Thread: The Legend of Zelda: Tears of the Kingdom |OT| The Sky's the Limit - [Strong Internet Recommended]
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Is it just me or is the AI a lot smarter in this one than BOTW? They definitely take a bit more work to beat than they used to - granted I haven't got many hearts yet and am getting one-shotted by huge things (though in BOTW I could take out a Hinox fairly early on with pretty basic gear and 4 hearts).
 
Is it just me or is the AI a lot smarter in this one than BOTW? They definitely take a bit more work to beat than they used to - granted I haven't got many hearts yet and am getting one-shotted by huge things (though in BOTW I could take out a Hinox fairly early on with pretty basic gear and 4 hearts).

I dunno if enemies are "smarter" but even the simplest enemies seem to have an expanded moveset. This makes it harder to predict their behavior. Enemies in a camp rally and attack together much better than before, and faster. Add in the variety of enemy types (for instance, enemies with armor) and battles feel more multi-layered but maybe that impression fades as the game goes on. The map is pretty big.
 
Is it just me or is the AI a lot smarter in this one than BOTW? They definitely take a bit more work to beat than they used to - granted I haven't got many hearts yet and am getting one-shotted by huge things (though in BOTW I could take out a Hinox fairly early on with pretty basic gear and 4 hearts).

I find myself relying more on strategies that clump or funnel clusters of enemies together and then attacking the ground around them with things like explosives, fire, and shock weapons. This can deal effective status damage (ie. burn), render them defenseless (ie. stun), and allow you to chain attacks. Because I haven't hit a ton of shrines yet (they're not as numerous as in BotW it seems), I'm still at 5-6 hearts and get easily overwhelmed by things like blue bokoblins. I wish the game would remain like this all the way through. I'm going to miss it when I eventually become OP.
 
I find myself relying more on strategies that clump or funnel clusters of enemies together and then attacking the ground around them with things like explosives, fire, and shock weapons. This can deal effective status damage (ie. burn), render them defenseless (ie. stun), and allow you to chain attacks. Because I haven't hit a ton of shrines yet (they're not as numerous as in BotW it seems), I'm still at 5-6 hearts and get easily overwhelmed by things like blue bokoblins. I wish the game would remain like this all the way through. I'm going to miss it when I eventually become OP.

There are actually a fair bit more shrines in TotK than BotW. 152 in TotK vs. 120 in BotW.

I agree on grouping enemies and using status arrows. Bomb arrows have been a bit of a crutch for me.
 
Yeah even with knowledge of BotW and how you have to play a bit conservative at the start, I'm still getting one shotted and dying a fair amount. The enemies do seem better offensively in this game, and in camps with those big dudes they'll band together and swarm you. Also I could have missed it but I haven't seen a lot of good buffing items early in the game (just activated the sky towers and heading off into the world). There were hardshrooms and razorshrooms (I think that was what they were called) in BotW at the start so you could buff yourself to make combat easier. So far I haven't seen any of them and I think it's by design. Also, the spin attack stunlock is gone, so it's not an easy exploit to take out large enemies anymore. They can still attack while you are attacking them. Eventually I'll figure out how to break the game again, but as of now I am enjoying the challenge while it lasts.

Done a few shrines now and activated a second skytower. I'm heading towards the southwest part of the map but I'm thinking I should go northwest, since I think that's where the game points you with dialogue. Maybe I'll run into the Korok guy that way and I can start hoarding weapons again.
 
Done a few shrines now and activated a second skytower. I'm heading towards the southwest part of the map but I'm thinking I should go northwest, since I think that's where the game points you with dialogue. Maybe I'll run into the Korok guy that way and I can start hoarding weapons again.

I was going to say... be careful going south. I have tried my best to avoid world spoilers online but wanted to know if my suspicions were correct in the game directing me in a certain direction. And you are correct. However, I couldn't help myself in wanting to venture to some key early game locations from BotW (ie. Great Plateau, Kakariko, and Hateno) and it seems that you are not venturing off the desired course by going to these places. The developers knew you might want to swing by your old home, and it's worthwhile to do so even.

