Sunday, March 5, 2017

Breath of the Wild Adventure Log, Entry 3

First Combat Trials

Looks like I'm already addicted to the game. After writing my previous journal, I couldn't go to sleep without playing at least a little while. All I wanted to do is some more sidequest stuff in Kakariko and Hateno Village, but I ended up chasing after shrines until 3AM. And with not much success I might add...

If you look towards the shore at Hateno Village, you can spot this Sheikah Shrine on a cliff in the far distance. And I thought to myself, "Let's just go there. Why not?". Well, I'll tell you, why not. For once, it's a lot farther away than you might think at first. But I really like the free climbing in this game and trekking through mountains, so I was game, even after it started to rain terribly. But it seems that's just a thing at Hateno Village. The Guardians probably decided not to attack this place during the Great Calamity, because the people there have it bad enough already.

Anyway, I made it through the set of cliffs with my goal in sight, but there was another skull cave with Bokoblins in them, where I was eager to raid it. However, I was greeted by a new type of Bokoblin, which one-hits me with my measly four hearts and which has a lot of health. So, after one day without incidents, I finally got my well deserved Game Over. I got too careless, maybe a little bit too cocky after gearing up in the villages. Well, no big deal, let's just try again and go around to finally reach my goal with a beautiful sight:


That's the Muwo Jeem Shrine and it offers a Combat Trial, where you go 1on1 with a small Guardian that uses sword, shield, lasers and other crazy stuff. And I didn't stand a chance. My weapons didn't do any damage, before they broke, and any attack from the thing was an instant kill.

Luckily opening the shrines already leaves a warp point, which means that this little side trip wasn't a complete waste of time. It's a good system. If you find a shrine, which you can't beat yet, you can at least teleport there quickly later in the game to try again.

But still, I couldn't just go to bed without some bigger success. So, I decided to head back to Faron Woods, where previously I only rode by on my way to the Lake Tower and the Bridge of Hylia. And right there at the crossroads there was Pumaag Nitae Shrine close by, which turned out to be another Combat Trial. What a coincidence!

It was pretty much the same minidungeon, only much, much easier. I could defeat the Guardian quickly. Only the end, where it starts to shoot triple laser blasts at you, gave me some trouble. But this had me worried somewhat, because I couldn't tell any visual difference between the two Combat Trials and their Guardians. It was the same thing with different stats. It's like, how difficulty in Hyrule Warriors works and that's not a good thing, because you never know, what you're getting into, until you actually confront your enemies.

I hope that this is only a thing with shrines, where you never know, what awaits you, until you try. But if I see a Blue Bokoblin, I should know, what awaits me. They might have different weapons and armor, but overall they should stay on the same level of health and damage, so I can correctly assess the situation from a distance. If suddenly these Blue Bokoblins turn out to be tanks, then the game is just messing with you. But so far I this system seems to hold, except for the two Combat Trials that I tried today. (Update: the Guardians were actually of different types, so all good.)

Well, after the shrine I went a little bit more into the forest, which is the part that Nintendo had showcased last December. It's where you meet Kass, the Rito, who plays the accordion, for the first time. It's also a more jungle-like environment, where I didn't get far, because some Electro Wizzrobe (these dancing/jumping ghosts - I think, they are Wizzrobes, but I haven't scanned them yet) fried me for over four hearts of damage per hit... I tried getting to a tower, but with these enemies in my way, I had to retreat and finally go to sleep (for real).


Off to the Gerudo Desert!

When first leaving the Plateau, I went to the west. But other than doing this out of spite, there were other reasons, why I wanted to go there. Mostly I was hoping to meet the Gerudo race, because I'm really excited that they are back in this game. The Gerudo Fortress is one of my absolute favorite parts of Ocarina of Time and I couldn't wait to become the only male member of the all-women tribe again.

Also, at the west border of the Plateau, by the Keh Namut Shrine, I spotted my first shrine outside of the Plateau, which intrigued me. I wanted to go there, but going there seemed a little dangerous, which is why I strayed off to the south and ultimately ended up in the grasslands. But now it was time to try again and to chase after my goals!

But before this I dealt with a nasty Korok near the Ishto Soh Shrine (at the small junkyard, where you meet Moza). It was one of these target minigames, where so far they were easy enough. But this one is actively avoiding you and your shots, where I wasted almost half of my arrow stash. Then I had enough of it and just tried a more radical method: I bombed that sucker, which worked fine. He was happy to give me his Korok Seed. So, another example of outside-the-box thinking, where it's nice that you can find easier solutions for annoying minigames.

Now, off to the Jee Noh Shrine, which I spotted at the west border of the Plateau. You can just glide there right from the snow covered walls, as long as you have a little stamina boost. The shrine itself features conveyor puzzle with orbs, lasers and even Guardians, where you had to be creative with the Stasis Lock ability.

From the shrine on you enter a long valley that follows the border between two gigantic canyon areas. There are parts, where you can climb up and use some wooden catwalks, but mostly I just walked on the bottom of the impressive path, where it would have been awesome to have a horse. And as if the game wanted to tease me, you arrive at the Gerudo Canyon Stable at the very end of the path! Thanks for nothing, game!

But from there my goal was already in sight. The Gerudo Town:


It was finally at grasp! However, the horses, which you can now get here, don't seem like they are willing to enter the desert and there is too much heat. Well, at the stable Beedle sells some ingredients for cooling food / potions, but you can also just wait for the night, where it gets really cold. Extra points for realism!

I also met Kass there, who seems to be another traveling character that you can meet anywhere at any time. He was playing Epona's Song on the accordion, where I just noticed, how the Horse Stable melody has some of the classic Lon Lon Ranch tunes in it. Nice touch! He also gave me a different version of the ancient legend about Ganon and the Divine Beasts.

The other traveler, which you now seem to meet at all stables, is the painter guy from Kakariko, whose name I forgot. Depending on the area, where you're at, he will tell you about a different location in Zelda's photo album. He also makes a nice painting of the valley there and you have to recognize the attention to detail in this game, when you have a NPC, who travels around and paints the sceneries.

