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  1. Both Super Mario Bros. Wonder and The Legend of Zelda: Tears of the Kingdom have been nominated for Game of the Year and this year's Game Awards... đź”—https://thegameawards.com/nominees/game-of-the-year Such a great list of nominees this year for GotY (I'm kind of surprised that Starfield didn't make it). As much as I'd love to see a 2D Mario platformer win, I think I'm going to have to go with TotK. How awesome would it be if both BotW and TotK won GotY at the Game Awards?
  2. After Breath of the Wild, who didn't want more open-world exploration, shrine puzzles, and Korok seed collecting? It was a one-of-a-kind adventure, a perfect culmination of the Zelda franchise. But after the incredible experience of playing that game for the first time, could a sequel actually live up to all of the grandeur, adventure, and excitement? Wouldn't returning to the same Hyrule setting feel a little bland at this point? Well shame on anyone for doubting Nintendo's developers, because The Legend of Zelda: Tears of the Kingdom is every bit as magical as its predecessor, and it brings that sense of wonder and joy not only to the land of Hyrule, but to the sky and underground as well. Tears of the Kingdom starts in medias res as Link and Zelda explore a mysterious cavern beneath Hyrule castle. Such caves have opened up across the land, spreading a dark force known as Gloom that is causing people to fall ill. In the cavern, Zelda discovers ruins of the Zonai civilization, an ancient people harkening back to the origins of Hyrule itself. Deep in this underground vault though, Link and Zelda also discover an eerie husk of a body with a strange arm pinning it down. Without delving into any other details, the adventure begins there, as once again all of Hyrule is thrown into peril and only Link can save the day. The storytelling structure in Tears of the Kingdom is the same as BotW: you're given free rein to discover the story at your own pace and in your own way. It was a wonderfully refreshing way of uncovering backstory and worldbuilding details that allowed every player to learn and explore in a slightly different way, and it remains just as charming the second time around. Indeed, the experience is only heightened by the fact that this is the same setting and same characters, so you get to dive into the world faster as you reconnect with NPCs you remember fondly. There are also new characters of course, who are just as charming and engaging as any of the old cast. The open, free-flowing story structure remains wonderfully rewarding. Naturally, that sense of freedom is once again central to the gameplay, just like in BotW. This time though, you're not just exploring the land of Hyrule but the sky above it where floating islands reside, as well as the dark Depths beneath the earth where ominous Gloom billows out. And yes, the underground is just as sprawling as the surface and, thanks to the lack of sunlight, every journey through the Depths is an eerie, foreboding one. Even just exploring the Hyrule established in BotW would be a gargantuan undertaking, but having so much more content in Tears of the Kingdom is staggering. The new environments exhibit the same thought and care as the original Hyrule as well. There are little details to uncover, sweeping open expanses, and you're constantly drawn toward the next goal that is just in the distance. This game is the definition of hard to put down, because you always have another objective just over the horizon, or another toy to play with. And oh boy are there toys in Tears of the Kingdom. Link's arsenal of Sheikah Slate abilities from the previous game has completely changed, and the new ones offer a truly staggering amount of potential. The first and, frankly, most important is Ultrahand, which allows you to stick objects together. Combine a few stone slabs to make a bridge, or a few logs to make a raft. You can also add Zonai devices to create further elaborate constructs. Add a fan to your raft to propel it across the water, or add a balloon and a fire-spewing device to make your own hot air balloon. Ultrahand is the epitome of allowing the player to explore, discover, and interact with the game in their own way, and I truly cannot overstate its possibilities—the things people have created and shared online range from impressive and inspiring to hilariously goofy, and they're all valid ways to play Tears of the Kingdom. The process of discovering your own crafty solutions is just delightful. It captures the essence of every craft-heavy game in its own wonderful Zelda way that propels the action and exploration forward instead of merely being a way to build houses or other static structures. It's also crucial for this level of gameplay freedom to maintain understandable, consistent physics, which this game handles perfectly. Nintendo probably isn't the first developer you think of when you imagine impressive physics in gaming, but Tears of the Kingdom handles it flawlessly because it is perfectly clear and logical how objects will interact, and having that knowledge allows the player to completely