Tumgik
#the zonai were a complete mystery in botw
that-one-loz-nerd · 7 months
Text
Hot take: Totk's story would've been 1000% better if the zonai were introduced more slowly
16 notes · View notes
ganonfan1995 · 11 months
Text
the way totk has me flip flopping between "whoa really cool!!! 1000/10 👏" to "idk kinda mid" is giving me whiplash.
totk spoilers and me sorta whining, but whining from a place of love.
AGAIN NO STORY ENDING SPOILIES PLEASE!! I'm still pecking away at the game.
There's so much cool shit, but some of the side quests and rewards feel like filler content to me.
I wish there were a bit more world-building put into the Zonai, especially since this game really wants to emphasize how integral they are to the world and the lore. What we do get is really cool stuff, but every opportunity to dig into their history is met with a brick wall. I don't love that. I really think the players' curiosity should be rewarded, and not stifled. It feels a bit like theory bait, and I get that LoZ games are often a bit loose with their setting and lore. But BotW was so concrete and explicit where it mattered, while leaving a sense of wonder where it didn't. Having the entire Imprisoning War revolve around the Zonai and the early Hyrulean kingdom feels like a very good reason to be explicit about some of the world-building... but yet it's sort of all shrouded in mystery and inconclusive storytelling.
At this point, I haven't finished the main plot yet, but I have a sense of the direction it's heading. These games are always presented from Link's perspective, but this game is doing something similar to what I disliked about Skyward Sword, which is giving Zelda a much cooler game that we don't get to play.
So far, I'm otherwise very pleased with this game, and I don't have any complaints about the gameplay loop. However, I can't shake off the feeling that some of the additional lore and world-building are a bit lacking in substance when there's absolutely no reason for it to be that way.
I cannot forgive the 8th heroine quest for the lack of meaningful lore and reward it provided. It felt as though it should have been completely cut from the game. It did nothing to contribute to the story or world-building, and by the end, it felt like a significant waste of my time.
Typhlo Ruins was a quest that I really enjoyed, but later on, I stumbled upon a cave with some more recent Hylian ruins. It seemed to suggest that the reward from the Typhlo quest was initially located in the modern ruins and then moved to the ancient ruins?!?! Like....that certainly felt like an oversight.
I really appreciate that they addressed some of the criticism about BotW's world feeling empty. However, I must admit that some of these side quests feel entirely unnecessary, t b h...
I wish there was a bit more to the quests that left me with unanswered questions and less context for quests that had obvious conclusions. Additionally, more context about the pre-Hyrule world would have been greatly appreciated. Like...please provide a solid foundation for the world I'm investing 200 hours in, instead of designing it to be endlessly debated on YouTube. I understand that's likely why they intentionally left it that way. However, it's contradictory to have the Zonai as a significant mystery while also making them the central focus of the game's plot and world-building.
Like, pwease, I want more!?!?!?!?
48 notes · View notes
isa-ah · 3 months
Note
EXACTLY
Like adore Tulin but what I loved about BOTW was we had two groups of champions: the ones from the past Link has to remember, and the unofficial new ones you have to bond with in this new Hyrule to get the job done ( Teba, Sidon, Riju, and Yunobo) and it was a neat way to present 2 storylines in a single go while letting the player learn about Hyrule at the same time Link is. We're both discovering and rebuilding but TOTK plowed over everything, making some new older "champions" that remains literally FACELESS because the onus is supposed to be on the people you connected with previously (and though I adored the wind temple, I hate that Teba got pushed to the side in favor of Tulin. He was a counterpart to Revali and we don't get to explore that enough as it is...)
teba is one of the parts of botw that really bothered me LOL all of the other champions have in depth memories and plotlines and characterization and arcs and then you get to tabantha and teba just goes ugh. fine. lets go. and then leaves as soon as you get up there and thats it! thats his whole plotline. he has next to no lines, characterization, or relevance beyond helping you breech vah medoh. and even MORESO in totk where he just goes hey go find tulin. and thats IT LOL
the ancient sages having 0 personality or relevance, especially when it comes to their individual awakening cutscenes, is SO confusing to me. why are they all reading the same script? why are all of the cutscenes identical? is there no culture or perspective you can offer? you experienced the battle the exact same way across the board? why even show them? they dont interact with zelda beyond being asked to put their bodies on the line. they have no narrative weight. they show up and die and thats.. it. why were they even there
but i honestly feel that way about the entire past segment of the plot. idk how into zeldatube you were in the years after breath of the wild, but the zonai got picked up as a topic a few years after botw came out and went through a huge burst of content and theories that went on so long it became an in-joke to mention them- or their characteristic swirls and architecture- and back around to being an earnest exploration of their vague presence in botw... to. that.
they were characterized first and foremost as an exploration of how ruins of a "mysterious tribe" would have worshipped the triforce. secondarily, if we are to believe the barbarians armor was zonai in origin, theyre identified as a "warlike tribe". thats what we have. their architecture is HEAVILY influenced by birds / dragons / boars for the triforce iconography, and they fought their way across hyrule (leaving ruins all over the place).
