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breath_of_the_wild·The Legend of Zelda: Breath of the WildbyWolf Link 🐺

Welcome to the *Breath of the Wild* community!

This is a community for all things related to The Legend of Zelda - Breath of the Wild ... well, all except NSFW material. Everything else is highly welcome here, from helpful links, guides and artworks, to screenshots, achievements, memes, gameplay / lore questions and discussions, challenges, fails, and whatever else you can think of, as long as it doesn't violate the Lemmy.World Code of Conduct

Lemmy.world currently does not support video uploads, but you can upload videos to other sites (like youtube) and post a link here., or turn them into animated gifs if you don't care about lack of sound.

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breath_of_the_wild·The Legend of Zelda: Breath of the WildbyWolf Link 🐺

Sunrise

One of the first pictures I took when I started playing BotW in 2017 ... I still like it. The only edit I made was removing Wolf Link's giant health bar and Link's 3 hearts from the pic, but everything else is as it was in-game.

Picture was taken on the northern peak of the Dueling Peaks. You don't need glitches to get a horse up there ;)

View original on lemmy.world
breath_of_the_wild·The Legend of Zelda: Breath of the WildbyMelodiousFunk

New info? Pity items awarded for multiple unsuccessful Illusory Realm boss fights

This is new to me, not sure if it's more widely known. tl;dr you get fairies and healing meals if you are unsuccessful (either dying or restarting) the Illusory Blight battles in the BotC DLC.

::: spoiler Tap for spoiler I tried watching the source video but found it grating, so I linked to ZeldaDungeon's blurb. Source in the link. :::

New info? Pity items awarded for multiple unsuccessful Illusory Realm boss fightshttps://www.zeldadungeon.net/check-out-this-difficulty-analysis-of-breath-of-the-wilds-illusory-realm/Open linkView original on slrpnk.net
breath_of_the_wild·The Legend of Zelda: Breath of the WildbyWolf Link 🐺

Both BOTW cover art locations (by belenleoxses @ tumblr)

Source: https://www.tumblr.com/belenleoxses/184850413361/both-botw-cover-art-locations

1:1 copypaste in case you don't want to click on an offsite link:


Both BOTW cover art locations

Today I tried to solve this doubt to a member of the BOTW subreddit, and since I don't know if someone has already done this or not, I wanted to share my assumptions after taking a look at the game's map!

EU COVER:

I believe the location Link is at in this picture is the nothern mountain of the Dueling Peaks (CORRECTION: User ConfirmOriginOfFire on reddit checked and pointed out it's the southern one, not the nothern), since it's located in kind of a middle point between Death Mountain and Hyrule Castle, and you can see that small swamp between Bosh Kala shrine and Hila Rao shrine on the left, and the mountains surrounding Kakariko village on the right.

SCREENSHOTS:

This is the view from the Nothern Mountain/Peak. As I said originally, it could also be a possible location for this cover, because all of the referential places appear on the frame, however all of them are much closer to Link than in the cover picture, and part of Kakariko Village's mountains are out of the frame due to that closeness, so even though it's similar, it's not exactly the same view as in the cover.

This is the view from the Southern Mountain/Peak. It fits much better than the Nothern Peak's view (Thanks reddit user ConfirmOriginOfFire for pointing it out!) since the distance between Link and the referential places is very similar to the cover's one, and even the edge where Link is standing looks the same as the one in the cover (Except for the grass on it), so Dueling Peaks' Southern Mountain is almost for sure the location featured in BOTW's EU cover.


US/JAPAN COVER:

In this picture I think Link is at Satori Mountain, because Hyrule Castle is almost aligned with Death Mountain, this last one being a little bit to the right, which means Link is at the Southwestern area of the map, and since the rainy area next to Hyrule Ridge and the Ridgeland tower are very close to him and to his left, the location of this cover is most certainly Satori Mountain.

