Big thanks to MANSCAPED for sponsoring the video! Get 20% Off + Free International Shipping with promo code MANLEY or visit manscaped.com/manley Also hi Twitter: twitter.com/ManleyReviews Discord: discord.gg/hMDk7ZN4mn Patreon: www.patreon.com/ManleyReviews
Hey Manley! Love the video, just wondering if we are able to chose between sponsored videos and in-video ads, just seems like a lot of advertising. Let me know thanks!
You can absolutely choose. There’s a browser extension for each option. I usually do both on my desktop but on my phone I only block the ads because the sponsor is just a few taps to skip. I just wish I had the balls to ask the guy who only made this for cash to accept less money on my behalf instead of just circumventing that awkward interaction.
You are nothing but a puppet propagandist for the benefit of corporate fascist UA-cam and other giant corporations. You are spewing propaganda to brainwash everyone to hate the best designed Zelda game since Majora’s Mask. It’s clear that the problem is YOU. Why throw an unfused weapon? You’re not great at combat & obviously are not taking advantage of fuse nor are you making the best out of your weapons. Degradation is brilliant game design whether you are aware of it or not.
i mean, keys aren't what makes a dungeon good. i loved the fire temple because it felt like it actually had progression in complexity and difficulty as you rose up the floors. it isn't just le 5 shrines, it's 5 mini puzzles linked together by a larger overarching puzzle and i adore it
Keys would make the major dungeons linear which wasn't how they were designed to be. Problem with the older dungeons was that there was only ever one solution to the puzzles/dungeons, limiting replay-ability. This is something the developers wanted to move away from with the newer Zeldas, hence the wide variety of traversal tools and the relative independence of each component of the new dungeons. So I think it was either they make a linear dungeon like the old Zeldas or the open ones they have in BOTW/TOTK. That was the trade-off they had to make.
19:30 You could actually warp with your horse in botw using the ancient horse gear, but for some reason they had to remove anything sheika or ancient from the game
@@TopBurger239 yes, but not the specific ancient horse gear. I had that one on my horse, and when opening totk it was gone. My horses are still here, the saddles n stuff not.
Aonuma and Fujibayashi declared before game awards this week that they are already working on the next zelda and that it will not be a sequel of BOTW/TOTK. New Link. New Zelda. They also said those powers of construction in TOTK will never be back again in future titles to make TOTK unique. As for the "short" dungeon they explained they didn't want the player to find an item on that dungeon (like other titles) that could broken the game. Kinda same stuff as "we made weapons durability low because we don't want players to go into Hyrule Castle, find big weapons and destroy the game" .
Careful how to interpret the interview. Fujibayashi was talking about the world of Hyrule, not the characters of Link and Zelda. They could very likely continue the narrative in a new world. "As I've mentioned previously, with Tears of the Kingdom, we were seeking to build on top of the world we created with Breath of the Wild and really exhaust the possibilities of what we could put into that world. I think it is - to use a bit of a term - an apotheosis, or the final form of that version of The Legend of Zelda. In that regard, I don't think that we'll be making a direct sequel to a world such as that that we've created." -Fujibayashi
@@Pendjiumm?? Yes they will theres a huge community around it 😂 and its the most unique part. People who are too dumb to think for themselves wont i guess?
One thing about the depths: I love how, even though you can’t see anything most of the time, there’s still an element of “seeing something in the distance, going to investigate, then getting distracted by a billion other things” because the lightroots glow. I’ve spent so much time just going from lightroot to lightroot, and it feels so rewarding because each one unlocks a little bit more of the map
The darkness being as suffocating as it was in the depths was immediately my favourite element of it. There was a cool clip of a guy who shot a light arrow way off in the distance and happened to illuminate just the shadow of the depths colgera boss on a cliffside, shit looked TERRIFYING, I wish they had leant into the scary aspect more and put more depth specific enemies to unsettle us.
They should had made villages in the sky And birds to fly on They also should had made another dragon like in twilight in the sky . I think instead of the depths they should had invested more time into making the sky higher and filled with sky dungeons
The footage of just a camera flying through dungeons in the older games is some of the coolest zelda content I've ever seen on its own, amazing work with that. If there were long videos of just that I'd watch it on rotation forever
Something that really bothered me about the depths is that it would have aesthetically very satisfying to simply make each section have a different bedrock type and some mild variations in ecosystem to make it worth visiting each one more than once. Lanayru - limestone Gerudo - sandstone Eldin - igneous Rito - ice caverns, maybe even have some "red ice" and "blue fire" as a fun callback to OoT Central - granite
Yes I hate the depths so much. Everything looks the same it’s just like running through a waste land and constantly getting trapped. I just wanted to ride the bony ponies through it but there’s so many damn canyons and walls that you can’t. And I just kinda hate building shit so I didn’t care for getting around that way.
The biggest problem I have with the story is that once again, it’s all told through memories instead of happening in the present. When you’re just viewing past events it feels less impactful than the grand adventures we used to have in the old Zelda games.
Why can’t we have a soft free roam Zelda where the temples go IN ORDER and the story unfolds IN ORDER. While still allowing you to run where ever tf you want on the map (Just not while playing the story missions)
@SuperMattman21 honestly we don't even need that too much. Some variety in how you can do dungeons is kinda nice. We can do dungeons out of order in OoT and WW a bit. But the story beats need to be more involved in the places where we go, and that's where I draw issue with the newer Zeldas.
it could work, to put out an example elden ring story happened pretty much in the past with major players in the present as well, but you are uncovering the story and not being sponfeed to it. The problem is not so much that those are in the past is that 1) there is nothing happening in the present and 2) they are only flashbacks, imagine lets say a Movie where all the movie is just the flashbacks of its characters
Manley has an unwavering skill of making a 40 minute video feel like 10 minutes. Hats off extremely well structured edited and the comedic timing on point
Because the Tears don’t “spoil” you. Literally the order you get the Tears scenes don’t fucking matter because it all happened already. It’s not that important to the current story. The only Tear that matters for the story is the very last one, and you can only get it *AFTER* getting all the others, regardless what order you get them. Jesus Christ this game really is a testament to how fucking idiotic and inattentive people are. They play a 300 hour game for a fraction of that and don’t know how to think or shut their fucking mouths.
14:20 Good news, the shields don't disintegrate if you attach a sled/cart to them. Then they become skate boards with durability so high that I haven't gotten on to break yet.
Hylian shield and frost emitter is a hard combo to beat, too. Especially considering the high durability, and the fact that rock octorocks can both fix, AND buff the shield.
They should had made villages in the sky And birds to fly on They also should had made another dragon like in twilight in the sky . I think instead of the depths they should had invested more time into making the sky higher and filled with sky dungeons
They should had made villages in the sky And birds to fly on They also should had made another dragon like in twilight in the sky . I think instead of the depths they should had invested more time into making the sky higher and filled with sky dungeons
The amount of effort put into placing Manley into Zelda environments with a proper shadow for a few second long throwaway scene is insane. I would definitely like to see how much time and effort it takes to make a clip like that.
Half the time for those short areas I’d just be like watching UA-cam and do it as a treat. I enjoy putting those together now that I have a fast formula for it
The story literally could have been better if Link went to the past with Zelda. Could have had a whole new world to explorer with new characters to talk to.
the most laughable thing i've heard all day. "I want to be in a different hyrule with different but the same characters!!1!" Thanks for making my christmas that much better LMAO
EXACTLY WHAT IVE BEEN SAYING!!! Like take the part where Ganondorf summons tho moldugas. Instead of Rauru doing his light thing or whatever, Link could have been there and we could have done some badass shit and it wouldve been SOOO fun. Hell, Link couldve learned to use magic from Rauru or something I dont know. Like ToTK is already a fun and very good game, but holy shit this would have been even mire interesting and fun.
I hate that you can encounter certain plot points out of order. Even the 5th sage, which the game wants you to get at the very end of the storyline, you can brute force your way to getting first if you want. Realistically, yeah it makes sense if Link went to that spot first instead of anywhere else on the map, but it ruins big and shocking reveals later if the narrative isn't in a straightforward line.
Yeah. I found Mineru early too. Then when I went through that quest, every time they'd talk about the mystery, I was just thinking "Link, her ghost is piloting the ten-foot robot standing behind you. When are you or her going to speak up???" Same issue as with anytime you see Puppet Zelda after getting the Master Sword; it's really hard to tell a compelling story in a world so open.
That was the second temple I did and I thought it was a secret optional one. And I have never felt cooler playing a game in my entire life. This choice ruled and this game rules.
I can see the influence but this editing style is far more detailed, for example he's added shadows when sitting in the zelda game, probably using After Effects@@thatguy5779
You know what I would have loved to see with this new style of Zelda? A fusion with Majora's Mask. Imagine having a huge world like this, but different questlines affect various characters in a butterfly effect. Like, i don't know. you help Beadle out with something on day 1, causing him to sell new wares which another character would then buy in that loop to do something different that they otherwise wouldn't do. It would be so damn cool. Not to mention you could have cool ramifications of something like the Moon crashing. Rather than a pre rendered cutscene, it could play out in game, in real time. Same way that Outer Wilds does it with the sun.
the greatest sin of BOTW and TOTK is that the games are set in a way that the story is just you every so often getting to peek into a much more interesting story and setting than the one you're in. Story wise, at least. Anything involving using a menu in that game is much more infuriating on a personal level.
Standing up reciting a commentary script in front of lighting and a green screen for over an hour for an under 10 minute video is hell, cannot imagine the pain you suffered making a 40 minute one, and to edit it and it come out as good as this, huge props absolute goat
I never had a problem with the weapon durability system. I think it clicked with me when I did eventide island for the first time and I truly felt like a scavenger who kept an eye out for whatever I could get my hands on for the next fight. Definitely a different vibe from the older games but not a bad one at all.
That and the beginning of the game were times when it was fun, I think for many (including me and reviewer) it was later in the game that it really just felt like a hassle rather than adding anything exciting
My weapons constantly breaking made me want to explore the world more/kill high-level enemies to find better weapons. Which would NOT have happened if I'd just been able to find one really good unbreakable weapon early on; I would have just gone through the entire game using only that weapon, instead of experimenting with different weapon types/attack strategies to see what worked best with my playstyle and what worked best on different enemies
@@Sarah_Hit where you're coming from, but I feel like the weapon durability system was a poor way of implementing the goal of getting players to switch up their playstyle more. You could have made the weapons more unique and design the enemies in such a way that it heavily incentivizes you to switch up your playstyle depending on what you're fighting. That would require more thought and design for enemy layout though, so Nintendo wouldn't be able to just copy paste a bunch of enemy camps around the map like they did in breath of the wild.