but in tears of the kingdom, what thorough line do they have? at all? their architecture is COMPLETELY different. they never once mention the triforce. they were seemingly an a-religious tribe that deified their ruler more than any goddesses or golden power. theyre shown to be puritanical largely passive figures, "inherently good."
its at complete odds with everything we knew about them. and its not ever broached. they dont talk about their culture at ALL. the snippets we get are erroneous. the youth partook in tests of courage. the temple of time exists. all of the zonai are dead or left. they can draconify with their stones of power. and thats... it. really.
there are the labyrinths- iirc they were headed by the lord of boars, dragons and? owls? and thats really it. they utilize the same uruborus statues and constructs, but seem like a completely different (and much more familiar) flavor than rauru or mineru. but.. to what end? (and why.. are the labyrinth rewards... meta callback armor???)
why even use the facade of building upon the zonai if youre not using anything established or establishing anything new LOL bizarre use of resources honestly
7 notes · View notes
achoshistor · 2 months
Text
[totk] what's up with dinraal?
shoutout to the person that reblogged this post of mine! tbh i completely forgot about it (and lowkey this account too). im gonna be honest i downloaded honkai star rail right before totk came out bc i missed the open world so like 5 months after finishing totk thats all i did bro the grind is so bad
[tbh i cannot remember the specifics of the plot rn would recommend not reading if you've not finished totk and botw + most sides]
anyways tbh to me it feels kinda like the botw/totk fanbase is slowly slowing growth esp with the announcement of no dlc... that's why i sorta lost interest. but basically
naydra = widsom, owl (ergo mineru/zelda?)
farosh = courage, dragon (ergo rauru/link?)
dinraal = power, boar (ergo ???/ganondorf)
clearly the power aspect was of some importance considering they had boar statues (again pic in this reddit post); however reading the article on the wiki (i have not 100%ed the game) they said the true crest of the zonai is not the spiral we see all over faron, but a different rectangular crest (let me see if i can find an image) i believe they were referring to the secret stones? which almost makes sense considering the spiral but at the end of the day that spiral looks like a much more evolved version of the secret stone crest, nor would the placement of the zonai people make any sense in regards to what we seen in totk: why are the ruins concentrated in the faron jungle, which is much farther south than the great plateau where the zonai are shown to have resided?
i mean even going onto dinraal, on another wiki it says that she's a fire spirit serving the spring of power; but the spring of power seems to be almost completely hylian in contrast to the spring of courage in the jungle. interestingly enough though unlike really in hateno necluda area there seem to be more zonai ruins but again underground or seemingly not tied to the zonai (bargainer statue).
naydra matches up with nayru, farosh with lanayru (farore maybe) but who does that leave dinraal with? actually it leaves her with din lmao i forgot there were three goddesses but actually therefore are these dragons like the literal immortalized forms of the three goddesses from like the non totk botw games? tbh then i think the ganondorf linkage is a red herring. the zonai (at least whoever was on the surface) must have worshipped the triforce. but i think this still does not solve the mystery of which zonai(?) would have been associated with the power aspect of the triforce. will we ever find out? idk... thank you for coming to my ted talk
5 notes · View notes
xb-squaredx · 10 months
Text
Tears of the Kingdom Review: Building a Better Sequel
Tumblr media
Breath of the Wild was a massively successful entry in Nintendo’s acclaimed Legend of Zelda series. It sailed past the best-selling installments, and served as both a swan song for the ill-fated Wii U console, and the first breath of life for the Switch, which has become a massive success in its own right. BOTW wasn’t just considered to be a great Zelda game, but it served to redefine how open world games could be made, and its effects on the industry are being felt to this day. A sequel seemed inevitable, but even so, many questioned if Nintendo could make lightning strike twice. After six long years of waiting, Tears of the Kingdom is here…and it makes BOTW look like a tech demo.
UPHEAVING THE FAMILIAR
One of the biggest obstacles Nintendo likely faced in development was finding a way to make the world of Hyrule fresh again, despite largely using the same map from BOTW. Their answer is The Upheaval. TOTK opens with Link and Zelda investigating the source of a strange, toxic substance seeping out from deep below Hyrule Castle. The Gloom sickens and weakens anyone that touches it, and eventually they see the source is a decayed, withered body held in place by a strange, glowing arm. Soon enough the body stirs and a torrent of Gloom is unleashed on Hyrule. The Master Sword (and most of Link’s right arm) is destroyed, Hyrule Castle is suspended high in the air and Zelda vanishes after being engulfed by a strange light. In the aftermath Link finds himself on a floating island, one of many now dotting Hyrule’s skies, with the mysterious arm having replaced his corrupted one, and with it he has two goals: stopping the strange figure and finding Zelda.
The structure of TOTK is largely the same as the predecessor, being almost completely open after players complete a lengthy tutorial. For what it’s worth, I find this game’s story a bit more interesting than BOTW, but TOTK still inherits some of that game’s issues when it comes to narrative. When you have a game where 90% of the plot is both optional and can be done in any order, it can be difficult to make things impactful and coherent. As a result, the Zelda team arrived at a solution that is understandable, but a bit grating after a point. Most main missions are largely written as if they could be the player’s FIRST main mission after the tutorial, and the end result is a lot of repetition as the same exposition dump is given to players multiple times over the entire playthrough.