I really haven't cared to go visit the Rito because I didn't spend a ton of time in that area in BotW, but I'm having to choose where I'll go first, that would seem to be the place to start.

Sadly, I have not found rupees plentiful apart from selling crystals, and I'm stuck in that awful ugly thing they gave me in the sky plus the warm pants. I can't afford to even be poor in this game so far. 😆
 
Yeah even with knowledge of BotW and how you have to play a bit conservative at the start, I'm still getting one shotted and dying a fair amount. The enemies do seem better offensively in this game, and in camps with those big dudes they'll band together and swarm you. Also I could have missed it but I haven't seen a lot of good buffing items early in the game (just activated the sky towers and heading off into the world). There were hardshrooms and razorshrooms (I think that was what they were called) in BotW at the start so you could buff yourself to make combat easier. So far I haven't seen any of them and I think it's by design. Also, the spin attack stunlock is gone, so it's not an easy exploit to take out large enemies anymore. They can still attack while you are attacking them. Eventually I'll figure out how to break the game again, but as of now I am enjoying the challenge while it lasts.

Done a few shrines now and activated a second skytower. I'm heading towards the southwest part of the map but I'm thinking I should go northwest, since I think that's where the game points you with dialogue. Maybe I'll run into the Korok guy that way and I can start hoarding weapons again.

I'm definitely feeling that this game is balanced around an optimal path moreso than BotW was. BotW definitely wanted you to head to the water Zora domain first, but this game feels like its gating the early game a lot more. I would definitely recommend going toward the northwest first. It was a great area, and the path leading to the temple, the temple itself, and the boss are a great early game experience. In my book, that area was better than anything BotW had to offer.
 
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I find myself relying more on strategies that clump or funnel clusters of enemies together and then attacking the ground around them with things like explosives, fire, and shock weapons. This can deal effective status damage (ie. burn), render them defenseless (ie. stun), and allow you to chain attacks. Because I haven't hit a ton of shrines yet (they're not as numerous as in BotW it seems), I'm still at 5-6 hearts and get easily overwhelmed by things like blue bokoblins. I wish the game would remain like this all the way through. I'm going to miss it when I eventually become OP.

There are more shrines!!! But they are spread out in Sky and underground!!
 
I was going to say... be careful going south. I have tried my best to avoid world spoilers online but wanted to know if my suspicions were correct in the game directing me in a certain direction. And you are correct. However, I couldn't help myself in wanting to venture to some key early game locations from BotW (ie. Great Plateau, Kakariko, and Hateno) and it seems that you are not venturing off the desired course by going to these places. The developers knew you might want to swing by your old home, and it's worthwhile to do so even.

I really haven't cared to go visit the Rito because I didn't spend a ton of time in that area in BotW, but I'm having to choose where I'll go first, that would seem to be the place to start.

Sadly, I have not found rupees plentiful apart from selling crystals, and I'm stuck in that awful ugly thing they gave me in the sky plus the warm pants. I can't afford to even be poor in this game so far. 😆

Not to spoil anything specific, but there is a pretty easy to get shirt for free somewhere nearby.

There is a challenge in the north west that you can get to from the tower in the area.


If you launch from the NW tower, there is a tall column of sky islands nearby. If you go to the top, there will be a platfrom that you can jump down from. If you hit all the rings, it will unlock a challenge. Do the challenge in the target time, and you'll unlock a shirt that increases your air control while diving.
 
I was going to say... be careful going south. I have tried my best to avoid world spoilers online but wanted to know if my suspicions were correct in the game directing me in a certain direction. And you are correct. However, I couldn't help myself in wanting to venture to some key early game locations from BotW (ie. Great Plateau, Kakariko, and Hateno) and it seems that you are not venturing off the desired course by going to these places. The developers knew you might want to swing by your old home, and it's worthwhile to do so even.

