Friday, December 11, 2020

Super Smash Bros. Ultimate: Sephiroth Revealed

Sephiroth fighting Cloud in Smash Ultimate

The Game Awards 2020... What a show! Vin Diesel is now Turok, Unreal Tournament finally returns (as weapon skins for Warframe) and we're getting another anime swordsman for Super Smash Bros. Ultimate, but this time it's an evil one!

Nah, it's fine... I've been expecting another Square Enix character, mainly because we haven't gotten all the Square Enix Mii costumes back yet, where Chocobo and Geno will most likely be re-released together with Sephiroth, coming already this month. It's probably just not the most apparent choice from Square Enix at this point, where my money was on Agnés Oblige.

But it certainly was a good fit for The Game Awards, where the Final Fantasy VII Remake has been a good game for the year 2020. So, for the show this was about as good as the Doom Slayer would have been and this will certainly leave an impact, though probably not the same impact as when Cloud got announced for Super Smash Bros. for Nintendo 3DS & Wii U.

In general I'm all for expanding what's already there in Super Smash Bros. Ultimate. Thanks to all the DLC we've gotten a lot of "one fighter, one stage" franchises in the game by now, where it's nice to see some additions to those. And with only two music tracks Final Fantasy was desperately in need of some expanding. Of course the franchise itself is so rich that it's a little bit disappointing that they are going with Final Fantasy VII yet again. That's like making all Zelda fighters and stages based on Ocarina of Time...

But at the same time it's nice to see that there is something done on the villain front, where the villains usually only join after the protagonists and Sephiroth is without a doubt one of the most iconic villains from this video game franchise and video games overall. So far only the base game has added some villains, with Ridley, Dark Samus and K. Rool, so it's nice to see the DLC continue this trend for a bit and have a first 3rd party villain join the madness.

And again this is opening more doors to what we can expect from the second Fighters Pass. Though, I'm still leaning towards my predictions from October, just with Agnés crossed off from the list and replaced by Sephiroth.

On a site note, I still laugh at the double standards when it comes to the age rating by CERO (and others), where it's okay for male characters to be shirtless and even only wear some shorts, while female characters can't wear short dresses or anything that might resemble a cleavage.

Well, back to Hyrule Warriors: Age of Calamity then...

Thursday, December 10, 2020

The Game Awards 2020: Smash Reveal Confirmed

Smash invite envelope 

Well, there it is. Nintendo has just confirmed on Twitter that they will announce the next fighter for Super Smash Bros. Ultimate tonight at The Game Awards, so there is already one good reason to maybe watch the show. Or sleep and watch the highlights the next morning, if you're living in Europe.

But the hype is on! I've already talked a little bit about this in my previous post, but it's probably going to be another 3rd party guest, if they chose this place for announcing the next Challenger. If it were another 1st party addition, like Byleth, they probably wouldn't do this, but this depends on the character of course, so it's not impossible.

Anyway, the most meaningful candidate for the show and me personally would certainly be the Doom Slayer. Doom Eternal is one of the nominees in 2020 and has just arrived on Nintendo Switch. And I've been playing a lot of Quake Champions this year, where the Doom Slayer is one of the playable Champions and his addition to Smash would also represent one of my favorite computer game genres: Arena Shooters.

But the reveal doesn't necessarily have to be related to anything on the show and I'm already very satisfied with what the DLC for Super Smash Bros. Ultimate had to offer in 2020. I liked the idea of adding Byleth, because Three Houses seems like a really good Nintendo Switch title and we need more of those represented in Smash, while both ARMS and Minecraft were my most wanted additions for Smash, so I'm really happy with the last three Challenger Packs.

Otherwise I'm currently rooting for the Champions from Breath of the Wild, since they grew on me quite a lot thanks to Age of Calamity. But this is a topic of its own and the Champions would be an "all or nothing" deal, where they are all equally important. Only adding one of Mipha, Daruk, Revali or Urbosa would just feel wrong...

As for The Game Awards, other than the Doom Slayer, I still see Agnés Oblige, Ryu Hayabusa and a Monster Hunter as the likeliest candidates for 3rd party additions at this moment, but naturally it could really be anyone, as long as it's a video game character...

I'm still somewhat leaning towards Agnés, mostly because Bravely Default II got announced at last year's The Game Awards and will come out soon, but that is more of a gut feeling. Well, we'll be smarter in a couple of hours!

Tuesday, December 8, 2020

The Game Awards 2020 Incoming

We interrupt our current program, because there might be some news on the horizon. The Game Awards will take place in two days and while the show itself isn't that interesting, usually, it does have a rich history with The Legend of Zelda: Breath of the Wild:

  • In 2014 the first actual gameplay footage of Breath of the Wild was presented by Eiji Aonuma and Shigeru Miyamoto. Was that an apple there over at the tree?
  • In 2016 the "Life in the Ruins" trailer for Breath of the Wild has been shown.
  • In 2017 the trailer for second DLC expansion, The Champions' Ballad, was shown and the DLC got released at the same day.

So, they might continue this trend here, where there are multiple possibilities. They could show another teaser for the sequel to Breath of the Wild, stating that the game will be released in 2021 (meaning March 2022).

More likely, however, is that they will focus a little more on the freshly released prequel to Breath of the Wild and announce the first DLC for Hyrule Warriors: Age of Calamity, which could also be released soon after. This could be an additional character like Kass, who everyone who has played Breath of the Wild should remember.

Speaking of DLC characters, there is also the possibility that they will tease the next Challenger for Super Smash Bros. Ultimate, similar to Joker in 2018. If it's another big 3rd party guest star, they might consider doing this again. Last year this wasn't the case, but that's probably because the next fighter was going to be Byleth and promoting a 1st party addition at some annual award show just isn't the right place. Though, in hindsight this could have gone hand in hand with the Player's Voice Award, where Fire Emblem: Three Houses won in 2019.

Anyway, a perfect candidate here would be the Doom Slayer, where Doom Eternal is one of the nominees and the game just arrived on Nintendo Switch. Agnés Oblige would be another possibility, after Nintendo has announced Bravely Default II at last year's Game Awards. And of course Monster Hunter would certainly create some hype, while Ryu Hayabusa is still one of the strongest contenders for the remaining DLC...

I'm not going to watch the show live, because it's way too late where I'm at, but I might wake up to some interesting news on Friday morning. See you then!

Monday, December 7, 2020

Age of Calamity War Log, Entry 8

Current Progress

  • Difficulty: Very Hard
  • Chapter: 6
  • Battles: 16
  • Challenges: 80
  • Quests: 204
  • Contribution Rate: 54%

 

Forgotten Koroks

After the promising cutscene with Astor at the end of Chapter 5, it was time to seek revenge on him in Chapter 3, where Astor was one of the most difficult boss fights for me yet. And... it's almost pitiful by now how weak he is when you're not. He didn't even get to use his shield where he summons the "Hollows", because he was defeated too quickly. But this will certainly change the next time I face the guy for real and the one giant orb move was still quite difficult to evade...

The main reason why I went back to the Lost Woods were all the missing Koroks there, however, four in total. Three of those all resided in the same optional area, which I didn't get to visit the first time, mainly because I wasn't aware that defeating the last of the four Hollows would automatically send you to Astor with no chance of exploring the rest of the woods.

Mipha looking at the sun on Crenel Peak

I also went back to the story scenario right afterwards at Crenel Peak, the one with the inexplicable time limit, now taking my sweet time to look for Koroks there with Mipha, who makes playing this mission quite effortless. And it's actually a really beautiful and nicely designed battlefield, if you take the time to look around...

Mipha followed by Moblin Mask Link at a giant hollow tree

And the time I took. There's three Koroks hidden here and I could find two of them very easily, but the last one escaped me for quite some time. I went through the entire battlefield multiple times, where the time limit was quite annoying, because I had to restart the entire scenario multiple times as well.

Simply going by the map it's kind of obvious where the Koroks are hidden, because there are only few dead ends, but the last missing Korok was so well camouflaged that I kept missing it, even though I went to the exact spot multiple times thinking that something must be hidden right there... At least later on I knew which type of puzzle it had to be, because it was the only one that made sense after sweeping the whole battlefield several times.

But I was blind and I had to get some help here, where we replayed this level in coop on the other savegame / Nintendo Switch for the exact same purpose and still couldn't find it at first. In the end we just kept using "Retry" at the Stone Talus bosses and went back through the emptied stage to do another search. And another. And another. Until we finally discovered the hiding spot... So, to me this Korok qualifies as the trickiest one in the game so far. Congratulations, little guy.

