The Legend of Zelda: Breath of the Wild/YMMV: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 25:
** In the Trial of the Sword, the rare rooms where the only enemies are Chuchus are this, because they all die in one hit from a bomb. Hinox and Stalnox rooms are similarly piss easy, but it's because you can easily stunlock them to death rather than kill them instantly.
** Zigzagged in regards to the "Blessing" shrines. When you find one, the mummified Sheikah Monk will give you a Spirit Orb with no trial attached to it, and there's always a treasure chest with some good loot thrown in as a bonus. However, ''getting'' to these shrines is usually a trial in and of itself, but they can still be fairly easy depending on the shrine (One simply requires you to climb on top of a pillar at Skull Lake, for example).
** The One-Hit Obliterator shrines and the enemy camps you have to clear are nerve-wracking, because getting hit once will kill you. Luckily, the camp parked outside of the Path of Light shrine is situated right under a conveniently placed mountain where you can snipe or bomb enemies without them ever seeing you and fighting back. Most of the enemies are also Ice enemies, meaning you can instantly kill them with a single fire/bomb arrow. The shrine itself is also a very simple one, with obstacles that you won't get hit by unless you go out of your way to be as reckless as possible.
* [[Broken Base]]:
** Many players were upset that the game had proper voice acting at all, while just as many others didn't mind so much. Though there's another Broken Base within that Broken Base - which is mostly just another battle in the ongoing [[Subbing Versus Dubbing]] war (Is the English dub better than the Japanese original?).
Line 154 ⟶ 155:
** The Ridgeland Tower has the misfortune to be in the center of a [[Demonic Spiders|Demonic Spider]] breeding ground: it's in a lake filled with Electric Lizalfos and Electric Wizzrobes, and when you're wet those threatening electric attacks hit even harder. And if you manage to slip by and start climbing, don't get cocky because those Electric Wizzrobes will summon a thunderstorm and force you back down to Earth thanks to the rain making climbable surfaces slippery.
** The Trial of the Sword is a grueling ordeal in general, and forces Link to brave multiple rooms full of enemies in just his underwear and armed with whatever he can scavenge. Most of it is manageable as long as you're cautious, but there's one particular room in the first set of trials that is infamous for its brutal unfairness: Floor 10 of the beginner trials. You're on a small, cramped wooden platform surrounded by water, and you're placed immediately within a Blue Lizalfos' line of sight. Unless you kill him right then and there, or jump into the water and hopefully have enough stamina to swim around him, he'll alert two powerful Black Lizalfos by blowing on his stupid little horn, and they'll instantly make a beeline for your location and maul you to death. Master Mode is even worse, because the Blue Lizalfos will be Black and the Blacks will be ''Silver'', and if you knock any of them into the water they'll be safe from most of your attacks, and will either kill you or scare you off with their freakishly powerful water blasts while they can recover their health uninterrupted. It's a really nasty roadblock, and is ironically much harder than anything the medium and hard-difficulty trials will throw at you.
** The mandatory Stop to Start shrine in the Champions' Ballad DLC is an intimidating death course that feels like something straight out of ''[[I Wanna Be the Guy]]''. You have to navigate several perilous corridors filled with spike traps out the wazoo, and the [[Malevolent Architecture]] is hellbent on getting you impaled. You can't afford to take a single hit thanks to being reduced to a [[One-Hit-Point Wonder]], and the spikes have deceptively large hitboxes that will lead to you dying like an idiot even if you swear you cleared them. Special mention goes to the hellish final stretch, which involves a jump towards the Sheikah Monk that forces you to squeeze yourself between two spike traps and jump at a weird diagonal angle that is way too easy to screw up
*** Honestly, ''unlocking'' the shrine could be considered a trial in and of itself. It's you vs a camp of [[Demonic Spiders|Lizalfos]] that are out in the open, making it hard to stealthily pick them off like you can at the other enemy camps. And again, you're a [[One-Hit-Point Wonder]] being pitted against monsters that are ridiculously fast and always have a ranged attack to fall back on if you get somewhere they can't reach.
* [[They Wasted a Perfectly Good Character]]: The Champions. All four have amazing designs, fun personalities, and have great character dynamics with Link and Zelda. So naturally, their appearances are few and far between, and {{spoiler|they're already dead by the time the game takes place}}.
** Their successors also have fairly limited screentime, but at the very least Sidon, Yunobo, and Riju make the most out of what they have. But like with the entirety of the Rito scenario, Teba's just kind of "there" and doesn't get much time to show off his personality before flying you up to Vah Medoh.