Well, before heading into the desert, I decided to explore the proximity. There you have one of the mines that the Old Man mentioned, where they uncovered some of the ancient Guardians. The Kay Noh Shrine is here (there is probably a shrine next to every stable and village), which had some electricity puzzles and two Guardians, which I quickly disposed of with Bomb Arrows. First time using them. You get a Gerudo Scimitar in this minidungeon, which is a nice thing to have for the journey to a Gerudo settlement, but this shrine also featured a Small Key for the first time. The key looked rusty and completely out of place. It's probably a nod to the classic Zelda dungeons, but I would have preferred something more technological.

The mine looked like fun to climb, so I climbed it, ignoring the threats of electrical enemies. Why is it that deserts in Zelda games now need to zap you? On top I decided to head for the Wasteland Tower first, where on the way I fled from lots of Moblins and Electric Keese. I'm still too weak to deal with the four heart zaps of damage, but I had set my mind and somehow made it to the top in my stubbornness. Luckily, the enemies didn't chase me to the very top, because otherwise I would have run right into the bog that surrounds the tower. Also, the balconies on the tower are very high up, so you had to be a little more creative to climb this thing. But the effort was worth it for the view alone:


This is a much higher point than the Great Plateau, giving you an even more impressive view of the entirety of Hyrule. It's amazing that the Wii U is able to pull this off! At this point I wondered, why I couldn't see the flying Divine Beast from here. Come to think of it, I never noticed it so far, while it was quite the eye catcher at the E3.

But if you turn around and look at the Gerudo Desert, you can spot the giant camel wandering through a sandstorm:


Well, I was afraid about getting killed on the way by the Molgera-like creatures that you can see in trailer, so I decided to fly from the cliffs, where I landed near the Kara Kara Bazaar oasis. In that moment I had a vision of the Divine Beast, which really spooked me, because I was afraid at first that it would chase me down, after I landed in the middle of the desert. But luckily, it didn't. At the oasis I also recovered my first memory, where you save Zelda from the spooky Yiga Clan, some Anti-Goddess fraction of the Sheikah, who wear the inverted Sheikah symbol as masks.

Anyway, I finally met my first Gerudo there, among other races. There was also the first Goron that I met in the game at the place, as well as another Rito. And even Beedle would appear later here... It turns out that it's mostly safe to travel between the Gerudo Canyon Stable, the Kara Kara Bazaar and the Gerudo Town, so I would continue my way to the latter.

I expected that there's some twist about men not being allowed inside Gerudo Town, but I didn't expect that cross-dressing would be the solution... I always wanted to play as a Gerudo ever since Majora's Mask, but this is not exactly the way I depicted it. But I suppose this is where Link's androgyny finally comes in handy. I also used the situation to try the dye feature, because Link's Gerudo dress needed to be red. Anyway, I reached my goal. I finally arrived at Gerudo Town!


Gerudo Town


This place is just amazing. I love the music, the visuals, the attention to detail and the Gerudo culture in general. They even got their own quirky language, where there seem to be many variations of "hello"...

Sav'saaba!
Sav'aaq...

Whatever, I'm just a "voe", so I probably won't understand. It's also funny, how they let a Goron into town:


He wonders himself, why that is... Maybe it's because there are no Goron "vais", so Gorons in general get a pass? We'll probably never know.

I also like the diversity of women displayed in this town. Large and muscular female soldiers, beautiful women, ugly women, old women, girls, there is everything, all with completely different attitudes. Some just want to find a male and learn to cook (where feminist alarm bells probably start ringing at Nintendo's doors), others just want to drink and fight. But then there's their queen...


Rija... I just saw her on that throne and I was enchanted. Who needs a Zelda, right? Well, sadly, she turned out to be a lot younger than on first glance, while Link is about 117 years old... Now, that little queeny send me on a quest to retrieve her family heirloom helmet that was stolen by the Yiga clan. Her guard also made a good point that I don't have the Master Sword yet, so for a moment I considered heading to the Korok Forest next. But I wasn't sure, if you can really get it yet, so I just continued with the whole main quest here, which really drew me in.

The Daqo Chisay Shrine in front of Gerudo Town has a nice electric circuit puzzle, by the way, where like in Skyward Sword electricity is a big theme in the desert. You can also get a Thunderblade in that minidungeon, which has a really cool looking blade.

I was kind of semi-correct about having different mounts in the desert. There really are no horses here and instead you do "seal surfing" by grappling yourself to a sand seal. But they don't work like horses, where you can register them at "seal stables". If you catch a wild one, it will be gone, as soon as you stop surfing. The bought ones stay with you, but only for the time. And you can't give them names. That's a little disappointing, but it still works and it's a lot of fun, because it's very fast.


Yiga Clan Hideout

So, with a seal in front of me, I quickly made my way through the Karusa Valley, where at the end you face some Yuga Footsoldiers for the first time, who can teleport and quickly shoot arrows. I was almost ready to give up, but since there were no warp points in the area, I kept going. (Update: there's actually a shrine up there, but I missed it on my first visit.)

And... to my advantage you enter a big stealth section here. I suppose, ever since Ocarina of Time some sort of stealth segment is obligatory for every new Zelda game and it's nice that this is still somehow got tied to the Gerudo. And it appears that you can even chose to fight, it will just be much more difficult than sneaking around. Since I'm still low on Heart Containers, I decided to go for the stealth route, which had this funny element, where the Yiga Blademasters go all apeshit about bananas. You can just drop bananas somewhere to distract them, which is funny.

You can't make savegames during the stealth segment and it had my heart pumping. One mistake and I would probably be dead. And the end of the stealth maze was really evil. You enter a room with a treasure chest in the center that only holds bananas! Hahaha! Yup, that's the big treasure of the Yiga, figures. There's no way to go back here and for a minute I seriously considered warping back to Gerudo Town, because I didn't know what to do. But luckily I stayed and found out about the "trick" in this room. Well done, Nintendo! I'm eager to hear from people, who fell for this prank.

Afterwards I ran into the first real boss fight in the game. Well, the second boss fight, if you count Steppe Talus. It's Kohga, Master of the Yiga Tribe. Very funny guy, I had a good laugh during the entire fight. At first I was worried that I would be too weak, but the fight is manageable without getting hurt.

The key thing here is that he fights you using the Magnesis ability at the end. All the weapons you get in the game are usable and used by your enemies (except the Master Sword with all certainty) and it's interesting that this also goes for the Runes. There will probably others using the other abilities to fight you, though it wasn't really explained, how he could do it. He didn't seem to have a Sheikah Slate, but the Yiga might have different ways of accessing the Sheikah technology.

