Writing a The Legend of Zelda: Breath of the Wild preview is excruciating. Not because the game is bad, but because my impressions of it are so good that I want to talk about it in detail. However, I can't, this is a preview, and there are embargoes to uphold. What I can tell you is that Zelda: Breath of the Wild is the title with which everyone hoped the Nintendo Switch would launch. It's the most expansive Zelda title to date and may be the most ambitious game Nintendo has ever produced.
Link to the Future
Zelda: Breath of the Wild turns away from previous series conventions in a refreshing and modern way. Instead of a linear path through pre-set dungeons, the game quickly has you chasing after Shrines. Shrines are scattered around the map, and can be completed in any order. They serve as tests of courage for Link to complete, and once you've cleared the challenge within the shrines, they become a fast travel point. Each Shrine is like a locked room in a previous Zelda title. You have to either challenge an enemy or enemies in combat or solve a puzzle to complete the Shrine challenge. While there are still conventional dungeons, and they're some of the most interesting in the series to date, the addition of the Shrine aspect of the game lends itself well to the new, more open, plot progression.
Breath of the Wild ditches linearity for an "open-air" feel. When you're given a quest, you'll get a marker on the map of your destination, and that's all the help you get. How you get from your current location to the quest destination is up to you. Very often, you'll find that you'll have to enter entirely new territory for a quest. If you were hoping for the game to hold your hand through this new territory, you're going to be disappointed. Instead, Breath of the Wild rewards exploration and perseverance. When you come to a new land, it's up to you to figure out where everything is. In fact, you're given the ability to put custom markers on your map because it's your responsibility to chart where enemy lairs or beneficial areas are.
Nintendo Hard
With this added element of exploration has come a massive increase in difficulty. Hyrule is a dangerous land, and you're no longer given a steady stream of powerful and unbreakable weapons and shields. Instead, you must procure your tools from throughout the land, from enemies, shops, and treasure chests. Your weapons now take damage and eventually break, and your enemies have access to a much more powerful arsenal than they did in previous Zelda titles.
However, Link does now have the benefit of having a much wider selection of healing and stat boosting items in the form of cooking and elixir brewing. Throughout Hyrule, you'll find herbs, fruits, vegetables, and meats in varying quality, all of which you can combine to make a succulent meal. Alone these items may heal a heart or two of health, but when you mix them together in the cooking pot, you unlock their powerful potentials which can increase your defense, completely heal you and more. Even more powerful are the elixirs you can make by combining monster parts and creepy crawlies. A Moblin horn here and a cricket there can combine to make a very potent formula that can mean the difference between life and death.
A Vibrant World
The Legend of Zelda: Breath of the Wild's Hyrule is a vibrant place, full of life. The world has active weather, each form of which affects Link in a different way. Rain will make rocks slicker and harder to climb, thunderstorms will electrocute you if you're wearing metal armor or weapons, and temperature plays a part in Link's life as well. The cold will make some areas impassable until you find the clothing or items necessary to maintain Link's temperature, too much heat can have the same effect, making Link's wooden items burst into flames if you don't reach cooler climes.
Flora and fauna of Hyrule can be your predator or your savior as well. As mentioned above, you can cook a whole host of items, and you can procure these items around Hyrule in natural locations. Apples grow on trees, meat can be harvested from deer and other critters you see roaming about, and if you so choose you can truly live off the land without the need for Rupees.
More to Come
I regret having to be so vague, but there'll be much more detail in my review of Breath of the Wild. I haven't had the chance to finish the game yet. It's incredibly long, and I continue to get distracted by the huge amount of nooks, crannies, and side-quests that Breath of the Wild has to offer. I can't wait to have to opportunity to open up and share the rest of my thoughts with you on The Legend of Zelda: Breath of the Wild, but this is the sort of game that a thousand words can't begin to explain. It looks to be a game for the ages, and you'll get a chance to play it when it releases on Wii U and Nintendo Switch on March 3.
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Jason Faulkner posted a new article, The Legend of Zelda: Breath of the Wild Pre-Review Impressions
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Looks bad on IGN's gameplay video too https://youtu.be/r2JtSXXY_WY that sucks.