Always fun to discover the players who didn’t figure out that bombs and stasis were stupidly broken and useful. Scavenge? I got infinite bombs that bypass defense! I also got the amazing stasis that let me lock up enemies really early on! I clocked out of eventide isle in about 5 minutes. Super easy area. But, the game did teach me early on to avoid all combat, use my powers at every opportunity, and playing in a straightforward way was boring. So… powers all the way! Unless I needed to do elemental damage. But, that rarely ever came up.
never watched manley before and i love how he's just edited into so many of the locations, i've never seen game reviewers do it in this way and it is genuinely so funny. would love if more creators used edits like this honestly
One small correction. Ganondorf didn't raise the sky islands. The sages did most of that thousands of years earlier. Ganondorf just raised the castle and broke the alleged cloud barrier.
@@mmmmine5439 The one that is clearly visible in BotW every time a dragon flies up into the sky. You also see it part after completing the Great Sky Island in TotK.
I’ve got to admit, I was about to furiously type “WHAT ABOUT THE RISING ISLAND CHAIN TRACKS!?” when you started talking about the music but then you mentioned how the music keeps getting undercut by the common enemy themes and I realized you were absolutely right. It genuinely is a shame that some of the best tracks on the soundtrack only play for a short time. The Ganon and Gleeok themes are still goated tho
Or just had an instrument seamlessly fade in like quiet drums when you're fighting an enemy. Hell, you could even just leave the soundtrack and let it take priority over the enemy encounter music like how BotW did it with the Divine Beasts.
I agree on the Dragons Tears quest, because I feel like instead of having all the geoglyphs accessible at once, they could've highlighted them in order. For example, after you view the first Tear, then the second tear becomes highlighted and you can see the geoglyph pattern. (If that makes sense)
@@koiledPythonRain there is a difference between an open world and an open narrative structure. botw succeeds on both very well but totk does better on the first and worse on the latter.
The order of the videos is on the walls of the temple where you first get the quest. I took a photos of it with the ingame camera. Easily overlooked, but it was there.
I honestly didn't even find the first geoglyph till I beat the game and so never got the explanation from Impa on what they even were. I did eventually figure it out while flying by but by then I had cleared almost all of the game and didn't care since all cutscenes I had seen were the copy paste dull one. So them making it an actual hunt to get the geoglyphs via giving them 1 by 1 probably would've helped me lol
How did you not mention that the Master Sword still breaks even after decades upon decades of charging? It should be at the strongest it has literally ever been. Or that all the armors in depths you can find are just the reused amiibo armors from the last game?
The Master Sword is actually glitched in TotK. Once you break it the first time it goes from 60 durability to 40 durability *permanently*. They never fixed this either. At least BotW had the damn sword WORK as it was intended ffs!
What grinds my balls down is yeah we can make cool new weapons, but that scythe is still just Link swinging it like every other 2h weapon. Its still the same 4 weapon types with a million new skins.
I quite like how they improved the weapon degradation by making monsters drop horns. A few more different spells would have been nice, the earthbending you get from the banana ninjas is so much fun to use. And if they could have squeezed in just one more sub-menu, maybe replacing the now quite pointless horse-whistle with a companion-wheel to activate the abilities less awkwardly.
Having the arrow fuse sub-menu be the regular page instead of the narrow scroll would have been amazing, as would having pre-fused arrows as an option.
@@i-am-the-slime There's a lot of things they could have done better. At least you can now make a profit killing trashmobs unlike the usual "nah, not worth it" from BotW.
@@Umbra_Nocturnus Actually, guts and fangs were rather profitable when fused with common bugs and lizards for elixirs to sell, in the early-mid game in BOTW; guts are far rarer in TOTK, and so are even fangs, honestly. Sure, you get tons of horns to "make up the difference", but they're also trash-tier for alchemy.
@@KainYusanagi Maybe just a few equipment slots for arrow types that you can choose from while aiming. Give link a quiver to upgrade for additional arrow-slots. And if you run out of an equipped ammo type, it simply switches back to normal arrows, but keeps the ammo in the arrow wheel, but with a grey zero. I don't know why they made it so clunky.
This video is my introduction to your channel. Holy crap the editing has me cracking up. Catalytic Converter and Reach for the Officer's Weapon had me cracking up out loud. Phenomenal
They should had made villages in the sky And birds to fly on They also should had made another dragon like in twilight in the sky . I think instead of the depths they should had invested more time into making the sky higher and filled with sky dungeons
I replayed TP and WW right after finishing TOTK, and playing the dungeons felt so good to play and explore. They both have their own issues, but there's nothing like exploring a carefully curated dungeon experience. I didn't hate TOTK, but lack of dungeons had to be the most disappointing thing for me.
You're genuinely one of my favorite content creators I personally don't care about your posting schedule if that means getting content of this quality cheers :)
With the interrupting enemy music, I think it would be really cool to change their music when in emotional scenes rather than remove it completely. Twilight Princess is my favorite Zelda game so I'll use Midna's Lament as an example. Instead of just keeping the sound track or removing the enemies entirely, in my opinion a better option would be to take the core components of the emotional music playing and amp it up in battle. Let the player indulge in the moment while intensifying the sense of urgency. You have no time for this, you need to save Midna. Monsters are attacking you and the piano is getting more sporadic and anxious. I think Nintendo could really play with the urgency of such compelling scenes.
As pointed out by OG video essayist Matthewmatosis over a decade ago in his Twilight Princess analysis, Nintendo really doesn't need to compose a whole 'nother combat variant of a song to sell the emotional intensity of story segment. They literally already solved this problem in Majora's Mask, where the Final Hours music has priority over every other song in the game. It's intense and effective, and it costs nothing to implement. They're just lazy and not paying attention to storytelling details like that anymore.
Thing that pisses me off a bit is that they already had a solution that showed up in BotW and a bunch of older games - adding an instrument seamlessly into the soundtrack when an enemy showed up. BotW had this in Hyrule Castle when you'd get attacked and the soundtrack would seamlessly add the sound of rhythmic footsteps, like soldiers marching, and it added SO MUCH to the experience of storming Hyrule Castle. The Divine Beasts also had area music overriding enemy encounters if i'm remembering correctly. Would it really have been that hard to disable enemy encounter music in dungeons???
@@ManleyReviews Upload schedule doesn't really have to do anything with the subscriber-count. Just look at channels like Internet Historian, which uploads one or two videos per year on the main channel. I guess it has more to do with gaming being such a competitive market on youtube which sadly also leads to good content - like yours - being drowned among other content.
This game's graphics and sunset are so beautiful my computer's background is of when I launched myself into the sky and took a screenshot of the sunset
That bit at 24:30 had me CACKLING. Oh man... this is the first video I've seen of yours and I'm hooked. The production value of this was insane and you put your WHOLE heart into this thing. I love it.
I think it's worth pointing out the flaws for the game (there's a lot). For me, it had been a while since I put in more than 200 hours in any videogame, and somehow TOTK did that for me. For every disappointing detail, there were a thousand things that made me keep coming back to it. That being said, I loved this video, aside from the stellar editing and VFX, you bring up some legitimately great points that I hope Nintendo becomes receptive to.
Problem all of a sudden is that people are too hung up on the game's flaws. It does have them but the good far outweighs them. And it's easier to notice flaws in a game with so much content but it's also easier to see how much more is great about it. I'm on my second playthrough after over 400 hours on my first
I can only speak for myself, I was extremely bothered by the story not linking at all to BotW. How was Gandorf sleeping leading to Calamity Ganon and so on wuld have been amazing! The characters look the same but it seems to be just the same world yet a different story not linked to it's predecessor. That, plus there was so many distracting things in TotK that I had trouble getting anything done. I'm too autistic for this. I have enough trouble getting things done in RL, and as a story driven person the air was out after I had all the tears early. I stopped playing after the second dungeon.
I really think TOTK is way better than BOTW, but I like BOTW better because it made the story and setting better than TOTK. Also it does my favorite kind of fantasy world, which is melancholic, lonely and close to destruction. It kinda reminds me of the Dark Souls games in that sense. TOTK does pretty much everything better, but not this.
@@mr.awesome6011 The good is reliant on the flaws not being an issue. I can build anything to solve this problem, but I already have the solution on hand. I can fight these enemies, but I already have the best gear on hand so this hurts me. I can explore, but I can just cook food and have max/infinite health. I can climb any mountain, so getting up there isn't special in any way. I can go get that memory lying on the ground, woops I got the last ones spoiling the everything. If you get unlucky or learn this stuff it can kill the entire game because the flaws are in every aspect of the good.
In defense of the flashback cutscenes, the room that impa guides you to tells you the order of the cutscenes and where each of the flashback areas are. But I also get how someone could completely miss that mission because I did for a while and almost spoiled myself by interacting with the dragon tears in the Rito area
Even then, you could easily miss the connection between the order of the memories on the walls from left to right and the chronological order of the memories. Hell, I wasn't certain that there was such a connection but it did it just in case.
yeah if someone doesn't tell you that's what's going on, you're not going to notice it. that's way too far into the background of the scene... the map is the real focus.
There's giant symbols on the walls that match those on the map, laid out on a certain order, when you would know the memories will come in a certain order, AND you're told you should be taking pictures to keep this information in your memory. It was pretty obvious what it meant, and I appreciated that it allowed me to hunt down for each next piece of the story whenever I wanted as I went along.
yeah and knowing the order is still dumb tbh. This is a game about exploring the world as you come across it. If you see a glyph in the moment, you want to go to it right then, not save it for later if it's not the next one in sequence. That style of storytelling just needs a rework overall
The problem with modern Nintendo is that they add cool mechanics (ToTK's building mechanics) but give you literally nothing interesting to do with them. In TotK, making the optimal vehicles makes traveling across the world boring in a way that it just wasn't in BotW (for most the most part at least). On top of this, there aren't any puzzles that require any real creativity with the building mechanics to complete. Combat additions are also mostly pointless because combat is still far too easy thanks to being able to pause and heal (and I didn't even upgrade my armor throughout my 80 hour playthrough). I felt the same way about Mario Odyssey, the movement was good, but most of the moons were a waste of time.
How is travel boring compared to BOTW when you have a ton of options mostly limited by your own creativity? And so many games require a pause or some quick menu that essentially pauses the game for you to heal. So many complaints about this game can apply to so many other games but it's only bad whem Zelda does it. Right.🙄
@@mr.awesome6011 Travel is boring because you can make an overpowered vehicle that simply flies over everything with little creativity and minimal resource investment.