Also, I forgot to "snap" him, but I hope that the device in Purah's laboratory can help you out to fill missing slots. It would be nice, if there aren't any missables in this.


Divine Beast Vah Naboris

Dear diary,

today I seal surfed through the desert with a cute girl at my side, shooting Bomb Arrows at the feet of some gigantic robot camel. And that wasn't even the craziest thing that I've done!



Seriously, bringing down the Divine Beast in the desert was one of the coolest action sequences I've ever seen in a game. It was so good that I'm not even mad that apparently you won't be able to play as the "Four Champions" in this game. They really might just be AI companions, but if you had to switch between two characters all the time like in The Wind Waker, this kind of fast paced action wouldn't be possible. And I liked, how I had to adjust to Rija's movements and how she communicated with me via voice acting. It was really well done and speaks for similar team play later in the game.

(And how I know that Koei Tecmo will make me very happy later on. Those Champions and their successors need to be new fighters in Hyrule Warriors 2, where a playable Rija would be lovely. I can already see her seal surfing over the battlefield and electrocuting enemies, and a victory animation, where her helmet won't fit in an adorable manner. And Urbosa seems to use the classic Gerudo Scimitars, judging from her artwork, where she could be what I always imagined Nabooru would become in the game.)

Sadly, she doesn't follow you into the Divine Beast, but the thing itself was certainly one of the most mind blowing dungeons in the series. It starts with the "Blood Moon" atmosphere inside, where everything is corrupted with some dark, cursed goo. The gooey slime eyes reminded me of Bellum from Phantom Hourglass, where I wonder, if this is really just some visual reference.

And the whole thing just feels amazing. I was expecting that the Divine Beasts will be the dungeons of this game, but actually experiencing it surpassed my imaginations. You're on this gigantic monster, which walks through the desert, and you can see the environment around you and really feel each movement. This is some breath-taking dungeon design.


And the dungeon itself is ingenious as well. Via the 3D hologram map on your Sheikah Slate you are able to control three cylinders inside the main rooms, which leads to some really well designed puzzles, where some good three-dimensional thinking is required. You can turn things up and down and it's like you're playing the Stone Tower Temple DX.

Also, it also featured some very different and fresh dungeon design without the typical rooms. It was all one giant place. At first I was afraid that it would just be like some larger Sheikah Shrine, where you have one giant room, but it turned out to be more complicated and it had many turns to it, which had me busy for about two hours. You even can climb around on the outside, where I caught another Phantom Hourglass reference:


The big lookouts on the top somehow reminded me of something, but then it struck me: they look like the Golden Ship Cabin from Phantom Hourglass! Not sure, if this was intentional, but it certainly had my attention.

So, overall I was sold. This got to be one of my favorite dungeons in the series already. The only complaint I had was that it felt a little bit too easy. Other than the four heart electroshocks this main quest was entirely doable with only five Heart Containers. And at this moment I was afraid that the difficulty might be watered down like in A Link Between Worlds, just so that you can play everything in any order. However, this didn't match with my previous experience, where I constantly was put in my place by the tougher enemies.

But then came the boss of the dungeon, which took away all complaints. This guy is a pure nightmare, a real fight and one I wasn't able to win at this point. Imagine that! A boss in a Zelda game, where you don't win on first try and where you even have to retreat. It felt like a thing from Dark Souls, just much cooler thanks to the Sheikah tech. Luckily the dungeon lets you retreat and go back to the fight at any time. Instead of there being some boss chamber at the end of a long journey of rooms, like you normally have in a Zelda game, you simply fight the boss in the big main chamber, where you just have to take the stairs from the entrance. This boss monster from hell is like the last resort to keep the Divine Beast at Ganon's hands. And a good one at that. But I will grow stronger and return!

Overall this day delivered a very satisfying experience, where my hype for this game just reached new heights. Great town, lovely characters, fun action, tough fights and one of the most amazing dungeons in the series. Sarqso, Nintendo! SARQSO!

End of Day 3 Progress
  • Shrines: 15
  • Koroks: 25

Saturday, March 4, 2017

Breath of the Wild Adventure Log, Entry 2

When I was half my age, in the era of the Nintendo 64 and the GameBoy Color, I dreamed big. I dreamed of a Zelda game with a massive world. A Zelda game, where you have lots of different weapons like spears, halberds and axes. A Zelda game with interesting towns, where people have real day cycles. Even a Zelda game, where you can get your own house. I dreamed big at the time, but after titles like The Wind Waker and Twilight Princess, these dreams seemed like unrealistic expectations...

From this little intro you might be able to tell that my excitement for Breath of the Wild has grown. Yesterday I was quite underwhelmed and didn't have the most enjoyable experience. At the end of the day I was faced with the decision to either go on with the main quest or to keep struggling. So, I decided to finally aim for Kakariko and it quickly turned out that it was a mistake to leave the Great Plateau in some random direction.

Like in the first Zelda game you're free to go anywhere right from the start, but also like in the first Zelda game the boundaries aren't set by items that you don't have yet, they are set by difficulty. Good luck trying to get past these Lynels at Death Mountain with only three hearts and a Wooden Sword. And it's similar in Breath of the Wild, where without the right gear you end up as an easy prey. That's really exciting, but it can also be frustrating for a novice player like me, who just wanted to embrace the freedom early.

But from the well guarded Lake Tower I set my course back to the north over what really turned out to be the "Bridge of Hylia". I speculated during E3 that this bridge is the "same" as the one from Twilight Princess leading over Lake Hylia and it's nice that at least some little things turn out to be true.

It was there, where I got a nice Zora Spear and in general I'm a big fan of the spear weapons, where you can attack enemies with rapid succession from a distance. Boomerangs are also a thing, but they don't seem to be as useful as in past games. But overall I'm a big fan of the new weapon system. I just wished that some of the "better" weapons would stay a little longer with me. I ran out of weapons a couple of times today. But on the other hand I also never died a single time today, which speaks for the fact that the proposed path to Kakariko is more beginner-friendly.

Behind the bridge I reached a hill at night with a ruin on top and a large Keese cloud coming at me. Nice atmosphere there! The path to the east of the Plateau had some Moblins on patrol, but it turned out that they are rather easy to defeat. I then made my way to the Bosh Kala Shrine and the Dueling Peaks Tower.