By the way, I already expected as much, but the order of the Korok Seeds in the battle info has nothing to do with the order on when you potentially find them during the scenario. In this case we were missing the third Korok Seed, but it was not at the end.


Time for Challenges

For the most part during the last days I was busy clearing some of the Challenges that I've left open. I started to put more and more of them off for a while now, mostly because of time limits or in some rare cases because the mission seemed overly difficult.

One of these cases were "Royal Escort", where you have to fight Sooga and multiple Yiga Blademasters to defend Zelda and I struggled with this, because I was taking too much damage too quickly from sword beams. And honestly, I was super sick of all those fights against Sooga... But postponing this for so long turned out to be a mistake.

First of all, it's not actually that hard, because it's all about using the Lightning Rod on the metal boxes that you find on the way for some easy stuns and weak point attacks. It's even quite the broad hint, since you'll find an Electric Wizzrobe earlier on the way, but for some reason this never occurred to me during this scenario and according to the gallery it was actually the first time I used a Lightning Rod this way... Well, learning by doing.

And beating this mission finally gives you access to Link's first Special Attack gauge expansion, which would have been very helpful in Chapter 5, while the "Royal Escort" mission gets unlocked at the end of Chapter 2. So, this was kind of a fail on my end, but at least this gave me the incentive to try a little harder with the Challenges from now on, because they might unlock something useful.

So, I set off with my newfound motivations, only to have them crushed by "In the Clutches of the Yiga". What a nice challenge... Well, I'd say it would be a really cool scenario if it weren't for the silly time limits. You only have a limited time to reach the entrance of the Yiga Clan Hideout from the other end, where you can take multiple paths. And at the end you'll have to face Master Kohga, but any of the Yiga Blademasters you haven't defeated on the way out will come to Kohga's rescue. And this includes Sooga, who was chasing you all over the hideout...

Now... for some reason you only get three minutes to defeat Kohga and this is ridiculous. Even without the time limit it already would be a super difficult battle, because you get sniped by sword beams from all ends. And even if it were only Kohga alone, beating him in three minutes would cut things super close, because he likes to keep his weak point phases very short, unless he tumbles over. And there are no metallic boxes around to help you this time.

There are a couple of explosive barrels all over the Yiga Clan Hideout, though, which can potentially be used to damage and maybe even defeat Sooga on your way out. But it's just a little problematic that he can target you through walls and will shoot his wind blades through the solid stone right at you, which is extremely cheap and crappy.

And overall it feels like this would be an amazing Challenge without the time limit. One strategy could be to defeat all or most of the Yiga Blademaster and Sooga, before you battle Kohga. So, the Challenge rewards you for not rushing mindlessly to the end... And theoretically it would even be possible to at least take down Sooga before the end, if this didn't take like over half a dozen of weak point attacks.

How fun Challenges can be without a time limit shows "Escorting the Injured" with Sidon. Here you have to help a Zora soldier to make his way back to Zora's Domain, but a Blue-Maned Lynel will get in your way. You're told to run away, but I've taken my time to defeat the Lynel on first sight, simply because I could and those Lynel Trophies are always useful. You still have to defeat it a second time, but I didn't mind, because I could take my time and play defensively.

In this mission it's a good idea to always leave some small foes around for the Zora soldier to battle. He won't take any damage from them, but that large Lynel blasts will hurt him quite badly. So, by leaving some cannon fodder around he will stop and pretend to fight them, instead of running into a raging Lynel like some maniac with a death wish.

There is a similar scenario called "Prince's Escort", where this time you have to escort Sidon himself through Crenel Peak, plagued by electric monsters, including an Electric Lynel at the end. I did this with Mipha of cource, because it made sense for her to protect her "little" brother and it was just very familiar to play as her on this stage after all the Korok hunting earlier.

So, whenever there are Challenges without a time limit, I'm having fun with them and I will also try to beat them as soon as possible. It's just too bad that those are getting rarer and rarer with every turn. If I see the new elemental "training" missions with a time limit and a Blight at the end, I just shake my head and move on. I won't even bother trying them now, because I know it's going to be stupid and effectively a waste of my time at the moment.

But even when there's no time limit, you have to be wary. A good example of this is "Like Grains of Sand" in the Gerudo Desert, which unlocks after the next story mission (see below). Here it shows no time limit and only some Moblins, Lizalfos and Bokoblins as main enemies. More like "Grains of Salt", as if the game would be so nice at this point...

Of course it also throws a bunch of Guardians and a Molduga at you afterwards. Which wouldn't be a problem if I didn't go into this thinking that I could use any character here for some practice. But the mission was obviously designed for Urbosa, who could easily defeat the Guardians with her reflecting shield bash. And in the end I can probably be happy that it also didn't throw Thunderblight Ganon on top...

Mipha fighting a Fire Hinox at Hyrule Outpost

And it's not like all time limited Challenges are bad. Some of them are very well balanced and designed, where a good example would be "Fire Hazards". Here a bunch of Fire Moblins, a Fire Lynel, and a Fire Hinox attack the entire Hyrule Outpost village near the Great Plateau and you have three minutes to take them down. This sounds impossible at first, but each time you slay one of the beasts, you get three more minutes added on top, where you can use this strategically.

Plus, the time limit here makes even sense from a story perspective. The village is in danger of being burnt down by these enemies, so naturally you have to hurry to put the fires out. So, this is a very well done Challenge with a time limit, but sadly those are the exception and usually the time limits are just unreasonable.


Defending Akkala

In between all these Challenges, it was finally the time to play the second main mission at Akkala Citadel, the one that you already could see in the announcement trailer for Age of Calamity, where Daruk fends off a Hinox. And this mission didn't disappoint.

It was the first time that the same battlefield has been used twice for a story scenario, but it was heavily altered for this purpose with a night theme and destroyed Guardians everywhere. The new music was also great and the whole atmosphere of this battle was pretty amazing.

Hyrule Warriors did re-use some battlefields as well, but only Ganon's Castle got this kind of treatment and all the others were left completely unchanged. With Hyrule Warriors: Legends they at least changed the visuals for some of them (e.g. the peaceful version of Lanayru Valley), but not all of them. So, it's actually quite amazing how much effort went into the battlefields for Age of Calamity, where every story scenario so far got something new.

Link standing in front of Akkala Citadel during the night

Like with the first Akkala Citadel mission, I first took my time to explore the entire battlefield around the castle to look for Koroks, where some of them are now in spots where I've originally expected to find something the first time. And whenever I'm not facing some kind of time limit, I'll make good use of the fact.

Curiously, there is a section in the north that is closed at first and only opens up later during some assault of multiple boss enemies. And I went through all those enemies to explore this part before the battle is over only to find... nothing. Nothing at all. Seems like a missed opportunity for some sneaky Korok, if you ask me. And if I go completely out of my way like this, I kind of expect something for my troubles... (Well, maybe there was a chest and I forgot.)

Anyway, the whole scenario starts with another Divine Beast battle, this time using Vah Ruta to get to Akkala Citadel in time. You have two paths here, a short one with a ton of Guardians and a longer one with less resistance. I took the second path and it was funny to get a "Victory", despite having this giant army of Guardians right behind me on the other path... "Eh, what about all those? Are you sure it's fine to leave it like this?"

Vah Ruta is also in the background during the main battle, controlled by Sidon, so you can't choose him for this scenario. I did go with Mipha, though, which turned out to be a very good choice, because she is essential for this mission and it's probably easier to rescue all those allies if you can play as Mipha herself. Plus, she is one of my best characters, where by now she also already has three Special Attack gauges, making her invaluable with all those heals.

Link with Vah Ruta and Death Mountain in the background, emitting blue and red lights in the dark

Vah Ruta / Sidon on the other end was mostly useless, other than stealing some easy Guardian kills at the beginning. During the assault at the end Vah Ruta could have easily taken out all the enemies, instead of letting you fight two Hinoxes in a row and then let Robbie finish the job with the cannons. But at least Sidon takes down two of the flying Guardians at the south, which was very helpful...

Seeing Robbie on the battlefield like this was also weird. I crossed both Purah and him off from the the playable fighters the way they got handled so far in the game, but having an ingame character like this, even if this character doesn't do any fighting yet, is a good first step. Well, there is always DLC...