I really haven't cared to go visit the Rito because I didn't spend a ton of time in that area in BotW, but I'm having to choose where I'll go first, that would seem to be the place to start.

Sadly, I have not found rupees plentiful apart from selling crystals, and I'm stuck in that awful ugly thing they gave me in the sky plus the warm pants. I can't afford to even be poor in this game so far. 😆

the fact that some areas are much much much harder in TotK is a good thing IMO. Replaying BotW in a different order of divine beasts doesn't shake up the experience. Instead, that game uses the passive "rank system" to gradually increase the enemies scattered in the world. TotK appears to have curated "zones" of difficulty, but I don't know if it also ranks up enemies as the game continues.


To use a loose comparison, BotW relies heavily on "level scaling", while TotK appears to have distinct areas with a specific difficulty and better loot to go with it. When you reach divine beast 3 and 4 in BotW, the areas around em and the approach to the battle will be tougher no matter what order you do them in.

This is also very much in line with the Monolith soft open-world style, confronting players with giant enemies and overleveled enemies right away in the beginning stages of the game to give players something to look forward to killing long-term, to help build the sense of scale and growth.
 
The skytowers are really cool. I was initially disappointed to see them in the distance, thinking it would be a repeat of "climb the tower and jump off" like BotW. Seeing how they actually work ended up being one of my favorite parts of the game so far.


I actually miss scaling the towers, it was fun (and yes, I do enjoy it in Ubisoft games tbh). Would have been fun to scale it then at the top is the launch pad.
 
Ascend solves a major open-world issue: leaving the cave, dungeon, castle, or whatever after you finished exploring can be so annoying in open world games. Good map design might loop players around the backside of a building to avoid backtracking, for instance, but at some point it's unavoidable especially if you go down into tunnels.

Ascending to the surface, or to the top of the hill, or to the top of a building, etc not only gets you out of there quickly, but it also (usually) puts you at a vantage point to jump off and paraglide to the next adventure.
 
I've gotten through the opening and activated two towers. So far, I'd say the it feels a lot like Breath of the Wild in terms of pacing over the first few hours. The map feels fucking huge. To the point where moving even relatively small minor distances feels like a bit of a chore, making the overall world seem pretty overwhelming. Then you add in a massive sky map and apparently equally enormous underworld, and right now it seems very daunting.

I had that same experience in Breath of the Wild. But I remember how as you move through the world unlocking fast travel points, everything starts to feel smaller. So I'm being patient. I really enjoy the new mechanics and right now I feel like the challenge is what it should be. I'm weak enough that the enemies punish mistakes pretty harshly which I think is fair.

I would say the first 2-3 hours are a bit tedious, but after that things really open up so quickly it's almost jarring, but I can see the potential here. They definitely aren't holding your hand anymore.
 
I've gotten through the opening and activated two towers. So far, I'd say the it feels a lot like Breath of the Wild in terms of pacing over the first few hours. The map feels fucking huge. To the point where moving even relatively small minor distances feels like a bit of a chore, making the overall world seem pretty overwhelming. Then you add in a massive sky map and apparently equally enormous underworld, and right now it seems very daunting.

I had that same experience in Breath of the Wild. But I remember how as you move through the world unlocking fast travel points, everything starts to feel smaller. So I'm being patient. I really enjoy the new mechanics and right now I feel like the challenge is what it should be. I'm weak enough that the enemies punish mistakes pretty harshly which I think is fair.

I would say the first 2-3 hours are a bit tedious, but after that things really open up so quickly it's almost jarring, but I can see the potential here. They definitely aren't holding your hand anymore.

I found the opening of BotW to be far better. I can't put my finger on why exactly but it just felt way easier of an onboarding. The opening of TotK asked a lot of me as someone who is creatively bankrupt when it comes to crafting and such. I don't play survival games and minecraft because I am bad at them and I felt like I was severely handicapped.

Once I got to Hyrule it felt a bit more familiar but I don't know if I want to keep playing.