let loose in one of the most entertaining digital sandboxes ever created. The other new abilities are also fantastic for letting the player explore, though Ultrahand is really the star of the show here. The Fuse ability allows you to fuse weapons, shields, and even arrows with other objects to make them stronger. Fusing a spear to another spear makes a more powerful and hilariously long weapon, for example. Again, the developers are just inviting the player to play and explore and create their own wild, silly, fun ideas within the game. Attaching a fan to a shield and blowing enemies off of cliffs is an absurd and perfectly viable way of playing the game. And even if you only really use Fuse for its most practical purpose—making weapons stronger—it's still a fantastic idea on the developers' part to make all of those items and weapons you're constantly collecting have a more active use in the game. Finally there's Ascend, the ability that lets Link leap straight up through solid objects, popping out the top like a prairie dog, and Recall, an ability that rewinds time on an object. These abilities are more about exploration and puzzle-solving, but they still give you a brand new way to move through the environment and peek into every nook and cranny of Hyrule. Speaking of puzzles, the shrine system has also returned, providing players with the perfect steady drip of challenge and reward as they explore the world. Overall, the shrines might be a bit more challenging than in BotW, but that might be me misremembering the original or just the fact that Link's abilities demand a bit more creativity to use effectively. Regardless, hunting down shrines and completing little challenges is once again a blast, and I'm also happy to say the larger dungeons have been revamped a bit for Tears of the Kingdom. They are still perhaps not at the level of the franchise's best, and I would have loved to see something even more unique and imaginative rather than revisiting the core regions of BotW, but they are still more imaginative and engaging than BotW's dungeons, and their inclusion is a natural fit into the larger scope of Tears of the Kingdom's story and themes. There's so much more I could discuss about the game, but since discovering these details for yourself is such a central aspect to the experience I will simply say that Tears of the Kingdom is jam-packed with content. Whether it was due to the size of the game itself or some change in my approach to exploring Hyrule, I spent far more time in this game than its predecessor, meaning well over 100 hours in a single playthrough that still didn't see every little piece of what's available. And the greatest compliment I can give the game is that it doesn't get boring after all those long hours. There was always something urging me on, another area or quest to look forward to that kept me absolutely glued to my Switch for weeks. Tears of the Kingdom obviously retains the look and style of BotW, a six years old Switch launch title, so it really speaks to the care and artistry of the developers that it still looks incredible. More importantly, Tears of the Kingdom builds on its predecessor by adding more detail and more little flourishes to the visual and audio design. It's most likely due to the addition of the floating islands in the sky, but the improved draw distance provides stunning views that once again invite players to dive right in and explore. The new characters and monsters also show off even more detail and depth in their designs that is truly a delight to see. The technical side of the game is not without its faults however, as there can be some noticeable frame rate drops during hectic action on screen. A few flaws are forgivable when considering the impressive scope of the game though. The soundtrack has also gotten a bit of an upgrade. Light ambiance music is still the focus of the game's musical identity, but the new tracks and even the remixed old tracks add some gorgeous depth to the experience. Not surprisingly, the main theme and the finale stand out as stunning aural moments for Tears of the Kingdom. The voice acting is once again limited to important cutscenes, but it adds a nice extra layer to the game's storytelling. The Legend of Zelda: Tears of the Kingdom might be a perfect sequel. Everything fans loved about Breath of the Wild has returned in an even bigger setting and unique, clever ways of interacting with the environment. The result is a gargantuan game that invites you to explore and play in whatever way you want to, whether that means battling monsters and completing Shrines or cobbling together oddball inventions to help you wander across Hyrule. Every addition to Tears of the Kingdom over its predecessor expands the pure joy, wonder, and excitement of being let loose on a grand adventure in a magical world. Six years ago Nintendo made a masterpiece, and now they've made a sequel that's even better. Rating: 10 out of 10 Ultrahand Creations
  3. Pretty what is said here, is in a line with what I would like in Tears of the Kingdom. Anyone else agree or have more to share as their hopes for Tears of of the Kingdom?