@@mr.awesome6011The most effective travel strategy is the same EVERY SINGLE TIME: Just FLY! And yeah, so many other games embrace - or do NOT hinder - your ability to tear the balance a new one. Except Zelda, where you ARE. Healing is broken, but so is the combat itself: most enemies are feast-or-famine, even though you always have a harder time increasing damage output than the enemies do. One shotting enemies? That's not happening even with the best weapons. GETTING one shot by enemies? That's just about every recolored enemy up until you have EXACTLY maximum stats, at which point they're jokes OR still one shotting you.
this reminds me of this one shrine with the 3 balls you have to attach together. i have never seen anyone do that puzzle properly, you can just drop the balls on the push button and it works. i think that shrine alone perfectly represents totk puzzle designs
I have never commented on a video in literal years, but this warrants special attention. I have never seen a video of yours, I believe. However I am quite glad I have, this is wonderful and all the work you put into it is deserving of so much. You deserve more subscribers and attention for this wonderful craft and analytics. Be proud Manley reviews, for this is gold and I am proud of you. You have earned life time watcher
Duping definitely made this game fun for me, especially unlocking all the extra battery slots that way. FYI to anyone getting into the game, they patched duping so don't update your game if you still want to have access to it like he shows of in the video. You don't want to deal with the new tedious way of duping between load zones of the depths and overworld I've seen online lol
bro i played totk completely blind bc i didnt want spoilers, when i tell you how mad i was when i found out you could dupe when i spent hours collecting shit
@@novakaiser7949yeah I didn't even know about the auto build until 3 of the main dungeons cleared, I think lol. I just expected there to be patched out glitches so I never updated after I got it a week or so after release haha.
@@KalebSDay i found autobuild late-ish as well, theres almost no incentive to go in the depths except to fight ganon lol. i would've completely missed it if i didnt get every lightroot
Same, I didn't even duped anything other than zonite, because I liked fighting monsters to get horns and didn't need to many rupies cause I could sell monster parts and gemstones.
On a point of music in Zelda games. The absolute importance of it is 100% accurate. I remember looking through the old zelda release timeline website around the time of BOTW release. Scrolling through and having all the songs play was amazing, then the second I get to Ocarina of time and I start bawling like an absolute child. The amount of memories from music alone was so intense.
My jaw kinda dropped when I saw that he gave himself shadows and the goron walked past him, most content creators aren't doing that stuff on that level
Every time you upload I realise that the wait is worth it. The editing is absolutely incredible and your narration is genuinely funny and adds so much to the visuals. A+ content all around, keep doing your thing!
They should had made villages in the sky And birds to fly on They also should had made another dragon like in twilight in the sky . I think instead of the depths they should had invested more time into making the sky higher and filled with sky dungeons
They should had made villages in the sky And birds to fly on They also should had made another dragon like in twilight in the sky . I think instead of the depths they should had invested more time into making the sky higher and filled with sky dungeons
Man, I was bursting out laughing with this top tier editing, but then you put the Sly Cooper music followed right up by MGS's encounter? You've found a subscriber and a fan, from now on. What a great fucking video, holy shit
I may be old, but there were over a dozen games that come to mind, at least 3 from pre-established franchises, with Lock-on mechanics (and referred in the game manuals as Lock-on) that came out before Ocarina of Time.
@@tyler-xo3rb First one that comes to mind is the FIrst Tomb Raider game 3 years before OOT. The Lock on system in OOT was based off of Star Fox, which in turn was built up from Mario 64. SO the concept isnt even an original design in OOT, it was cannibalized from 2 successful predecessors. Sprinkle on at least half a dozen Arcade machine flight based games that had lock on features back in the early 90s. Zelda helped popularize it, but certainly did not invent it.
You’re like the Shane Gillis of UA-cam game critics. There’s a bro attitude on the surface, but it’s executed in a really relatable chill way-while still being really articulate and informative. It’s refreshing to just hear a guy riff with you like you’re just one of his buddies in private without ever acting all self important or morally condescending (like most video essay style content). It almost reminds me of the best UA-cam videos from like a decade ago, but much more polished.
as someone who never played the old zeldas and only played BOTW and TOTK, they were very addicting for me. I loved the sense of wonder, put me in an open world and show me point of interests from far away and make me figure out how to get there additionally, i loved the combat mechanics and the weapon breaking system, it makes us resourceful and think harder how to approach a situation.
The weapon breaking system was something I just simply couldn't not be critical of... Despite playing some of the classics(although never got to play the best ones: Ocarina Of Time). I was pretty open-minded and really liked BOTW, but the insane weapon durability mechanic was absolutely garbage to me... Fighting in general shouldn't have to be something you actively have to avoid even with good gear and insanely weak enemies.
The breaking mechanic puts you in a mindset where you are constantly "saving" your good weapons and you never actually use them - it forces you to play the game with garbage weapons you get from low level enemies. It's slightly improved in totk but it's still an issue
So there is a way to see them all in order, which I did. Go to the ancient temple. Yeah, that place with the final shrine in botw that had pretty much nothing else of interest? Turns out theres a secret room in there. That shows all the glyphs. Impa goes in there too. The glyph you need next will light up. IDK why they didnt force this, but you can do it this way.
I have to agree here. Good video, but I found many of the choices made by the devs compelling as part of a larger “puzzle” in how to approach the game. It was very satisfying figuring a lot of it out on my own (and more rewarding to not google locations of things.. you miss out on a huge series of armor quests if you do that).
They really made the final boss a 1v1 on rust hardcore snipers only, and Ganon knows how to quickscope too. Legitimately one of my favourite moments in gaming. Edit: 28:33 I just noticed you indeed put them into a cod map with snipers, way ahead of me
I feel like no one is talking about how phenomenal the thumbnail looks. It looks unbelievably clean and gives off almost a spider verse paintbrush aesthetic
I thought the main dungeons were actually really fun, the fire dungeon the most so, not because of them necessarily being goated, but because of how you could absolutely break them and solve them in the goofiest ways possible.
i had to restrict myself not to do that to have fun lol. i cheesed the fire temple the first time and i felt so unsatisfied by it. same thing for the water temple, although even doing it legit kinda sucked for that one lol it's just bad. there's definitely a cool mechanic in the fire dungeon with the minecarts. i just kinda wish it wasn't so open, idk lol
@@highdefinition450 I guess I get that, different people have fun in different ways. For me I started playing Legend of zelda on wind waker and then the follow up ds games and I loved them because they always had a sense of adventure, but I would get so frustrated if I couldnt find out the exact solution for a puzzle. I would have to look it up and it always kind of made me feel like I was cheating. Totk never made me feel like there was a single solution I could be missing.
Really glad you were honest about the depths. BotW/TotK fans always use the depths and the Sky islands as some sort of “check mate” to prove that the game is so incredibly different from BotW and so fantastic, despite the depths and sky islands being almost completely empty and lacking any real exploration incentive.
I feel like they've got all the pieces to make an absolutely legendary new Zelda game, they just haven't put them all together yet. Just imagine if we got a more linear narrative like Ocarina of Time and Twilight Princess along with their intricate dungeon design in a more adventurous and ambitious open world like BOTW and TOTK. Given how they've recently said that they won't be doing a sequel to TOTK and are moving on to a new world for the next game, I'm really hoping something like this is made. They really need to bridge the gap between the old linear Zelda's and the newer ones that are focused on more expansive open worlds, and I think that they can absolutely create the next game in the franchise to satisfy this criteria.
@@luxaeterna365 Why do people think EVERY aspect of a game has to be open? If you want a game with 100% openness, you were born into one, it's called real life. The point of games is to experience something fun crafted by the developers. People act like the novelty of the game having "complete freedom" is worth removing fun elements. I'd love to have a good story that actually happens presently to the character and in chronological order. I'd love to find a dungeon in an open world, but then walk into it and enjoy an intricate hand-crafted dungeon that's actually memorable, and then return to an open world when I'm done. I'd love to see things in the open world I don't understand and can't immediately solve, only to find a unique item in a dungeon later and say "ooh, this will work there!" and go back to that area and find a cool reward for remembering. I'd love to play a game with multiple regions that you unlock one at a time based on the story. These are all fun things that can still exist in an open game.
TOTK had astronomically high highs. Some of my best gaming experiences of all time that I’ve ever had the pleasure of witnessing blind firsthand. So cool, so jaw dropping, so epic. Yet I felt basically nothing exploring this games world. Not like in BOTW. I feel like I ran out of things to do way faster. The game had really low lows
yea i feel like if they had developed the sky islands more, like actually raise the original map into the sky and breaking it into islands, it would have made visiting the same places feel fresh and offer different solutions for traversal. when i saw the shot of hyrule castle raising into the sky in one of the trailers, i thought that was what they were going to do lmao. one of the biggest appeals of botw was its world and exploring it, reusing it was never going to work when there's so little change in it and still so little to do and find :/
@@highdefinition450 I wish that I had known ahead of time that the Rito Phenomenon quest line, the first main quest that I did, was the best sequence of the entire game. I would’ve savored it more
i feel that the sky islands were the only thing that were somewhat boring. caves are tedious but ive been literally grinding the caves for like a week so i cant really say they are boring lol.
That is so put of the way thay many don't find it until halfway through or more, even if there is a quest that directs you there. They did such a poor job of telegraphing it's importance. I've had numerous friends not even know it existed
The Depths biome does technically change. There’s far more forestry under the Lost Woods, there’s several Lava filled areas beneath Death Mountain and some other spots, and of course the deep deep depths caves under Hyrule Castle. But I agree, there should have been a depths parallel to Gerudo Desert and some frozen/icy areas beneath the zones with snowfall above, maybe something with waterfalls under the Zora fish market.
I learned recently the only reason some areas are more foresty is even the tree locations are copied from the surface. Look at any Grove then look at the depths. Such a weird design choice
The most fun I had with either BOTW or TOTK was glitching in an unbreakable master sword in TOTK and running around in the twilight princess outfit. Felt like a Zelda game.
@toddfooshee Look up "The Msgnotfound Sword totk." The Msgnotfound sword is the master sword link has during the introduction of the game and is unbreakable. It's not normally obtainable but you can get it with glitches. It's unfortunately missable. However, through a series of glitches you can duplicate it so that one if them doesn't leave your inventory... sort of. Underneath Hyrule castle in the hallway just before the cutscene with dehydrated Ganondorf, are the coordinates 0,0,0. Shrines are instance based and also have their own coordinates. We abuse that. We also abuse the autosave feature. The game autosaves automatically at certain places, including the first yime you progress a certain amount through a shrine. The idea of the glitch is this. You progress through the game normally until one of the first shrines, and drop a weapon at the coordinates 0,0,0. You then quit the game in a way that stores that event and those coordinates. In doing this, you need to make sure that the shrines autosave is either the 3rd or4th autsave created since starting the game. (The game auto deletes autosaves after a while so the number is important) you then start a new game and quickly progress to the hallway. You'll find that the weapon you dropped in the shrine also dropped in the hallway because the event was stored. Picking it up unlocks your menu. With your menu unlocked, you can dupe and drop the Msgnotfound sword in the same coordinates, store the event, and load your shrines autosave to find the Msgnotfound sword in the shrine with you. Now you have a free, unbreakable master sword. Though it can't fuse with anything, it's reasonably strong and it's durability can be transfered to other weapons. It only works on 1.0 though because item drop behavior was patched quite specifically in an attempt to stop dupe glitches, and the Msgnotfound sword is essentially the dupe glitch with extra steps. Dupeception if you would.