And where is Purah anyway? Last time we saw both of them, they had knives put to their throats by the Yiga at the Royal Ancient Lab. Robbie went to Akkala, but where did Purah go? But maybe she'll play a role in the next mission, which will finally lead us to Fort Hateno. This used to be a decisive battle in the original timeline, where Link got beaten and Zelda awakened her powers... Let's see how this will turn out (next time).


Fire, Ice and Electric Everything

The Akkala Citadel battle introduces some new types of Guardians and they are... interesting. I like the "Malice Guardians", mostly because the normal Guardians don't feel like an actual threat, at least as long as you're playing as Master Sword Link. But what's a "Fire Guardian" supposed to be? Did they really have to make elemental variants of EVERYTHING? What's next? An Ice Goron Captain?

So far these new elemental variants of the Moblins, Hinoxes and Lynels were okay, if a little bit out of the ordinary. In Breath of the Wild only the Lizalfos, ChuChus, Keese and Wizzrobes came in the three elemental types and it fully made sense with these enemies. Everything else was achieved by elemental weapons, e.g. Lynels firing Shock Arrows or a Moblin using a Great Frostblade.

These elemental weapons aren't really a thing anymore in Age of Calamity or bound to certain attacks, so instead they are creating all these new elemental enemies to achieve a larger enemy variety on the paper. But simply slapping "Fire", "Ice", and "Electric" on everything isn't really that original and starts becoming a little silly with the Guardians. The Malice Guardians are cool, though, and a much more fitting upgrade.

Makes me wonder if we will also see some "Malice Moblins" or "Malice Lynels" later on. Also, silver enemies are slowly becoming the new norm with this Akkala Citadel mission, where I hope that the game will also include the golden enemies right away. Please don't do a "Master Mode" for this game, Koei Tecmo, I'm having enough as it is...


Better Weapons

At this point in the game you will unlock the ability to increase the maximum level of your weapons beyond 20. So far I only had one weapon at 20, an Ancient Power Boost for Zelda, so I've yet to test how far you can take this, but it's good to know and might even allow you to bring weaker weapons from the early game to a respectable level, in case you really want to enhance that Tree Branch you got in the first mission to the one and only "Master Branch".

One mission earlier, at the end of chapter 5, it also unlocked the ability to remove weapon seals, where both of this costs materials and trophies in addition to Rupees. So, the whole weapon building system is now going for its full potential and getting more and more interesting.

I'm also getting more and more higher tier weapons, where the Champions can finally find additional copies of their signature weapons. I was afraid that they might be a one-time deal, similar to the Training Sword and Lucky Ladle, but it's a good thing that this isn't the case and wouldn't have made any sense anyway, because you can craft more of these weapons in Breath of the Wild.

It also turns out that the versions that you got for free with the Champions have a significantly lower base level, but luckily I only kept leveling them without adding any seals, so they became a really good merging material now that I've gotten the improved versions.

Overall, I like the weapon fusion and seal system quite a lot, much more than in the first Hyrule Warriors. On the Nintendo 3DS I've spent so much time building "perfect weapons" that I didn't have anything else left to do in the game by the time I was finished... It also didn't help that you had so many different weapon skills, like strength boosts for each individual combo, and that you had to be lucky to find a weapon with all eight slots.

Weapon fusion menu showing a Royal Guard's Spear with 69 damage and several matching seals

The system in Age of Calamity is a lot simpler. You level weapons by fusing other weapons into them, which increases their base strength and adds more slots for seals, which are the weapon skills. During a fusion the first seal will be transmitted, if there's an available slot.

Now, the seals come in four shapes that represent different categories:

  • star: attack boosts
  • hexagon: health and defense boosts
  • circle: increased loot
  • square: special skills

Adding multiple seals of the same category will strengthen these seals. So, it's a good thing to focus on creating weapons that focus on a certain category, e.g. an attack boost weapon or a looting weapon. The seals are also less cluttered, so instead of strength boosts for each single combo, you get a seal that boosts strong attacks in general. It's all much simpler and I like this a lot.

I'm not sure what to do with the Master Sword yet, but it might be a good idea to go with the health abilities to get yourself back to full hearts more easily and power-up those sword beams. But by now I also think that the "Damage at 30% Hearts or Less" seal is the best one in the game for playing on "Very Hard", because you often end up low anyway...

Wednesday, December 2, 2020

Age of Calamity War Log, Entry 7

Current Progress

  • Difficulty: Very Hard
  • Chapter: 5 (Completed)
  • Battles: 15
  • Challenges: 66
  • Quests: 178
  • Contribution Rate: 47%

 

Half-Hearted Calamity

The game is getting serious or at least it pretends to. After the sudden outburst of Calamity, the Champions are now trapped inside the Divine Beasts, fighting to death against the Blights, but for some reason there is still time to save them and even do some side questing on the way.

The title screen and main map are now reflecting the Calamity with a darker background music, which is devoid of any of the hope that this game's main theme brought with it. The loading screen also shows the surrounded castle, which is visible during all the Hyrule Central Tower sequences as well.

And you're locked out of any side activities concerning the four Champions and their Divine Beasts. Like, you can't do the two-handed sword training any longer, because Daruk appears there. But you can still do the Remote Bomb Training at Happy Hyrule Castle for some reason or go shopping.

I try to imagine how it would be visiting the smithy at this time, which is located at the Rauru settlement just north of Hyrule Castle, where this certainly was one of the first places to be destroyed by the Calamity...

"Hey, Link? What's up, wanna improve that Master Sword of yours again? That'll be 200 Rupees. By the way, is there anything happening outside? We keep hearing these roars and explosions..."

It probably would have been more fitting and interesting if the game had gone all the way with the Calamity. Lock you out of anything that you shouldn't be doing right now and only unlock it later, once you've dealt with the Calamity. Basically like a reset of the map, where you start over with the Hyrule Castle mission. Important services like the smithy simply could have been placed at Hateno, where it was safe. The king even urged the people to evacuate, so changes like this would have made sense. But the way it is, it kind of takes away from the seriousness of the situation.


Utter Defeat

This is first time in the game since the four Champions in Chapter 2, where you get to make a choice of where to head next in the story. You can either go to Vah Naboris and Vah Medoh in the west or Vah Ruta and Vah Rudania in the east. And I made the wrong call (again) by going to the latter first.

The "Fire and Ice" mission has the higher recommended level, but it was only by one, so I didn't really take this into consideration. And from the perspective of Link, you should have the higher attachment to Mipha and Daruk, so you might feel like saving them first. Zelda has the highest attachment to Urbosa, but she's a tough woman, and probably no one is attached to Revali...

Of course in the end you want to save them all, but it's still a weird choice to make, especially since the game stresses in how much peril the Champions are, where you only have a couple of minutes to get to them during the story missions. Coincidentally, they always start dying right when you get near them, while both missions seem to be about half a day apart, because they take place on different times of the day. At first I thought it would be fine, because allies usually don't fall so quickly or at all in this game, but it turned that the health meter of the Champions is just a timer in disguise, so you really have to hurry here.

It's just run, run, run... No stopping for Moblins or other major enemies, unless the game tells you to defeat them. Don't take keeps, because it will waste time. That Korok you see over there? Forget about it! Run, run, run...!

Link standing in front of Vah Ruta with the Akkala Citadel in the background

I personally always try to find a spot within the main scenarios, where you can take your time and explore everything, look for Koroks, capture keeps and so on. But that's not possible here. You only stop to refill health, rods, or your Special Meter, because these things will help you fight the sturdy elemental Lynels that block the way into the Divine Beasts by being tanky tanks.

And on "Very Hard" I just couldn't do it, at least not on my first try. I had to restart the battle for the Vah Ruta part once already, because I wasted too much time exploring and used the wrong characters for the wrong parts. I went into this battle with Link and Maz, but I've sent Link to deal with the lonely Moblin, while Maz ran into the Ice Lynel. And that wasn't really ideal, because Link was still the stronger character.

So, I had to restart the battle to plan ahead and change routes, but after defeating Waterblight Ganon with only a quarter heart left, the battle continued relentlessly and you have to now save Daruk in time as well, with an Igneo Talus and a Fire Lynel in your way. Now, because I was so low on everything, I had to scavenge the battlefield at first, so by the time the Igneo Talus fell, Daruk was already at a third of his health. And since I was almost out of rods again, this couldn't be done, where the battle was lost, because the last checkpoint for the "Retry" function was right after the Igneo Talus...