  4. I wanna say I found these on Reddit, but I can't remember... Anyways, these are fairly zoomed in and can be printed off easily. Some LOOK like doubles, but it's mainly because some of it was chopped up some of the border areas were missing so there's some overlap. What I did was print each of these off, and have been systematically doing one page at a time. Check these maps against yours, if you have the seed use a marker and shade it in on the map. If you don't have it, drop a stamp on your game map, then shade it in. Also, this map shows the location of where you GET the seed, so flower trails, races, and 'roll the boulders' might require you to do a little sleuthing when you reach the location. Happy hunting. http://imgur.com/a/4ffOf http://imgur.com/ZnLU9A3 http://imgur.com/WcXA7nl http://imgur.com/z334d5J http://imgur.com/0XAZcR9 http://imgur.com/M6FvlZD http://imgur.com/7qz3DZo http://imgur.com/4nhDHBv http://imgur.com/jPNrXR5 http://imgur.com/sDEBNpQ http://imgur.com/aGqWsbs http://imgur.com/w3N2RuF http://imgur.com/34fxmj2
  5. Nintendo put this video not long stating they need more time produce a product worth experience Hyrule in whole new ways. At least we have release window of spring 2023. I like Aonuma new haircut, tho it makes look more dignified with it short like that in older more profound way, lol. EDIT: Oops, I didn't realizes I made this in general gaming, can someone put this in the Nintendo section. Thank you!
  6. Today marks 5 years since the Nintendo Switch released! Hard to believe the Switch is already 5 years old. Seems like just yesterday I got invited to that Switch Preview Event and picked up my Switch with BotW at my local GameStop's midnight launch, which I'm still rockn' After all these years the Switch is still a really cool system, with a ton of great games and even more on the way just this year. The big wow moment for me wasn't Breath of the Wild, but when I finally got Mario Kart 8 Deluxe. I previously needed the Wii U to play it and now I could play it anywhere! Too bad this far in we still don't have folders or any new themes. I thought we would have at least gotten folders by now, because it's such a simple QoL feature. Why does Nintendo always have to start a square one when it comes to this (referring to how long it took the Wii U to get folders, when the 3DS had them)? Hopefully we at least get folders soon. What's your fav. memories with the Switch? Some highlights for me are... Getting invited to that Switch Preview Event (see link above). The launch of Breath of the Wild. Continuing our Mario Kat 8 night's (almost 10 years old) with MK8D.. The launch of Super Smash Bros.: Ultimate and all the DLC characters The launch of Animal Crossing: New Horizons and it exploding in popularity during lockdown. Tetris Effect finally coming to Switch. Watching the Switch grow in popularity, despite more powerful consoles being on the market. Watching the Switch explode as an indie platform.