Manley has easily been my favorite youtuber since i found his channel abt a year ago because he actually takes the time and effort to make great videos matter how long it takes him
The glyphs being obtainable out of order is still something i'll never understand - It worked in BotW because we're just as in the dark as Link is; neither your or him have any deep stake in the events shown (considering that Link lost all of his memories) and instead enhance what little story there is, giving context to the broken world that you've woken up and been tossed into. TotK is different; we are actively trying to find Zelda in the present, while the glyphs show us a linear story involving Zelda having recently travelled there by accident. Having a linear storyline like TotK's be presented in a non-linear way can completely ruin/spoil it if you didn't do them in order for whatever reason and can lessen the impact of key story moments if you've been spoiled beforehand by accident.
This was real. So many good points about the game, I definitely did enjoy it more than BoTW overall, I just miss when Zelda games felt like Zelda games.
One would never guess Tears had a 6-year development from playing it. It feels like Nintendo tried to cram many ideas into a 2-year development. Tears somehow feels less polished than Breath of the Wild.
19:12 I'd recognize that UI anywhere! Need4Speed Underground 2 Bay BEE! It's incomplete without a deep voiced man repeatedly saying "Riders on the stooorrrrm" until it drives you mad
I don't think I've ever heard the term dog whistle being used in this context LOL great video as always man BOTW is more fun at least on PC with mods especially with the multiplayer mod that PointCrow made with help of his devs that unfortunately won't be worked on probably ever thanks to Nintendo it's still playable and enjoyable at least
There's not many videos I really like or enjoy, but this was brilliant. The editing with some of the Zelda scenes in the background were top-notch, and the humour was bloody fantastic. You had me chuckling throughout the entire video. Well done!!! 28:03 was probably the best bit!!! 🤣
the rest of the complaints are completely valid but... movement? you're the one responsible for optimizing it, if your only movement options are running and a SINGLE vehicle for the whole playthrough and you're complaining about it then that's more the player's problem rather than the game itself as you're limiting yourself to the plethora of other movement options. You can recall fallen pieces of rubble and start paragliding wherever you want from there You can use wings for a similar effect You can build planes, cars, tanks, mechs and boats to traverse any kind of land heck, you can even make an explosion-powered airplane or a literal sleigh There are way more than these methods, these are just a few of them
Another thing that bothers me in TOTK is how basically the story - the ACTUAL story - is not yours; it's basically something that happened a long time ago, and that you're seeing out of order after finding some holes in the ground (kinda like a basement cleaning duty when you find some old VHS / DVDs or whatever). It feels detached, like "none of what I'll do matters in the story" because the story _already happened_. What YOU, the player, is living RIGHT NOW is not the story; also, when you find a new piece of info, sometimes the game ignores it. Like "hey, let's do a quest to find what happened with Zelda" when you already KNOW what happened with her, but you still need to do the quest, and even then you don't share the full picture with the NPC you're talking...
breath of the wild was the exact same way though. the memories already happened. and what you do does matter. the whole point of the game is to defeat ganon. a boss that is in PRESENT time, not the past. why does that make you think that nothing you do matters in the story?
@@QuackCow144 I didn't play BOTW, so I don't know; but what I feel about TOTK is that the "interesting part" is not "your" story; take, for example, A Link to The Past - Zelda wakes you up, then you try to save her; hide her, but the villains put posters that you kidnapped her, so you now have to escape the guards AND the monsters; then you find the Master Sword, Zelda is kidnapped again... the story is happening with you - you're part of it. In TOTK is basically "Kill Ganon". There's no real story happening in present time, just a bunch of "help me my land is weird" then "oh, I can help you with my newfound power" but even that... doesn't matter - is not _needed_. Meaning, if Ganon was susceptible to guns, a trained sniper would replace Link and nothing would _actually change_ in the story
@@QuackCow144 No, you're just the final period on the story, functionally. The last key note to the story that already happened. Sure, gameplay-wise there's tons to do, but story-wise, it's just the ending pages being written.
TotK was strange game to come out It was originally intented to be DLC to BotW but new things came in so much that they decided they need make it to totally different game For they even updated things what people founded fustrating (not all as shown in this video but many things) AND most fun aspect in this game that makes it 10/10 Your builds slowly transforms into world ending mechs that are powered by magic batteries and korok's tears That's the REAL Tears of the Kingdom and in my head cannon, i wont accept anything else Koroks deverses all that pain and suffering just because they gave me golden poop in BotW
except most players will probably never build mechs or other convoluted creations become the game never requires you to do so and it consumes so much time and ressources.
my biggest problem with totk is just how little changed with how much time they had. they made majora's mask in ONE YEAR, nearly 30 years ago, and they pulled off one of the best games the franchise has seen. they had 6 years for totk, had wayyy more resources than they did in 1998 and its just "here's botw but we changed a few things to sell it as a game and not another DLC"
Tell me you don’t understand game development without telling me. The Ultrahand and Fuse combinations, the physics for all that, optimizing it to run (mostly) decently on the Switch, that’s not easy. Literally a year of extra development time was devoted to polishing the physics and all the new interactions, of which there is an ABSURD amount. The fact that this game exists, and runs, on such underpowered (by today’s standards) hardware is nothing short of a miracle of software engineering.
@@eroraf8637 zelda always gets delayed, where have you been for the past 20 years? they pull shit like this with every game, twilight princess was built in a little over a year. totk just sucks and you cant admit to it lol
Here is a quote from me I wrote on reddit before TOTK releases: I have no problem with the shrines, they are fun enough. But what BOTW needs is an Elden Ring approach: more enemy variety and more random buildings and caves to explore. A much bigger place that does not require watching cutscenes and getting ready like divine beasts, just randomly find and enter huge buildings and caves that are each unique. Basically, sort of optional and smaller dungeons or divine beasts. As for the shrines, maybe they could reduce the number from 120 to 60 or 90, and increase the dungeon count to 7 or 8. More natural, bigger, themed dungeons that have unique puzzles based on special equipment or power we earn in there. I really miss the more linear storytelling with dungeons. Knowing exactly where each of the 4 divine beasts are and how they look and work reduces the sense of adventure. Instead, I would like a more linear approach like Twilight Princess where we have to do some of the main dungeons in order, maybe the first 3 is unordered and the rest is ordered, with a surprise element of not knowing what is next. And maybe instead of calling shrines, "shrine" and making them separate from the world, maybe just get rid of them and place the shrine orbs inside random caves and buildings that contain puzzles, like a heart container.
Thanks for making this. The last Zelda game that I enjoyed playing was Link Between Worlds and that was ten years ago now. I was nodding along to your spiel about how something is “off” with Breath & Tears. Lots of great moments to be had sure, but it just isn’t the same for the reasons you got into. Well done
I couldn't get more than 20 hours into this game personally but watching my wife play it and love it so much has been a joy, especially since one of the the things we initially connected over was our shared love of Zelda. The music and visuals are entertaining enough alone, i don't wanna actually play all that stuff lol. Just way to repeative for me
Big issue with the whole Weapon Fuse concept is by the time you make any meaningful progress in the game, you HAVE to use the bigger monster horns/claws as fuse items. If you don't, you'll do so low of damage that every battle takes 5 hours. So at first, it's neat and cute how you can add a stick to your sword, but eventually it's so useless that you revert back to making the same looking swords over and over.
this. at that later point in the game, weapon durability is almost worse than in BotW, because not only are you still dealing with durability, but now you have to pull open your menu and fuse new weapons individually instead of just picking up the random stuff the enemies dropped and moving on with your day.
I will say, the depths have made finding those last few shrines SO much easier, because you can just flip between the surface map and the depths map and see what's missing. Completely removes the tedium, and I love it so much. Also, that Colgera theme goes HARD, especially the one Dragon Roost Island leitmotif
I didn’t have a weapon durability issue until late game with op weapons that would make me be like: let’s wear majoras mask and ignore ALL enemies b/c there’s no reward other than broken weapons . I thought botw had a better story though.
i agree breaking weapons was a HORRIBLE feature. i want to find an amazing weapon and then have that amazing weapon. I ended up just fighting ganon early and then i gave my switch to my niece, and haven't thought about it again.
There are no shortage of amazing weapons, and usually with the fuse mechanic, I had no difficulty in using the effect I wanted. I always had extra of the items.
Big thanks to MANSCAPED for sponsoring the video! Get 20% Off + Free International Shipping with promo code MANLEY or visit manscaped.com/manley
Also hi Twitter: twitter.com/ManleyReviews
Discord: discord.gg/hMDk7ZN4mn
Patreon: www.patreon.com/ManleyReviews
17:16 I hear blasphemy!
Their nose trimmer is mid.
Hey Manley! Love the video, just wondering if we are able to chose between sponsored videos and in-video ads, just seems like a lot of advertising. Let me know thanks!
You can absolutely choose. There’s a browser extension for each option. I usually do both on my desktop but on my phone I only block the ads because the sponsor is just a few taps to skip. I just wish I had the balls to ask the guy who only made this for cash to accept less money on my behalf instead of just circumventing that awkward interaction.
You are nothing but a puppet propagandist for the benefit of corporate fascist UA-cam and other giant corporations. You are spewing propaganda to brainwash everyone to hate the best designed Zelda game since Majora’s Mask. It’s clear that the problem is YOU. Why throw an unfused weapon? You’re not great at combat & obviously are not taking advantage of fuse nor are you making the best out of your weapons. Degradation is brilliant game design whether you are aware of it or not.
I still can’t get over how they put keys in a few random shrines but didn’t put a single one in any of the major dungeons in the game
Holy true.
i mean, keys aren't what makes a dungeon good. i loved the fire temple because it felt like it actually had progression in complexity and difficulty as you rose up the floors. it isn't just le 5 shrines, it's 5 mini puzzles linked together by a larger overarching puzzle and i adore it
You're really complaining over keys. God people are just try hards when it comes to complaining about this game at this point.
@@mr.awesome6011 Nintendo can’t date you.
Keys would make the major dungeons linear which wasn't how they were designed to be. Problem with the older dungeons was that there was only ever one solution to the puzzles/dungeons, limiting replay-ability. This is something the developers wanted to move away from with the newer Zeldas, hence the wide variety of traversal tools and the relative independence of each component of the new dungeons. So I think it was either they make a linear dungeon like the old Zeldas or the open ones they have in BOTW/TOTK. That was the trade-off they had to make.
