I think Fallout 1 & 2 have a lot of parallels. The first two fallouts are a lot more like ttrpgs, it was when Bethesda bought them they became FPS rpgs.
Oviously older, but they hold up pretty well and certainly a different setting.
Haha I appreciate the comment and the ability to call them out even though you like them.
I just wish I felt the same. The longer they’ve been out the more I realize that we probably won’t get a more traditional zelda ever again. I think the thing I liked about zelda up to BOTW was that the world itself was a puzzle. Figuring out how to navigate and open up new areas was part of the fun and challenge to me. Not to mention dungeons being larger and more intricate puzzles than anything you come across in BOTW and TOTK.
I’m really confused by all of the story comments in this thread. It’s fair to criticise HL’s story, but at least there is a story and characters. What story does TOTK even have? What characters have more than a line or two? While Zelda has never been big on complex narratives, at least previous entries (before BOTW and TOTK) could develop a story since they could have a linear progression. A couple of flashback scenes really doesn’t tell a great or compelling narrative and really disconnects the gameplay from the events going on.
I’m curious, what open world games do you rate as a 9 or 10? I’m not saying Hogwarts did anything revolutionary, but it did most things pretty solidly. It’s been a while since Ive played an open world game that does a good job on making the world actually feel alive.
I’m kinda curious in what way Zelda (assuming TOTK) has more depth. Combat wise HP has stealth, an attack typing system, comboing, special moves, and more if I recall correctly. TOTK does have a variety of weapons and you can craft weapons, but it generally boils down to just whacking away at things. You could also mention the ability to make vehicles/automaton, but the time to build things (until you find ultra hand?) mixed with limited resources made that more of a pain/chore than fun.
I could go into other mechanics, but ultimately I think TOTK would be rated worse if it wasn’t for the Zelda branding carrying it.
I’ve played it a bit on the Xbox and it’s even laggy on that. It may just be too much for the switch to handle ¯_(ツ)_/¯.
If it’s warning about too many buildings you may have too many things for the switch to track and display, so best bet would be to remove some things. It sucks, but that’s always an issue with open world games like that.
So I was curious about this and looked it up and there are technically 8 regular enemy types (bokoblins, moblins, lizalfos, chuchu, keese, octoroks, wizzrobes, pebblits, lynel). There are then also the different types of guardians, 2 overworld bosses (Talus and Hinox, I don’t count Molduga), and the yiga.
Depending on how you cut it there are then 8 up to 13 overworld enemy types. However, the real issue is you typically only encounter 3 maybe 5 (bokoblins, moblins, lizalfos / keese, chuchu) while running around.
I think the thing people forget when talking about variety is it matters how you use it. BOTW and TOTK basically have a few set grunt types that are what you predominantly fight, and it gets boring fast (in my opinion).
Edit/Note: I didn’t count stal/cursed enemies as they’re basically the same with slight modifications.
I agree, when I first picked it up I couldn’t get into the rhythm of the game and hated it, but once it clicked it was a lot of fun. You can’t really go in expecting to play exactly like Doom (2016).
I mean, TOTK is almost copy pasted BOTW. Yeah there are some new mechanics, but it still has all of the flaws of BOTW.
Crafting and the building mechanic add some fun, but the farming required for all of it is tedious (and I even used duplication glitches for items).
Itll be curious to see how people’s opinions of BOTW change over time because I think it took Zelda in a bad direction (unfocused gameplay with simpler puzzles).
Yeah N64 and PS1 just have this element of jank from the transition to 3D. While a great time for games, none of them have aged as gracefully as the 32-bit games from the previous era.
I only played a bit of sekiro, so keep that in mind. However, I would say that Lies of P gives a similar level of importance to parrying/perfect guard, but it’s not solely dependent on it. In sekiro you really need to parry, but in Lies of P (in many instances) you can get by with dodging and finding openings. That being said, the rhythm element to parrying is very much there, and most bosses require learning the cadence of attacks so you can parry.
Some added context, in lies of P if you block at the right time it’s a perfect guard which uses no stamina and blocks all damage. It also has the benefit of reducing the stamina of the enemy, which after enough guards or hits will open them for a critical strike (similar to a stance break in souls games). If you’re playing bosses without assistance, this is the key way to win, so feels a bit like sekiro.
If that sounds interesting I would take a look at a gameplay video.
I just finished Lies of P. If you haven’t heard of it, it’s a souls-like game that takes story elements from Pinocchio.
I found it a lot more approachable than other souls-like game. It’s a lot more linear (but I don’t think it suffers from that) and does a better job of introducing you to game mechanics. What also made it more approachable was the parry system felt a little more forgiving and there is always a save point right before a big boss (so even if you’re stuck on one, you can keep jumping right back in).
I don’t know, the class component thing in fire emblem three houses absolutely killed my interest in that game. Sometimes it’s good to skip a bit of the monotony.