SCREENSHOTS:

This is the view from the top of Satori Mountain. Even though the rock where Link is standing on the cover is absent (As user ConfirmOriginOfFire pointed out in the comments), the view from Satori Mountain is the most similar to this cover art's since it has both Hyrule Castle and Death Mountain aligned (Although the bridge that appears on the cover is absent too (CORRECTION: The bridge is not absent, the one on the cover would be the stone bridge/passage right next to Mount Gustaf, it is just that in this screenshot it isn't aligned with Hyrule Castle and Death Mountain so it's not very visible. As reddit user Edgarska pointed out in the comments, the picture would be more accurate to the cover if it was taken from a lower, more nothern area of Satori Mountain, such as the apple orchard, instead of the top)) and the rainy area from Hyrule Ridge near Link and to his left, so Satori Mountain is almost for sure the location featured in BOTW's US/Japan cover, although the top of it isn't the most likely spot.

*This is the view from Satori Mountain's apple orchard. As reddit user Edgarska pointed out in the comments, this view fits much better for the cover than the one on the very top of the mountain, since Mount Gustaf's stone passage is also aligned with Hyrule Castle and Death Mountain, just like in the cover. The only cons for this location would be the absence of the rock where Link is standing (Which is also absent in the previous location) and the fact that Hyrule Ridge's rainy area stays a bit out of the frame because Link is on a lower point of the mountain now, but that's a matter of the game's vision width so it's not a big deal.

So instead of the top of the mountain, we can conclude that Satori Mountain's apple orchard is almost for sure the location featured in BOTW's US/Japan cover.*

This is the view from what I call Satori Mountain's dueling peaks. While I was heading to the apple orchard from the top of the mountain I thought about taking a look to the view from that area where there's 2 little peaks next to each other (The left one having some rocks at the top), you can see the exact location on the minimap at the bottom-right of the screenshot, for reference, the pot icon would be the apple orchard. The view from this spot isn't exactly like the cover's because Mount Gustaf's stone passage isn't as well-aligned with Hyrule Castle and Death Mountain as it is from the apple orchard, but since it is actually similar, and it also had a nice rock for Link to stand on, I thought this would be an interesting location to point out!



Disclaimer: I am not the author. The original source is linked at the top.

Both BOTW cover art locations (by belenleoxses @ tumblr)https://www.tumblr.com/belenleoxses/184850413361/both-botw-cover-art-locationsOpen linkView original on lemmy.world
breath_of_the_wild·The Legend of Zelda: Breath of the WildbyWolf Link 🐺

Neat Little Detail: The last 5 arrows in your quiver disappear one by one

In most other games I know, your quiver either always looks full no matter what (including former Zelda games where the quiver icon in your inventory ALWAYS had the same amount of arrows sticking out of it, no matter how many arrows you actually had) or you don't see a quiver at all (like for example in The Witcher 3. Geralt has a crossbow, but seemingly pulls the bolts out of thin air)

It is just a small detail, but a charming one - and IMHO these little things help make the in-game world feel more "alive" and immersive.

PS: if the animation doesn't play, try opening the gif in a separate tab/window

EDIT: Just added the gif directly to the post as a bandaid "fix".

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breath_of_the_wild·The Legend of Zelda: Breath of the WildbyWolf Link 🐺

Sidons "final" design was originally silver

...they just changed it last minute because the murky, dark environment in Zora's Domain pre-Ruta made him not stand out enough, and also because they felt that he looked too different from his sister in general.

Does anyone know what the whistle is for? He does wear it ingame even after his redesign, but I've never seen him use it or anyone else mention it.

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breath_of_the_wild·The Legend of Zelda: Breath of the WildbyWolf Link 🐺

Well, it IS true ...

Not originally created by me, but it has been reposted so many times that I was unable to find the original source.

I 100% agree tho. It is equal parts macabre and amusing that the Hero of Hyrule has a "this is my life now" look 95% of the time, doesn't even flinch when he sees giant mecha camels stomping around, keeps his cool when laser-blasting urn robots are trying to incinerate him, blankly stares at Revali while he's openly mocking him and is unfazed by the presence of the Demon King himself ....

... and then he goes absolutely nuts for carrot stew, including a happy little jump of joy and humming along with the cooking jingle.