Tumblr media
Similar to BOTW, the juiciest bits of this game’s narrative are found in the past. Link can find memories hidden away all over Hyrule, which largely explains the bulk of the game’s backstory concerning the ancient Zonai, a race of beings that were there at Hyrule’s founding but are strangely absent in the present day. This is also how we primarily get the main villain, this game’s incarnation of Ganondorf, fleshed out. As a result of the game’s commitment to nonlinearity it’s possible to skip all of the set up and arrive at the conclusion without any of the build-up, which happened to me. Suddenly I know of the game’s biggest twist and the answer to the game’s main driving question, which made any subsequent plot moment lose a lot of impact. While the game is often very good at acknowledging sequence breaks with certain quests, it was a bit annoying that the game continued to play coy despite having laid out the main answer to me so early on. Admittedly, that won’t be everyone’s experience, but that was a big issue for me that held the narrative back a bit. Well that and some bad audio mixing. It would have been nice to actually hear the sparsely used voice acting over the often booming music!
I do appreciate that this game’s overall tone is a lot more optimistic and focused on unity compared to BOTW’s almost crushing loneliness, serving to give TOTK its own identity. Link has plenty of allies right from the get-go this time around, with a base of operations near Hyrule Castle that slowly expands as the game goes on. It’s pretty rewarding to see the races of Hyrule join together, at least after you help them with their own issues Ganondorf’s revival has caused. As with the previous game, the overall art direction is also fantastic, making for some breathtaking vistas at times. As much as the Switch is really showing its age, the technical aspects of this game are proof that specs aren’t everything. Being able to load up this massive world with almost seamless navigation and juggling of physics objects is nothing short of astounding considering the Switch is little more than an outdated tablet at this point, and it manages to be at a mostly stable 30 FPS, making a marked improvement from BOTW. While I have my misgivings with some of the narrative structure, I was immediately pulled in and think the game has a great start, but there’s plenty to sink your teeth into, as I’ll demonstrate.
TIERS OF THE KINGDOM
BOTW was already a gigantic game, but TOTK pushes to somehow stuff in even more. Broadly speaking, we can look at three different tiers of the kingdom (heh), each with their own distinct feel and gameplay loop. Starting with the sky, there’s this calm, almost ethereal feeling to most of the sky islands found in this game. The Great Sky Island that players start out on definitely paints a good picture of what to expect as they continue exploring…however I found that the sky was far and away the most lacking part of the game’s world.
Tumblr media
The Sky Islands are both lacking in size and frequency, a criticism that also plagued Skyward Sword from back in the Wii era. The Great Sky Island really set me up for disappointment, when most other sky structures are barely a fraction of its size and start to feel same-y after a point. You pop up into the sky, find a shrine, maybe a treasure chest…and then you’re done. Only rarely can you find somewhat larger, more interesting structures, but they’re surrounded by a TON of empty space. To a degree this is probably intentional. If the entire skyline was filled with floating islands it wouldn’t look very good from the surface, so having some room to breathe makes sense aesthetically. There’s also the fact that making sure the islands are more spaced out naturally makes it harder to get to them. You end the tutorial without your paraglider, and early in the game your stamina won’t hold out long enough to sail through the massive gaps in the sky to reach another island. That way, there’s this sense of mystery and anticipation when finding the next destination in the sky. I would look up at massive sky labyrinths or floating spheres and wonder both what was in there…but also how I’d even get up there. Even so, the fact that some sky islands are so small you can’t even really spot them on a zoomed-out map is a step too far. I’m shocked at how much they were played up in marketing when they barely factored into my total playtime.
Thankfully, there’s a lot more to this game. The surface is where the bulk of the game’s focus on community really comes into play. You have all the different villages and regions to explore, and it’s where the bulk of vendors and quests will be. Without Guardians roaming around, you notice a LOT more NPCs just out and about in Hyrule, and it was a welcome contrast to the other tiers and their relative isolation. Be it checking in on the latest gossip at stables, or getting my fashion on at Hateno Village, there was always something to do. The bulk of the game’s Shrines of Light are also found here, giving players quick, isolated puzzles that slowly drip feed health and stamina upgrades. Even if you want to go visit the sky, you’re basically required to return to the surface in search of new ways to get up high, such as the Skyview Towers invented by Purah and Robbie. These not only fill in your Purah Pad’s map, but also catapult you high into the air, giving you the chance to reach certain sky islands, or get a different perspective as you plot where to go next. But sometimes you might notice some strange areas on the surface that require…deeper examination.
