One thing I realized about TOTK, is that there is a lot of things to do. More than I can count. But nearly all of them are repeated to the point where it has lost all the enjoyment
This right here. They added repetition to make the game feel longer, but it backfired. I helped Addison maybe 3 times and stopped. I "explored" random caves only so far at to find Shrines. Didn't care about wells. Or Sage's wills. Reuniting koroks. Reuniting green crystals with shrines. Yiga schematics. Pointless armor sets from previous games. Recycled boss fights in the depths. Main quest and story were fun, but all of the filler content gets old quickly.
That's kinda an issue with both wild era Zelda games to be honest. And it's kinda a side effect of Nintendo's design here. They expect most people to only play through maybe 10% of the game (main quests + whatever side quests, shrines and other things they encounter along the way). As a result, they repeat mostly the same things across the map, so everyone has a 'similar' experience. Unfortunately, that means it sucks for anyone actually going for more of a completionist route, since many things look and feel identical to the last 20 things you saw.
FACTS. I probably would of enjoyed the game way more if I didn't go out of my way to clear all of the caves. There isn't any real reward to collecting all the Bubbul Gems, or the Wells, or even the Lightroots. It just comes across as filler. I absolutely despise the glorified Korok named Addison. I never did track down all 80+ of him, and of course, he is the only filler that gives a unique reward for completing.
Actually just watched a video of it and you can sort of do it but only on a small portion of it. Use the schematic with the rocket and glider to get there. Watched another video but you have to use glitches to fully go there.
Another unused idea is Yona in carrying a sword, wearing clothing like booty shorts, with that design, she could had a completely different role and I bet it would have been amazing.
We were supposed to have advanced aerial combat with Link being able to rotate 180-360 degrees in order to fire a bow directly overhead, but we did not see this. And I haven't heard anyone cover the reason for why this was not included.
Weirdly, I don't think info on this mechanic was in Master Works, at least from what I've seen. Maybe the English version will have a bit of info about it though, since translations are imperfect.
@@GamingReinvented Way back in mid development, Nintendo released a concept video featuring explanation on how Recall, Ascend, and this aerial combat mechanic would work. But for some reason, nintendo chose not to include this last feature.
@@keithtorgersen9664 Oh yeah I think I saw that video. Still feels strange they didn't include some of that in this book though, would have be neat to explain why some things work differently in the final game.
@@keithtorgersen9664 Aren't you referring to Monster Maze's videos? To my knowledge Nintendo never showed anything before the demo close to release. Since then they've made presentations that explain the game's systems and mechanics, but I haven't heard anything about aerial combat from them. I did think it was underwhelming and only having very rare encounters with lame Aerocudas and at best Gleeoks who wouldn't really chase me... the sky area was too much of a let down.
Maybe it's just me but I feel that the Ganondorf design that you're showing at 9:59 resembles the Aspect of the Hero much more... Maybe this adds fuel to the theory that the ancient hero indeed once was an incarnation of Ganondorf?
All these concepts that look like something already seen were probably rejected for exactly that reason. Nintendo doesn't like releasing games that don't reinvent the wheel, after all.
One thing I realized about TOTK, is that there is a lot of things to do. More than I can count. But nearly all of them are repeated to the point where it has lost all the enjoyment
This right here. They added repetition to make the game feel longer, but it backfired. I helped Addison maybe 3 times and stopped. I "explored" random caves only so far at to find Shrines. Didn't care about wells. Or Sage's wills. Reuniting koroks. Reuniting green crystals with shrines. Yiga schematics. Pointless armor sets from previous games. Recycled boss fights in the depths. Main quest and story were fun, but all of the filler content gets old quickly.
Yeah, there are a lot of things to do... but 90% of them is so trivial and mindless. It's just filler.
That's kinda an issue with both wild era Zelda games to be honest.
And it's kinda a side effect of Nintendo's design here. They expect most people to only play through maybe 10% of the game (main quests + whatever side quests, shrines and other things they encounter along the way).
As a result, they repeat mostly the same things across the map, so everyone has a 'similar' experience.
Unfortunately, that means it sucks for anyone actually going for more of a completionist route, since many things look and feel identical to the last 20 things you saw.
FACTS. I probably would of enjoyed the game way more if I didn't go out of my way to clear all of the caves. There isn't any real reward to collecting all the Bubbul Gems, or the Wells, or even the Lightroots. It just comes across as filler.
