Blocks100 wrote:As this is an open world, do the bosses really still act as chokepoints? If they give you a spanking, can't you just flee, go on the grind and return when you're a few levels higher and return the favour. I guess it doesn't work like that though?
Blocks100 wrote:Is this going to convince the doubters? And by that I mean the real DS haters like myself who just can't abide the forced difficulty?
tigersgogrrr wrote:I just love the aesthetics and will be in day 1.
acemuzzy wrote:Sounds like I will need to dedicate my life to this, it does sound amaze from the snippets I've caught, right up my street.
I just pray it doesn't land right alongside Silksong...
Dark Soldier wrote:acemuzzy wrote:Sounds like I will need to dedicate my life to this, it does sound amaze from the snippets I've caught, right up my street.
I just pray it doesn't land right alongside Silksong...
Its a take three months sick leave game.
I've done the first two network tests, stayed up til 3am just to have a go and all I want to do is just play it, get lost in its world.
The area you are given feels ridiculously vast, like an 8-10 hour exploration area, and its not even half of the opening area of the entire map. It's madness.
acemuzzy wrote:I just pray it doesn't land right alongside Silksong...
JonB wrote:I've had a couple of sessions on it now, and I'm in two minds about it.
I love everything that's new for a From game - exploring the open world, using the map to actually find places of interest, etc. The landscape itself is a fascinating departure, and I've stumbled into some unexpected encounters. Even little things like jumping or the new counterattack, the horse thing, and item crafting. It's all great.
But I'm disappointed by how much had been transported basically unchanged from previous games. Why don't they change the combat mechanics more? Or ditch the old items for new ones? Why are they still using the same dungeon traps they did 10 years ago? Why can't they come up with different kinds of bosses anymore?
Why go to all the trouble to create a world that's so mysterious and interesting to explore, then fill it with stuff that feels familiar?
There are walls around a chunk of the overworld for the demo, so I don't know how open it will be in the final game.LivDiv wrote:Has this got the BotW straight yo the boss type design then?
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