Tumblr media
All over Hyrule players can find massive chasms that are surrounded by Gloom, but if you’re brave enough to head down one you’ll find one of the game’s biggest secrets…the Depths. A gargantuan subterranean region, I found the Depths to be a very interesting inversion of the game’s normal environments in more ways than one. For starters, compared to the boundless freedom found in the surface and the sky, you have to take it slow and steady underground. Most of the Depths are pitch black, and you never know what is lurking just beyond the shadows. Link will either have to use special seeds to create temporary light, or seek out Lightroots that can illuminate larger chunks of the map permanently. Unlike when you use the Skyview Towers to map out the sky and surface, Lightroots only illuminate a small radius around them, causing me to slowly work from root to root, occasionally being sidetracked by various treasures and structures to explore. Eventually, I noticed that Lightroots connect to the Shrines of Light found on the surface and suddenly it all came together: the Depths are just an inverted surface. Every mountain becomes a massive, deep valley. Every body of water turns into an impenetrable wall. Similar to the sky, players will have to leave the depths and find another way back down in order to get to certain areas, but even more than that…being in the Depths for so long can be fatal. Gloom is much more concentrated down in the Depths, and enemies are also infected with it. Taking damage from Gloom goes a step further and effectively “breaks” your heart gauge, requiring special meals made from Sundelion flowers found mostly on the sky in order to heal, that or natural light from the surface or Lightroots. As dangerous as the depths are though, they’re the main source of Zonaite, a special ore that will be incredibly handy when using the wide range of Zonai technology found throughout the game.
THE FUN OF CHEATING
The Skeikiah Slate from BOTW is no more, but Link has arguably better powers to work with this time around with the help of his nifty new arm. During the tutorial, players gain four main powers from the Zonai to help on his adventure and it doesn’t take long to realize that Link is so powerful now that you’re basically playing with cheat codes.
Tumblr media
The first and likely most important power is Ultrahand. At first glance it seems like a reskin of Magnesis, letting you pick up and move objects, though this time you aren’t limited to metal. But the real kicker here is the ability to combine objects together with…basically magical glue. Take some wooden boards and glue them together, attach some wheels and BAM…you have a makeshift cart. Or you can use one of the many different ancient Zonai devices by attaching them to a wide variety of things for almost limitless possibilities. Zonai devices often look like modern-day technology, even running off of a battery of sorts that Link can upgrade as he goes through the game. Fans, flamethrowers, steering wheels…the list goes on. Some devices are just strewn about all over the game, but in the sky specifically you can find…basically gatcha machines that dispense TONS of devices in capsule form that you can store and use later on when you need them. What’s more, later in the game you can find the Autobuild power that allows you to save “recipes” of various constructions, and then assemble them quickly, being able to use zonaite if you’re short some parts. What I like about this power is that you can be as simple or as complicated as you want. You COULD just glue some logs together as a makeshift raft…or you could go out of your way to make something far more intricate. For players that’d rather not mess with the ability entirely…while the game is built with it in mind, you can still get by for most of the game without worrying about it as much. Autobuild especially helps cut down on the time spent building things as a really great upgrade too. The entire game could have easily been built around this concept alone, but we still have other powers to cover.
Fuse is effectively a combat-centric take on Ultrahand. Using Fuse, Link can take almost any object and glue it to his weapons. I can put a Zonai spring on a shield, or glue a sword to my sword. I can even put a chunk of meat on my arrowhead if I’m so inclined. Nearly every object or material in the game can be fused to your arsenal, with a variety of great effects that can make weapons stronger, more durable, or given extra attributes. As an early example, I fused a mine cart to my shield, turning my shield into a skateboard that let me grind on rails like I’m in some Sonic game. Getting elemental weapons is as easy as attaching a special fruit or ore to my weapon, and those are way easier to find than elemental weapons ever were in BOTW. Your arrows are also much more versatile now; attach an enemy’s eyeball to an arrow to make it home in on targets, or a bright bloom seed to light up the Depths from afar. Fuse allows even the weakest of weapons to be useful, which is something that just wasn’t possible in BOTW. I can take a stick and fuse a rock to it to make a makeshift hammer that’s great for breaking open ore deposits or brittle walls, so no more stockpiling rare hammer weapons or waiting on my bomb runes to recharge. It also goes a long way towards making battles more worthwhile to even do, as enemies drop horns and claws that can grant HUGE strength increases to weapons. Before, in BOTW I would eventually avoid fighting late-game enemies because they were too beefy to deal with, as you’d lose multiple weapons in the process and any weapons they dropped weren’t as good. It was a net loss. But now even fighting silver enemies isn’t that bad, since that means I can put that silver moblin horn on some middling spear I found and suddenly that is among my strongest weapons. I have my own qualms about combat in general in this game, but Fuse goes a long way towards making it more fun to experiment and stick with than ever before.
Ascend admittedly is a step down in application, but is still quite good. The fact that it was initially a dev tool should be telling enough. With Ascend, Link can jump up through any ceiling and pop out on top of the structure. Sometimes this is just as simple as going up a floor in a house, or being able to explore a deep, expansive cave and then use Ascend to leave, popping out at the very top of the mountain you found the cave in. In the depths there are even some rare structures that lead all the way back up to the surface that Link can use Ascend on. It honestly breaks traditional level design and so the game had to do a lot of careful restructuring to manage but even then with some application of your other powers, it can be pretty easy to Ascend past areas you’re meant to go through normally. But nothing compares to the power of Recall.