There are lots of Bokoblin camps in the area, but I took the time to scavenge them all for good profit. If you smash all the boxes, you usually find lots of apples and arrows. I was very low on arrows, when I left the Plateau to the west, which was a grave mistake. But now I'm in good supply. It was also here, where I made good use of the Magnesis ability to smash the iron crates and to find some sunken treasure chests for more goods. Also, you can destroy mineral rocks with Bombs. It's easy to forget about the Runes at first, but they offer quite some nice possibilities.

Well, afterwards I made my way through the Dueling Peaks to the stable an the Ha Dahamar Shrine, where the puzzle surprised me with the fact that you can create Cryonis Blocks on waterfalls... I didn't even think you could do it on flowing water.

Behind the Dueling Peaks Stable I caught my second horse for the "taming contest", where I gave her the highly original name "Contesta". Here it's suddenly a lot easier to tame horses, but from what the kids at the stable tell you, spotted horses are easier to tame, but also have worse stats. The horses in the savanna, where I started my expedition, were all of one color and they all probably had quite good stats, because it was not possible for me to tame them.

Behind the stable there's this massive Guardian graveyard, which is a nice place to loot lots of Ancient Screws and Gears. And I was so intrigued by the tale of Hateno Village, which was unaffected by the Great Calamity, that I decided to take another detour to this village first.

On the way there I experienced my second "Blood Moon", right after I took out an entire camp of Bokoblins and Moblins with my last weapons. Talk about bad timing. However, at least I was able to score some "Shock Arrows" from the lake behind the camp. Afterwards it was finally time to enter my first village...

Hateno Village


Hateno turned out to be the windmill village from the last trailer and I have to say that I'm not disappointed about the village quality. It all feels so much more real than the villages in all previous 3D Zelda games. It starts with the fact that the inner of houses is actually there and not some separate "underworld" section that gets loaded, whenever you enter a house. It's fully interconnected and opening doors like this in a Zelda games almost feels surreal. But it's nice that we finally are not having the Ocarina of Time "House" music for a change (though you can briefly hear it in the village's music track).

And the people also lead their lives there, instead of standing or sitting in the same spot all day long. They will seek shelter, when it starts to rain or storm. You can watch them go to bed and do their chores. It's not fully realistic (for example I couldn't spot any toilets), but it's a big step forward. Ever since Clocktown villages and towns in Zelda don't really have evolved, where it's nice to finally see some efforts.

This town also has several points of interest. Right at the beginning a small child leads you to a scary statue, where some demon was banned by the Goddess. And this statue can switch Heart Containers and Stamina Vessels, which basically answers my big question from yesterday. So, whatever you chose as a reward from the Goddess, you can always change it later on at this statue.

The "potion shop" that you could spot in the trailer also turned out to be a dying shop, where you can dye your clothes. I haven't made use of this yet, but it's certainly a nice feature. I suppose, somewhere in Hyrule a hairdresser also awaits Link... But in Hateno there is another nice feature, where you can buy a house. Since Aonuma took inspiration from Skyrim, I wouldn't be surprised, if there's some Hearthfire in this, where you can decorate the house to your liking. But right now I don't have nearly enough Rupees to try this out.

Anyway, since Shrines are your main teleportation point, it shouldn't be surprising that there's one right in town: the Myahm Agana Shrine. And this one came with a nasty surprise:


Rollgoal!!! It's back... With fully blown motion controls!
Nooooooooooooooooooooooo....!!!

However, after some struggling, I found a simple, but ingenious way to cheat this puzzle:


You can just turn the whole thing around and skip the maze. Nice and easy. And this level of creative puzzle solving is just my thing. You can think out of the box in this game and I like it.

Another example of outside-the-box-thinking came up on the way to the "Hateno Thorn Tower", where there were some Bokoblin towers right next to each other. The other one had a Blue Bokoblin on it and since I still was low on melee weapons (too bad that there's no weapon shop in Hateno) and didn't want to waste too many arrows, I used Stasis on the explosive barrels and hit them in the direction of the Bokoblin for some explosive surprise.

Well, the scientist on top of Hateno just directs you right back to your original goal: Kakariko... So, I supposedly couldn't avoid it any longer. I still solved the Ree Dahee Shrine at Dueling Peaks in the meantime, where it was awesome to get the stylish Climber's Bandanna from the extra chest here. I always go for these chests, but usually they just contain weapons or materials. And it was nice to get something permanent for a change.

What's also permanent are the Adventure Pouch upgrades that you get for the Korok Seeds on your way to Kakariko. This was quite the relief, because I really had issues with not having enough weapons lately, so it's good to have more slots available...

Kakariko Village

After many detours and delays I finally made it to Kakariko, which is the other village that we saw in the trailers... It's easy to get distracted in the game with all the Bokoblin camps and Sheikah Shrines and other things on the way. But you really want to get to Kakariko as soon as possible, because here you finally unleash some more basics to make the most out of everything.

It's even funny, how the Ta'loh Naeg Shrine above the village is essentially a sword fighting tutorial... After all this time I finally learn, how to dodge and how to do a spin attack, yay... But the Shrine gives some really shiny Sheikah gear and you can buy some nice armor in Kakariko as well.

Overall the town surprised me that it really was a Sheikah village with actual Sheikah living there for a change, though I'm somewhat disappointed that the red eyes don't seem to be a thing anymore. They all just have white hair... And it all has this Ancient China/Japan vibe to it with the visuals, the clothing and the music, which feels quite unusual for a Zelda game.


But at least the village has the classic Cucco collecting quest, which is somewhat easier than it was in Ocarina of Time, but also not really rewarding. You only get 50 Rupees. The town also gave me lots of frame drops all the time. Overall I don't mind the frame drops as much, because Nintendo really pushed all limits of the Wii U with this game, but it was quite bad in Kakariko and took away some of the enjoyment. Hopefully the Switch version runs a little better here.

Anyway, above the village, behind the Shrine you find one of the Great Fairies. And if Aonuma really wanted to surpass Ocarina of Time in all aspects, he certainly did with the Great Fairies. Wow, just, wow...


But this is also another nice spot in the game, where you receive permanent upgrades. She enhances your clothes by taking various materials like the many, many Bokoblin Horns that I got on my way here.