I find the ascend ability extremely odd. It doesn't quite feel like it should be there.
 
I've gotten through the opening and activated two towers. So far, I'd say the it feels a lot like Breath of the Wild in terms of pacing over the first few hours. The map feels fucking huge. To the point where moving even relatively small minor distances feels like a bit of a chore, making the overall world seem pretty overwhelming. Then you add in a massive sky map and apparently equally enormous underworld, and right now it seems very daunting.

I had that same experience in Breath of the Wild. But I remember how as you move through the world unlocking fast travel points, everything starts to feel smaller. So I'm being patient. I really enjoy the new mechanics and right now I feel like the challenge is what it should be. I'm weak enough that the enemies punish mistakes pretty harshly which I think is fair.

I would say the first 2-3 hours are a bit tedious, but after that things really open up so quickly it's almost jarring, but I can see the potential here. They definitely aren't holding your hand anymore.

The first thing I did was unlock all the towers. I did the shrines I saw along the way. Getting around is a lot easier now. You can also reuse the towers after you unlock them to launch into the sky.
 
I found the opening of BotW to be far better. I can't put my finger on why exactly but it just felt way easier of an onboarding. The opening of TotK asked a lot of me as someone who is creatively bankrupt when it comes to crafting and such. I don't play survival games and minecraft because I am bad at them and I felt like I was severely handicapped.

Once I got to Hyrule it felt a bit more familiar but I don't know if I want to keep playing.

I find the ascend ability extremely odd. It doesn't quite feel like it should be there.

Ascend does feel odd at first, but as you adjust it begins to feel more in place. It really grew on me in the ascent to the temple to the NW. It really started to come into its own when I started to see the alternate paths that it opened up. Also, its a huge time saver when you are exploring caves. Once you reach the end of them, you just ascend out and get back to exploring. Ascend is my least used ability, but I am starting to see how valuable it can be when exploring the more scripted, linear sections.
 
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Ascend does feel odd at first, but as you adjust it begins to feel more in place. It really grew on me in the ascent to the temple to the NW. It really started to come into its own when I started to see the alternate paths that it opened up. Also, its a huge time saver when you are exploring caves. Once you reach the end of them, you just ascend out and get back to exploring. Ascend is my least used ability, but I am starting to see how valuable it can be when exploring the more scripted, linear sections.

There's an outpost pretty early in the game, so I went looking for a way to sneak in. There was a small little mine opening that had an item or two at the end, but it was blocked off. So I went back out and continued to look for an opening then 5 seconds later I realized "wait a minute...." went back to the opening, used ascend and suddenly I'm in the outpost behind enemy lines. Really smart design, they lure you in with an item, plant the seed you are supposed to be in there, and then let you figure out the rest. So much more rewarding than if we had a Navi like companion saying "HEY LISTEN! YOU SHOULD TRY TO USE ASCEND HERE"
 
There's an outpost pretty early in the game, so I went looking for a way to sneak in. There was a small little mine opening that had an item or two at the end, but it was blocked off. So I went back out and continued to look for an opening then 5 seconds later I realized "wait a minute...." went back to the opening, used ascend and suddenly I'm in the outpost behind enemy lines. Really smart design, they lure you in with an item, plant the seed you are supposed to be in there, and then let you figure out the rest. So much more rewarding than if we had a Navi like companion saying "HEY LISTEN! YOU SHOULD TRY TO USE ASCEND HERE"

I'm so grateful how much the developers of this game chose to trust players to solve their puzzles. Its tiring to play games where the over chatty protagonist spoils the solution to the puzzle almost as soon as you enter the room through an endless inner monologue.

The feeling that you get for solving a puzzle with a solution that you came up with on your own because you figured it out is so great. Its frustrating when developers rob you of that experience because they just didn't trust you to find the solution to the puzzle they designed on your own.

I especially love when I come up with a solution that I am proud of only to realize 5 seconds afterwards that they intended you to solve the puzzle in a completely different way all together.
 