Tumblr media
Initially, I thought Recall was a very situational puzzle solver. You aim at an object and can rewind it back roughly 30 seconds or so, but further applications showed that it might be the most broken of the lot. Recall has much more range than any other power, and can affect virtually anything you could also use Ultrahand or Fuse on. I’ve had instances where I’ve built a glider, only to go off course or miss my mark, and I would use Recall as basically a reset button to bring it back to a better position. Enemies dying and leaving their valuable collectibles falling off a cliff can be saved with a button press. What’s more, any movement you did with Ultrahand will be replicated with Recall, so I’ve done that to get vehicles aligned or to rise up platforms I would then Ascend onto to get up high. I’ve even completely broken shrine puzzles with Recall, nullifying any challenge they might have otherwise posed. Some might get a kick out of it, but I felt I kind of optimized the fun out of puzzles to a degree. Regardless, these powers are a lot of fun to mess with and even more versatile than BOTW’s power set was. But while we’re kind of bringing up a negative…I may as well get a bit more critical.
TEARS OF THE FANBOY
I want to stress that, despite my complaints here or there, I adored this game and just DEVOURED it over the last month or so. I put over 245 hours into it, doing almost everything of value. Playing the game for long stretches and having it basically absorb an entire month of my life…I’ll be the first to admit my own experiences and annoyances won’t be shared by many, and for normal people that just play in smaller bursts and don’t care about full completion, they likely won’t have nearly as many issues as I did. But…spending that much time with any one game is going to reveal some of the cracks in it, and those did chip away at my enjoyment a bit.
TOTK is a complex game, with a ton of things the player can do at any given moment, but I do think that Nintendo went a bit too hard on filling this game up with actions you can perform, and then realized they ran out of buttons on the controller along the way. Simply put, some actions are far more cumbersome than they should be. Selecting materials to use, either to throw or attach to arrows is tedious. You hold Up on the D-Pad, then use the right stick to find the item you want, but seeing as there are dozens upon dozens of materials you can use throughout the game, eventually that list becomes harder and harder to parse, leading to a lot of wasted time scrolling to find the exact item you need. You can hit Y to sort by different parameters, but if want you want isn’t near the front, then prepare to spend several seconds scrolling down to find it. A “favorites” option would have been a godsend here; just let me label a handful of items for quick reference. Throwing materials is also awkward, having to first throw your weapon, but then selecting an item with Up on the D-Pad as well. While I appreciate having more options for arrows and the like, the elegance of quickly swapping between arrow types in BOTW is missed here.
Tumblr media
Speaking of direct comparisons between these two games…let’s talk Sage Powers. Compared to the Champion Powers from BOTW, these are a massive downgrade in both strength and usability. In TOTK if I want to use a Sage’s ability I have to manually walk over to them and ready them with the A button, then usually hit A again to actually use it. In the heat of the moment having to chase down my AI companions gets old fast, and then aside from that there’s the fact that the A button is already pretty multi-contextual as it is. I’ve had tons of experiences mashing A to grab items on the ground, only for Tulin or Yunobo to walk in front of me and have me accidentally activate their power and blow items away. Looking at the four powers in depth, while they have their uses they’re rarely worth the hassle of using them. Sidon’s water shield and attack is very niche, as ice attacks can do the same things as water, with the added benefit of freezing targets. Riju’s lightning arrows take forever to set up, and aiming Yunobo’s fire spin can be tedious. Tulin is about the only Sage that feels well designed, as more often than not I will always have him around to give me a boost of horizontal movement while gliding. I don’t have to worry about tracking him down, or the A button doing something else most of the time. On the ground though, he has the same issues. I enjoy having the Sages around as AI partners to take some of the heat off of fights, but compared to how simple and effective the Champion Powers were in BOTW, all mapped to different buttons and being next to impossible to accidentally do…it’s pretty disappointing.
There are other things to go over too, some of which already existed as problems in BOTW. Just as in the previous game, climbing wet surfaces is torture. TOTK introduces some solutions but they feel poorly implemented. Players can now make tonics that grant “slip resistance” to climb up wet surfaces more easily…but in practice you’ll barely notice the effects. There’s also an armor set that is said to make you immune to slipping entirely, but that is locked behind a quest chain that can take a while to complete…and then once you get the full set you realize that you need to upgrade all three pieces two times to actually unlock the hidden set bonus to make you completely slip immune. On that same note…upgrading armor is still incredibly tedious, especially when it comes to dealing with any pieces you need from dragons. Horses are also still pretty pointless to use after a point. Without even getting into the fact that they can’t be used in huge chunks of the map, like sandy deserts or rocky mountains, not to mention the sky islands or Depths…being able to build vehicles with Ultrahand basically replaces their only real function as transportation. And yet for whatever reason, whistling for your horse is still mapped onto the D-pad. In a game where they’re clearly hurting for more buttons having one relegated to something I barely even considered using is pretty bad.