  7. Here's a game that needs no introduction. The most highly anticipated Zelda title in years, and the reason millions of people bought a Switch (though it's available on the Wii U as well). The Zelda game that would defy series conventions while also returning to the core element of the original title: freedom of exploration. The Zelda adventure that would trust players to experience however much or however little of the game's world that they chose. The Legend of Zelda: Breath of the Wild is a bold move for a beloved franchise with thirty years of history, so it's all the more surprising to see the developers pull it off seemingly effortlessly. Breath of the Wild hits all the right notes to make Hyrule the sprawling, welcoming, challenging, and magical land that it has always been in the hearts of its fans. One of the many ways in which Breath of the Wild breaks convention with the Zelda franchise–and indeed many games in general–is its approach to storytelling. The game doesn't force you to progress through cutscene checkpoints to fill in all the details, nor is it devoid of plot like Mario platformer games. Instead you are free to discover the story at your own pace (after the prologue portion of the game that introduces the gameplay basics and the base plotline). This easily could have felt like an unwieldy way to tell a story, but Breath of the Wild manages it beautifully. This is largely because the heart of the story is in past events which you can learn about in varied locales around Hyrule, so seeing events out of order doesn't matter. In fact, unlocking these story moments at your own pace allows each player to see the story unfold in a unique way, which is rather brilliant. The emotional journey of the characters is still preserved no matter what order you progress in, and these brief glimpses of the characters only makes you eager to discover more. And there is plenty of depth to uncover, which only adds to the weight and tragedy of what happened prior to the events of the game. Even with this disjointed format and Link's typical silence, Breath of the Wild manages to tell one of the more emotionally affecting stories in the Zelda series. The leap to open-world gameplay might seem a bit odd at first, but once you start playing any apprehension melts away. In typical Nintendo fashion the basics seem familiar to other games in the genre, but soon enough you see the brilliant Nintendo touches that make Breath of the Wild stand out from any similar games. For one thing, freedom of exploration means true freedom here. Link can climb almost every surface you can see–there's no need to find the "correct" path up a mountain, you can scramble up sheer cliffs wherever you want (limited only by your stamina meter). This degree of freedom is intoxicating; it's easy to lose hours of your day simply exploring every nook and cranny that Hyrule has to offer. The truly incredible thing is that this never loses its charm. It is so satisfying to discover things in Breath of the Wild, even a small item like the numerous seeds hidden throughout the world. Indeed, one of the true joys in this game is discovering things at your own pace, from all-important shrines to new ways to battle enemies. And although this is the biggest map of Hyrule yet there is never a lack of things to find. There is a perfect balance of free space to roam and activities in which to participate, so you're always engaged with the game world. Let your feet take you where they may in Breath of the Wild and you'll never be disappointed. As mentioned Breath of the Wild's freedom isn't limited to exploration. Practically every time you defeat a group of enemies you'll find a different tactic that you could have used instead. The gameplay is incredibly varied, and while the direct approach works well there is a wonderful sense of satisfaction in taking on challenges with unconventional tactics. Be sure to engage with your environment when fighting enemies–you'll most likely discover new ways to play. The usual combat elements feel great in Breath of the Wild as well. It's not much more complicated than past Zelda games but it still rewards playing well–dodging at the right time and unleashing a flurry of blows is always satisfying. And the variety of weapons helps keep combat fresh from start to finish. Initially the concept of equipment breaking seems annoying but once you're playing it just keeps you constantly engaged with the world's weapon options, from swords and spears to boulders and steep cliffs. Different weapon types feel genuinely different, and you may just find yourself changing tactics depending upon the enemy you're currently facing. Though it still would have been nice if, once a weapon breaks, Link automatically switched to a new one in your inventory. Selecting a new weapon mid-battle does feel clumsy initially. Two important mainstays of the Zelda franchise have been reworked for Breath of the Wild: items and dungeons. After the prologue Link is equipped with all the items he needs–just four abilities. It's definitely shocking to see a change like this but after a few minutes in the game you'll forget all about it. Link's smaller selection of abilities only encourages the player to experiment and come up with unique solutions to the various challenges the game provides rather than cluttering up the inventory screen with items that are only used in their respective dungeons. Speaking of which, Breath of the Wild is virtually dungeon-less. The four main "dungeons" of this game are hardly dungeons at all, and are instead more like