Near the Great Fairy also seems to be a Sheikah Shrine, which you have to activate by carrying an orb there. At first I laughed at Impa's "prized possession", because it seemed to be just one of the ordinary Rollgoal puzzle balls that get mass produced in the Shrines, but it seems like the orb will have an actual purpose later.




Sheikah Cam

Anyway, Impa tells you about your past and you finally get to upgrade your Sheikah Slate with the Camera Rune by the scientist at Hateno Village, Purah. And I really like her character, she's a lot of fun, even though she's probably the main source of Loli hentai in this game. Snap!

I'm kind of disappointed that there don't seem to be any additional Rune abilities, but it's nice that we actually get the full Wind Waker Pictobox functionality here, including selfies and the a scanning logbook like in Metroid Prime, called Hyrule Compendium. Except for persons, you can scan anything in the game to get an entry and let the Sheikah Slate search for more.

And this seems like quite the overwhelming work. I was excited about scanning all the monsters, but scanning every single inventory item will be quite the task. I could already place all hundred items in my inventory somewhere on the ground to take pictures of it all... Sigh. (Update: this only goes for specific items like weapons or mushrooms!)

It also turned out that the "off camera selfies" are really a thing. Basically you can take a photo of the Sheikah Slate with the Sheikah Slate. So, there wasn't a 2nd person doing the shots and there only seems to be the one Sheikah Slate, because Zelda was using it before you and left photos of places on it. As a side task you can now visit these places to regain some lost memories...

Also, Purah lets you upgrade Sheikah Runes for quite the cheap prices, only 3 of the various ancient things for one upgrade. And I already had plenty, so bigger Bombs ahoi...

Now, at this point it seems like the game really starts. You have all the options to upgrade your stuff and you're tasked with seeking out the Four Champions of the Divine Beasts in any order. Now the game is basically telling you to "explore it all" and it would have been a good idea to listen from the start, because going for Kakariko and Hateno first seems to be a good idea in any case.

But now I'm really spoilt for choice. Where do I go next? To the Zora? To the Gorons? To the Koroks? To the Rito? To the Gerudo? Or even to Hyrule Castle? Where will I go? Find out in the next entry!


End of Day 2 Progress
  • Shrines: 11
  • Koroks: 18

Friday, March 3, 2017

Breath of the Wild Adventure Log, Entry 1


The Great Plateau

Breath of the Wild aims at breaking the traditions of the Zelda series and you already notice this, when booting the game. It takes you right in, you hear the words "Wake up, Link" and you're in the game. No title screen, no savegame menu, no intro sequence. That's unlike any other Zelda game and probably also unlike most games. Instead you will be greeted with the game's title upon leaving the Shrine of Resurrection and embracing the view of the vast Hyrule before you.

(The "Wake up, Link" voice has a British accent, by the way, which sounds weird at first, but might fit the whole medieval theme.)

The first part of the game is exactly what we've already seen in full detail at last year's E3. And not much has changed since then. The only difference that I could make out was the absence of the Fire Rod weapon and the hidden Rupee stash - you just get some Fire Arrows and Ancient Screws instead. Well, they probably added the Fire Rod to the demo just for showcasing reasons. And usually the E3 demo levels end up quite different from the actual product, but not in this case.

And with this I felt somewhat underwhelmed, when I got into the game, because I knew the whole thing already and with the surprises gone, it all just seemed like some glorified junk collecting simulator, instead of a solid Zelda experience. I made it my mission to replay all 3D Zelda games in the last two months as a preparation to Breath of the Wild and I probably got used too much to the standards of these games. And there you usually start in the shelter of some village or town and you quickly get your trusty sword that stays with you. Here you're left alone with some spooky old man in the wilderness and collect swords that break after a couple of strikes...

It doesn't mean that the new system is bad, but I seriously feel like this is a game that starts being fun, after you are more familiar with everything. At the beginning it is more trial and error. But this might be a good thing, where there is some actual replay value after mastering the game. However, it makes me mad that there's seemingly only one savegame, because it doesn't really allow for experimentation. For example on the east side it seems possible to climb down the Plateau without the Paraglider. And it would be fun to try this out right in the beginning, if it didn't erase your current savegame. (You can create new profiles, however.)

Anyway, while you don't get a solid sword right away, you have the Sheikah Slate at your side, which impressed me with the fact that you can use it for teleportation so early in the game. Usually you unlock a teleportation song or ability much later, but it's nice to have this available right away. And the same goes for the different Runes. Like in the demo you get the first four Runes from the Shrines on the Plateau. And at least Bombs seem like a good way of attacking even without any other stuff, you just can't let the enemies get close to you or else you will die...

And dying seems like quite the thing. Normally with Zelda games my goal is not to get a Game Over. There were exceptions like Tri Force Heroes, but for the most part it was a considerable goal to not die in a Zelda game - certain titles like Link's Awakening even encouraged so. With Breath of the Wild I quickly gave up on that goal after plunging to death from the top of the Temple of Time thrice. And getting smashed by Steppe Talus. Or drowning in ice water after getting stuck under my own raft. Or trying to fight a blue Bokoblin for the first time. It's easy to get killed, but with the auto save feature it seems like a part of the experience. Die and try again.

In that regard it reminds me of Don't Starve in many ways. Of course that game is a 2D topdown adventure with randomized worlds and if you die there, you will have to start over from the beginning. But the way how you collect lots and lots of resources to survive and how you do inventory management, as well as how you can die anywhere in the silliest ways really reminded me of that title. (Dying even leaves a "R.I.P." mark on the map, but sadly it only shows your latest death. It would be nice to display all your death marks.)

But all the fighting and dying isn't for nothing. After clearing the Bokoblin camps on the Great Plateau, they stay empty afterwards. The more enemies you defeat, the more peaceful it gets, and I quite like this system. Combat strains you, where you couldn't keep going at it forever. At one point you just want to explore the area and get on with your goals. Luckily, most resources seem to regenerate. Like trees that you cut earlier will "respawn". Even weapons seem to re-appear at Bokoblin camps, if you need some. But treasure chests will go away permanently and so do certain things like Arrows that you were able to find.