19:30 You could actually warp with your horse in botw using the ancient horse gear, but for some reason they had to remove anything sheika or ancient from the game
They probably had tp get rid of ancient sheikah tech due to it all being vulnerable incase if there's another calamity
nah you could get it back
@@TopBurger239how
@@r86667 it remembers the horses you had in the past game and gives them all their saddles n shit back
@@TopBurger239 yes, but not the specific ancient horse gear. I had that one on my horse, and when opening totk it was gone. My horses are still here, the saddles n stuff not.
Aonuma and Fujibayashi declared before game awards this week that they are already working on the next zelda and that it will not be a sequel of BOTW/TOTK. New Link. New Zelda.
They also said those powers of construction in TOTK will never be back again in future titles to make TOTK unique.
As for the "short" dungeon they explained they didn't want the player to find an item on that dungeon (like other titles) that could broken the game. Kinda same stuff as "we made weapons durability low because we don't want players to go into Hyrule Castle, find big weapons and destroy the game" .
Careful how to interpret the interview.
Fujibayashi was talking about the world of Hyrule, not the characters of Link and Zelda. They could very likely continue the narrative in a new world.
"As I've mentioned previously, with Tears of the Kingdom, we were seeking to build on top of the world we created with Breath of the Wild and really exhaust the possibilities of what we could put into that world. I think it is - to use a bit of a term - an apotheosis, or the final form of that version of The Legend of Zelda. In that regard, I don't think that we'll be making a direct sequel to a world such as that that we've created." -Fujibayashi
Nobody will remember the gmod features when talking about the game in the future.
@@Pendjiumm?? Yes they will theres a huge community around it 😂 and its the most unique part. People who are too dumb to think for themselves wont i guess?
@@Pendji What are we supposed to remember? The story? "So that was the imprisoning war..." X4
I hope they make it more serious and the combat more refined.
One thing about the depths: I love how, even though you can’t see anything most of the time, there’s still an element of “seeing something in the distance, going to investigate, then getting distracted by a billion other things” because the lightroots glow. I’ve spent so much time just going from lightroot to lightroot, and it feels so rewarding because each one unlocks a little bit more of the map
The darkness being as suffocating as it was in the depths was immediately my favourite element of it. There was a cool clip of a guy who shot a light arrow way off in the distance and happened to illuminate just the shadow of the depths colgera boss on a cliffside, shit looked TERRIFYING, I wish they had leant into the scary aspect more and put more depth specific enemies to unsettle us.
They should had made villages in the sky
And birds to fly on
They also should had made another dragon like in twilight in the sky
. I think instead of the depths they should had invested more time into making the sky higher and filled with sky dungeons
The footage of just a camera flying through dungeons in the older games is some of the coolest zelda content I've ever seen on its own, amazing work with that. If there were long videos of just that I'd watch it on rotation forever
You have no idea how happy I was to figure out that secret technique
@@ManleyReviewsmatch the movement of your in game camera with the green screen camera?
Super impressive
There is a gmod map that contains a lot of zelda oot, so he could of downloaded that and used it
actually making a whole tutorial on patreon for how to do it all pretty easily. finally figured out a formula to make it as painless as possible.
look up "zelda atmosphere" videos
Something that really bothered me about the depths is that it would have aesthetically very satisfying to simply make each section have a different bedrock type and some mild variations in ecosystem to make it worth visiting each one more than once.
Lanayru - limestone
Gerudo - sandstone
Eldin - igneous
Rito - ice caverns, maybe even have some "red ice" and "blue fire" as a fun callback to OoT
Central - granite
Its absurd that they created this phenomenal deep ocean-looking Nausicaa ripoff dark world, and then refused to actually make it good in any way.
omgggggggg that would have been SICK!!!!! yessss!!
@@knatknihtI'm glad someone else saw the Nausicaa elements, they even included the poison powder-y stuff!!
Yes I hate the depths so much. Everything looks the same it’s just like running through a waste land and constantly getting trapped. I just wanted to ride the bony ponies through it but there’s so many damn canyons and walls that you can’t. And I just kinda hate building shit so I didn’t care for getting around that way.
@@Evieventer Would it have killed them to add at least one other biome?
"seeing a day and night cycle or being in an open world; that all goes back to zelda"
I think it goes back to real life xD
holy true
@@ManleyReviews You are right though! The phrasing just made me giggle a little
No, Zelda did it first
Day and Night cycle goes back to like Dragon Quest III in 1988 tbh.
Fun fact: Ultima was the first franchise to have a day and night cycle
"When it comes to video games, Zelda and I have always gone together like Sonic and autism"
What a fucking way to start a video xD
lmao
man didn't even ease into it
these shrinky dink charms can't be copied ..
Why do I feel offended by that sentence and think he telling the truth at the same time?
@@Gokuorkakarot cuz Autismé. ok, prolly not because you seem to know what offendedness is 😅
The biggest problem I have with the story is that once again, it’s all told through memories instead of happening in the present. When you’re just viewing past events it feels less impactful than the grand adventures we used to have in the old Zelda games.
100%, I was disappointed we were going through memories once again. Link can’t seem to catch a break.
Why can’t we have a soft free roam Zelda where the temples go IN ORDER and the story unfolds IN ORDER. While still allowing you to run where ever tf you want on the map (Just not while playing the story missions)
@SuperMattman21 honestly we don't even need that too much. Some variety in how you can do dungeons is kinda nice. We can do dungeons out of order in OoT and WW a bit. But the story beats need to be more involved in the places where we go, and that's where I draw issue with the newer Zeldas.
it could work, to put out an example elden ring story happened pretty much in the past with major players in the present as well, but you are uncovering the story and not being sponfeed to it. The problem is not so much that those are in the past is that 1) there is nothing happening in the present and 2) they are only flashbacks, imagine lets say a Movie where all the movie is just the flashbacks of its characters
It's literally an episode of Family Guy
Manley has an unwavering skill of making a 40 minute video feel like 10 minutes.
Hats off extremely well structured edited and the comedic timing on point
it takes 4 months to make it feel like 10 minutes hahaha thanks gamenasty.
@@ManleyReviews def worth it watched the twilight princess vid like 3 times
wait wtf this video was 40 minutes?
@@erikn.9180Same lmao 😂
If this video takes more than ten minutes after reading this comment, I’m suing
The Tears spoiling you if you get them out of order completely ruined the story for me, I will never understand who came up with that idea.
it’s the fact that linear games have been looked down upon recently
It would have been so simple for them to always give you the next memory in order, like fundamentally just a bad decision
It’s supposed to give you the story in a disjointed way to make every persons experience with the memories, unique and surprising
Because the Tears don’t “spoil” you. Literally the order you get the Tears scenes don’t fucking matter because it all happened already. It’s not that important to the current story. The only Tear that matters for the story is the very last one, and you can only get it *AFTER* getting all the others, regardless what order you get them.
Jesus Christ this game really is a testament to how fucking idiotic and inattentive people are. They play a 300 hour game for a fraction of that and don’t know how to think or shut their fucking mouths.
@@jeddgangman4502 Instead it made my experience unique and disappointing.
14:20
Good news, the shields don't disintegrate if you attach a sled/cart to them. Then they become skate boards with durability so high that I haven't gotten on to break yet.
Wait seriously?
@@definitelynotdistractedit’s true, but the sleds and carts have durability and will break after so many uses
Hylian shield and frost emitter is a hard combo to beat, too. Especially considering the high durability, and the fact that rock octorocks can both fix, AND buff the shield.
I got one to break but it was a pot lid with cart attached and it lasted me a good 20 minutes of skating down mountains
It's even better if you attatch a slab of frozen meat onto it
Yes, frozen meat performs better than a sled
"Tired of the interrupting enemy music?" this absolutely killed me. Great video
They should had made villages in the sky
And birds to fly on
They also should had made another dragon like in twilight in the sky
. I think instead of the depths they should had invested more time into making the sky higher and filled with sky dungeons
They should had made villages in the sky
And birds to fly on
They also should had made another dragon like in twilight in the sky
. I think instead of the depths they should had invested more time into making the sky higher and filled with sky dungeons
The amount of effort put into placing Manley into Zelda environments with a proper shadow for a few second long throwaway scene is insane. I would definitely like to see how much time and effort it takes to make a clip like that.
Half the time for those short areas I’d just be like watching UA-cam and do it as a treat. I enjoy putting those together now that I have a fast formula for it
The story literally could have been better if Link went to the past with Zelda. Could have had a whole new world to explorer with new characters to talk to.
Damn, that's a much smarter choice than what Nintendo went with.
See that can't happen because they wanted the same "memory" mechanic where Link watches Zelda do things and they finally meet at the end.
the most laughable thing i've heard all day. "I want to be in a different hyrule with different but the same characters!!1!" Thanks for making my christmas that much better LMAO
EXACTLY WHAT IVE BEEN SAYING!!! Like take the part where Ganondorf summons tho moldugas. Instead of Rauru doing his light thing or whatever, Link could have been there and we could have done some badass shit and it wouldve been SOOO fun. Hell, Link couldve learned to use magic from Rauru or something I dont know. Like ToTK is already a fun and very good game, but holy shit this would have been even mire interesting and fun.
but thats more expensive? :D
I hate that you can encounter certain plot points out of order. Even the 5th sage, which the game wants you to get at the very end of the storyline, you can brute force your way to getting first if you want. Realistically, yeah it makes sense if Link went to that spot first instead of anywhere else on the map, but it ruins big and shocking reveals later if the narrative isn't in a straightforward line.
Yep. I got Mineru a bit earlier than I should have.
@@KimsLantern i spent a whole day running through the storm because I thought it would be a separate quest from the main story 😂
Yeah. I found Mineru early too. Then when I went through that quest, every time they'd talk about the mystery, I was just thinking "Link, her ghost is piloting the ten-foot robot standing behind you. When are you or her going to speak up???"
Same issue as with anytime you see Puppet Zelda after getting the Master Sword; it's really hard to tell a compelling story in a world so open.
That was the second temple I did and I thought it was a secret optional one. And I have never felt cooler playing a game in my entire life. This choice ruled and this game rules.
I managed to get her as my 3rd sage I think. Regardless, I got her early by complete accident and it totally ruined the flow for ne
Damn this editing style is sick as fuck. The amount of effort that’s been put in is genuinely impressive
for real... probably the reason his last upload was 6 months ago lol
This is just Nakey Jakeys style
@@thatguy5779 definitely inspired; still a ton of effort to pull of though
I can see the influence but this editing style is far more detailed, for example he's added shadows when sitting in the zelda game, probably using After Effects@@thatguy5779
You mean the visual effects. The editing is standard.