Tumblr media
I have plenty of issues with combat in the game as well. I know Zelda isn’t a series where action is the main event, but even so the action is typically satisfying in its own way. I’d best describe it as tedious here; enemies are damage sponges, your own attacks send them far away and force you to track them down, and after a certain point the difficulty curve falls apart. I know difficulty is subjective, but both BOTW and TOTK are very strange about balance. The beginning of the game is the hardest, as you have almost nothing. But once you stockpile some meals to heal, armor to up your defense, and materials for fusion the game can’t really do anything to you. I once thought Gleeoks or Lynels were to be avoided, but getting my hands on enough Keese eyeballs to make homing arrows means I can stun them easily and melt through their health as they lay down defenseless. Mastering the parry and perfect dodge also eliminates most options enemies can even do to you. But admittedly, not everyone IS always going to be perfectly prepared for any given fight, or know that certain abilities can just render some enemies a joke. I can tell that balancing a game that is so nonlinear and open-ended is no easy task, but I do think they made players a BIT too strong at points and hope later games can find a better balance. But overall, that’ll mostly do it on the nitpicks.
CONCLUSION
When I beat BOTW, I had wished I could play it through again with my memories wiped, just so I could experience it all again for the first time. Tears of the Kingdom is arguably the next best thing. A twist on something familiar, with some curveballs thrown in for good measure. Link’s new abilities do a lot to spice up how you interact with the world, and there have been some noticeable improvements to the original’s issues, even if some still remain. With this likely being the future of the franchise, at least for now, I’m interested in seeing what lessons Nintendo can take from these two entries. For my money, Nintendo has managed to iterate on one of my favorite games out there and have made it hard to go back. I’m hard pressed to think of too many things BOTW did better, outside of the novelty of being the first game in this new style. I liken BOTW’s strength to being the joy of discovery, the appeal of exploring the unknown. While there are elements of that in TOTK, this time around the focus is on experimentation. Like the joys of playing with a tub of random Lego pieces, being able to adapt to any solution with whatever you have around, bending and breaking the rules of the game world, the end result is unrivaled freedom and depth that will keep people busy well until the next main Zelda.
Until next time,
-B
7 notes · View notes
guideoftime · 5 months
Note
the modern Sheikah don’t seem to keep their promise to Hylia though?
Tumblr media
Haha--we're about to get into some strong negative opinions.
You're right, they don't, but the Sheikah in BOTW/TOTK is so strongly removed from what they once we're that it isn't actually surprising. It's more frustrating actually how much they've completely derailed from what the Tribe once was, from what we were set up for. The Sheikah have such great potential in exploring their history/abilities/commitment and repeatedly we're just given these scattered remains of what we want or in BOTW/TOTK's case, something completely different.
I don't hate Sheikah Technology. I think it's fun, in BOTW. The potential there, the mix of Shadow Magic and Technology (you can fight me on that headcanon) it such an interesting thing to explore. The Shrine of Resurrection that saves Link's life could have given them impressive advancements in medicine / healing.
I have a problem with how it's handled in TOTK. What we're given as an answer for what happened to it is this: It is believed that since the Calamity disappeared, they also disappeared as their role had been fulfilled. It is, anyway, commonplace for mysterious events and strange phenomena to occur in Hyrule.
They give the Sheikah one thing and immediately deminish the one advancement the tribe gets.
The fandom has a better idea that it's repurposed by Robbie and Purah, which, great. But of all the technology the tribe uncovers, discovers, breaks down--it does nothing. The advancements in TOTK seem like such a backwards drop from the technology we got to use in BOTW. And yes I know the point is to focus on Zonai and their inventions.
But these people don't even have RUNNING WATER despite all the "technology" they have.
The Sheikah are repeatedly dwindled down to the point any part of what they once were is completely unrecognizable. The beliefs they held, the devotion they had toward Hyrule, the magic that flowed through them--it's just gone because they seem to work better as stepping stones for the games rather than actual developed and thought out people. They have one of the deepest roots in Hyrule's history but it never feels like we get to explore it.
They deserve better.
6 notes · View notes
knotbattery · 3 years
Text
Part 2 of Who is the Ancient Hero depicted in the BoTW Tapestry
Tumblr media
Link to part 1 https://knotbattery.tumblr.com/post/638353958593806336/just-who-is-the-hero-in-the-tapestry-that-depicted
There are three things I want to analyze:
The bracelet on the mysterious arm
The barbarian armor in BoTW
The paintings on the Zonai walls seen in the trailer.
So the only thing that will help us identify this glowy hand is its bracelet. The barbarian armor however doesn’t carry any jewelry or gold resembling this bracelet. As a matter of fact its completely devoid of anything excessive. The Gerudo, however, are no strangers to jewelry as it makes a big part of both regal wear worn by cheifs and casual clothing for the everyday vai. Even mummified Ganondorf is clad in gold finery, which makes this analysis a lot easier.
Tumblr media
I dont even have to say it, the bracelet of the glowey arm and the jewelry of Ganondorf do not resemble at all, so I will rule out that this hand is Gerudo for now meaning that it has to be Zonai. The jagged swirls of the bracelet resembles the style of the Zonai ruins.