There's an outpost pretty early in the game, so I went looking for a way to sneak in. There was a small little mine opening that had an item or two at the end, but it was blocked off. So I went back out and continued to look for an opening then 5 seconds later I realized "wait a minute...." went back to the opening, used ascend and suddenly I'm in the outpost behind enemy lines. Really smart design, they lure you in with an item, plant the seed you are supposed to be in there, and then let you figure out the rest. So much more rewarding than if we had a Navi like companion saying "HEY LISTEN! YOU SHOULD TRY TO USE ASCEND HERE"

I had a similar moment with one of the towers. The door wouldn't open, and the dude who was there to fix things was complaining about being hungry, so he sent me on a literal BS mission to find some food in a cave. Food was no where to be found. I was getting frustrated when suddenly my wife blurted out, "Why don't you just ascend into the tower??" I was like "What the f---, wait... that might actually work............"

The food is a lie! Bogus mission. Be warned...
 
Do yourselves a favor and go to the Great Plateau. Aside from some nice nostalgia, there is some good stuff to find.

At the top of the temple of time where you get the paraglider in BotW is a chest with a skin for the classic paraglider. Also, under the great plateau is a pretty important underground location including a boss fight and a new ability. There's probably more to find, but I hopped off for a break after the boss fight.
 
Do yourselves a favor and go to the Great Plateau. Aside from some nice nostalgia, there is some good stuff to find.

At the top of the temple of time where you get the paraglider in BotW is a chest with a skin for the classic paraglider. Also, under the great plateau is a pretty important underground location including a boss fight and a new ability. There's probably more to find, but I hopped off for a break after the boss fight.

I just got back from my trip, only played sparingly on the trip. I just realized I passively ran through the Great Plateau on the edge trying to get to a shrine. They shifted the map just enough to throw you off. Remember some familiar landscapes but they feel different.
 
I just got back from my trip, only played sparingly on the trip. I just realized I passively ran through the Great Plateau on the edge trying to get to a shrine. They shifted the map just enough to throw you off. Remember some familiar landscapes but they feel different.

The great plateau is a good example of how much they actually did change the over world map. Parts of it are very familiar like the temple of time, but the changes to BotW's shrines are drastic. I couldn't believe what they did to the shrine of resurrection. It was a very worthwhile trip in so many ways.
 
Guys, need some small hint, spoiler for those who did the Gerudo-part:

I just defended the town with queen Riju, now she went underground to show me a wall inscription. It mentions "red towers", and I found 2 of them in the northern desert. One I broke the ground and light was activated. The other one I can attach a lever to turn the mirror, but it has no light. I'm sure I somehow need to turn the light beam from the first tower towards the next, but there's no way to turn anything at the first tower. Any hint pls?


Thx
 
The great plateau is a good example of how much they actually did change the over world map. Parts of it are very familiar like the temple of time, but the changes to BotW's shrines are drastic. I couldn't believe what they did to the shrine of resurrection. It was a very worthwhile trip in so many ways.

LOL Yes it was! The whole Great Plateau is a worthwhile trip.
 
I'm having a blast, this game's intro and starting point is very strong. I love how you need to actively think and be crafty to survive and that with traversal in the elements, getting past enemies, moving ahead. They actually managed to bring back the difficulty of the first two TLoZ games into the modern world of gaming where I thought it might have been lost forever. For that, I commend this team. Outstanding beginning phase here at the Great Sky Island. Also like the music here, even if it's simple and mellow. It's pretty calming
 
Searching the geoglyphs for the water thing is very tedious. Why did Nintendo think this would be fun??

Some of the Shrines are really lazy. They have such simple puzzles. I think it would have been better if Nintendo reduced the amount of shrines but made them bigger with more difficult puzzles that span a number of rooms. They need to be more visually appealing as well. The shrines should have a theme depending on where they are located in the world.

Nintendo also needed to make the combat more interesting. Like BotW I find myself running away from normal enemy encounters because I just can't be bothered fighting them and knowing I will not get anything worthwhile.
 