extended puzzle challenges. This is one area where Breath of the Wild might have gone a bit too far with changing the Zelda formula, though. These puzzles are decent but are a little too similar to one another with only modest senses of difficulty, including their boss fights–the absence of traditional dungeons with varied puzzles and combat scenarios is keenly felt. Such massive, engaging temples or caves would not have necessarily felt out of place in this version of Hyrule either. Incidentally the final portion of the game, before the climactic fight, is the one area of the adventure most aligned with a traditional dungeon, and it's one of the best parts of the game–it manages to combine Breath of the Wild's philosophy of freedom with a slightly more intricate environment to explore. The other key dungeons of the game could have used a bit of that blend as well. Breath of the Wild makes up for its limited dungeons with over one hundred shrines which are shorter, themed puzzle or combat challenges. Shrines exemplify the incredible gameplay variety that the developers were free to incorporate into the game, not just for the challenges within shrines but for finding the shrines as well. Many can be spotted while exploring, others have a specific side quest tied to them, and some are a challenge just to reach and instead incorporate environmental puzzles. Not all of the shrines are particularly difficult, and the ones that rely upon motion control can be a little annoying, but the flexibility with which you can approach shrine puzzles and shrine hunting is one of the many joys of Breath of the Wild's philosophy of allowing players to experience the game in their own ways. As far as controls are concerned Breath of the Wild doesn't try to reinvent the wheel. Although there are a lot of controls to keep in mind, a few hours of game time will make all of Link's abilities feel familiar. And while the motion controlled puzzles in shrines can be awkward the other gyro controls are fairly comfortable. Most notably aiming the bow with motion controls can be quite helpful for making slight adjustments to perfectly line up a shot. You can always turn motion controlled aiming off if it's not helping though. The visuals of Breath of the Wild are stunning. The colors are beautifully vibrant and, consistent with the free-flowing open-world nature of the gameplay, there are no harsh outlines around objects. The very graphics of the game flow together, emphasizing the unbroken energy of the entire adventure. Each region of the game has a distinct visual personality, from the snowy mountaintops to the sandy beaches, but the overall style is still consistent with one sprawling world. The scenery is simply gorgeous, and you can't help but pause now and then to appreciate it. The music of the game is beautiful in its own right, and provides a soft, muted, ambient soundtrack for much of the adventure. In fact that ambient music could have been just a bit more forceful, more prominent in the game, as outside of the main theme there are few particularly memorable tracks. Longtime fans will enjoy hearing the musical influences of past Zelda games though, which is a nice treat. And finally, a first for the series, Breath of the Wild includes voice acting. The voice work fits perfectly with the rest of the game, though it's a shame it's only in important cutscenes. The actors did a great job of bringing out the personality and emotions of each character, and it would have been fun to see that in the more goofy and charming characters that you tend to meet in side quests. Perhaps not surprisingly such a vast game has the occasional technical hiccup while playing. Most common are frame rate drops during visually intensive scenes, like having a big fight in the middle of a dense forest area. At times the entire game pauses for a split second as it struggles to keep up with the action. There have been various explanations for these issues but the bottom line is that they do pop up sporadically and can be annoying to see but never actually hinder gameplay. The length of the game is hard to pin down: it can so easily vary from one person to the next, and I don't just mean speed runs that try to finish the game in one hour. Granted there are a ton of collectibles to find which affects the completion percentage you can see once you've beaten the story but even so, Breath of the Wild is an incredibly content-rich game. The biggest challenge of the entire game is finding the willpower to take a break from playing. There's always something else to do here, from the main story to simply gathering ingredients and cooking up a few stat boosting meals, and every single moment of it is a blast. The Legend of Zelda: Breath of the Wild is a masterpiece. There's simply no other word for it. The game is a masterpiece, an unparalleled experience that draws players into a sprawling adventure with just enough familiarity to keep it accessible. Exploration has never been so free or so rewarding. This wildly different direction for a Zelda game was a gamble that paid off in a huge way, though that's not to discount all the various pieces that come together to make Breath of the Wild so incredible. The depth of the emotional journey for the characters further brought to life by quality voice acting, the beautiful visuals that invite you to explore, the captivating soundtrack–every element of Breath of the Wild combines perfectly into a truly magnificent piece of video game art. Maybe there is one other word to describe it: breathtaking. Rating: 10 out of 10 Korok Seeds