Tumblr media
This is what trips me out. So within the Zonai ruins are depictions of the Gerudo and one who looks strangely familiar. Could this excerpt be a part of a larger painting depicitng the Gerudo fighting alongside the Zonai or could it be them waging war against eachother. Either way, the link between the Gerudo and the Zonai are strong as is the link between the Sheikah and the Zonai. They all worked together to seal Ganondorf away but isnt it strange that there is one very important component missing to this seal? Where is the involvment of the princess who carries the blood of the Goddess, I mean that is literally her job??? Did something happen to her? Are the depictions of the tapestry misleading? Is that why all three races banded together in sealing Ganondorf, and also when has the Hero been capable of sealing? Well, if the Hero was actually of Zonai origin then it’s not strange that he’d be able to seal Ganon as the Zonai were known to be “strong magic wielders.”
Tumblr media
So here is my theory. The ancient Hero depicted in the tapestry is indeed a member of the Zonai. Being a native of the Faron region, worshipper of the dragon Farosh, and a strong magic wielder, the spirit of the Hero reincarnated within the courageous warrior. The warrior turned Hero of the Calamity, in an unexpected turn of events where the princess was gone, gave himself to seal Ganondorf indefinitely working alongside with the Gerudo and Sheikah for mutual benefit. Being the true image of courage, the Zonai decided to honor his image by crafting armor in his semblance that is given to Zonai warriors when they become of age; The same way the green tunic became a way to honor the Hero of Time for Hylians. In the same way that Zelda was conscious of the world around her as she sealed Ganon for 100 years, the ancient Hero has managed to retain responsive even after 10,000 years. Sensing the spirit of the Hero and the blood of the Goddess (the triforce too), he decides to save them from Ganon’s attempt at killing them. His actions break the seal, and in a last resort to set things right, bestows his magic onto Link hoping that with the Princess (and once again the full triforce) they can finish the job for good.
75 notes · View notes
botwstoriesandsuch · 4 years
Text
The Champion’s Identities 10,000 years back
I was tagged in this post by @no-themes-just-memes for a theory about the original Divine Beast pilots 10,000 years back. This was too big for a reblog so here is this...
Tumblr media
This tapestry, the one that was passed down to Impa, over what I can assume is a lot of generations, is pretty much our only information regarding the original Champions. It’s well guarded, behind Impa, which is near where their “treasured heirloom” was kept so it’s definitely a valuable heirloom.
[Full theory/analysis below the cut]
Tumblr media
Now the fact that it’s in Impa’s possession and clearly in the Sheikah style is obvious to the fact that it was Sheikah-made, but just to reiterate that point, you can clearly see the Sheikah text, swirl designs, eye symbol, and obsession with constellations that other Sheikah stuff (like shrines) have. Impa’s version is much more weathered, which in comparison to the much brighter and refined picture I have at the top, obviously means that this piece of art is old. This was definitively made by the Sheikah and not something that was from the Hyrulean Family as other people may think
Tumblr media
Why is this important? Well firstly, and a bit off topic, but I think this confirms that the sealing of Ganondorf in botw 2 was done by the Sheikah as the wall art in the trailer is of Sheikah style and not the Zonai (although that’s on the pretense that this art of ganondorf is related to his sealing, and not just art depicting the events of something else entirely, which could also be likely to be fair)
Tumblr media
Anyhow, the fact that this was done by the Sheikah, means that we can definitively say that the art here is not only accurate, but we can understand that the artist had the basic knowledge on what the different races across Hyrule were when making this. Basically, I’m saying that this isn’t a case of “Oh this was a legend passed down through time and this art was made by someone 100 years ago so the description of the Champions is not accurate.” No. This was by the ancient Sheikah, who had first hand, or at least very close hand, knowledge on the events and more specifically what the Champions looked like. 
[And I can further prove this because the tapestry in the trailer is obviously woven, and not inked into, unlike the other more “modern” art across Hyrule that you see in the game. It’s on an almost papyrus like “paper” and not the more modern book binding paper that is present across Hyrule, the only exception being the Rito, but again, this is definitely Sheikah design]
If we understand that the depictions of the Champions are accurate, and not the result of misinterpretation through myths passed down to later artist, we can actually use the art of the Champions as fact to identify them. 
I’ll start off with this, none of the Champions were Rito, Goron, Hylian, or Sheikah.
Tumblr media Tumblr media Tumblr media Tumblr media
Rito and Goron are easy to disprove, the shape of the Champions are vastly different from the larger, circular Gorons, and there are no wings, beaks, or talons present on any of them, so Rito is a no.
You could argue that Medoh’s pilot has a beak, but 1) There’s still no wings or talons, tail, or even feathers. 2) It’s more likely a helmet, such as the Divine Beast Vah Medoh Helm which is canonically worn by the pilot/controller of a Divine Beast. We will come back to that point.
Tumblr media
None of the pilots are Hylians or Sheikah, because the tapestry includes depictions of those very races in the same piece. The Hylians are depicted very human like, and the Sheikah are all with their signature masks with their symbol on it. Both, vastly different than the styles of the pilots. 