You actually got me with that Ganon voice acting part
I need to know what that extra bit was from. Mercer's voice acting for Ganondorf was incredible.
@@toddfooshee probably AI? Manley did the same with Outsider in the Dishonored video
You know what I would have loved to see with this new style of Zelda? A fusion with Majora's Mask. Imagine having a huge world like this, but different questlines affect various characters in a butterfly effect. Like, i don't know. you help Beadle out with something on day 1, causing him to sell new wares which another character would then buy in that loop to do something different that they otherwise wouldn't do. It would be so damn cool.
Not to mention you could have cool ramifications of something like the Moon crashing. Rather than a pre rendered cutscene, it could play out in game, in real time. Same way that Outer Wilds does it with the sun.
basically mario odyssey
the greatest sin of BOTW and TOTK is that the games are set in a way that the story is just you every so often getting to peek into a much more interesting story and setting than the one you're in. Story wise, at least. Anything involving using a menu in that game is much more infuriating on a personal level.
Standing up reciting a commentary script in front of lighting and a green screen for over an hour for an under 10 minute video is hell, cannot imagine the pain you suffered making a 40 minute one, and to edit it and it come out as good as this, huge props absolute goat
thank you. i wish it only took an hour to record these.. takes like 6 or 7 sessions
@@ManleyReviews almost like it's.... black magic
@@Infini-ToonsSOUL STONES BABYYYYYYT
i assume he takes breaks between lol
@@ManleyReviewsdanggf
I never had a problem with the weapon durability system. I think it clicked with me when I did eventide island for the first time and I truly felt like a scavenger who kept an eye out for whatever I could get my hands on for the next fight. Definitely a different vibe from the older games but not a bad one at all.
That and the beginning of the game were times when it was fun, I think for many (including me and reviewer) it was later in the game that it really just felt like a hassle rather than adding anything exciting
My weapons constantly breaking made me want to explore the world more/kill high-level enemies to find better weapons. Which would NOT have happened if I'd just been able to find one really good unbreakable weapon early on; I would have just gone through the entire game using only that weapon, instead of experimenting with different weapon types/attack strategies to see what worked best with my playstyle and what worked best on different enemies
@@Sarah_Hit where you're coming from, but I feel like the weapon durability system was a poor way of implementing the goal of getting players to switch up their playstyle more. You could have made the weapons more unique and design the enemies in such a way that it heavily incentivizes you to switch up your playstyle depending on what you're fighting. That would require more thought and design for enemy layout though, so Nintendo wouldn't be able to just copy paste a bunch of enemy camps around the map like they did in breath of the wild.
@@ababyalbatross9016 It's a hassle right from the start.
Always fun to discover the players who didn’t figure out that bombs and stasis were stupidly broken and useful. Scavenge? I got infinite bombs that bypass defense! I also got the amazing stasis that let me lock up enemies really early on!
I clocked out of eventide isle in about 5 minutes. Super easy area.
But, the game did teach me early on to avoid all combat, use my powers at every opportunity, and playing in a straightforward way was boring.
So… powers all the way! Unless I needed to do elemental damage. But, that rarely ever came up.
never watched manley before and i love how he's just edited into so many of the locations, i've never seen game reviewers do it in this way and it is genuinely so funny. would love if more creators used edits like this honestly
Highly recommend NakeyJakey
He does the nakeyjakey thing well.@@aSHTEBALA
I'd recommend Internet Pitstop.
Nakey Jakey, Internet Pitstop, Leadhead and General Sam do this really well themselves, and I highly recommend all of their channels! :D
Seconded, that was a really nice touch.
One small correction. Ganondorf didn't raise the sky islands.
The sages did most of that thousands of years earlier.
Ganondorf just raised the castle and broke the alleged cloud barrier.
What cloud barrier?
@@mmmmine5439 The one that is clearly visible in BotW every time a dragon flies up into the sky. You also see it part after completing the Great Sky Island in TotK.
@@TrueKoalaKnight the light dragon broke that
So you’re saying they’ve been there for thousands of years and ganon only lifted the castle a bit?
@@ManleyReviews That's exactly what the game shows and tells us.
I’ve got to admit, I was about to furiously type “WHAT ABOUT THE RISING ISLAND CHAIN TRACKS!?” when you started talking about the music but then you mentioned how the music keeps getting undercut by the common enemy themes and I realized you were absolutely right. It genuinely is a shame that some of the best tracks on the soundtrack only play for a short time.
The Ganon and Gleeok themes are still goated tho
The problem could have been easily solved if they just had a slider with the music volume
Or just had an instrument seamlessly fade in like quiet drums when you're fighting an enemy. Hell, you could even just leave the soundtrack and let it take priority over the enemy encounter music like how BotW did it with the Divine Beasts.
He has RETURNED 🎉
I agree on the Dragons Tears quest, because I feel like instead of having all the geoglyphs accessible at once, they could've highlighted them in order. For example, after you view the first Tear, then the second tear becomes highlighted and you can see the geoglyph pattern. (If that makes sense)
That would destroy the open world part: if you haven't seen a geoglyph they would be locked until you explore everything.
@@koiledPythonRain there is a difference between an open world and an open narrative structure. botw succeeds on both very well but totk does better on the first and worse on the latter.
The order of the videos is on the walls of the temple where you first get the quest. I took a photos of it with the ingame camera. Easily overlooked, but it was there.
@@koiledPythonRainIt simply wouldn’t. It would just give you quests in an specific order, which it does already in many parts.
I honestly didn't even find the first geoglyph till I beat the game and so never got the explanation from Impa on what they even were. I did eventually figure it out while flying by but by then I had cleared almost all of the game and didn't care since all cutscenes I had seen were the copy paste dull one. So them making it an actual hunt to get the geoglyphs via giving them 1 by 1 probably would've helped me lol
How did you not mention that the Master Sword still breaks even after decades upon decades of charging? It should be at the strongest it has literally ever been. Or that all the armors in depths you can find are just the reused amiibo armors from the last game?
The Master Sword is actually glitched in TotK. Once you break it the first time it goes from 60 durability to 40 durability *permanently*. They never fixed this either. At least BotW had the damn sword WORK as it was intended ffs!
I agree, I think the master sword should be the one exemption to the durability rule and should never break
I kinda get it from a gplay direction. Personally wish it was more like a timed super weapon like metroid prime 3s phason mode
Though this video was full of great analysis, editing, and takes. I’d say the greatest achievement was that Spotify interrupting enemies music ad 🤣
#neverforget
@InternetPitstop nice job on the background video.
Missed opportunity to compare it to Sonic Unleashed tbh
Compare Twilight Princess.
What grinds my balls down is yeah we can make cool new weapons, but that scythe is still just Link swinging it like every other 2h weapon. Its still the same 4 weapon types with a million new skins.
I quite like how they improved the weapon degradation by making monsters drop horns. A few more different spells would have been nice, the earthbending you get from the banana ninjas is so much fun to use. And if they could have squeezed in just one more sub-menu, maybe replacing the now quite pointless horse-whistle with a companion-wheel to activate the abilities less awkwardly.
Having the arrow fuse sub-menu be the regular page instead of the narrow scroll would have been amazing, as would having pre-fused arrows as an option.
I have a better idea about how they could have "improved" it
@@i-am-the-slime There's a lot of things they could have done better. At least you can now make a profit killing trashmobs unlike the usual "nah, not worth it" from BotW.
@@Umbra_Nocturnus Actually, guts and fangs were rather profitable when fused with common bugs and lizards for elixirs to sell, in the early-mid game in BOTW; guts are far rarer in TOTK, and so are even fangs, honestly. Sure, you get tons of horns to "make up the difference", but they're also trash-tier for alchemy.
@@KainYusanagi Maybe just a few equipment slots for arrow types that you can choose from while aiming. Give link a quiver to upgrade for additional arrow-slots. And if you run out of an equipped ammo type, it simply switches back to normal arrows, but keeps the ammo in the arrow wheel, but with a grey zero. I don't know why they made it so clunky.
This video is my introduction to your channel. Holy crap the editing has me cracking up. Catalytic Converter and Reach for the Officer's Weapon had me cracking up out loud. Phenomenal
They should had made villages in the sky
And birds to fly on
They also should had made another dragon like in twilight in the sky
. I think instead of the depths they should had invested more time into making the sky higher and filled with sky dungeons
I replayed TP and WW right after finishing TOTK, and playing the dungeons felt so good to play and explore. They both have their own issues, but there's nothing like exploring a carefully curated dungeon experience. I didn't hate TOTK, but lack of dungeons had to be the most disappointing thing for me.
infinite money glitch
Mf broke the matrix
Just lost 2.5 usd
Power move
LMAO
Now do it with an alt account. That’s an actual infinite money glitch.
You're genuinely one of my favorite content creators
I personally don't care about your posting schedule if that means getting content of this quality
cheers :)
“Why can I not pet the fucking dogs” exactly! It’s such a simple request 😂
With the interrupting enemy music, I think it would be really cool to change their music when in emotional scenes rather than remove it completely. Twilight Princess is my favorite Zelda game so I'll use Midna's Lament as an example. Instead of just keeping the sound track or removing the enemies entirely, in my opinion a better option would be to take the core components of the emotional music playing and amp it up in battle. Let the player indulge in the moment while intensifying the sense of urgency.
You have no time for this, you need to save Midna. Monsters are attacking you and the piano is getting more sporadic and anxious.
I think Nintendo could really play with the urgency of such compelling scenes.
As pointed out by OG video essayist Matthewmatosis over a decade ago in his Twilight Princess analysis, Nintendo really doesn't need to compose a whole 'nother combat variant of a song to sell the emotional intensity of story segment. They literally already solved this problem in Majora's Mask, where the Final Hours music has priority over every other song in the game. It's intense and effective, and it costs nothing to implement. They're just lazy and not paying attention to storytelling details like that anymore.
Thing that pisses me off a bit is that they already had a solution that showed up in BotW and a bunch of older games - adding an instrument seamlessly into the soundtrack when an enemy showed up. BotW had this in Hyrule Castle when you'd get attacked and the soundtrack would seamlessly add the sound of rhythmic footsteps, like soldiers marching, and it added SO MUCH to the experience of storming Hyrule Castle. The Divine Beasts also had area music overriding enemy encounters if i'm remembering correctly. Would it really have been that hard to disable enemy encounter music in dungeons???
I’m so excited!!!! You’ve been working on this for a minute
THE MAN HIMSELF, LOVE YOUR VIDEOS
when you getting stoned and playing zelda again
do you guys know each other? damn, some of my favorite long form youtubers fr@@ManleyReviews
a new video, bring us
we go wayyyy back.