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breath_of_the_wild·The Legend of Zelda: Breath of the WildbyWolf Link 🐺

A precise method for the Mirro Shaz Shrine's second puzzle

Since so many people struggle with this dang puzzle and most of the online guides are vague at best, I decided to find a solution that would always work, if set up correctly. You do not need any glitches, exploits, cheats or special skills - just an iron sledgehammer, stasis, a cube bomb and about two minutes to set it all up.

Step 1:

Hit the switch to make a shrine orb appear. Stand behind it, target the orb with ZL and summon a cube bomb. You need to place the bomb on the ground behind the orb, so that the crack between the two panels is approximately in the center of the bomb (see screenshot). This is the correct distance, but not yet the correct alignment.

Step 2:

Pick up the bomb again, then target the orb again. Carefully move the camera until the "hoop" on top of the bomb and the bouncing orange "target" arrow align - this is the direction in which the orb will fly off. If you move Link left/right you can fine tune the trajectory to make the orb fly off precisely where you want it to.

You want to aim for the center between the two last pillars, or slightly to the right. This is the right direction, and if the bomb is still at the right distance once you set it down (center of the crack) then the actual setup is complete.

Step 3:

Go to the OTHER side - facing AWAY from the goal, and stasis the orb. Whack it with the sledgehammer 4 times. I usually use a spin attack as it is faster than hitting the orb manually, but you need to cancel the spin with B then (no "ground slam" at the end).

It does NOT matter that the trajectory arrow is pointing in the wrong direction. You only need to "charge" the orb with the right amount of force.

Before Stasis runs out, move away so you're out of the blast radius, and detonate the bomb.

Step 4:

Watch the orb fly into the hole. You did it. Go to the treasure chest, pick up your well-earned Giant Ancient Core and revel in the fact that you won't have to engage with this finnicky trial-and-error design failure of a puzzle ever again (unless you start a new playthrough of course).

In case you'd rather follow a video tutorial explaining the steps, here you go: https://www.youtube.com/watch?v=E_-VpeTmuCs

View original on lemmy.world
breath_of_the_wild·The Legend of Zelda: Breath of the WildbyWolf Link 🐺

What Master Mode could have done better

In theory, it was a good idea to add a separate "difficult" mode to spice up gameplay for players who percieve the base game as stale after a while.

Some parts of it are poorly executed tho. The constant, super fast health regen for example. Either you're too weak, so enemies turn into damage sponges and you'll end up breaking your weapons for basically no profit, or you have good enough gear to kill them before health regen kicks in, at which point the game becomes so easy that it can feel lame again. There is very little middle ground, especially since the truckload of high-damage extra equipment from the floating platforms can make you completely OP directly after leaving the starting area.

Take the intro section for example:

  • In Normal Mode, the Great Plateau is full of red Bokoblins, which have 13 HP. A regular unboosted Boko Club deals 4 damage points and lasts for 12 hits, and the last hit deals double damage. The "lifetime damage" of such a club is 13*4=52 damage points, which means that you can kill 4 Red Bokoblins before your weapon breaks - at which point you have 4 new weapons. This is a net gain with a huge wiggle room for trial and error, so even if you mess up by throwing your weapon off a cliff or setting it on fire, you always gain more than you lose.

  • In Master Mode, the same enemies suddenly have a whooping 72 HP, but the equipment is still the same. The Boko Club still breaks after having dealt 52 points of damage, but your enemy isn't dead yet, so you need to badly damage a second weapon in order to kill it. And if you need nearly two weapons for every foe you kill, then you will end up with an empty inventory and a couple of very angry foes eventually, because you can not kill enemies faster than you can accumulate new weapons. And the very fast, constant health regen make this worse, because if you stop attacking a foe for a couple of seconds, then it will heal back to full health - but your weapons are still shattered.

No amount of skill and technique can fix this - direct fights are unwinnable by default unless you either use exploits (like shock traps), workarounds to OHKO your enemies (like drowning them or sneakstriking them while they sleep) or get better gear BEFORE the fight starts. Creative gimmicks that were viable techniques in Normal Mode, like fire damage, rolling boulders into enemy camps, tossing explosives and the like are suddenly completely wortless which makes fights a whole lot LESS interesting. You HAVE to hit hard and fast with strong equipment, or else you lose.