I absolutely despise the glorified Korok named Addison. I never did track down all 80+ of him, and of course, he is the only filler that gives a unique reward for completing.
@@TheMegaMarshtomp The rewards for collecting things are awful for sure. Just useless display items for the key items tab.
One thing I found strange is that you can access Mount Agaat in The Depths but you can't in the surface. I would say it's an oversight.
Yes I know it's a Canyon Mine in the Depths.
Yeah I was really surprised about that too. Also that it wasn't accessible in either BoTW or TotK despite clearly being within the map boundaries.
Modders you know what to do.
Actually just watched a video of it and you can sort of do it but only on a small portion of it. Use the schematic with the rocket and glider to get there. Watched another video but you have to use glitches to fully go there.
I love those concepts of Riju and how they look similar to Urbosa, but unique enough to not be clones
They're cool designs for sure!
I definitely like the hair she had in concept D since it reminded me a lot of Meg from Disney's Hercules.
Would have loved to see more variety in TotK. Also that lava oozing fire temple design looks awesome!
Yeah the Fire Temple definitely looks awesome in some of this concept art for sure!
Another unused idea is Yona in carrying a sword, wearing clothing like booty shorts, with that design, she could had a completely different role and I bet it would have been amazing.
The seized construct reminds me more of Koloktos than it does the puppet ganon scheme.
That's a good comparison actually. And given how awesome Koloktos was, something I'd have loved to see lol
We were supposed to have advanced aerial combat with Link being able to rotate 180-360 degrees in order to fire a bow directly overhead, but we did not see this. And I haven't heard anyone cover the reason for why this was not included.
Weirdly, I don't think info on this mechanic was in Master Works, at least from what I've seen. Maybe the English version will have a bit of info about it though, since translations are imperfect.
@@GamingReinvented Way back in mid development, Nintendo released a concept video featuring explanation on how Recall, Ascend, and this aerial combat mechanic would work. But for some reason, nintendo chose not to include this last feature.
@@keithtorgersen9664 Oh yeah I think I saw that video. Still feels strange they didn't include some of that in this book though, would have be neat to explain why some things work differently in the final game.
@@keithtorgersen9664 Aren't you referring to Monster Maze's videos? To my knowledge Nintendo never showed anything before the demo close to release. Since then they've made presentations that explain the game's systems and mechanics, but I haven't heard anything about aerial combat from them. I did think it was underwhelming and only having very rare encounters with lame Aerocudas and at best Gleeoks who wouldn't really chase me... the sky area was too much of a let down.
@mkjjoe, I don’t remember what channel the video was shown on, and I’m not saying it was shown close to release, it was a long time ago
Maybe it's just me but I feel that the Ganondorf design that you're showing at 9:59 resembles the Aspect of the Hero much more... Maybe this adds fuel to the theory that the ancient hero indeed once was an incarnation of Ganondorf?
That's an interesting thought. Though it makes you wonder how he would have played in TotK. Corrupted by Demise's curse? Or separate?
I love when I can't tell of a British guy says the word "law" or "lore" lol
Idk why but I just love how British people say “tears of kingdom” 😂
Yunobo in the bling outfit reminds me of Bebop from TMNT
Hah I can see that
All these concepts that look like something already seen were probably rejected for exactly that reason.
Nintendo doesn't like releasing games that don't reinvent the wheel, after all.
Weird that they released this game then
@@geschnitztekiste4111
Expanded map, new abilities, new items, updated graphics.
3:17 idk worked for Ganondorf and Urbosa
Fair enough! I'm just going off what I heard in a dev interview years ago lol
I thought the game was called Sequel to Breath of the Wild
It was at one point!
Amazing Video! The Master Works for Tears of the Kingdom looks awesome 🥰
Thank you! Glad you enjoyed it!
SPOILER WARNING!
hello
Hello
Hello to you too. Hope you enjoyed the video!
well hello there!
1:43 Lol. They thought Ganondorf was the true threat. They were wrong.
Hah indeed. Love how the only way to ride Mineru's Construct through a town is by attacking everyone!
5:10 this design is very good.
Yeah I love the early Seized Construct design for sure!
2:20 a pimp named yunobo
Hah indeed!
Yunobo in the bling outfit reminds me of Bebop from TMNT