You clearly put love and attention to your videos more than others. Don’t get why you don’t have more subscribers.
*checks upload schedule
@@ManleyReviews true but I do wish you get more attention. I like the Dracula flow bit, wasn’t expecting that lol.
Discovered his channel about 8 months ago when he only had around 120k subs .. couldn’t understand why he didn’t have more
Its mah boy, MAH BOY!!!! its been 6 months, feels more like 6 years.
@@ManleyReviews Upload schedule doesn't really have to do anything with the subscriber-count. Just look at channels like Internet Historian, which uploads one or two videos per year on the main channel. I guess it has more to do with gaming being such a competitive market on youtube which sadly also leads to good content - like yours - being drowned among other content.
This game's graphics and sunset are so beautiful my computer's background is of when I launched myself into the sky and took a screenshot of the sunset
That bit at 24:30 had me CACKLING. Oh man... this is the first video I've seen of yours and I'm hooked. The production value of this was insane and you put your WHOLE heart into this thing. I love it.
HAD ME CACKLING I'M DEAD!!!!😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂
I think it's worth pointing out the flaws for the game (there's a lot). For me, it had been a while since I put in more than 200 hours in any videogame, and somehow TOTK did that for me. For every disappointing detail, there were a thousand things that made me keep coming back to it. That being said, I loved this video, aside from the stellar editing and VFX, you bring up some legitimately great points that I hope Nintendo becomes receptive to.
Problem all of a sudden is that people are too hung up on the game's flaws. It does have them but the good far outweighs them. And it's easier to notice flaws in a game with so much content but it's also easier to see how much more is great about it. I'm on my second playthrough after over 400 hours on my first
I can only speak for myself, I was extremely bothered by the story not linking at all to BotW.
How was Gandorf sleeping leading to Calamity Ganon and so on wuld have been amazing! The characters look the same but it seems to be just the same world yet a different story not linked to it's predecessor.
That, plus there was so many distracting things in TotK that I had trouble getting anything done.
I'm too autistic for this. I have enough trouble getting things done in RL, and as a story driven person the air was out after I had all the tears early. I stopped playing after the second dungeon.
I really think TOTK is way better than BOTW, but I like BOTW better because it made the story and setting better than TOTK.
Also it does my favorite kind of fantasy world, which is melancholic, lonely and close to destruction. It kinda reminds me of the Dark Souls games in that sense.
TOTK does pretty much everything better, but not this.
@@mr.awesome6011 The good is reliant on the flaws not being an issue.
I can build anything to solve this problem, but I already have the solution on hand.
I can fight these enemies, but I already have the best gear on hand so this hurts me.
I can explore, but I can just cook food and have max/infinite health.
I can climb any mountain, so getting up there isn't special in any way.
I can go get that memory lying on the ground, woops I got the last ones spoiling the everything.
If you get unlucky or learn this stuff it can kill the entire game because the flaws are in every aspect of the good.
@@luxaeterna365 lol
In defense of the flashback cutscenes, the room that impa guides you to tells you the order of the cutscenes and where each of the flashback areas are. But I also get how someone could completely miss that mission because I did for a while and almost spoiled myself by interacting with the dragon tears in the Rito area
You can completely miss Impa even.
Even then, you could easily miss the connection between the order of the memories on the walls from left to right and the chronological order of the memories. Hell, I wasn't certain that there was such a connection but it did it just in case.
yeah if someone doesn't tell you that's what's going on, you're not going to notice it. that's way too far into the background of the scene... the map is the real focus.
There's giant symbols on the walls that match those on the map, laid out on a certain order, when you would know the memories will come in a certain order, AND you're told you should be taking pictures to keep this information in your memory. It was pretty obvious what it meant, and I appreciated that it allowed me to hunt down for each next piece of the story whenever I wanted as I went along.
yeah and knowing the order is still dumb tbh. This is a game about exploring the world as you come across it. If you see a glyph in the moment, you want to go to it right then, not save it for later if it's not the next one in sequence. That style of storytelling just needs a rework overall
0:06 so that’s how we’re going to start this right off the bat. That’s fine I’m just changing gears a little before I proceed…
The problem with modern Nintendo is that they add cool mechanics (ToTK's building mechanics) but give you literally nothing interesting to do with them. In TotK, making the optimal vehicles makes traveling across the world boring in a way that it just wasn't in BotW (for most the most part at least). On top of this, there aren't any puzzles that require any real creativity with the building mechanics to complete. Combat additions are also mostly pointless because combat is still far too easy thanks to being able to pause and heal (and I didn't even upgrade my armor throughout my 80 hour playthrough). I felt the same way about Mario Odyssey, the movement was good, but most of the moons were a waste of time.
How is travel boring compared to BOTW when you have a ton of options mostly limited by your own creativity? And so many games require a pause or some quick menu that essentially pauses the game for you to heal. So many complaints about this game can apply to so many other games but it's only bad whem Zelda does it. Right.🙄
@@mr.awesome6011 Travel is boring because you can make an overpowered vehicle that simply flies over everything with little creativity and minimal resource investment.
only if you invest significant hours into upgrading the zonai batteries. Unless of course you item duped then that is on you @@meh2285
@@mr.awesome6011The most effective travel strategy is the same EVERY SINGLE TIME: Just FLY!
And yeah, so many other games embrace - or do NOT hinder - your ability to tear the balance a new one. Except Zelda, where you ARE. Healing is broken, but so is the combat itself: most enemies are feast-or-famine, even though you always have a harder time increasing damage output than the enemies do. One shotting enemies? That's not happening even with the best weapons. GETTING one shot by enemies? That's just about every recolored enemy up until you have EXACTLY maximum stats, at which point they're jokes OR still one shotting you.
this reminds me of this one shrine with the 3 balls you have to attach together. i have never seen anyone do that puzzle properly, you can just drop the balls on the push button and it works. i think that shrine alone perfectly represents totk puzzle designs
I have never commented on a video in literal years, but this warrants special attention. I have never seen a video of yours, I believe. However I am quite glad I have, this is wonderful and all the work you put into it is deserving of so much. You deserve more subscribers and attention for this wonderful craft and analytics. Be proud Manley reviews, for this is gold and I am proud of you.
You have earned life time watcher
please don't comment again for years..
Duping definitely made this game fun for me, especially unlocking all the extra battery slots that way. FYI to anyone getting into the game, they patched duping so don't update your game if you still want to have access to it like he shows of in the video. You don't want to deal with the new tedious way of duping between load zones of the depths and overworld I've seen online lol
bro i played totk completely blind bc i didnt want spoilers, when i tell you how mad i was when i found out you could dupe when i spent hours collecting shit
@@novakaiser7949yeah I didn't even know about the auto build until 3 of the main dungeons cleared, I think lol.
I just expected there to be patched out glitches so I never updated after I got it a week or so after release haha.
@@KalebSDay i found autobuild late-ish as well, theres almost no incentive to go in the depths except to fight ganon lol. i would've completely missed it if i didnt get every lightroot
Same, I didn't even duped anything other than zonite, because I liked fighting monsters to get horns and didn't need to many rupies cause I could sell monster parts and gemstones.
You know what would have been infinitely better than the fuse mechanic? Not having weapon degradation
On a point of music in Zelda games. The absolute importance of it is 100% accurate. I remember looking through the old zelda release timeline website around the time of BOTW release. Scrolling through and having all the songs play was amazing, then the second I get to Ocarina of time and I start bawling like an absolute child.
The amount of memories from music alone was so intense.
The TOTK title song is fire tho.
@@SpaceX0ne It's definitely awesome, but I feel very little that reminds me of Zelda, a franchise with a very established theme song, when I hear it.
Your quality just keeps going up and up. You're a big inspiration for me. Great work.
i'll check your channel
My jaw kinda dropped when I saw that he gave himself shadows and the goron walked past him, most content creators aren't doing that stuff on that level
Every time you upload I realise that the wait is worth it. The editing is absolutely incredible and your narration is genuinely funny and adds so much to the visuals. A+ content all around, keep doing your thing!
My favorite music was when you are jumping down the red assholes after Taco Bell. That was screaming “ADVENTURE” and “YOU’RE GONNA FUCKING DIE”
Just when I was about to go to sleep, love how these compositing keeps getting better and better
thank you. Making a whole in depth series on it
@@ManleyReviewsI can’t wait, been loving your channel for a while!!!!
Awesome video. Your "video essay" (or whatever) is already great content and worth watching, but the editing brings it to the next level.
"Goes together like Sonic and Autism"
HOLY SHIT FINALLY SOMEONE GETS IT
They should had made villages in the sky
And birds to fly on
They also should had made another dragon like in twilight in the sky
. I think instead of the depths they should had invested more time into making the sky higher and filled with sky dungeons
They should had made villages in the sky
And birds to fly on
They also should had made another dragon like in twilight in the sky
. I think instead of the depths they should had invested more time into making the sky higher and filled with sky dungeons
Man, I was bursting out laughing with this top tier editing, but then you put the Sly Cooper music followed right up by MGS's encounter? You've found a subscriber and a fan, from now on. What a great fucking video, holy shit
I may be old, but there were over a dozen games that come to mind, at least 3 from pre-established franchises, with Lock-on mechanics (and referred in the game manuals as Lock-on) that came out before Ocarina of Time.
like what
@@tyler-xo3rb First one that comes to mind is the FIrst Tomb Raider game 3 years before OOT. The Lock on system in OOT was based off of Star Fox, which in turn was built up from Mario 64. SO the concept isnt even an original design in OOT, it was cannibalized from 2 successful predecessors. Sprinkle on at least half a dozen Arcade machine flight based games that had lock on features back in the early 90s. Zelda helped popularize it, but certainly did not invent it.
You’re like the Shane Gillis of UA-cam game critics. There’s a bro attitude on the surface, but it’s executed in a really relatable chill way-while still being really articulate and informative. It’s refreshing to just hear a guy riff with you like you’re just one of his buddies in private without ever acting all self important or morally condescending (like most video essay style content). It almost reminds me of the best UA-cam videos from like a decade ago, but much more polished.
I wouldn't want to be called the Shane Gillis of anything.
@@Hylonomus Why not. He’s one of the most successful stand up comedians in the country right now.
@@WowThereBuddy1 lol, that's a stretch. I've watched an entire special of his without laughing a single time. Hell, he barely told a joke.
@@Hylonomus You’re definitely in the minority. Even people that hate stand up comedy think he’s hilarious.
as someone who never played the old zeldas and only played BOTW and TOTK, they were very addicting for me. I loved the sense of wonder, put me in an open world and show me point of interests from far away and make me figure out how to get there
additionally, i loved the combat mechanics and the weapon breaking system, it makes us resourceful and think harder how to approach a situation.