That left me defeated, exhausted and frustrated, but I knew what I had to do. What I should have done from the start... No, no... not setting the difficulty down to "Hard", I won't wuss out now. I had to get him first. The Chosen Hero, the one and only, Revali. I knew with Revali at my side I could just do this easily. His arrow spam will help tremendously with all those bosses and time limits.


Rescue

And it turned out that this was the right call, but not because of Revali, since he didn't really help in the end and I did all of it with Master Sword Link. But the "Air and Lightning" scenario was a lot more doable and I could beat it on my first try. It's not that it's significantly easier, though, it even throws encounters with your first Fire and Ice Hinox at you, while the mission to the east only has another Igneo Talus in your way.

Maybe it's because I was mentally prepared for the whole thing and knew that I should just rush and focus on Link, while Maz is only there to offer two additional Special Attacks for the boss enemies. Both scenarios follow the exact same repetitive patterns. You need to hurry to the first Divine Beast, where a bunch of Moblins need to be defeated, as well as a new type of elemental Lynel at the end. Defeat the Blight inside the Divine Beast and repeat the whole process, only with some bigger bosses in the way instead of the Moblins.

It's super lame how these missions were set up and maybe the key difference here is that the battlefield was seemingly smaller and the terrain was easier to traverse, so I wouldn't waste as much time with running around as before. But what also helped was that the Blight battles weren't as bad.

Thunderblight Ganon was surprisingly easy. He used to be the toughest and most dangerous of the four Blights in Breath of the Wild, while here he seemed rather basic, because his speedy attacks didn't translate as well and you can just block most of it or easily dodge it. So, he had to change his strategy to one of the two ways of turning boss fights in this game into a true nightmare... Nope, not a time limit. The Blight battles are actually the only section during these missions, where you can take a deep breath and play with patience. As soon as you arrive there, the Champions won't be hurt any longer, as the usual AI allies. Even though they constantly get hit by the Blight's strongest attacks, they don't lose any health any longer.

So, what did Thunderblight do? Of course he created clones of himself for some cheap offscreen hits. But if you stay calm and focus on taking out the clones first, which only takes one weak point attack, then you're good. I had much more troubles with Waterblight Ganon at first, who gets to use a cool, new spiked ball and chain made out of ice. That's new. Anyway, for my efforts I got a Tree Branch from the chest that Thunderblight Ganon dropped, which was kind of funny...

Windblight Ganon also wasn't as hard, because you can simply block all of his attacks and just wait for those that can be stopped by the Sheikah Slate Runes, where for the most part I just bombed the guy into oblivion. Using Link's ZR arrows also worked on the eyes of the Blights, much like in Breath of the Wild, but the attack window is only very short in this case.

And because the whole mission wasn't already exhausting enough, you have to do another Divine Beast battle afterwards, taking outposts down as Vah Medoh and fighting Windblight Ganon yet again at the end. It's a good thing that I like Vah Medoh the most, but because of it I was too careless and got bombed from all sides, where my expanded health bar was quickly down to two hearts at the end. Two hearts to defeat Windblight Ganon, while he keeps bombing at you like crazy? How was I supposed to do this...?

Vah Medoh vs. Windblight Ganon
 

Luckily, Vah Medoh is one of the Divine Beasts with a shield, so I could just hold the L button and carefully observe what the right time is to strike. But I also noticed something else... With each impact on my shield, my Special Attack Gauge was rising... "Haha, bye, bye, Windblight, gg ez."

Frying the guy with a full Special Attack takes away about 75% of his health, so that's a huge help. I still failed twice at this point and I'm not even sure why. Maybe my left finger was getting tired from holding down L, maybe the game wrongfully registered some hits, maybe some attacks are actually supposed to go through your shield... I don't know, but Vah Medoh suddenly got destroyed and I had to retry. I could have restarted the whole battle, but I knew that I could do this with only two hearts and I did.

(Also, Windblight Ganon seemed kind of huge during this fight. Either that or Vah Medoh became smaller. Well, the Blights can vary in size, but it still seemed kind of odd, because normally Windblight Ganon would only be a fraction of the size of Vah Medoh.)

But at this point it also struck me... The other mission will be doing the same thing with Vah Rudania, right? The trash Divine Beast without a shield? How are you supposed to beat Fireblight Ganon with that thing...?

Vah Rudania about to destroy an enemy outpost
 

Well, you don't to have, thank goodness. While you also get a Divine Beast mission for Vah Rudania at the end, it was all about defending an outpost and blasting a ton of Guardians, where the whole level was really well designed around the strengths and weaknesses of Rudania. I actually liked it so much that I consider it to be one of my favorite Divine Beast sections so far, which is quite surprising when you consider how much I despised the giant lizard before.

So, playing the "Fire and Ice" scenario a second time went much better than the first, needless to say, where in hindsight is was probably the easier of the two. It's just that playing any of these missions for the first time might overwhelm you on the hardest difficulty.


Enter the Future Champions

I have yet to address the elephant in the room at this point in the game. And no, not Vah Ruta, that beast doesn't fit in any room... But let's finally talk about the "Champions" from the future: Riju, Teba, Sidon and Yunobo, who have now suddenly joined the fun.

First the game taketh, then it giveth... If you don't count any bonus characters, your team was basically cut down to half with the four Champions locked inside the Divine Beasts. But solving this dilemma not only gives you all four Champions back, it also unlocks all four of their successors from the future, who traveled back in time to support them against the Blights. So, not only do you get your four characters back, you get four new ones for your troubles, increasing your roster by 50%.

And it's absolutely amazing that they all appear here, but the execution is really not. While I had expected that they would appear to help out against the Blights and that they might even become playable, this is not at all how I would have imagined it.

First of all, they just get beamed in there by the little Guardian with no explanation whatsoever. This got seemingly triggered by Zelda's tears, but the rest just happens for the fan service. This reminds me of the one scene with Lana in Hyrule Warriors, where she summons some portals in desperation, which let Darunia and co. appear, all fully combat-ready. How is this even possible? Why does the Guardian have these powers? Why does he summon these characters from the future specifically and not just overpowered Link with his Master Cycle? Will any of this be ever really explained? Because like Daruk puts it: it doesn't make any sense.

It also doesn't help that they are actually not that helpful. In theory it would have been great if these characters were the key for the Champions to overcome the Blights and stand victorious. But I suppose they are too weak for this and all they do here is buy you a little bit of time, so that Link can come save the day... or whoever you chose to enter the Divine Beast.

You can only pick one of your two fighters for the Blight battles for some reason and at first I didn't know this. I thought that everyone would join the fight and since Maz was the closest to Vah Ruta, I just went inside with him and then had to do the whole boss fight with him alone. And I bet that Mipha was reaaaal happy to see who came for her rescue in that moment, while Link was standing around outside, doing absolutely nothing.

Overall these scenes are again one of those unintentionally funny moments. Imagine all the silly things you can do here. You get a fierce battle where Revali and Teba are fighting against Windblight Ganon. It's desperate and for a moment it seems like all is lost... But then Revali says that the wind still might turn in their favor, as a certain someone boards Vah Medoh... And it's Hestu, who smashes Windblight Ganon to pieces with his mighty Maracas. Yihaha!

Or what if you go in there with Riju? Revali shouldn't even know the young Gerudo girl and on first glance she doesn't seem capable to take down such a dangerous foe, even with that rabid sand seal of hers, so this should leave Revali more confused than anything.

They probably should have focused on Link with this to make these scenes more meaningful and to get less weird reactions from the other characters. They simply could have led both characters to the fight, instead of just one, so you can still play as whoever you want. And if you haven't chosen Link, he will be there as an AI ally, like so often. It's that simple and I don't understand why they did it in this weird way.

But the best case would have been if it didn't even come to this scenario. No silly time limits, no third guy needed for the rescue. You get those future Champions and they save the day. They should be the ones who shine here. But they really don't.

While you unlock Sidon and Riju in the middle of the battle, with the time limit in place there is no time to learn their new movesets. And it would be idiotic to go into all those boss fights with their base damage weapons. So, ultimately they are there for no real reason other than to buy a little bit of time story-wise, where Riju even expresses her frustration about this. Rightfully so.

Sadly, these four characters were also quite underdeveloped in Breath of the Wild, where ultimately they were just a tool to get you into the Divine Beasts. All the rest was done by Link and the ghosts of the Champions, where Sidon and co. were quickly forgotten. It would have been at least something if they agreed to pilot the Divine Beasts, guided by the ghosts of their predecessors. 