  8. So many truths in this video, don't lie.
  9. I'd seen comments from that and other links about Netflix having broke NDA and breach of trust, but it sounds more like an insider leak... Those happen often with Nintendo as people know. Netflix as a company wouldn't intentionally blow up a partnership. I can understand Nintendo freaking out about the Zelda getting leaked early, but to cancel everything over it is to be honest, petty. Only way they could be more petty is if they cancelled games over something getting leaked, but then they wouldn't be able to make much in the end. lol I mean Star Fox can't even get a universally liked game anymore, so fans would've gladly accepted a puppetry or claymation show, but are once again punished. We're still getting that Illumination Mario I suppose, but Illumination has a much worse track record, so expecting the worst with it. Oddly more thankful now for the recently announced Sonic show Netflix is getting; once again Sega doing what Nintendont. Even Konami who everyone otherwise hates now knew to partner with Netflix, and they got a greatly acclaimed Castlevania show out of it. I don't know. Nintendo's said they'd be more open to adaptations again, but their conservative way tells me we won't get any good ones. It's not so much that I need them, but the reason we're not getting them seeming to be mostly of their own fault, or just not caring while knowing they don't have to rely on much other than their brand to carry them. Am disappointed by this news though.
  10. A bunch of classic Nintendo and other video game cartoons are available to stream for FREE and legally on YouTube. Some of the cartoons, include the Super Mario Cartoons, The Legend of Zelda, Captain N, Mega Man, some Sonic cartoons, Double Dragon, etc. Link: https://www.youtube.com/channel/UCUVnfQaEmCIhFZC5d_JniyQ/playlists Mega Man Here: https://www.youtube.com/channel/UC8Qz20sPciU-ynMRdKtJw-A/videos OMG this is awesome! I haven't seen some of these before as they were a bit before my time (90's kid). I guess I know what I'm doing this weekend..
  11. This is pretty cool, but how will this work without a head strap? So, you basically have to play in handheld mode with the Switch shoved into your face? I feel like they should have a first person mode for the VR support in BotW. Anyway, it might be worth looking into getting Labo VR at some point.
  12. Here's my deviantART account. http://dnlink.deviantart.com/ Update for 9/19/2018:
  13. Who's among the few who will venture to buy this game for the 3rd time? This is a unique position this game is being sold as, depending on which version you bought and if you bought the DLC there will be more or new content to justify a buy, if you have interest in this genre of gaming and if like Zelda games too. What category do you fall with this version of this game and do you think this is worth the buy for $60 dollars or as a buy again?
  14. Fascinating video I watched last night made by a user on YouTube called HeavyEyed. Published a week ago. It compares and examines most of Zelda games opening hours and how Breath of the Wild is more than microcosm of the world of Hyrule. Overall I agree with what he said and makes me appreciate the opening of this game even more watching this.
  15. Not sure if there was any information on this yet, but I just stumbled across this on my YouTube feed: Includes all the DLC from the original and Legends included, plus Breath of the Wild costumes. Makes me not feel so bad for skipping Legends.
  16. My latest Disasterpiece backed by fucking awesome music. Link is a mother fucking hell raising, ass kicking son of a bitch. Oh yeah...AF makes a cameo. How is that Xenoblade 2 coming? I am a good 40 hours in on that one.
  17. Grezzo is looking for people to work on a "legend 2" that have HD, Unity, and Unreal Engine experience. As you know they've worked on quite a few Zelda remakes like Oot 3D, MM 3D and Four Swords on DSiWare. So, could they be working on an HD remake of another Zelda game for Switch? Link to article: https://gonintendo.com/stories/294849-grezzo-looking-for-hd-experienced-devs-with-unity-unreal-engine-k If this does turn out to be a Zelda game, I think it's most likely going to be Skyward Sword HD for Switch. Still, this could be a totally different game all together.
