LOL, I don't know if you taking my literal use of the word "flat" is a joke or not. I like it anyway.
Yeah, I just don't understand the fervent defense of the game. I can't name another game with such a force that defends EVERY valid criticism. I have absolutely no problem with people complaining about some of my favorite games. Its like, these people NEED it to be the "ZOMG BEST GAME EVER" objectively, which it isn't. Its an excellent game worthy of discussion in the pantheon of great games, but its far from perfect.
Haha, I'm glad you got it. I wished the game was flat at times. The climbing really was shit.
That's the thing. The game does plenty of things well enough, but when a game invites this much discussion some of it is inevitably going to be about the things that they didn't get right and how it could have been better. It doesn't automatically mean hatred towards the game.
You claim it's not up for debate but people in this thread will literally ask "why does BoTW get praise for this when Ubisoft does the same thing" then go on about how it's because Nintendo fans don't play other games.
How so? The weapons enemies carry are almost always enough to defeat them, combine that with bombs and it's rare that you ever even have to use up a sword to get past them, and if you have a weapon worth hording then it will probably let you go through enough camps to get reward ontop of getting a weapon that's just as good to replace it.
Then they're wrong. It's not up for debate.
I found in my time playing that there comes a time where you've got some good weapons saved up for the right occasions, because you know, building in power to fight bosses/Ganon and all that. But then you've got normal mobs, and unless you need the item in the chest they
might have, you're going to get absolutely nothing from it. Unless you have the Master Sword, combat opportunities that aren't high level enemies in your face mean giving up what you have or skipping it entirely. It's one of the main areas I think they need to improve on in the sequel.
A simple way they could have done that would have been with the reward weapons. They could have been a break from the brittle bone disease all the other weapons have, but instead they were run of the mill weapons that cost too much to repair. I'll take a lower power Kokiri Sword if it means infinite durability, at least it's a back up.
I have trawled through your posts and I think that you are saying that the physics engine is the one new and innovative thing.
But I'm not sure. It's hard to be since there is so much aggro and focus on good vs bad instead of new vs copied in what your write.
Maybe next time we chat you can start by giving me the benefit of the doubt instead of insulting my opinion in your opening remark and then getting offended when I don't agree.
Not holding my Breath of the Wild though....
That was mostly because newness and innovation are secondary to quality, and the highest quality thing in the game is the physics engine. And I explained what I saw to be wrong with your post, it wasn't out of the blue. I don't take offence to internet disagreements, so it's all good.
In honour of your god-awful pun, let's start again. I'm using your list as a starting point. It wasn't intended as an innovation list so I need to pick and choose.
Shrines - VR missions for the physics engine spread out so thinly that most people never get anywhere close to doing them all. Some good design to be found, but the innovation mostly belongs to the physics engine. Would have been better if they made 10x fewer but longer.
If they fleshed these out with a bit of story/purpose/variety/theming you might even go so far as to call them dungeons.
Using towers to uncover the map - Took the Ubi towers and made them better by letting you do it yourself. Increases interaction and individual adventure. Innovative use of a largely passive existing idea.
Monster battles - Combat was an evolution on previous games, but I think they took durability way too far. They tried to be innovative by forcing a certain play style, but I see it as a regression that holds it back. There's a lot of fun to be had with Ancient Guardians, though. That's the pinnacle of the combat in this game.
Cooking - It's not a bad implementation, but I wouldn't go so far as to say there's innovation here.
Climbing - I don't know if I can say there's innovation here, they just tailored something existing to an open world, whacked a stamina drain on it
and ruined it with rain and offered too little recourse
It's been a while since I played, so I may need my memory jogged for more, feel free to throw ideas for me to comment on. I wish they'd innovated themselves a way to auto-skip the fucking text after every shrine or the cooking animations. It's like they hadn't learned from Skyward Sword.