Age of the Calamity would have been THE chance to make up for it. But instead these characters get just thrown in here all at once, without any explanation nor relevance. And while I'm super happy that they are all here and playable, joining the original Champions on their Divine Beasts, I think the execution is a little flawed and disappointing. But let's see.


Four Movesets for the Price of Two

Well, despite the fact how it all happened, it's super awesome to get four new characters basically all at once. Riju, Teba, Sidon and Yunobo join the madness and by now there are already 14 characters available, which even tops the original Hyrule Warriors without any DLC. Of course this only goes for the number of fighters, not the number of movesets, because Hyrule Warriors had more characters with multiple weapons. Here it's really just Link and Zelda.

But I prefer this approach. With multi-weapon characters I tend to use my favorite weapon anyway, where right now Link just goes into battle with the Master Sword all the time. There are some of those black Royal Guard weapons from Hyrule Castle as a heavy damage alternative, but the Master Sword is often too good to say "no" to.

And having more characters is more interesting anyway. Imagine what they could have done with some of the second movesets in Hyrule Warriors... The Naginata would have been a good choice for Nabooru. Lana's Deku Stick was practically made for Saria, where five of the six Sages from Ocarina of Time could have been playable. And the Baton could have been used by a proper Toon Princess Zelda. Oh, the possibilities!

So, throwing in more characters for more fan service is the right thing to do, where Age of Calamity does exactly that. And I have to admit that I originally had my reservations about these four "Future Champions" being playable, mostly because they are in many ways quite similar to the past Champions and most of it could have been simply covered by those guys. 

 

Teba with Rito Village in the background

Teba for example is completely interchangeable with Revali. It's just two different bow movesets with a ton of arrow spamming. Teba's combos are much more crazy and devastating, but he moves around quite unpredictably and is vulnerable during his combos, so Revali's aerial attack string is still the better choice for doing lots of safe damage.

Overall Teba was the least interesting of the "major" characters in Breath of the Wild, where he's basically just a nice version of Revali. Back then I wished that they had gone with some Rito girl and that would have been more interesting for Age of Calamity as well. But I like the interactions here, where Teba is stumped by Revali's narcissism and bluntness. So, that's at least something.

 

Sidon in front of the Zora throne room

With Sidon I didn't know what kind of weapon they would give him and the answer was shockingly simple: he also uses Mipha's weapon, but TWICE! It's the fake Ceremonial Trident, of course, but you get to dual wield the thing, where even Ganon would be jealous about these skills. One of Sidon's combos even has him fire a sword beam made out of water, which looks quite similar to Demise's lightning beams.

As you would expect from the guy, he is a lot less serious than Mipha in battle, where he even plays a baseball mini-game with the Bomb Rune. His ZR ability is quite hilarious, where you make him do is optimistic smile, which will strengthen your attacks at that moment. But it's so in character and he feels significantly different from Mipha, despite the fact he uses a very similar weapon and lots of water attacks.

 

Yunobo eating a Rock Roast at some Rock Roast BBQ

The same can be said about Yunobo, who has Daruk's Protection as his main feature, but uses it in a completely different way. His weapon type are "Rock Roasts", which is ingenious. Eating them with ZR will activate Daruk's Protection in different forms to modify his attacks. But it doesn't save him from damage, whatsoever, which seems a little weird... And would have offered an insanely valuable moveset for playing on "Very Hard". Too bad.

In the least his use of Cryonis must be one of the best variants in the game. He creates a huge round ice stage around himself, where never won't have any problems with hitting rushing enemies.


Riju standing in Gerudo Desert with Gerudo Town in the background

The real star here is easily Riju, though, because she offers something totally different with her moveset, where she effectively just slams Patricia into everything.

  • "A Moblin surrounded by a horde of Bokoblins? BAM, Patricia!"
  • "A Lynel blocking the path? BAM, Patricia!"
  • "Thunderblight Ganon? BAM, Patricia!"

That poor sand seal... It's also hilarious how the sand seal now works on solid stone and pretty much every underground, where it reminds me of the boat from the Red King of Lions in Hyrule Warriors. But I like the "bridle" weapon type, because that's clever and would have worked with Epona in Hyrule Warriors as well, instead of the different tiers from different ages.

Overall Riju's moveset seems to be focused on crowd control, where she might struggle a bit against bosses, but the she could be one of the best area attack characters in the game, especially with that ongoing lightning combo. Her Special Attack is excellent as well. Here she puts on the Thunder Helm and gets ready for a lightning attack by Vah Naboris. Really cool. She was one of my favorite characters in Breath of the Wild and I'm quite happy about her moveset, where seal surfing around on your shield is a lot of fun.

But this reminds me... where are the horses? You can ride around the battlefields with a sand seal now, but not a horse? In the memories from Breath of the Wild you can see Link and Zelda ride on horses all the time, but here it seems like they are going on foot everywhere, which is quite odd. I wouldn't necessarily want a separate weapon type for this, because Epona in Hyrule Warriors was super lame, but it would have been cool if you could find horses on the battlefield and ride on them with certain characters, like Link, Impa, or Zelda. In that case you could use your weapon only in a more limited way, but you would be faster...

 

A Jump to the Past

With the "Champion sidekicks" in my team, I also went back to Chapter 2 to replay the Champion story scenarios with the respective descendant, mostly to get a better feel for these characters, learn some of their combos and so on. So, I went back to the Gerudo Desert with Riju to slam Patricia into some Yiga foes, blasted a lot of Ritos with Teba, defended Zora's Domain as Sidon and mined Death Mountain as Yunobo.

Yunobo's Special used on an Igneo Talus, where it looks like the monster gets mined by two Goron workers
 

And it's a lot of fun to replay the older scenarios when you're way above the recommended level and have much better weapons, because it essentially plays like the "Normal" or "Hard" difficulties at that point, even when playing on "Very Hard". Well, you still take several hearts of damage, but at least the enemies don't tank too hard. So, you can blast through everything, which also reduces the risk of being hit by something. I'm repeating myself here, but it's nice to get this level of accomplishment, where missions that used to be quite difficult in the beginning can now be used for a walk in the park.

 

Even More?

As I said, there are 14 characters available right now and the next one has already been teased. I had been wondering how they will handle Master Kohga as a potentially playable character, where either there was going to be some sort of villain campaign or he joins the good guys for some reason. It's seemingly the latter, because Astor mercilessly betrays the Yiga to feed Calamity Ganon's power. I would be grabbing my bananas and join the heroes at this point as well... Turns out that Calamity Ganon wasn't as cool after all, huh?

Too bad that it seems that Sooga probably won't make it, but there is always DLC, right? I would be super disappointed if Sooga were never to be playable, because he's basically this game's Volga. And Volga vs. Sooga in the next Hyrule Warriors is a must at this point. Also, if Astor really becomes playable, I think it will be via some DLC "Villain Map", where you play the story from his perspective, similar to Cia's DLC campaign in Hyrule Warriors. Could be super interesting.

Otherwise I only expect the King to be playable as well for a total of 16 characters. If he wasn't playable, he would have gotten a character entry in the gallery already next to Robbie and Purah.

But for now I will focus on doing lots of side quests, before I go into the second Akkala Citadel mission. I've been postponing some of it, because of the time limits everywhere. Getting a new Challenge without a time limit is an absolute rarity by now. It's not even funny...


PS: Since my vacation is sadly over, I won't have much time to play the game going forward. So expect these posts to be less frequent than before.

Saturday, November 28, 2020

Age of Calamity War Log, Entry 6

Current Progress

  • Difficulty: Very Hard
  • Chapter: 5
  • Battles: 13
  • Challenges: 58
  • Quests: 149
  • Contribution Rate: 39%

 

Last time I've expressed my frustration about playing on "Very Hard" difficulty, mostly because of devilish double bosses or time limits, in worst case scenarios both. But the game has been really good to me, where yesterday had some great moments and was making some good progress, so I'm still sticking with the highest difficulty.

There is still this sick time limit fetish going on for the Challenges, where by now every new Challenge seems to get one, but at least I've finally managed to beat "Echoing Footsteps" after various attempts. With Mipha, of course, because she tends to be really good at large bosses, but the Lynel still required some excessive rod spamming at the end.

This unlocked yet another time limited Challenge against a single Molduga, which will be awesome to farm Molduga parts later on, but only when I'm actually able to do it within this time limit. This boss stalls forever, so of course Koei Tecmo had to slap a time limit on it...

