So I finally managed to obtain a Game Boy
Expect many BotW tweets I guess
This is a record of a twitter thread, originally posted in 2017
So I finally managed to obtain a Game Boy
Expect many BotW tweets I guess
Thus far by far the hardest aspect of the game is remembering that A/B and X/Y are backwards on Nintendo consoles
This hasn't *traditionally* been a problem since I skipped the Wii u and Wii/GC/N64 all had unique button layouts
Pro Controller's effectively just an Xbox controller designed by psychopaths as far as my muscle memory is concerned though :/
Also the dock is like... alarmingly flimsy? Console just kinda balances on top of the USB-C port and rattles around if you bump it :|
Anyway I died in the first shrine by dropping an enormous iron door on my head so A+ videogame
Spirit Orbs
...
Sporbs
BotW has set a new bar for videogame splash sound effects
it's got that really solid bassy kTHOONK sound where every other game is swishier
Basically stomping a boot into two feet of water sounds different from jumping bodily into a pool and only Zelda has acknowledged that
Can't get a good screenshot but: Rain appears to use some zbuffer trickery to do anime-style splashes
like you know that look where there's like a haze of dots along the edges of surfaces that face upwards
Best screenshot I can get. Capture buttons' super low-res but look at the upper edges of the grass and Link's head
I think it's effectively zbuffer edge-detection but only along one direction, which is then used as a mask for an animated dots texture
It's not particles; it doesn't show up on regular surfaces such as the ground itself; only above edges where the depth gradient is large
Speedruns of this game are gonna be really Souls-ish huh
I never owned a 1, 2, or 3DS, nor any of the preceding Games Boy, so gonna try out this "play videogames in bed" thing I keep hearing about
Update: this is uncomfortable
BotW zoras are surprisingly cute
Avoiding posting screenshots for the sake of ppl who haven't played it yet, but the zora elders are some really cool designs
Also glad to see BotW maintains the Zelda tradition of "absolutely every female character wants to bang Link regardless of age or species"
Whoa this game has volumetric light shafts
Not like the UE3 screenspace zoom-blur trick; they're actually 3D
I don't really know how to calibrate my expectations re: graphical power here. Like it's essentially A Large Phone right?
Like nothing in this engine seems terribly groundbreaking but there's a ton of expensive stuff I'd never expect to see from mobile hardware
Guess I should think of it as roughly 360-equivalent, in keeping with the tradition of portables having roughly the last console gen's power
Obviously a massive over-generalization but as a loose rule of thumb for governing expectations it seems fair
I think that cross-hatching effect is less of an "effect" and actually just some lines painted into the gloss map
which is funny bc they've got a ton of really interesting NPR stuff all over the place and then it's like hey check this out: SPECULAR MAPS
Also sorry for the weird post-screenshot-then-quote pattern. It's the only way I can think of to keep screenshots threaded
Trying to avoid what happened with FFXV where all my tech-art discussions ended up in 200 separate threads so I'll never find them again :/
Unexpected downside to open-world structure: constantly meeting characters that explain the basic premise of the plot over again
BotW has probably the most stable, solid-feeling physics engine I've ever seen in a game?
Heavy stuff just clonks into place; no squishing
Crysis: I touched a barrel and it catapulted through my chest at 300mph
Zelda: Build a tower of physics objects then do platforming on them
They also totally throw out all the "avoid interactions between objects with large differences in mass" advice and it's still flawless
Also mad props for getting instant-response N64-style character movement that still allows walking/climbing on totally dynamic physics objs
Interesting that after around Crysis/Red Faction era, AAA mostly gave up on the HL2 promise of Physics Everywhere instead of pushing further
Really love the implication that Mipha has to intervene from on high every time Link finds some absurd new way to accidentally off himself
Link: *skateboards off cliff, dies*
Mipha: really dude
BotW is fantastic but I've been #gameing for almost 30 years and this is the most trouble I've *ever* had with complexity of controls
Like I'm 20 hours in and still occasionally dying from hitting the wrong input in emergencies
Clutch weapon switches in particular are hell
Like if you've managed to design a system that necessitates shift-inputs, often, on a controller with 16 buttons that's... maybe a red flag?