On the Plateau you could potentially do the shrines in any order, but I went with the most obvious one: Magnesis, Bombs, Stasis, Cryonis. The last one requires you to enter the freezing areas of Mount Hylia, where you have the option to either keep yourself warm with food and fire or just get some warm clothes from the Old Man, who seems to be everywhere at the same time, where I had some good laughs. I especially liked, how you can keep asking him, what he's doing.

But this whole part turned out to be a very natural tutorial. You're not forced to do anything, but you can follow the guidance of the Old Man and learn all the basics for the game, like hunting and cooking. And there are always options. There is this little quest to get the warm clothes, where you have to find the right recipe from the Old Man's diary, but if you don't like this, you can just eat some Spicy Peppers. The goal are the Shrines, but how you get there is entirely up to you.

How the Sheikah Monks dissolve, after you get the Spirit Orb from them at the end of each Shrine, reminds me of Impa at the end of Skyward Sword. It might even be the exact same thing: their souls are just waiting there to fulfill their purpose. Collecting four Spirit Orbs and bringing them to the Goddess Statue gives you then a choice between a Heart Container or a Stamina upgrade. I went for the Heart Container, because it seemed like the more natural option, but I wonder, if this ends as up as some savegame changing choice like in the original The Legend of Zelda, where you could potentially miss some Heart Containers. Or maybe it will be like the Pond of Happiness in A Link to the Past, where you can upgrade either Bomb or Arrow capacities, but in the end you will have maxed out both. With 120 Spirit Orbs you could potentially receive 30 upgrades in total, where there might be 17 Heart Containers and 13 Stamina boosts... But let's see.

Even after I got the Paraglider, I still decided to stay at the Plateau for a while to fully scavenge the entire area. For the most part I just wanted to find all three DLC chests (I purchased the DLC later on, which is why I didn't immediately find them), but I also got my revenge on Steppe Talus and found a total of 6 Koroks. I really enjoy this collectible sidequest, because they can hide anywhere in very different means. It's fun to search for them and that there's 900 of them is simply amazing.

It's just bad that the map doesn't keep track of them. Maybe this is a feature, which gets unlocked later on, but to fully collect all 900 it would be nice, if you could display the ones that you have on the map, while there also should be a per-area counter like with the Poes in Twilight Princess HD. (Update: The locations are in fact displayed on the lowest zoom level, so don't mind me.)


Calamity Controls

My biggest gripe with the game so far are the controls. It really took me quite some time to get used to them. The classic A button has essentially been split up into four different buttons... And it's not always intuitive, what button does what. For example in order to shield surf, you would expect to use the shield button while in the air. But instead you have to shield, then jump and then press A. And that's a more complicated example, while it already starts with the simple stuff like pressing Y to attack with your melee weapon, instead of B, which now puts your weapon away. I often have to think about the controls, which takes me out of the game.

And I shouldn't have to get used to them like that. Simple options for the controls would be a solution, but you can only switch the run (B) and jump (X) buttons, which isn't exactly helpful. The game also has the same terrible camera controls options as Twilight Princess HD, where the setting goes for both 3rd person and 1st person camera. As someone, who is used to the controls of The Wind Waker and Twilight Princess on the GameCube, where the horizontal camera is inverted in 3rd person, but not in 1st person view, I have a hard time adjusting to this game. And I shouldn't have to. Just add some more options, Nintendo!

The Magnesis Rune also doesn't allow you to rotate objects, which makes placing things in the right spot needlessly complicated.


Story Time

After completing the four Shrines on the Great Plateau, the game beyond the E3 demo finally starts and the Old Man reveals his true identity and important chunks of the story to you.




Leaving the Plateau

While the game gives you a clear goal after beating the Great Plateau, you don't really have to follow it. You can just try to go to Ganon right away or you can go somewhere else. The Old Man tells you to go to Kakariko Village in the east, where you should talk to Impa. So, out of spite I decided to take off to the west, where you have some canyon area. But it didn't seem like it was easy to travel there, so I wandered down south into some savanna-like area with wolves and horses. And one of the horses there looked a lot like Ganon:


I wanted to tame it, but had no success. It even kicked me for some serious damage at times. And I didn't have any luck taming any of the horses in the area, so I got frustrated and decided to simply walk. It kind of made me regret that I didn't went for that Stamino boost, because the Heart Container didn't make any bigger difference here. With the wolves around and me not properly equipped it was a dangerous endeavor anyway, where having a horse would have been the most helpful.

After a certain time it even looked like the air was on fire and the "blood moon" cutscene rolled, which had me seriously spooked. It seemed like back at the Plateau the monsters will have returned in bigger numbers, but I haven't checked yet...

Later down the path there was even a giant monster, probably a Moblin, which looked so dangerous that I decided to take a route through the cliffs instead. And it was there, where I met my first real person in the game: Moza, a girl with the passion to cook Dubious Food. She likes to mix meat with things like minerals or ancient technology...

But I didn't only meet my first NPC in this area, but also my first shrine outside the Plateau: the Ishto Soh Shrine. This one had a nice puzzle, which reminded me of the Desert Palace in A Link Between Worlds, where you keeping switching the red and blue blocks by having the crystal switches activated by traps. It was similar here with a block that fires a laser, which reminded me even more of Portal.

While I didn't have any luck with taming horses earlier, I met my first horse right after the Shrine. It came right at me with a Bokoblin on its back, trying to kill me... So, I hit the horse, killed the Bokoblin and befriended the horse. :-D It might be because the Bokoblin already tamed it, but you don't look a gift horse in the mouth. There was even the "Highland Stable" not far from this point, where I could register my first mare with the highly original name "Firsta".

This requires 20 Rupees, where up to this point I never found a single Rupee. Which is also a big difference in Breath of the Wild, where you can't just find Rupees or Hearts under grass. It's more "realistic" here, where you eat to heal and trade to make money. All the Amber that I've collected on the Great Plateau could be sold for 30 Rupees a piece to the new and improved Muscle Beedle, which allowed me to participate in all the Horse Stable activities, including some annoying obstacle course riding minigame... Sigh, it had to be back. But there was also my first official sidequest here, where you have to take out a gang of riding Bokoblins.

Very close to the stable was the Ka'o Makagh Shrine. And in general I like having these shrines as some puzzle pauses. It's nice to do something else after all this surviving on the overworld, but this particular shrine had two Mini Guardians, where one of them had quite a lot of health and a Guardian Spear. After two tries I managed to kill the thing and get the nice spear, but I somehow would like it more, if the Shrines were entirely peaceful and give you something to relax from the horrors on the overworld.