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I really really disagree: https://youtu.be/S-jmGy3LcZo
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It looks like they turned Nausicaa of the Valley of the Wind into a game. It looks great.
I've argued with people here about the look of Arrival, motion interpolation on TVs, HFR for movies, and even the use of Best Buy torch mode for their HDTVs, so I guess people arguing over this shouldn't surprise me. -
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This looks great: https://youtu.be/S-jmGy3LcZo
I disagree-
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That's what most of (all?) that crew made after GT shut down: https://www.patreon.com/EasyAllies
Its really good! -
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Technically speaking dynamic range compression in audio is equivalent to boosting the color balance and the contrast. Doing that results in a loss of information in the shadows and highlights.
This is why RAW image files or high end digital formats like ARRIRAW or Log-C look flatter than anything you've ever seen. It preserves all of the information, everything after results in a loss in information.
You're trying to make a point via technical terminology but it is absolutely and completely incorrect.-
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You make it sound like good contrast and color has to result in some loss of significant source color information.
Anyway I agree with the sentiment that the contrast leaves something to be desired. I don't want the picture to drown in blackness against overblown patches, but it could be a bit expanded.-
Not exactly. He talked about how low contrast and washed out color is the equivalent of dynamic range compression. It is exactly the opposite. Now, you'd never use a RAW or Log-C image for final output, but the point is that increasing contrast is literally throwing away detail in the shadows and highlights. This is the same as dynamic range compression in audio where information is only kept in a very narrow range while most of what was originally there is thrown out.
Clearly there are adjustments that are made, but I also wouldn't compare BotW with a Log-C or RAW image either, that would be much much flatter.
Anyway, I'm looking at this video Polygon posted and I think it looks great: http://www.polygon.com/2017/2/24/14723308/pre-review-the-legend-of-zelda-breath-of-the-wild-nintendo-switch-wii-u
They're clearly combining the pastel color palette of SS, the cel-shading of WW, and the proportions of TP.-
Alright I guess we'll do this. Your argument about RAW only makes sense if the colors in the game are an accurate representation of the colors that would be seen otherwise. That is not the case. They are actively removing color detail to add an effect. As objects get closer to the player they gain color depth. Which is why it's similar to DRC. They are actively altering the volume of the audio so there aren't quiet spots and there is less depth to add an effect.
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"Which is why it's similar to DRC. They are actively altering the volume of the audio so there aren't quiet spots and there is less depth to add an effect."
DRC is compressing the source so that detail, generally in the highs and lows, is thrown away. A low contrast source image by definition has a much wider range of detail in the shadows and the highlights.
If you started out with a contrasty source there is no gaining back detail in the highlights and shadows. As shown by the contrast boosted image posted earlier, its very different going the other way since you're just throwing away detail in the highlights and shadows.
Have you seen a tree a mile away and then walked towards it? The same thing happens there, its green is much more washed out compared to when its right in front of you. Its the product of atmosphere and distance, not "actively altering the volume of the audio".
You're completely incorrect with the points you're making and its magnified when you try to bring technical details and terminology that you have no understanding of into the conversation. Its honestly better when you chalk up your dislike of the visuals to a matter of taste.-
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I'd rather we didn't make any technical comparisons between BotW's visuals and DRC at all. Its a fundamentally incorrect comparison whether we are talking about color or saturation.
If this was purely a taste discussion I'd be way more into it, but then again you also had similar beef with Arrival, a gorgeous film that has ASC and Oscar nominations for best cinematography, so I think we'd still be talking in circles.
All that said, BotW already looks so vibrant in broad daylight so idk what your and JohnnyRey's complaints are about: https://youtu.be/So0QgL7AaAc?t=10s -
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Its gorgeous: https://youtu.be/So0QgL7AaAc
Do you complain when you look at impressionist paintings, Terrence Malick, or Miyazaki films?
Its one thing for you to have bad taste but its another to say that its "objectively" bad.-
I mean, I can't even compare it to those things though, this is so much more vibrant and punchy: https://youtu.be/So0QgL7AaAc?t=10s
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Bannon, but then I remember that some people like HFR and torch mode and bad taste people rarely change their minds and someday I'll die and then I relax again.
http://i.imgur.com/Uyzdxlu.gif -
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