  18. I am NOT making this thread from scratch again. First off, my photobucket account: http://s1227.beta.photobucket.com/user/ehsteve12/library/Legend%20of%20Zelda%20Collection And YouTube for videos of some replicas: http://www.youtube.com/user/sp4life69 All replicas (except for the Ocarina) I made myself. All boxes have games in them (previously I had pics of games outside of boxes) GAMES: SPECIAL GAMES/DEMOS: SYSTEMS AND GAME ACCESSORIES/CASES: GUIDES/BOOKS/MANGA/SOUNDTRACKS: FIGURINES/AMIIBOS/PLUSHIES: MISCELLANEOUS: Zelda Monopoly (Collector's Edition): FIRST4FIGURES STATUES: REPLICAS: Unrelated, Piranha Plant I made:
  19. Put a few hours into the game and am taking a break after getting the paraglider. First impressions: I am really enjoying this game. How is everyone else liking it so far?
  20. WSJ is reporting this to be true. I could see this happening considering how big the brand is.
  21. I could have sworn I remember a scene where drops of water start hitting a pond or puddle, and piano notes are played as they hit the larger body of water. IIRC, it starts one of the more remarkable pieces of music in the game, but now I can't seem to find it anywhere. I would really like to find the music that accompanied that scene, so any help is appreciated!
  22. Okay, this is pretty friggin awesome. YouTube user versat13 discovered a glitch that allows a bunch of weird things to happen, one of which is duplicating the Master Sword. But what makes this even more interesting is that when the duplicated Master Sword is dropped, it doesn't stay down. Instead it shoots into the air and the text "The Master Sword has returned to the forest" appears. Video of the glitch in action follows: English instructions:
  23. http://zelda.com/breath-of-the-wild/news/expansion-pass-dlc-pack-1-detailed/
  24. Not sure how much timeline discussion has gone on here in terms of where BotW fits in and I'm not looking to sift through a 60+ page thread to find out, so I'mma just make a new thread and see what we've come up with so far. Not that anyone ever really wants to discuss the Zelda timeline, anyway, but these thoughts popped into my head the other day and I'm getting them out there somehow. SPOILERS FOR MOST OF THE GAME AHEAD. If you haven't done too much of the story stuff in BotW, then you might want to turn back now. I feel it's obvious that this game takes place in the adult timeline. The largest pieces of evidence pointing towards this are 1) the existence of the Koroks (near identical to their tWW appearance) and the Rito, and 2) the name of the Rito divine beast, Vah Medoh, named after Medli, which couldn't happen in a timeline without Medli. The only other thing that would make sense to me is if all the timelines somehow merged, which is something I don't want to think about because thinking about the Zelda timeline in general is torture enough. While I'm confident in this placement, there are some holes that need filling and I have some questions and possible explanations. Keep in mind all of my questions are based on the assumption that this game takes place in the adult timeline. If you disagree, that's another matter open for discussion. 1) New Hyrule or Old Hyrule? I haven't looked at the geography too closely just yet. I also haven't played Spirit Tracks since its release. Evidence to me points toward Old Hyrule, simply because of the existence of the Deku Tree, which would mean the Koroks succeeded in reuniting the islands (or the sea somehow lowered to allow Hyrule to rise again). This raises some other questions, though: what happened to New Hyrule? Did everyone migrate back? If so, what reason did they have? Or is New Hyrule still running independently while a new kingdom arises in the new land mass over the Great Sea? Alternatively, there's a chance that the Koroks gave up hope on reuniting the islands and somehow moved the Deku Tree to New Hyrule. Perhaps, the Goddesses acknowledged the new continent, gave it their blessing, and moved the Deku Tree and the Koroks to the new land? 2) If Rito evolved from Zora, then why are there still Zora?! Low key made this entire thread just for this joke. All different races appear in BotW, including Hylians, Gorons, Zora, Rito, Koroks, Gerudo, and Sheikah. Hylians, Gorons, Rito, and Koroks all appeared in tWW, so their appearance makes sense. The existence of the Zora, Sheikah, and Gerudo raise