Well, after the stable and the shrine I found myself being drawn more and more to the game's given destination. It's curious, how I tried going into the opposite direction, but with the dangers around I still got "guided" back to where I was supposed to go. I ended up at the "Lake Tower", which was heavily guarded by Lizalfos and Bokoblins, but I managed to sneak around and get a scan of the area that I've been exploring: Faron Grasslands. In the north of the area you have the massive Lake Hylia with its giant bridge, leading back to where I'm supposed to go.

At night around the hill near the Lake Tower some spooky ghosts appeared that shoot fireballs. Those are probably either Poes or Wizzrobes, but they are definitely scary... I just ran and used the Paraglider to get to a spot that was marked with an X made out of small rocks. However, I only found a Stal-Moblin there, which was surprisingly easy to defeat.

And now I'm faced with an awkward decision. Will I "give up" and ride over the bridge at Lake Hylia to follow the game's direction or will I continue running around aimlessly and unprepared into dangers...? The choice seems obvious...


End of Day 1 Progress:
  • Shrines: 6
  • Koroks: 7

Breath of the Wild: DLC EX Chest Positions

Let's start my Breath of the Wild coverage with a small guide. You can already pre-purchase the upcoming DLC Packs for the game and doing so will add three additional chests to the Great Plateau. You can recognize these chests by their looks. They are purple with gold framing and they have a big "EX" written on top of them. They are not hard to find, if you start the game with them. But it might not be as trivial, if you start playing without the DLC and then have the chests added at a later time.

This happened to me and I spent over an hour looking for the chest with the Nintendo Switch Shirt... Well, it was hidden within the only area, where I didn't want to look at first, which is why it took so long...


Chest #1


This is right next to the entrance of the Oman Au Shrine with the Magnesis Trial. It contains a Ruby. You can't miss it, unless you start the game without the chests.


Chest #2



The chest with the Nintendo Switch Shirt is in front of the entrance of the Ja Baij Shrine, where you have the Bomb Trial. It's on one of the walls inside the dangerous Eastern Abbey. It's easier to get, if you teleport to the Shrine and climb the wall, while the Guardians around you still sleep.


Chest #3


This is probably the hardest to find. It's on the west edge of the Great Plateau, near the Keh Namut Shrine (Cryonis Trial). It contains 5 Bomb Arrows.

(Funnily, I found this chest first, after installing the DLC.)

Well, the items in these chests are nice to have, but nothing too overpowered. You can also get Bomb Arrows and Rubies on the Great Plateau on other means.

Got Breath of the Wild Limited Edition & amiibo


Feels like Christmas!

While yesterday I already picked up the Wii U version of Breath of the Wild on my way home, today I received a big package with the European Limited Edition of the game for Nintendo Switch and all five amiibo. And I was quite surprised, how big both the Limited Edition and the Guardian amiibo package actually were.


Don't get fooled, though. It's mostly just Styrofoam in that Limited Edition box, the actual Master Sword statue isn't as big. But it's still quite nice:


Other than that there was only a soundtrack CD in the Limited Edition with a black cover. The other items are absent and I might try to get my hands on one of the North American Special Editions for the other items like the map, the coin and the Sheikah Slate carrying case.

But with the amiibo only the Guardian feels worth getting. It's packaging it's actually so nice, I almost didn't want to take it out of the box:


It has this inlay with a temple ground texture that looks quite nice in the box. However, it doesn't seem like you can actually alter its legs, as it was advertised at E3. It feels like some hard plastic and I'm afraid to break the legs. (Update: it's actually hard rubber around draft, so feel free to bend.)

Archer Link is probably the other amiibo, which shows some really nice detail work. So, I'd recommend getting that one second. Zelda has pretty hair, but I don't like the face, because it doesn't match her actual face in the game / on the artwork. But at least she does have a face, because that's more than you can say about Rider Link. This is certainly the amiibo that you should skip in case that you can't afford or don't want them all. He has no face and there's an ugly pole on the figurine.

The Bokoblin is alright quality-wise, but he doesn't bring the big prominence that the other characters have. When did we ever get just a simple monster as an amiibo?

Well, here are all of them together:



All in all I've already spent over 270€ on the game by getting the Wii U version, the Limited Edition and all five amiibo! And this won't be it, because there certainly will also be four more amiibo for the "Four Champions" and maybe even more (e.g. the "Old Man"). And getting a Special Edition from North America might also be pricey. Let's hope that the game is worth all this, but luckily it's not like I can't afford it.

Thursday, March 2, 2017

30th Anniversary Replay List: Final Update


The 30th Anniversary is over and my big goal for the 30th Anniversary was to play through as many Zelda games again as possible. This was not only to re-experience all the games, before Breath of the Wild comes out, but it was also an enterprise to clear my Zelda backlog on both Nintendo 3DS and Wii U. This included many untouched Virtual Console copies, all the Nintendo 3DS Zelda games where I own duplicate copies for various reasons, as well as 2nd Quests, Linked Games and/or Hero Modes that I left for a later date.

Much of this was already achieved last year and the final sprint now was happening in the first two months of 2017, where I had the goal to go through all 3D Zelda games on my Wii U again as a preparation for Breath of the Wild. And I'm almost done with the effort:


Originally, when rumors had it that Breath of the Wild would be released in June, my plan was to do all of this in five months, one game per month. But with the March 3rd release I only had two months left, where I've spent most of my free time playing Zelda to achieve it, because I really wanted to get this done.

Well, I'm not completely finished with my last playthrough of Skyward Sword, but that's not so important, because Skyward Sword wasn't part of my backlog. I already had completed both the normal game and Hero Mode back when the game came out. So, as long as I got to refresh my memories about the game, I'm happy.

Anyway, here's the complete list of all my "replaythroughs" for the 30th Anniversary:



The one game that's still on my backlog would be Zelda II - The Adventure of Link on the Wii U Virtual Console. But to get the most enjoyment out of this game you have to play its 2nd Quest, so I've already beaten it twice on the 3DS last year. But I will probably play the Wii U version later this year, when I go through the rest of my Wii U backlog.

