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#botw video
revali-is-a-narc · 2 years
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Man really just gave up huh.
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lozelinkhyrule · 3 months
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Shippers and non liking fans of either girls: BuT tHeY HaTe EaCh OtHeR!!
Really then why is Mipha giving advice to Zelda? And don't say; "oh because she's a guardian she has too." 🙄
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annyllel · 2 years
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I feel like there ought to be some saying about a bear in a goat pasture...  Everyone is scared of bears, NPCs and animals!
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genderimpala · 5 months
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botw fans help me i'm trying to find this video i watched like 2 years ago and it was like an unserious tips about botw that went for two hours and some edits in it had googley eyes and the user was something like cookiedoo? if y'all find it i will owe u my first born child
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paulthebukkit · 11 months
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missing babe so much right now
you’ve saved me so much weapon durability in botw and i want to u to know u were appreciated
u cut my trees
u kaboom’d my bokos
i love u
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pigeon-princess · 1 year
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Smile!! 
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prokopetz · 10 months
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Okay, so I know the reason the physics in Breath of the Wild and Tears of the Kingdom have so many weird exceptions and edge cases is because the games' designers are concerned foremost with puzzle-crafting, and only secondarily with producing a coherent world model, and nearly every bit of weirdness can be explained by the fact that some puzzle mechanic required the games' physics to work that way. There's simply no deeper unifying logic to be found, and trying to find it is a good way to give yourself a headache.
One of those pieces of weirdness lies in the relative weights of various objects, particularly in relation to Link, the player character. Some objects are incongruously heavy or light for their size because the puzzles in which they appear require them to be, and Link himself is weirdly lightweight, presumably because that was the easiest way to cause him to experience the exaggerated knockback that many puzzles require without making the forces involved ridiculously strong.
Most objects and characters which recur among the two games are at least consistent in this respect. However, it has been empirically determined that in Breath of the Wild, Link weighs the same as 8.5 apples, whereas in Tears of the Kingdom he weighs the same as 10 apples, and now I can't stop myself from wondering what fucking puzzle mechanic required Link to be exactly 1.5 apples heavier.
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retrogamingblog2 · 11 months
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Zelda Goddess Statue spotted in the middle of São Paulo, Brazil
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bodhrancomedy · 3 months
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I’m right, ok?
(Also if that Legend of Zelda film is happening, just get me some blond hair dye and a green shirt.)
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CRYING SOBBING SCREAMING
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revali-is-a-narc · 1 year
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I have no idea how this happened, or why, or what I did.
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annyllel · 2 years
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If you’re like me, then perhaps you did not know about this ladder on the side of the Temple of Time. I climbed up to the roof the hard way during my first playthrough. What I also discovered later was the fun way Link descends a ladder, which is unlike anything he’s done in previous games!
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chaendeulleo · 8 months
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Over and over
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paulthebukkit · 2 years
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no way. he finally reached the top after 5 years
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chaozrael · 9 months
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I am not forklift certified.. ITS ME AND @lordsooga WITH OUR YIGA COSPLAYS AAHHHHH
Glory to Master Kohga!
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prokopetz · 11 months
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The thing I like about the Blood Moon mechanic in Breath of the Wild and Tears of the Kingdom is how it affords game-mechanical transparency to the player.
Like, we all know the reason it exists is because, like any complex open-world game, BotW and TotK periodically need to hit the reset button on all non-trivial changes to the world state; in games that don't, your save file has unbounded growth due to the need to keep track of every little thing you've ever done, and eventually the system runs out of memory, save/load performance goes to shit, or both. It's basic software engineering constraints dictating the shape of play.
The thing is, most open world games try to do this subtly, perhaps by setting individual timers for the consequences of different actions to expire, or by linking world-state cleanup to proximity to the player character, but in practice it never works – trying to be sneaky about it paradoxically makes it more obtrusive to the player by rendering it opaque and unpredictable, often prompting the development of superstitious gameplay rituals to work around it.
BotW and TotK take precisely the opposite tack and make it 100% transparent and 100% predictable. Once a week, at exactly the same time of day, there's a spooky cutscene and an evil wizard undoes every change you've made to the world that doesn't have an associated quest log entry. Why everything at once, and always on the same schedule? A wizard did it. Why exactly and only those changes that don't have quest logs attached? See again: a wizard did it.
And this isn't just a gameplay conceit. Everybody knows about the evil wizard! The fact that the evil wizard keeps resetting everybody's efforts to fix the befuckening of the world is a central plot point. There are organisations whose chartered purpose is to go around redoing stuff that's been undone by the wizard.
It makes me wonder what other potential synergies between fantasy worldbuilding and mechanical transparency are going unexploited.
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