There is NO REASON To Play Breath of the Wild In 2023
Summary
TLDRIn this video, the creator reflects on their experience with *Tears of the Kingdom*, comparing it to *Breath of the Wild*. They discuss how *Tears of the Kingdom* addresses the original's flaws, such as repetitive shrines, the limited weapon durability system, and lackluster side quests. The introduction of new mechanics like Ultra Hand, Zonai devices, and the Fuse Rune enhances exploration and combat, making them more dynamic and rewarding. The sequel improves on the original in nearly every aspect, making Hyrule a more engaging and exciting place to explore. The video highlights how these changes make *Tears of the Kingdom* a standout improvement.
Takeaways
- 😀 The hype around *Breath of the Wild* was immense, but the reviewer struggled to connect with the game despite its popularity.
- 😀 After six years, *Tears of the Kingdom* significantly improves on the original game in multiple areas, making it a more enjoyable experience.
- 😀 The shrine system in *Breath of the Wild* was repetitive and lacked variety, often leading to disappointment for players.
- 😀 *Tears of the Kingdom* introduces Ultra Hand and Zonite devices, which add creativity and variety to shrine puzzles, making them more rewarding.
- 😀 Combat in *Breath of the Wild* was impacted by weapon durability, which often made the game feel less engaging as players progressed.
- 😀 The Fuse Rune in *Tears of the Kingdom* allows players to combine monster parts with weapons, enhancing combat and making enemy encounters more rewarding.
- 😀 Side quests in *Breath of the Wild* were often underwhelming, offering little more than rupees or basic gear.
- 😀 In *Tears of the Kingdom*, side quests provide a wide range of meaningful rewards, including new abilities, powerful gear, and useful items for progression.
- 😀 The game’s exploration system now feels more engaging, with constant rewards that make exploring Hyrule a much more exciting activity.
- 😀 *Tears of the Kingdom* is a near-perfect sequel, with minor flaws in voice acting and weapon variety, but overall a massive improvement over *Breath of the Wild*.
Q & A
What was the initial impression of *Breath of the Wild* when the narrator first played it?
-The narrator was initially excited to play *Breath of the Wild* after a lot of build-up, but after playing it for a full day, they didn’t fully understand why others considered it the greatest game. They felt some parts of the game were a chore, and exploring the world started to feel meaningless.
What was the key issue with *Breath of the Wild*'s shrine system?
-The key issue with *Breath of the Wild*'s shrine system was the lack of variety. Many shrines were either repetitive strength tests or simple puzzles involving things like putting balls in holes, which eventually killed the excitement for exploring and completing shrines.
How does *Tears of the Kingdom* improve the shrine experience?
-In *Tears of the Kingdom*, the shrine system is vastly improved with the introduction of Ultra Hand and Zonai devices. These mechanics allow for creative puzzle-solving, where players can build unique contraptions using Ultra Hand or engage with more structured and diverse puzzles with Zonai devices. This makes each shrine feel more rewarding and fun.
What role does the Fuse Rune play in improving weapon durability in *Tears of the Kingdom*?
-The Fuse Rune improves weapon durability by allowing players to fuse parts from defeated enemies (like horns, fangs, and claws) to their weapons, increasing their attack power. This system gives players a reason to engage in combat and makes weapon durability more dynamic, as weapons can be customized for better effectiveness.
How does the Fuse Rune affect player interactions with enemies?
-The Fuse Rune encourages players to engage with enemies, as defeated monsters drop materials that can be fused to upgrade weapons. This makes combat more meaningful, as avoiding fights would hinder progress, and players are motivated to fight to collect materials for weapon upgrades.
What was the problem with side quests in *Breath of the Wild*?
-Side quests in *Breath of the Wild* often felt underwhelming, with many offering minimal rewards like rupees or low-tier gear. Despite changing characters' lives, players were often given very small, insignificant rewards, which made side quests feel like a chore rather than an incentive for exploration.
How are side quests different in *Tears of the Kingdom*?
-In *Tears of the Kingdom*, side quests offer a much wider range of rewards, including useful items like Fabric, maps, energy cells, and sage’s wills. These rewards feel more tied to player progression and make exploration feel more rewarding. There’s also a greater variety of side quests that encourage players to interact with the world.
What is the main change that *Tears of the Kingdom* made to the exploration and reward system?
-The main change in *Tears of the Kingdom* is the diversity of rewards for exploration and side quests. Players are no longer just receiving weapons and rupees but can earn valuable items like energy cells, schematic stones, and upgraded gear. This variety makes exploration feel more meaningful and rewarding.
What are the key improvements in *Tears of the Kingdom* compared to *Breath of the Wild*?
-The key improvements in *Tears of the Kingdom* include a more engaging shrine system, the introduction of the Fuse Rune which makes combat and weapon durability more dynamic, and more rewarding side quests with diverse rewards. The sequel encourages exploration in a way that feels exciting and provides real incentives for interacting with the world.
What are some minor issues still present in *Tears of the Kingdom*?
-Some minor issues in *Tears of the Kingdom* include a lack of weapon variety, the ability to heal all hearts from the menu, and voice acting that could use improvement. However, these issues do not significantly detract from the overall experience.
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