There's also one Zelda game completely missing on the list: Four Swords Adventures. But since I focused entirely on 3DS and Wii U, the game was simply not available. Also, if I ever play the GameCube version again, I want it to be in multiplayer with three other people.

Then there's Tri Force Heroes, where I even also have a duplicate copy that I got for review purposes back in the day. But this game is still fairly new and I put over 200 hours into it, so there was no need to replay the entire game again already.

Overall I'm really happy that I did all of this. On the one hand this gives me a certain level of closure and completeness. Breath of the Wild will be a big new chapter for the series, maybe even a new beginning, where it's good that I'm done with the series as a whole and ready to move on. On the other hand re-experiencing all the games made me evaluate what I liked and didn't like, what worked great and what didn't work and so on. It gave me a good picture of what I would want out of the ultimate Zelda game. And it will also help me to draw the lines between Breath of the Wild and the past games, when I evaluate the new title.

Replaying Skyward Sword


Believe it or not, my copy of Breath of the Wild is already inserted into my Wii U (and running), but I'm still writing this post first to wrap things up. My plan was to complete all 3D Zelda games one more time, before Breath of the Wild gets released, but with the March 3rd release, Nintendo was cutting things quite short for me. And I've actually haven't completed my latest playthrough of Skyward Sword yet, where I got to the beginning of the Song of the Hero quest yesterday. But I can't muster up enough motivation to collect Tadtones, instead of diving into the wilds of the brandnew game, which is probably understandable.

And it doesn't really matter anyway, because Skyward Sword was not on my backlog. I've fully completed the game in both Normal Mode and Hero Mode, when it was released. I've even written full guides at the time and studied the game in detail. But never since then I returned to the game, where my goal was simply to refresh my memories and to see, how well the game holds up in replayability. And that I did. In fact I've even got all of the sidequests done, save for one Gratitude Crystal quest, one Goddess Cube and one Piece of Heart, where I didn't have access to these things yet. It's really only the Song of the Hero quest and the Skykeep, which I haven't done yet, but I kind of like having a savegame of this, because there's no way to re-experience these parts otherwise.

Well, overall I'm not sold on the replay value. I do enjoy, how the controls feel. It's all very quick, streamlined and powerful. I can access anything in this game with a button press and a motion gesture. All the items were put to good use and see lots of action, even the Slingshot. It feels good to go adventuring with this arsenal. And it feels good preparing for adventures in the Bazaar.

What doesn't feel good is the high linearity and the basically non-existent exploration value. You just keep following the obstacle courses that is the "overworld" in this game. There aren't even any bigger optional areas down there and most of the sidequesting is done in Skyloft. This is the only place, where I took my time to re-explore everything, instead of just rushing through the environments. But the "sky ocean" itself doesn't provide much either, the majority of the "islands" are just rocks with treasure chests on them. There's not much to it and completing all the sidequests felt kind of bland.

But part of the problem might have been that this was a Hero Mode savegame based on my Normal Mode savegame, where I maxed out everything in the Collection: 99 of all insects and 99 of most treasures; 42 of the harder-to-get treasures. This was nice to have, since I had quite some time pressure with this, but this also took away the treasure and insect hunting from the tasks on the overworld.

And the treasures that you get on your way are rather a big annoyance. I probably won't ever return to the Wii version for the treasures alone. First of all, they are put in big treasure chests that get the full chest opening animation, where you'd expect to get a dungeon item, key, Piece of Heart or anything else of importance. But no, it's just some measly treasure, where you already have collected 99 pieces and the game still has the atrocity to explain this item to you and to slowly increment its counter right before your eyes. Every. Single. Time.

Even the treasures found on the ground do that every time after resetting the game. It's like the Rupees in the original versions of Twilight Princess, just much, much worse. And when Nintendo releases the inevitable Skyward Sword HD on Switch, they better fix this whole treasure situation.

Talking about that... the graphics hold up very well. I've tested the Wii version of Twilight Princess on my new 49'' UHD TV and it looked really bad, but the visual style of Skyward Sword made it tolerable. I did enjoy it, where an HD version could look amazing. And they probably wouldn't have much work with it, all it needs is some upscaling, a clearer view and it already could look like this:


So, for a good part of the time I was thinking about an HD version and what they could improve other than the constant treasure notifications. And on that regard I think that a trial dungeon like the Cave of Ordeals could be a real challenge here. The fighting in this game is quite tough and needs to be really mastered. Five years ago I practiced all the boss fights in the Lightning Round to a point, where I could win them without getting hurt. Today I got hurt plenty by most of them. It felt like I've forgotten, how to be good at this game. But at the same time I would be intrigued by the idea of such a trial dungeon, where you fight all the nasty normal enemies, like the Armos or the Stalfos, in a row. Could be interesting.

What probably can't be fixed or improved is the story, though. I'm not a fan of it. It will be interesting to see, how this whole "Hylia" thing plays out in Breath of the Wild, because I didn't like it much in Skyward Sword. Zelda just feels estranged after a certain point. And essentially Zelda just keeps running away from you the entire game, which makes certain cutscenes even look silly, because it's too scripted. You always arrive at the exact same moment, where Zelda does a ritual or tries to open the Gate of Time, while you could spend a variable number of days doing sidequests in Skyloft before that. Do Impa and her just stand there and wait for you to arrive the entire time? It doesn't really work well and feels forced...

As you might know, there are two choices to make in the game as part of the Gratitude Crystal sidequests. And I wasted quite a good amount of time deciding, what choices I should make here. With my original savegames I simply did the inverse in Hero Mode. So, would I now go for the same choices as in my Normal Mode savegame? Or would a try for a different combination. I ended up with the latter, where I gave Colin's letter to the toilet hand and rejected Peatrice. No love in this savegame!

Minigames are usually another annoyance when it comes to replaying Zelda games, but for the most part Skyward Sword holds up very well here. Some of the minigames are fully optional to begin with and the only minigame that took me a longer period of time was the pumpkin shooting with that loser Fledge. But at least that's fun to play.

In general I like the music of this game and how it's quite different from the rest of the series with one exception: the music in houses! It plays the same song that has been going since Ocarina of Time. And this variation sounds awfully close to the one from the Wind Waker, which takes you out of it. It's like you are playing a different Zelda game all of sudden.

What else was there...? Well, I don't care, because I want to play Breath of the Wild now... Catch my first impressions tomorrow evening!