(And also the Sheikah race devoted themselves to assisting the Hyrulean family with their technology and knowledge and not with direct combat making it unlikely they were pilots)
Tumblr media Tumblr media
[btw there’s a theory that the corpse in botw 2 is actually the hero because they could both be Gerudo/ganondorf, cause the hero in this tapestry was Gerudo cause of the skin tone and hair or something... but I’m 99% sure that’s wrong because 1) the curse of demise wouldn’t allow Ganon to be the good guy and 2) the hero clearly has pointed ears, something not developed by the Gerudo (who had rounded ears) for many many many generations]
Tumblr media Tumblr media Tumblr media
[Fun fact! This last image showing the ancient Sheikah being cast out displays them escaping to the Forgotten Temple (with the large goddess statue) and some of them also splitting off to become the Yiga Clan]
The only possible known races left are the Gerudo and Zora, but I’m very hesitant to even say that for a few reasons I’ll get into later.
The reason they’re not crossed off completely is because they have distinct arms and legs which Zora and Gerudo have, shocker I know. In addition, it could be argued that the red hair that some of the pilots have indicate their Gerudo race. Also, the pilot for Divine Beast Vah Ruta has a skirt/petitcoat like fins around their waist which could be argued to indicate a Zora. However, this obviously won’t explain the other pilots, but we’ll get to that soon.
Tumblr media Tumblr media
[I’m not gonna re-screenshot the other pilot just scroll up and look at how their hair color is red ok]
Now, other than those obscure observations, this leaves me with my two theories. The simplest one, is that the pilots were actually Hylians, or Zora, or some other race, but they’re depictions here have them in armour, so it is impossible to tell. This lines up with the amibo descriptions of the Divine Beast Helms, which were worn by those who controlled the beasts, giving reason to the pilot’s unusual head shape. Not far-fetched to assume that they’re might have been a fully fledged Sheikah pilot armour made at some point. 
Tumblr media
[could be argued that the this helm explains the “tusk” or “trunk” like blue shape on the Ruta pilot’s face]
In addition, notice how the pilots are all wearing the same colors as their Divine Beasts. The Ruta pilot with the same shade of blue, the Rudania with the orange, Medoh with the green, and the Naboris pilot with the red (and yes its a different color than the Ruta one, I checked its a darker shade). This could explain away the coat-like shapes on the Ruta pilot, and and previously mentioned beak shape on the Medoh pilot. No race (other than the Zora, but again, they’re unlikely) have these colors naturally, so we can only assume it is armour that makes their weird body shapes.
[Again, I’m not gonna re-screenshot them just scroll up or take my word for it :p]
So theory one is just that, their races are ambiguous/unknown because of the ancient Sheikah armour they wore, perhaps to protect their identities? Or, perhaps because Nintendo was lazy and didn’t think it was that important, which is fair, it really doesn’t impact the story that much.
What it does impact is my ability to theorize and assign meaning to things that they didn’t intend to, in the hope that I’m might be right, which brings us to theory 2.
I say that the pilots are not Gorons, Rito, Hylians, Sheikah, Zora or Gerudo. Now you might be thinking “That’s literally every race in Hyrule how is that possible?” and to that I saw no, no it’s not.
If we skedaddle back to my brief mention of the Zonai in that one paragraph a good 5 minutes ago (for your average reading speed idk) we can remember the Zonai people, responsible for the ruins across the Faron, Thyplho, Upper Eldin, and all three of the mazes in the corners of Hyrule. Their culture and ruins are vastly different than the Sheikah and Hylian, but they’re assumed to have human-like characteristic given their relation to the barbarian armour set, as I assume that the tribe from the Faron region is at the very least connected with the Zonai
Tumblr media Tumblr media Tumblr media
This armour, by the way, is only found when completing Sheikah shrines, meaning the Sheikah must have made contact with the Zonai at least 10,000 years ago. Much easier to be in touch with someone if they’re...I don’t know, recruiting their people to pilot a giant mech of yours, wouldn’t you say?
Secondly as to why I think the pilots are all Zonai, is this line from Impa
Tumblr media
These pilots were from “across the land.” Of course, you might initially interpret that line to prove that the pilots must have been of different races and background (ergo, Theory 1) but then how could you explain the similarities all four of the pilots have to each other.
All the pilots have darker skin (something that might be common if your people originated from a lush jungle, such as the Faron?) they all have distinct arms and legs, they all have hair, and are all of similar proportion, which is different than that of the Sheikah and Hylian. 
I’m saying that all the pilots were off the same race, and what other race is present “across the land” other than Hylians? The Zonai, present in all four corners of Hyrule as proven by their ruins. 
Tumblr media
The Champions of 10,000 years back were Zonai, wearing special Sheikah made armour and helms, and helped the Hylian princess and the hero defeat and seal Calamity Ganon. While the Sheikah were later pushed out, no such violence or discrimination was recorded against these Champions because they were not Sheikah. Their race and names faded with time because just like their Zonai people, they and their tribe disappeared mysteriously never to be seen again. This is why their identities and race were left unknown, because their people were not remembered.
But that’s just a theory...a GAME THEORY. Thanks for watc— uh reading? Thanks for reading :P 
298 notes · View notes