On the other hand, you can get mega overpowered ridiculously fast, at which point the same fights become flat-out boring.

Lets say you just fiished the Great Plateau Section. It takes all of two minutes to reach the Bridge of Hylia, and there is a Boko on a floating platform, equipped with a 3-shot Mighty Lynel Bow and Bomb Arrows. The platform is directly above water, so if you toss a single bomb at it, the Boko will fall down, drown, and you can get his equipment with zero effort. Congrats, you now have an endgame weapon to terrorize the next foe from afar with zero risk - and it respawns every Blood Moon.

There are tons of these platforms all across the map, with ridiculously strong equipment that is often easy to farm. If you want something even remotely close in Normal Mode, you would need to actually slaughter a mid-tier Lynel for it - no chance to get something as powerful as that with a single bomb and zero effort.

 

What Master Mode could have done better:

There could have been a million other ways to spice up gameplay without "just" adding damage sponges that hit like trucks. For example:

  • Mirroring the map. Doesn't take much effort from a programming point of view, but it can make the overworld feel fresh again as the layout will be unfamilliar. You'd have to actually travel and explore instead of blindly running into a well-known direction as always.

  • Randomizing Shrines. Will it be a puzzle? A Test of Strength? A Blessing Shrine? You simply won't know beforehand, so undiscovered shrines are worth checking out again.

  • Randomizing Enemies - or at least enemy variants. Ridgeland Tower for example is surrounded by Electric Lizalfos and Electric Wizzrobes, but what if it were Fire- or Ice-elemental enemies instead? Or imagine entering a Major Test of Strength, expecting to fight a Guardian Scout, but instead there is a Talus or Hinox in there?

  • Randomizing "dead" Guardians. Once you have the Camera or Stasis+ you can just check which ones are alive and just pretending to be dead, but lets just disable that, too. Is that dead Guardian over there really DEAD-dead or is it a Decayed one just pretending to be dead and you'll get a nasty surprise as soon as you get closer? No way of knowing beforehand!

  • Randomizing Treasure Chests. You just found a chest. Is it a weapon, rupees, arrows, a piece of armor? No way of knowing beforehand! Some could be disguised octoroks as well.

  • Removing Safe Zones. Settlements, Stables, and a handful of other areas are "safe zones" in which enemies instantly become docile. Enter a village and enemies that were just chasing you WILL stop, look around confused, and then be on their merry way, even if Link is standing within sight range. But what if they would simply never stop chasing you even if you enter a building?

  • Adding enemies outside their "expected" environment. Imagine riding across Central Hyrule and suddenly you hear the Molduga theme and a huge HP bar appears on top of the screen ... or you're exploring Faron and there's a Skywatcher just drifting over the jungle. MM currently only has a single extra Lynel on the Great Plateau, but that's it.

  • Randomize consumables. Everyone knows that Hearty Durians and Mighty Bananas can be easily farmed in the Faron Woods for super convenient boosts, but what if you would have to find the place where they grow anew in each playthrough? Sometimes they'll grow in Zora's domain, sometimes in the desert, sometimes in Eldin ... you would need to actually explore the map again.

  • Additional Gameplay Mechanics like for example hunger / fatigue so Link would need to eat and rest regularily even when he's not hurt. Items could also have weight or certain other limitations (like 1 page inventory MAX) so the player couldn't just carry around 48576 food items at all times without some sort of drawback.

  • Nerf Link, for example by removing the auto-pause whenever you open the menu. No more healing / boosting / changing armor in the middle of combat without taking cover first. And how about being able to only carry 1-2 armor sets at a time, with a wardrobe/chest in Link's house for the sets you're currently not using?

  • Permadeath Mode. Whether or not faeries / Mipha's Grace work in this mode is up for debate.

  • Mimics. Is that ore deposit over there really just an ore deposit or will it bite when I approach it?

  • Wallmasters/Florrmasters. As annoying as I personally found these enemies, they DID keep players on their toes while exploring temples in order games. Could be limited to Hyrule Castle and/or Divine Beasts or certain shrines. Or they could appear everywhere, but only during Blood Moon nights.

Any more ideas?

View original on lemmy.world