There is also a new Challenge at the Lanayru Wetlands called "A Feast for Wizzrobes", where you get to fight a lot of Wizzrobes all at once. At first I was really excited about this, because so far there hasn't been a Challenge to quickly refill all of your elemental rods, but this one comes with a ten minute time limit and this may be cutting things close, depending on the character, because you need to defeat 17 Wizzrobes in total and they swarm you. With Zelda it was quite difficult...

Instead of this nonsense, there should have been an early Challenge in the game with three Wizzrobes, one of each type, to refill your rods and many crates to refill your apples as well... I wouldn't mind as much grinding for refills, if at least it was efficient. But ideally, there would be a service to refill these things, if it really isn't supposed to be happening automatically. Broken record, I know...

At least you also unlock one more rod usage after this Challenge, which will be extremely helpful with time limits going forward. So, that's something.

Zelda riding a mine cart into a Fire Wizzrobe
 

Anyway, I also got to try some of Zelda's new combos, which get unlocked by quests around this point in the game. One of them has her unearth a mine cart, which she uses to ride around for a bit. This is hilarious and I love moves like this. 

What I noticed during all these Challenges is that the two songs "Hold the Line" and "Battle of Liberation" are basically what "Under Siege" and "Kumite" used to be in the first Hyrule Warriors, which means they get used in Challenge battles all the time or whenever the developers didn't know what other music to use. At least they sound a lot more melodic and epic than a certain five second jingle on a loop. But they also sound so similar that I first thought this is one and the same song...

But overall the music in this game is excellent, where I can't really complain much. Especially the themes for the Champions Daruk and Revali are amazing and they are causing earworms all the time.

Also, the game now shows a completion rate at the center of the map now. And you'll get Link's outfit from Hyrule Warriors with the blue scarf as a reward for 100%, which is pretty awesome.


The Ancient Trial

When I first thought about a potential follow-up to Hyrule Warriors, I mainly wanted two characters from Breath of the Wild, other than the Champions: Hestu and Monk Maz Koshia. The latter felt more like a pipe dream, so to see the Master Monk make an appearance in this game as what could potentially be a playable character after all had me very excited. So, this had priority over anything else in the game.

And unlike the bonus character before him, you don't have to jump through a ton of hoops to get this guy to join you. Do three material collecting side quests and then face him mano a mano. No big "Final Trial" or whatever. 100 years earlier all you need are some gemstones and Lynel Trophies to prove yourself worthy.

Revali losing against Monk Maz Koshia in an Ancient Shrine

Maz Koshia: "In the name of the Goddess Hylia, I offer you this trial!"

Me: "What? No puzzle?"

But... there is a catch. Can you guess it? That's right, a time limit! Of course there is... Because beating Maz Koshia isn't good enough, you have to do it fast. Very fast, even, because you only get three minutes here, which isn't a whole lot. I'd assume this is even quite difficult when playing on "Hard" or even "Normal", so things didn't look good on "Very Hard".

Imagine Breath of the Wild doing any of this... Of course in Master Mode you still have to be somewhat fast, because the enemies regenerate to a certain point. But imagine doing one of the trials on a timer... It wasn't necessary, because the combat itself was always very good and for the most part challenging. And while Age of Calamity certainly has some of this combat goodness, Koei Tecmo screwed up badly here if they felt the need to add a time limit to almost all combat challenges to make them actually challenging. Fighting the guy on his own isn't really hard. You have to be careful to not be hit by some of his crazy moves, but once you've figured the patterns out, it's an easy win. Well, it would be, if it weren't for the time limit...

But I really wanted Maz Koshia and waiting until later was not an option, so I've sent my best man to do the job, Revali, the Chosen Hero. I fused together the best bow that I could at the time and fed him all the damage boosting meals I had and prayed to Hylia that this would be enough. Revali's arrows can wear down all the strongest foes, even if they don't show their weak points. But of course he also spammed rods like crazy during the last minute... for a photo finish.

Revali finishing Maz Koshia with only one second left on the clock
 

I'm not exaggerating here, as you can see, I've beaten Maz Koshia with only one second left on the clock. Luckily, the timer pauses during weak point attacks, much like with Special Attacks, or otherwise it would have run out in that moment. And this was on my second try... On the first try it actually ran out like one second before I could press "X" to perform the final weak point smash. But at least I knew that I could potentially do it, so I tried again right away.

This was another one of those extremely close calls on "Very Hard", but at least it counted. I even expected the game to show me the middle finger again by spawning three more Maz Koshias and telling me to beat them all in four minutes or so. It's what this game sometimes does to troll you...

But this victory counted for one of the most rewarding moments yet, because it gives you the next optional character and a fun one, too. You can summon ancient relics with your combos, like the spiked balls or one of the energy cells, and if you destroy them, you gain symbols similar to Impa.

Here the symbols let you grow large for a moment and slam your foes with a giant hammer, one of those that are used for the "mini golf" trials. This is an extremely good crowd clearing move. In addition you can summon an entire Sheikah Shrine wherever you are, which is quite hilarious, but can also get in the way.

It's easily one of my favorite characters so far in the game and I enjoy playing as Maz a lot, but this is not exactly what I expected from his moveset. His original boss fight in Breath of the Wild was heavily focused on him using ancient weapons, mainly a Guardian Sword, and creating many clones. Of course, Impa got the clone feature for her combat and Link will most likely get all the ancient weapons, so things had to be shared...

In the least Maz Koshia uses Guardian weapons, mainly the spear, and there are some moves where you attack with multiple clones. But you also get two entire combos about creating those spiked balls, which is something that I would have expected from a moveset for Master Kohga instead.

(Speaking of Kohga, there are two new time limited challenges at the Yiga Clan Hideout that feature the guy... I haven't tried them yet and something tells I don't want to anytime soon, unless they unlock the guy as a playable character, but that would be lame and not make any sense. Why would he join the good guys? Because he's sick of being beaten by them? If he joins, there must be a real good reason to make it not appear out of place...)

Anyway, what's interesting about bonus characters like Maz Koshia is that this is essentially how DLC characters could work in the game. You get some quests and challenge missions to unlock them, then you get their training mission and various quests to upgrade them. I can already get three Special Attack gauges for Maz Koshia, while Link still only has one.

Unlike the characters in Hyrule Warriors, you don't have Pieces of Hearts or weapon unlocks for them tied to specific missions or challenges. You get better weapons for them by playing later missions with them, where I already got a better tier for Maz Koshia, but not for the other bonus character, where I only dared to use it in early missions...

But this way Koei Tecmo could potentially sell characters on their own again, without most of the downsides that the DLC characters had on Hyrule Warriors for Wii U, where they've felt totally lackluster without any real unlockables. Here all you need is simply some more icons on the map and some small stories in text for them, done. This means they could keep adding more characters to Age of Calamity, without the need of any major expansions, like the Adventure Maps from the first game.

One downside still is there... If you're already finished with the game, then there is no point in unlocking any bonus characters except for the fun of trying them. So, unless you're going to start the game all over again, you might not find any use for them.

And these characters naturally won't have any story impact. I mean you would expect Maz Koshia to give them important information, like the fact that there is still another Divine Beast in the earth, but he is just there to support you in battle. Or not, if you just put him on the sidelines.


amiibo Awakening

So, I was scanning my amiibo yesterday in the hopes of getting maybe another bow for Revali, but I got this special bow instead:

Sacred Bow. A bow prepared for Zelda once she was fully awoken to her power. Its design mimics that of the royal family's emblem, and it is capable of imbuing arrows with a sealing power.
 

Yay, Zelda has finally awoken her powers! We can beat Calamity Ganon now! Everything will be fine! And all it took was one figurine blessed by the Goddess Hylia herself!

Now that's what I call a spoiler. Well, it's not really, because Nintendo has shown her second moveset already in the launch trailer and this was to be expected to be part of the game anyway. But if you go into this game completely uninformed, this might come as a surprise.

This must be a bug, because so far I haven't gotten anything yet that I wasn't supposed to have. But it's kind of funny, because it let me play as the awakened Zelda already, while she still had her default clothes from the beginning of the game. I don't want to talk too much about this moveset yet, because I'm not supposed to have it at this point, but I can tell you that it's quite the shining light...

Zelda surrounded by a bright, golden light

It did make the two upcoming battles unintentionally funny, though, because the story was all about how Zelda has yet to awake her powers, while she essentially already had them as a weapon... (The game still equips her with the Sheikah Slate, though.)