questions because it was established that the Goddesses transformed all the Zora into Rito preceding the Great Flood; Impa was established to be the last of the Sheikah in OoT, so we can assume they went extinct after she became a Sage; and I guess it's just kinda assumed that the Gerudo integrated with Hylians and became regular people. Starting with Zora, I have a theory that explains not only their inclusion, but also their difference in appearance from other Zora tribes: I think these Zora evolved from sharks. You may notice that, in Ocarina of Time, Twilight Princess, and even that one sage in Wind Waker, they're always fish people with head tails that look like just an extra piece of meat on the backs of their heads, but in Breath of the Wild, the Zora look like fish people with shark hats. I think this race of Zora might be entirely unrelated to previous Zora races. Perhaps, there were parasites that attached themselves to sharks, took over their functions, and, over time, grew a humanoid body with limbs, but still wearing the sharks as hats? Sheikah and Gerudo might be possible to explain if it turned out that this game takes place in Old Hyrule and the Goddesses decided to un-flood the old kingdom. In fact, this would be the only way to make sense of these extinct races becoming thriving communities with old traditions and knowledge of the ancient practices of these races. It would also involve some rather Nazi-esque genetic selection, trying to get the pale-skin/white-hair look of the Sheikah and the dark-skin/red-hair/female-only Gerudo aesthetic to be consistent with ancient practices. Thinking back, the only way for any of the races to have knowledge of their ancient counterparts (including the knowledge that led to the naming of the Divine Beasts, and especially Urbosa's knowledge of Ganon's original background as a Gerudo) would be for this game to take place in Old Hyrule and the Goddesses decide to un-flood the old kingdom with enough surviving records to restore certain histories and traditions. Again, just a rationalization for my own personal theory. 3) When did the original Calamity happen? Ten thousand years is a long time. Hundreds of years passed between the Great Flood and tWW, and during that time, all of OoT's history vanished. Stories from the Medieval Era are considered legends to us, and some of them are less than 1,000 years old. It's reasonable to assume that everything between OoT and tWW can happen within a span of 2,000 years, and Spirit Tracks is confirmed to take place 100 years after tWW, so that's 2,100 years accounted for. I thought there was a specific amount of time between the events of Skyward Sword's past and present parts, but my best effort is only bringing up, "thousands of years." I always thought it was 4,000, so I'll go with that for now. After that, we have Minish Cap and Four Swords between SS and OoT. I feel it's not too unreasonable to assume 1,000 years here. At that, we've accounted for 7,100 years, which means it's possible that the original Calamity coincides with the conflict that sets up Skyward Sword. Demise could have easily become Ganon over millennia of passing down the legend and the details about the Guardians could have emerged with enough research over the 1,000+ years I'm picturing between ST and BotW. Alternatively, going back to my first question, it's possible that those in New Hyrule had to immigrate back to Old Hyrule for some reason and brought their knowledge of train technology with them to build all the Guardians and stuff, and this game takes place 10,000 years after that, but I like the idea that most of the games—or all of them if the merging timelines theory makes any sense—happen between BotW's backstory and events. Thoughts about any of this? Have I missed out on any official news that throws any or all this out the window? Exactly how stupid is my theory? How much do you dislike talking about the Zelda timeline? Do you feel just as tortured from reading this as I did from thinking this?
  25. YouTube user mety333 who already found out (or at least popularized) the trick to reach the vertical limit in BotW is still screwing around with the games physics and found another neat little trick. It's suggested that you have an amiibo that drops steel crates when scanned, or at least just find an area with a few.
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