I keep hearing it said around the Internet that this is "The greatest The Legend Of Zelda game of all time"...

...The Legend Of Zelda: Ocarina Of Time will always be my number-one favorite Zelda game; but I gotta say, The Legend Of Zelda: Tears Of The Kingdom is definitely in 2nd place - maybe even tied with Ocarina Of Time - which would put Twilight Princess in second place...not sure yet...gotta beat the game first💯
I'm glad you guys are having so much fun with the game. Eventually I'll get the fever to load up a game on my Switch and will pick it up.
 
Found another way to break puzzles: Rocket plus Shield is a makeshift Revali's Gale. Can be used to easily glide across chasms or to get up a cliff when climbing or Ascend aren't feasible. Maybe it's because i just came off Death Stranding, but I'm having tons of fun finding ways to travel and navigate the map.



lol yeah that summarizes my experience w Ultrahand
 
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How long will it keep selling, though. Not at all trying to dismiss a genuine achievement, but


Breath of the Wild sold and kept selling. I wanna see how TotK sells after 2 years.
 
It will be more like BotW than Skyward Sword. The Wii was dead when SS came out, nearly everyone had moved on from it.

but we can only say that with hindsight. It could've revitalized sales in the system, and with such a large installed base why couldn't it have succeeded? Late-gen PS2 games still caught fire when the PS3 was out.

The Switch is still a hot system, loved by the masses.

In the same way, the Switch could be dead tomorrow and TotK could fizzle just like those fickle masses moved on from their Wii. I don't think that'll happen but I think the similarities are interesting.

With that said, SS sucks and TotK is exceptional so far. I think it fizzled on the Wii because it's not the style of Zelda desired by the masses. It sold to the die-hards and that's it, a preview of what happened to the Wii U.

Personally, I hope Nintendo keeps squeezing more games onto this outdated piece of hardware for as long as possible, because if a ton of people buy it and the system experiences a surge of sales, all the better for me and my library of games!
 
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but we can only say that with hindsight. It could've revitalized sales in the system, and with such a large installed base why couldn't it have succeeded? Late-gen PS2 games still caught fire when the PS3 was out.

The PS2 was still popular when the PS3/360 were out and had a long tail to it's sales. It became a nice budget system that could play DVD movies. The Wii fad had died out by the time SS was released, and people were getting ready for PS4/X1 and didn't want to go back to playing a composite system.

In the same way, the Switch could be dead tomorrow and TotK could fizzle just like those fickle masses moved on from their Wii. I don't think that'll happen but I think the similarities are interesting.

The Wii was a gimmicky flash in the pan. The mainstream still loves the Switch, especially as a handheld. I can't see people losing interest in it any time soon.
 
Playtime so far, I played on Saturday, for hours. My wife got pissed off at me. But not before my son insisted on playing it first. He got an hour or so into the sky island before rapidly losing interest. And I have to say, the opening few hours are weak. I enjoyed the story heavy feel of the underworld and the novelty of the sky island, but there's a handholdy slow paced feeling to the early part of the game that feels overall too slow. I am the kind of player who is slow anyway, being basically mid skilled at computer games I rely on the mastery of game systems to eke out an advantage, if there's an upgrade possible before a progression gate like a boss, I will pursue that upgrade.

So I wanted to explore everywhere. But after exiting the sky island, after having scoured every last nook and cranny, I was ready to get off the leash. So I attempted to, not even heading to the castle like the game clearly wants you to do, but headed of into the world, and promptly got clattered. You are immensely underpowered, and the gaps in my radial ability power menu showed me that I was not quite out of tutorial woods as of yet. So, in the next few days, like a dutiful son, I followed the dots and found myself quickly romping along, meeting new characters and being sent to the underworld. The lower levels immediately reminded me of Blackreach in Skyrim, although even more massive, in fact I still have no idea as to their dimensions but so far it seems like they may be as massive as the entire overworld map itself, which can't be true as it would make the game unfathomably gargantuan. However what I started to feel was the gradual layering of the game's new items and abilities, slow it might be, was winning me over. I really enjoyed the heightened sense of danger from the 'permanent' health loss from gloom infested enemies underground, and the souls-like bonfire mechanic of the underground tower flowers that restore your health.

