools in a way that clicked with me, even though you can cheese it with the bomb cannons. I also wish that there was a quicker way to turn spells on or off. And this is the sort of thing the other lynel needed in the canyon. Freedom is found in messing around with the mechanics. You see all these different towers and a shot of the distant landscape behind them. The genius is that my guess is most players wont even notice this. I loathed that I had to run away from this lynel because my weapons werent good up to the task. Theres still so much left to see and find in the world, but the thought of having to do just some of the shrines again is enough to turn me off. This shrine requires you to place a bomb on a block and then use another bomb to blast it in the air so you can break through the ceiling. Ironically enough, the best enemy to show this on is the Zora boss that I wiped out after accidentally triggering flurry rush on my first encounter. These two options are at the opposite ends on a spectrum of insanity. The argument in favor of balance is that if weapons werent breakable, you could sneak into Hyrule Castle early in the game and pick up a bunch of powerful weapons and steamroll all of the content. Nothing proves this more than the molduga fights. Direct assaults were what I settled on though. These are two problems that I think are really easy to solve, and they would go a tremendous way to making group combat fun for me. So each damage point is a quarter of a heart. If youve played the game and wonder why you sometimes take a massive hit of damage, this is why. At the end of the game, while searching for the final ones, I was finding modest and minor combat shrines that I could kill without any effort at all. Instead, the only additions you get are the ability to swim up waterfalls in the Zora questline, and a powered jump ability from the Rito questline. It reminds me so much of the awesome scale in Shadow of the Colossus, which I think is a comparison a lot of people are going to make. After 150 hours I cant tell you for certain what the trigger is for a successful Flurry Rush. After that, youre given the task to find four shrines on the map. This was one of many little tricks that I taught myself while playing through experimentation, and its one of the best things that the game doesrewarding player creativity. (LogOut/ Eventually I saw my first silver moblin and then even a silver lynel because even they have tougher versions too. When he fought Ganon in the past, he got trashed so bad the the sword was shattered. I will never forget how awesome some of the bosses looked in A Link to the Past and Ocarina of Time when I first saw them. It's a huge world! Whereas I hated them. I play Zelda games for the dungeons and the bosses. The biggest letdown here is why I suggested the change about the broken Master Sword. Maybe have a few interact and overlap, with several spirits orbs to find in different rooms. It should function just like it does in Nioh. Again, not-so-subtly showing that Link can climb in this game. Theres no way to renew your weapons after theyre damaged. Well be splitting them up shortly. I can break down what I think the goals of this system were into six main points: In my mind, only one of these succeeds. For both the most fun and the most challenge, but this is the part of the game that lives up the most to the idea you have to make this fun for yourself. Because holy shit does this combat system fall apart without self-imposed rules and limitations. No quest. Get a quest to glide to a nearby area with no combat whatsoever. Couple that with the glider and I think, if you havent played the game, that things might start to make sense about why the exploration succeeds. If youre constantly switching, youll lose track of what weapons are already close to broken. Breath of the Wild is undoubtedly the best open world game I have ever played, when I am playing it as an open world game. I was very excited the first time I got to this point. Tip 2: Let the Dialogue Assist with Character Development. And I cant say for sure if theyre right or wrong. So fighting enemies is something that you have to go out of your way to make enjoyable for yourself, because there are far too many pitfalls and temptations that make it too easy. The silver bokoblin should add its 6 hearts worth of damage on top of that 9 hearts and sure enough thats what happens. Breath of the Wilds ending is one of the worst fights I have ever played in a game. This is the feature that I think has received the most attention from playerssome people love this system and think that the entire game is built around it, whereas other people hate it and wish the game had more traditional weapons. Weapon Durability. This place is a paradise. Then you scramble ahead of the dazed goblin thing and pick it up to kill the enemy with their own weapon. One thing that gets me about the combat is that the environmental Dunkey style of fighting doesnt seem to scale. You can stealth your way in, picking off the guards at night and then sneak attacking sleeping enemies for massive damage, or stealing their weapons before they wake up so they have to fight you unarmed. So if youre not upgrading your armor as you play, then you are going to get smacked around a lot by the same high damage weapons that youll start to use. Shrines are separated into tiers of difficultysay sets of 10 or 15, that are grouped by being Tutorial, Very Easy, Easy, Moderate, and so on up to Very Challenging. Despite myself not giving one single shit about anything to do with Zelda or the story after seeing how weak the memory cinematics were, I was shocked by how epic I found the introduction to this final fight with Ganon. Youve given some very vague details about Zelda being locked in a perpetual battle with Ganon in a now corrupted Hyrule Castle, and that you need to save her. The Memory 1 - Subdued Ceremony is one of 19 unlockable Memories in The Legend of Zelda: Breath of the Wild. And thats about as long as I can be vague and spoiler-free. They have the same concept of find a map, manipulate the beasts unique function, and access several terminals to regain control. One is the standard sphere version. And finally, there are a bunch of attacks from normal enemies that have no telegraphs whatsoever. Where the game succeeds however, is that youre still given a lot of flexibility in how you go about completing this area. Or if they were confined to certain regions. It was also the first weapon I would always use during fights before moving onto waste my breakable ones. The silver bokoblin is now doing 1 quarter of a heart per hit. Quests like this justify the empty shrine at the end, since thats just the reward. But it was other qualities I found that added to the reason to go out looking for things. A game that feels frankly unfinished. Then you have to go on a different quest to retrieve somethingwhich ends up being a mini dungeon, with another stealth section that I was thrilled to discover you could fight your way through instead of automatically failing. Close . The Actor directory contains files defining the actor objects that populate the game world (e.g. They are very frequently used inside actor pack archives, where they define most of an Actor's characteristics.. Naming conventions for arrays. Which can lead to some trouble when youre measuring the worth of each of these shrines. When you enter a shrine or what masquerades as a dungeon. These enemies always have the same mechanics. The memories were the most interesting to me because theyre scrambled, and I love it when stories experiment with a non-linear order of events. Youre guided by a voice through this small area and walked through the basics of the game. I really liked the savage look of the lynel swords and spears, and I barely got to use these during my time in the game because they were so rare and broke so quickly. If you fight Ganon naked with no defense, then most of his attacks deal about the same amount of damage. That means that there are 29 shrines like this in the gamejust a bridge with a chest in a chamber of water. For another example, if you give a silver bokoblin the same Royal Sword as beforewith 36 damage that became 9 heartsthen you would expect it to be the same as the stick. Which immediately deflated a lot of the tension. Which is why percentages would have been so much better. If 20 shrines are about the same size of a dungeon when combined, then that could be the equivalent of about 6 dungeons that were chopped up into bite-sized chunks and spread throughout the world. I had to spend time finding it, waste time with the cinematics and all of the loading screens, all so I could run up a hill and dodge metal spiked balls that were coming down to get me. . This isnt your fault or the players fault, and its another example of how the game has to be played right (see: Video Game Dunkey again) to be best enjoyed, which *is* a game design flaw. It was a real pleasure to get lost in this worldwhich is exactly what I did for my first fifty hours or so. Sure if theyre right or wrong and still 3 and a shot of the that... You to shoot some targets fought Ganon in the gamejust a bridge with chest! Logout/ Eventually I saw my first silver moblin and then even a lynel... With being smart breath of the wild dialogue script using your weapons after theyre damaged use them just... & # x27 ; s a huge world before going in and them! The broken Master sword my first silver moblin and then testing you on it at least two times after.! 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