"What do you mean, King Rhoam? She has her powers now! Look, she can even fire light arrows! What else do you want...?"

 

Calamity Now

There wasn't actually that much side quest stuff to do between the major battles by now, except for all the time limited and/or Yiga stuff that I chose to ignore, so I've made some good progress yesterday in continuing the story. But this was also because the next two battles were unexpectedly nice, especially compared to the hardships from all the missions since the end of chapter 2.

And with a title like "When Courage Fails", I fully expected the mission to spam Lynels at me until I give up, but it was just mostly Moblins and Zelda was never really in any danger, since your AI allies are made out of steel. So, I could take my time and explore the Damel Forest for some Koroks without worrying too much.

Link and the little Guardian in the middle of some jungle ruins in the dark
 

The atmosphere with the rain storm during the night was pretty nice, so when I played the mission for the first time I still felt quite uneasy about what could be happening next. And while some bad things happened, it wasn't as bad as it could have been. I really thought that this would be where the shit is finally hitting the fan.

It does hit the fan in the next mission, where you still are at Hyrule Castle, before Zelda goes to the Spring of Wisdom, and the Calamity already strikes early. Surprise, mother fuckers!

This was completely unexpected and it was pretty awesome to experience the outbreak of the Calamity at first hand, where Hyrule Castle was suddenly filled with Black Bokoblins and Moblins, as well as various corrupted Guardians.

Link standing before the entrance to upper Hyrule Castle during the Calamity
 

Later on it would even throw the first white enemies at you with a nice contrast to the dark castle interior, which was very well designed and quite close to the original from Breath of the Wild. My old sense of orientation for this castle still worked here, where it even had some of the same Korok hiding spots. And it's awesome how this game makes good use of battlefields with multiple levels. This is a huge upgrade over the flat battlefields that the first game had. It's a little bit weird how they escaped the castle with a secret passage leading to the docks, but then went all the way up again, though...

But it was a completely linear mission and you could just go at it step by step. One horde of Bokoblins at a time, one Moblin at a time and one Guardian at a time. The only exception to this was a battle, where you face two Guardians at once, but with the Master Sword these things are complete pushovers, even on the hardest difficulty. I almost feel sorry for these guys, because they instantly lose all their limbs on a Special Attack and then just sit there, nearly helpless. It's a shame that the Master Sword doesn't do its "BAM, BAM" sound here any longer, but at least it always depletes the weak point gauge whenever hitting an enemy with malice, which makes the Guardians even more vulnerable.

Well, I also had a lot of practice reflecting the Guardian beams while playing the demo, where I've even defeated the Guardian at the Breach of Demise on first encounter just by doing this. It took forever, but I was curious about what would be happening, where it simply skips to the final cutscene of the chapter and it unlocks Zelda with the Sheikah Slate without any real explanation. And doing this was good practice, which now paid off, because a reflected beam now deals a good amount of damage, just like in Breath of Wild.

But because of all of this, I didn't feel threatened or overwhelmed like in some of the earlier missions. I even went all the way back at the end to defeat six of the additional Guardians that have showed up, because I could. A part of the map with two Guardians was still walled off, though, so I couldn't get them all. It's like the Eldin Cave mission in Hyrule Warriors, where it pretends that you're in pursuit of danger, but you can just go back and defeat those Lizalfos easily without a worry in the world.

Link fighting a Guardian above the dock of Hyrule Castle
 

It also helped that Hyrule Castle was filled with grates full of healing items. King Rhoam must really love his apples and I thank him for it. Much more useful than bananas, at least in this game. And it made sure that I could keep those sword beams up.

I'm not even complaining. I love this mission, where it's probably one of my favorite missions so far and I had a blast blasting through Hyrule Castle in this thrilling scenario. But it probably could have been somewhat more threatening, given the situation...

And I'm not sure I like the story aspect of it all. I was actually convinced that this mission had the primary purpose of adding King Rhoam to your roster, since the goal was to rescue him. What's the point of altering the story like this, if not for some new gameplay possibilities? And how awesome would it have been to play as him at the end, smashing Guardians with the Royal Claymore of his? But instead it seems like he meets his demise there, just like he did in Breath of the Wild, while you have to run away with Zelda, similar to the original timeline.

But you also don't get that infamous moment of desperation. You are experiencing one version of the events, but it's a very different one. Instead of shedding tears in Link's arms, Zelda sheds tears on the Guardian buddy, who as a reaction creates this beaming pillar of hope, which changes everything for some reason.

"We can still fix this!"

And somehow I feel cheated out of what was supposed to happen. I personally would have liked it, if they first failed like they originally did, but only then you get some more time travel magic to change everything. Part of me now hopes that there really will be a villain campaign, where you play as Astor to prevent the good guys from preventing the Calamity. To fix the timeline.

I can already see the evil loading screen with him at the front, followed by the corrupted Guardian, Kohga, Sooga and the four Blights. (I love that you can control the Guardian with L, R, B and X by the way. That's such a good feature and never gets old.)

By the way, we never got to see Hyrule Castle Town in its full glory. That's one missed opportunity, if I ever saw one... And going this route, the game won't feature Zelda's journey to the Spring of Wisdom, which could have been used for another nice defense mission, uniting all the Champions one last time before it all goes down. Instead, the mission is now to save the Champions from the Divine Beasts... Let's see how this goes. Those missions don't look inviting, that's for sure.

 

PS: You can actually see Robbie's first wife in one of the cutscenes here, who is also a merchant at the Akkala stable. She's named Cheria, where Robbie later named Cherry after her.

Thursday, November 26, 2020

Age of Calamity War Log, Entry 5

Current Progress

  • Difficulty: Very Hard
  • Chapter: 4
  • Battles: 11
  • Challenges: 51
  • Quests: 116
  • Contribution Rate: 31%


Koroks in the Wild

After the last battle in Akkala, I've finally unlocked the ability to see which missions still have Koroks in them. But it turned that I've been quite thorough, where only four main missions had some of them missing. There was one waiting right at the beginning of the Tabantha Frontier mission, where I sent Hestu personally to do visit his friend.

Hestu in front of the Hebra Mountains and Rito Village

In addition, I was missing two Koroks at Death Mountain and Hyrule Outpost each, so I replayed these missions as well. In the latter I even found an entire new part of the town, which I previously didn't explore and where the two Koroks resided. But most of them are still waiting at Korok Forest, where I accidentally triggered the boss battle at the end, before I got to fully explore the Lost Woods. So, I'll have to do this one more time at least, but I'm saving this for later, much like the crazy time limit death run at Crenel Peak, which has three Koroks left in total.

Otherwise I found everything on my first try, which is a little bit disappointing. When I first played the demo, it took me multiple runs to find all Koroks in the Hyrule Field level. But that battlefield is so large and has so many optional parts, like the Lon Lon Ranch, that it takes quite some time to explore it all. The only other battlefield that was so extensive was Gerudo Desert and to some extent Hyrule Outpost, but otherwise the battlefields tend to be much more narrow with a corridor design. Literally, in the upcoming battle at the Yiga Clan Hideout...

And I don't like this development. Breath of the Wild was all about the large, open landscapes and you don't get a whole lot of this in Age of Calamity. It also makes fighting much more troublesome, if you don't have the necessary space. And it makes finding all the Koroks way too easy, because there aren't many possibilities for them to hide.


Scary Fairy

Next was a rather curious side quest... The Great Fairy Trials, where you have to collect a bunch of Rupees by defeating enemies and bring them to the Great Fairy waiting at the end. And reaching the end for the first time was quite the shocker, I have to say. (Please skip this part, if you haven't done any of this yet.)

For a moment there I thought that this game would do something nice, but no, you suddenly have a Great Fairy moving around in her plant pool and hitting you for massive damage. This was easily one of the scariest moments for me in the entire Zelda series.

It's up there with meeting my first Redead in the Royal Tomb in Ocarina of Time over 20 years ago, where naive, young me thought that the spooky looking figure might be a ghost of the royal family that just wants to talk. Well, it wasn't and this spooked me so hard that I was afraid of going near these things for the rest of the game...

Mipha in the Gerudo Desert standing in front of a Great Fairy Plant
 

Here it might not be as scary, it's super silly actually, but Age of Calamity tricks you into thinking that a reward awaits you, when it fact you have to face yet another tough enemy. Kind of like Maz Koshia in the Champions' Ballad. Good thing that I went back exploring all of the level to refill my health, once the time limit was over, just in case... And if you go through these troubles four times in total, one for each of the Great Fairies in Breath of the Wild, you will unlock what's effectively a secret character for this game.