Also we're all sick of Souls comparisons but it's genuinely weird playing a Zelda game with low-HP enemies that take off 4 hearts in one hit
Mobs of weak enemies are super dangerous unless you pick them off carefully. V unlike typical Zelda combat and v much like That Other Game
Also while we're discussing combat the weapon durability thing has this weird effect whereby you basically carry a finite quantity of damage
Like it never shows you the number but each weapon hits N times before breaking, doing X damage, so inventory represents an exact damage #
I died to a Lynel bc it has more HP than I can physically carry in damage right now
which is a very weird thing to happen in a game
Whole Rito section was, like... bizarrely easy?
No challenge to get to the village, no quest to get access to divine beast, dungeon's p straightforward and boss is all slomo arrows
Did Zoras first; took forever. Did Gerudos second and that boss was crazy hard. Assumed boss difficulty scaled dynamically but I guess not?
I guess if you did Rito stuff early you wouldn't be able to afford the cold-resist armor so managing food resources would make it harder
Check how the snowy terrain intersects the shrine. Some kind of soft depth-compare trick to fade out seams?
Can't screencap it but you can see it shimmer a little bit at grazing angles when the camera moves; def suggests zbuffer precision stuff IMO
Also it doesn't take the emissive param into account. Can see the actual poly intersection on the glowy bits
If I make a game with a day/night cycle I'm making night like 1/3 the length of day bc every game that has one feels like Infinite Darkness
like it becomes legitimately depressing over time
There are exactly two (2) "screaming deer" sound effects that exist and they are each present in every open-world game ever made
If I sell all my gems to pay the fourth great fairy I'm going to immediately find something that needs like 20 rubies or whatever right
Dunno how else I'm supposed to amass 10k rupees though. Being starved for money in a Zelda game is super weird
So BotW's Zelda is basically Princess Bubblegum
this owns
Okay for the amount of effort Dinraal's Scale took I was *really* expecting a better reward than one measly sporb
BotW's version of Kakariko feels transplanted directly from Okami
Speaking vaguely here bc spoilers but: Farming materials to upgrade the Champion's Tunic by far is the least fun I've had in this game
like what a mundane waste of something that initially looked like it was going to be *incredibly* cool
I know it's a Zelda staple but between the strong supporting cast and the addition of voice acting, the silent protagonist thing really jars
Silent protagonist in general feels like a weird vestige of a much older style of game writing. Feels increasingly incongruous as we go on
It works where the "protagonist" is mostly just an avatar of the player's will (Skyrim, Dragon's Dogma, etc), but that's often not the case
Like Link's an actual *character* in BotW. He has relationships with people, and a degree of implied personality/characterization
TBH I've never really liked the idea of protagonist as fantasy self-insert. Emotions work vicariously and stories are better with characters
(in fairness it can work well as a conceit, i.e. Myst framing itself as Literally You Yourself finding the book and exploring the island)
also it leads to the *incredibly weird* pattern of characters like Midna or HL2's Alyx acting increasingly affectionate towards silent char
I mean *I* have a giant crush on Midna so her tsundere personality arc worked as intended in my case but that wouldn't be true for everyone
Just letting the character have their own emotions seems like it'd be a lot more reliable than hoping the player feels them themselves
Saving the actual Zelda theme music for Hyrule Castle was a p cool decision
The anxiety of the weapon durability system does a v good job of making the Master Sword feel as awesome as the games always tell you it is
Finished Zelda
rot13 spoilers:
gurl fubhyq unir uhttrq
Anyway it's extremely well designed and extremely unlike previous Zeldas
Gonna be a while before I can arrive at an Opinion I think
Ending felt a bit underwhelming tbh? At least in comparison to how emotional most of the plot stuff leading up to it was...
I guess that's always kind of a peril of trying to work a plot-based conclusion into a fundamentally nonlinear game structure
Anyway BotW Zelda is by far the cutest Zelda so it's got that going for it
gonna watch the SGDQ run for closure