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Breath of the wild: sacrificing difficulty for a more cinematic feel?
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I think we can all agree that while the divine beasts are pretty creative, they were pretty lack luster on the "Zelda Dungeon-y" feel. They had very little difficulty and were extremely short for Zelda dungeons. They didnt even have boss keys! Not only that, but the bosses didnt look unique at all. They were all basically the same entity but with a slightly different shape and different weapons. The game felt a bit too easy for a Zelda game. This is especially seen at Hyrule castle. It felt like less of a challenging dungeon like from other Zelda games and more of a "go from point A to B and explore a tiny bit" area. It felt more like a scene from a possible Breath of the Wild animated film than an actual dungeon. The Calamity Ganon fight was also quite lack luster with the Dark Beast Ganon probably being the most disappointing final boss in Zelda history when it came to difficulty. The boss fight definitely felt like it would fit in a movie a lot better than how it was delivered in gameplay. On the topic of cinematic, and I dont hate this at all actually, I quite enjoy it, but Nintendo went all out with the story cutscenes in this one, even going as far as using full body Motion Capture and voice acting! VOICE ACTING in a Zelda game! I dont hate this at all, but it definitely gave the game a film quality feel. Im going to leave the discussion to you guys. What do you guys think? Did the game have a more cinematic feel than a traditional Zelda difficulty feeling? The music style really helped deliver the epicness of a film-like scene

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That's why I don't make any foods that give me heart bonuses. I also limited myself to 8 hearts, no ancient weapons, no stasis plus on enemies.

Stasis plus makes things wayyyyy too easy

We shouldn't be able to stasis plus a boss especially ganon...

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proper dungeons&bosses pls

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7 years ago