When I first thought about the possibility, I was kind of skeptical with various questions in my mind. Will only Cotera be playable, but not her sisters? Will we see the rest of her body? What will her weapon type even be? Well, the game had answers for all of these questions in very creative ways, I must say, though the "Dazzling Bangles" weapon seems a little out there.

And yes, this is hilarious for the first time, but easily the worst addition to the roster so far. The Great Fairies are a living hitbox, where you really have to be careful with enemies around you. It was similar for the Great Fairy in Hyrule Warriors, but there each of her combos gave her invulnerability, almost as if her entire moveset was made out of Special Attacks.

But this isn't the case for the Great Fairies here and what they get instead is a shield, but this can only be summoned by one of the four, it seems. And without it you have to make good use of their other ZR attacks to stay clean of mooks, while any stronger foe can quickly stun-lock you with their attacks for some reason. This is by far the hardest character to play as (so far), while it probably shouldn't be.

But there you are, playing as the might Great Fairies who are trying to heal themselves with a couple of apples, because Hestu slammed them with his Maracas. It's up there with Vah Rudania when it comes to total failures in this game... How come that a young Zora lady can heal herself and others in battle, but not the Great Fairies?  They usually only have one job in Zelda games: healing you.

Their usage of the Bomb Rune is hilarious, though, I love it. It reminds me a little bit of Manhandla's seed attacks, only with bombs. I also love how Malanya shows up for a finisher. This is such a great detail, as usual. And imagine using this character for the final battle and kissing Calamity Ganon to death...

Well, since this is only a bonus character, there probably shouldn't be any more exclusive Challenges for the Great Fairies beyond their training battle. This way I can just invest even more Rupees in them to level them with the proper fighters and leave them be for now. So, I don't have to play as this character, if it just doesn't work out for me.

The great vulnerability of the Great Fairies also shows how quickly you can take a ton of damage by projectiles and alike, because you don't get any (or very few) invulnerability frames. This is a big issue with archer groups and especially a team of spitting Fire Lizalfos. If all their arrows or fire balls hit you, you will lose a heart (or more) for each of them. And you can quickly get killed by any multi-hit attacks.

 

Time Limits, Time Limits Everywhere

Another issue with the Great Fairy Trials was that all except one had you face a strict time limit. And I'm getting so sick of this, because it's often just not balanced properly for the "Very Hard" difficulty. I'm going at Challenges here with a recommended level in the 20s, while my characters have arrived in the 40s, and I often have to cut it very close or can't do it at all.

And it's simply not fun in a game, where 90% of the boss combat revolves around being defensive and patient, reacting to the attacks of your enemies. The only way to safely and actively expose your enemies' weak point gauges are Special Attacks and your elemental rods. But all of these come in limited supply, so for the rest of the battle you have to wait for your enemy to do what you want them to do.

Mipha fighting a Hinox in the Coliseum with a time limit...

I get some better results with certain fighters, especially Mipha and Revali, where by now Mipha is known as the Giant Slayer, not just the Molduga Slayer. Her Bomb Rune really is the bomb and her persisting water combos help quite a lot.

And with certain Challenges they get it right. The first Coliseum battle, which for some reason used the inside of a Sheikah Shrine instead of the Coliseum, seemed fair enough. Or there was another Challenge at the Hyrule Outpost, where you have to conquer some outposts and defeat a Lynel for the last one. You get like 12 minutes for this and that's also fair. But then you have missions like "Echoing Footsteps", where you have to defeat three strong Moblins and a Lynel in four minutes, which simply can't be done, if said Lynel takes six or more weak point attacks to be killed.

That mission would be totally cool without the time limit anyway. You have to face three strong bosses in a row. Why does it need these artificial time limits in addition? It's like someone at Koei Tecmo doesn't know how to make actual challenges, so they just put a time limit on everything and then don't test it against all difficulties. If it takes twice as long to defeat certain enemies, you need twice as much time...


Killing the Yiga to Death

This whole part of the game had a plot hole as large as Hinox. Purah sells you the Sheikah Towers as this amazing tool that lets them finally find the Yiga Clan Hideout... How was that even a secret? There seem to be hundreds of Yiga and you're telling me that none of the Gerudo ever made their way into the mountains to check out the environment? You could probably smell all those bananas from far in the desert...

Anyway, this mission lets you finally try Vah Naboris and I like the thing. It was my favorite Divine Beast gameplay so far next to Vah Medoh. For some reason the reticle for controlling the lighting strikes has inverted controls by default, but since my camera controls are inverted in the options, it negated that and I could control the reticle with the stick like you would expect right away. The motion controls don't do you any favors here, but you also don't need them, because you don't need to aim precisely. It's all about sweeping the areas with lightning.

Vah Naboris even gets the same shield as Vah Ruta, so you're mostly safe. The Sheikah must have really been drunk when they've designed Vah Rudania. Or maybe it was their first prototype of a Divine Beast and they hadn't come up with the shielding technology yet... I don't know, but it certainly sucks for Daruk. Good thing he's such a sturdy guy.

Impa doing stretches in front of Vah Naboris

Now, after this fun part, I went into the mission with Impa and Urbosa, because I felt like these two have the largest score to settle with the Yiga Clan. And it made sense to sneak through the Yiga base as a ninja. However, I probably shouldn't have chosen the characters based on story, but on combat, because I should have known what awaited me at the end...

Well, the Yiga Clan Hideout battlefield was actually quite excellent. It had the original part that you already knew from Breath of the Wild, but it got also greatly expanded in a way that made sense. This way this turned almost into a proper dungeon, where it feels like a missed opportunity for Breath of the Wild, really. Having a real dungeon there instead of the simple stealth mission could have been a lot of fun.

So, I like what they've done with the place, but I don't like that I can't heal with all those bananas around me. Why does my team only eat apples? What's wrong with bananas? Plus, I've made another mistake by not refilling my rods before going into this mission, thinking in overconfidence, "nah, it will be fine".

Usually, you always get some Wizzrobes or find ammo in chests, but it was all bananas. There were only two elemental Moblins, but they don't give you that much. And again, this was poor decision making on my part, because I should have known what awaited me at the end...

That freaking Sooga... After defeating him in the previous battle, I was actually hoping that he was gone for good and I only had to take care of some Yiga Blademasters and Master Kohga at the end. But nope, I enter a chamber and get sword beamed right in the face by that persistent prick. And when I finally got to fight Kohga, I kept thinking, "Sooga is coming back, isn't he? He will be showing up in the middle of the battle, right?" 

Yup, he did. Of course. Well, in the least the game doesn't throw the Double Kohga on you in addition and it had the mercy of letting Sooga respawn with only half his health, but fighting against the two at once is still such a mess that you have to be super lucky. You can't react to both of their crazy "use the right Rune" attacks. One of the two will hit you, unless you can use Stasis.

Sadly, the new upgraded Sheikah Slate Runes, about which I was super excited at first, don't really feel that much faster with their cooldowns. I bet it's just something miniscule, like 5% faster, since this game really likes its single digit percentage values.

Anyway, you need the Yiga foes always at the same spot to do anything, because otherwise the other guy will "kill you to death" from where you don't see it. The battle was such a disaster that I ended it on a quarter heart yet again. With both Impa and Urbosa – they both were on the verge of dying and one more mistake would have resulted in a defeat...

Impa and Urbosa in pain after their close victory against the Yiga Clan

It's a good thing that your AI controlled allies don't take damage (or only very rarely) or else this battle would have been lost for sure. And by now I don't even feel joy about such close victories anymore, because it's getting to be the norm and that's taking it too far. There are two things ruining the combat in this game and these things are:

  1. Unrealistic and unnecessary time limits
  2. Strong enemies hitting from off screen while you fight another

I'm honestly considering to lower the difficulty down to "Hard" and just enjoy myself breezing through the rest of the game, like I did with Hyrule Warriors, but so far I liked the challenge more often than not and if all fails I can always keep leveling. Let's see...

It also seems that now I can unlock a secret character about whom I'm a lot more excited about, because like Hestu it's someone I wanted for a new Hyrule Warriors long before Age of Calamity was announced. But I bet these trials will involve the words "time" and "limited" right next to each other once more.

And I really want those villains to be playable. Kohga, Sooga, Astor, the four Blights, all of them. Switching to a villain campaign, like Hyrule Warriors did, could really work well in this game, so let me be the Sooga for a change.