After exploring the underground I wanted to unlock another tower, and this sent me into my most serendipitous session yet. I got flung up into the sky, and then went picking through the sky islands up there, figuring out how to get from one to another, finding all sorts of little surprises. I'd got more used to Ultrahand by now, which started off feeling fiddly and annoying, and the incredibly clever way you come across piles of stuff that you sling together and find yourself in new places is so elegantly done that even though you know it's designed it still feels like you're discovering it for yourself, because it gives you room to make mistakes trying to puzzle it out, and those mistakes can lead you into new places which start of chaotically but then resolve themselves elegantly into yet more puzzling things out. With BOTW I felt like it was the greatest realisation of an open world game I'd yet experienced, the sense of 'what's that over there' being overwhelmingly present and revelatory. All the new toys of TotK give me this sense even more so, because the bag of tricks the game gifts you with is enormously unpredictable, but you end up getting rewarded anyway. Faced with any situation you can look at what you have around you and in hand and cobble together something that will drive you on to the next thing on the horizon, which you may entirely fail at getting to, and in failing find yourself in a new unplanned situation in which there is also a very curious collection of things to explore. And at any time you can just teleport somewhere else, but if you do you'll lose that particular experience, that particular challenge of figuring out how to get to where you are to where your curiosity is leading you with only what you have on you and what you can find around you.

So far I love it. I love how it's crept up on me and how its genius has so weathered my early cynicism and won me over. I can't believe I have another massive BOTW to unpack and explore for the first time.
 
Do yourselves a favor and go to the Great Plateau. Aside from some nice nostalgia, there is some good stuff to find.

At the top of the temple of time where you get the paraglider in BotW is a chest with a skin for the classic paraglider. Also, under the great plateau is a pretty important underground location including a boss fight and a new ability. There's probably more to find, but I hopped off for a break after the boss fight.

I did that last night, what a nice surprise! It seems they are everywhere! I've ran into a few of them!

Yiga
 
Traversing the map, exploiting the Rules, and puzzle-breaking feel more immediate and funner than BotW even though I'm still near the beginning. I could complain about how some things (Ultrahand) aren't my bag, but since they've increased the complexity in other areas, I can bypass the need for Ultrahand in a lot of circumstances. Did Nintendo intend for me to pull the puzzle-ball back up the first ladder to avoid Aonuma's entire puzzle-dungeon? Probably not. But I'm grateful they give the player agency to bypass the parts they don't like and to exploit the forms of difficulty they do like.

so for me, I like that there are really tough areas, because I can make a beeline there and tough it out and find stuff that is "above my level", then turn around and use it to breeze through the Main Story sequences. Another player might want to solve travel first, so they work to learn the vehicle system. Not something that captured my attention, personally, but I think the game supports a flexible range of player tastes.

There's a strong tug to follow the story to get certain things but I figured that would be the case. The length of time it took to "get off the Plateua" in BotW and the length of time it took me to get the paraglider and my first skytower in TOtK was about the same number of hours for me (not sure how others fared).

To the designers' credit, the beginning Time Island is a place you'll actually want to revisit as I doubt everyone 100% explored that island before diving down. I sure didn't. The plateau in BotW was very self-contained, not a lot was left behind after you criss-crossed to get the four shrines. So by my reckoning, the "tutorial area" in TotK not only cuts your leash sooner than BotW, but it has more to return to later in the adventure compared to BotW's plateau. Sweet. (y)

I've been skipping every cutscene I can. Kinda hate that I can't also fast-skip through dialogue. Several examples so far where I felt those pangs of "okay okay I get it let me get back to the action" but nothing awful, nothing like Fi or Midna.