Bro you gotta play the classics
the old games are so much better than this slop
The weapon breaking system was something I just simply couldn't not be critical of...
Despite playing some of the classics(although never got to play the best ones: Ocarina Of Time). I was pretty open-minded and really liked BOTW, but the insane weapon durability mechanic was absolutely garbage to me... Fighting in general shouldn't have to be something you actively have to avoid even with good gear and insanely weak enemies.
The breaking mechanic puts you in a mindset where you are constantly "saving" your good weapons and you never actually use them - it forces you to play the game with garbage weapons you get from low level enemies. It's slightly improved in totk but it's still an issue
@@slowgglesbotw and totk are easily the best games in the franchise. Y’all just can’t get over the crappy old games
So there is a way to see them all in order, which I did.
Go to the ancient temple. Yeah, that place with the final shrine in botw that had pretty much nothing else of interest? Turns out theres a secret room in there.
That shows all the glyphs. Impa goes in there too. The glyph you need next will light up. IDK why they didnt force this, but you can do it this way.
i have never disagreed with someone’s main points harder but this is a very high quality video from a high quality channel
I have to agree here. Good video, but I found many of the choices made by the devs compelling as part of a larger “puzzle” in how to approach the game. It was very satisfying figuring a lot of it out on my own (and more rewarding to not google locations of things.. you miss out on a huge series of armor quests if you do that).
They really made the final boss a 1v1 on rust hardcore snipers only, and Ganon knows how to quickscope too. Legitimately one of my favourite moments in gaming.
Edit: 28:33 I just noticed you indeed put them into a cod map with snipers, way ahead of me
Your video production is too damn good. Also, I appreciate you sliding door in the Silent Hill: Shattered Memories pause screen.
I feel like no one is talking about how phenomenal the thumbnail looks. It looks unbelievably clean and gives off almost a spider verse paintbrush aesthetic
Akira
It's Akira
Great pacing in this one! The editing and compositing really compliment the points being made!
thank you.
I thought the main dungeons were actually really fun, the fire dungeon the most so, not because of them necessarily being goated, but because of how you could absolutely break them and solve them in the goofiest ways possible.
i had to restrict myself not to do that to have fun lol. i cheesed the fire temple the first time and i felt so unsatisfied by it. same thing for the water temple, although even doing it legit kinda sucked for that one lol it's just bad. there's definitely a cool mechanic in the fire dungeon with the minecarts. i just kinda wish it wasn't so open, idk lol
@@highdefinition450 I guess I get that, different people have fun in different ways. For me I started playing Legend of zelda on wind waker and then the follow up ds games and I loved them because they always had a sense of adventure, but I would get so frustrated if I couldnt find out the exact solution for a puzzle. I would have to look it up and it always kind of made me feel like I was cheating. Totk never made me feel like there was a single solution I could be missing.
@@highdefinition450 crazy how hard you haters try to shit on such a perfect game. You're literally criticizing it for being "too open" lmao stfu
How did u have fun on the water "temple" lol
@@doofuscawt it was awesome
Really glad you were honest about the depths.
BotW/TotK fans always use the depths and the Sky islands as some sort of “check mate” to prove that the game is so incredibly different from BotW and so fantastic, despite the depths and sky islands being almost completely empty and lacking any real exploration incentive.
As someone who loves TOTK, this a very fair and entertaining video on it. Love the editing style.
I feel like they've got all the pieces to make an absolutely legendary new Zelda game, they just haven't put them all together yet. Just imagine if we got a more linear narrative like Ocarina of Time and Twilight Princess along with their intricate dungeon design in a more adventurous and ambitious open world like BOTW and TOTK. Given how they've recently said that they won't be doing a sequel to TOTK and are moving on to a new world for the next game, I'm really hoping something like this is made. They really need to bridge the gap between the old linear Zelda's and the newer ones that are focused on more expansive open worlds, and I think that they can absolutely create the next game in the franchise to satisfy this criteria.
So you wanted them to take away the best and most important part of an open world game? Not being linear.
@@luxaeterna365 Why do people think EVERY aspect of a game has to be open? If you want a game with 100% openness, you were born into one, it's called real life. The point of games is to experience something fun crafted by the developers. People act like the novelty of the game having "complete freedom" is worth removing fun elements. I'd love to have a good story that actually happens presently to the character and in chronological order. I'd love to find a dungeon in an open world, but then walk into it and enjoy an intricate hand-crafted dungeon that's actually memorable, and then return to an open world when I'm done. I'd love to see things in the open world I don't understand and can't immediately solve, only to find a unique item in a dungeon later and say "ooh, this will work there!" and go back to that area and find a cool reward for remembering. I'd love to play a game with multiple regions that you unlock one at a time based on the story. These are all fun things that can still exist in an open game.
Yesss, I’d soo love that. Totk was roughly everything I wanted from botw. I was soo dissatisfied with botw but now I’m a. It more content
Big linear dungeons would be great in the new open world style. They could even be “gated” by difficulty & some completely hidden like the original.
TOTK had astronomically high highs. Some of my best gaming experiences of all time that I’ve ever had the pleasure of witnessing blind firsthand. So cool, so jaw dropping, so epic. Yet I felt basically nothing exploring this games world. Not like in BOTW. I feel like I ran out of things to do way faster. The game had really low lows
yea i feel like if they had developed the sky islands more, like actually raise the original map into the sky and breaking it into islands, it would have made visiting the same places feel fresh and offer different solutions for traversal. when i saw the shot of hyrule castle raising into the sky in one of the trailers, i thought that was what they were going to do lmao. one of the biggest appeals of botw was its world and exploring it, reusing it was never going to work when there's so little change in it and still so little to do and find :/
@@highdefinition450 I wish that I had known ahead of time that the Rito Phenomenon quest line, the first main quest that I did, was the best sequence of the entire game. I would’ve savored it more
@@ReddBoi64I have like 120 hours into TOTK and I've only done the Gerudo Phenomenon so far. I will savor the Rito Phenomenon for you
@@calebfox1584 turn that music up when you do and try to purposefully draw out the boss to longer then necessary to also hear the music
i feel that the sky islands were the only thing that were somewhat boring. caves are tedious but ive been literally grinding the caves for like a week so i cant really say they are boring lol.
There’s a literal in game map for glyph sequence order in the ancient temple, tbf.
That is so put of the way thay many don't find it until halfway through or more, even if there is a quest that directs you there. They did such a poor job of telegraphing it's importance. I've had numerous friends not even know it existed
5:26
To quote the mighty Doofenshmirtz: "She's 16!"
The Depths biome does technically change. There’s far more forestry under the Lost Woods, there’s several Lava filled areas beneath Death Mountain and some other spots, and of course the deep deep depths caves under Hyrule Castle.
But I agree, there should have been a depths parallel to Gerudo Desert and some frozen/icy areas beneath the zones with snowfall above, maybe something with waterfalls under the Zora fish market.
I learned recently the only reason some areas are more foresty is even the tree locations are copied from the surface. Look at any Grove then look at the depths. Such a weird design choice
The most fun I had with either BOTW or TOTK was glitching in an unbreakable master sword in TOTK and running around in the twilight princess outfit. Felt like a Zelda game.
Wait.... unbreakable master sword... WHAT.
Low effort joke. It’s already a Zelda game
@toddfooshee Look up "The Msgnotfound Sword totk."
The Msgnotfound sword is the master sword link has during the introduction of the game and is unbreakable. It's not normally obtainable but you can get it with glitches. It's unfortunately missable. However, through a series of glitches you can duplicate it so that one if them doesn't leave your inventory... sort of.
Underneath Hyrule castle in the hallway just before the cutscene with dehydrated Ganondorf, are the coordinates 0,0,0. Shrines are instance based and also have their own coordinates. We abuse that. We also abuse the autosave feature. The game autosaves automatically at certain places, including the first yime you progress a certain amount through a shrine.
The idea of the glitch is this. You progress through the game normally until one of the first shrines, and drop a weapon at the coordinates 0,0,0. You then quit the game in a way that stores that event and those coordinates. In doing this, you need to make sure that the shrines autosave is either the 3rd or4th autsave created since starting the game. (The game auto deletes autosaves after a while so the number is important) you then start a new game and quickly progress to the hallway. You'll find that the weapon you dropped in the shrine also dropped in the hallway because the event was stored. Picking it up unlocks your menu. With your menu unlocked, you can dupe and drop the Msgnotfound sword in the same coordinates, store the event, and load your shrines autosave to find the Msgnotfound sword in the shrine with you. Now you have a free, unbreakable master sword. Though it can't fuse with anything, it's reasonably strong and it's durability can be transfered to other weapons. It only works on 1.0 though because item drop behavior was patched quite specifically in an attempt to stop dupe glitches, and the Msgnotfound sword is essentially the dupe glitch with extra steps. Dupeception if you would.
@@jayevans6146 Didn't say it wasn't, just said it didn't feel like one.
@@toddfooshee Yeah, there's a bug where you can get the master sword from the opening scene. It can't break and at 30 power it doesn't really feel OP
Manley has easily been my favorite youtuber since i found his channel abt a year ago because he actually takes the time and effort to make great videos matter how long it takes him
The glyphs being obtainable out of order is still something i'll never understand - It worked in BotW because we're just as in the dark as Link is; neither your or him have any deep stake in the events shown (considering that Link lost all of his memories) and instead enhance what little story there is, giving context to the broken world that you've woken up and been tossed into. TotK is different; we are actively trying to find Zelda in the present, while the glyphs show us a linear story involving Zelda having recently travelled there by accident. Having a linear storyline like TotK's be presented in a non-linear way can completely ruin/spoil it if you didn't do them in order for whatever reason and can lessen the impact of key story moments if you've been spoiled beforehand by accident.
“I’m about to drop a hard R on your whole kingdom”
Single most menacing line in the Zelda franchise lol
"This shit ain't nothing to me man" totally sent me
gannon got that dracula flow
Dude I love your channel so much. I'm always blown away by how the edit and style you put into these videos.
This was real. So many good points about the game, I definitely did enjoy it more than BoTW overall, I just miss when Zelda games felt like Zelda games.
they still feel like Zelda games. You just have to unnarrow your mind
@@haraldharam9334 they play nothing like the 2d or 3d zeldas.
One would never guess Tears had a 6-year development from playing it. It feels like Nintendo tried to cram many ideas into a 2-year development.
Tears somehow feels less polished than Breath of the Wild.
tbf most of the development was probably trying to figure out how all the fuse combinations and little structures would go
19:12 I'd recognize that UI anywhere! Need4Speed Underground 2 Bay BEE! It's incomplete without a deep voiced man repeatedly saying "Riders on the stooorrrrm" until it drives you mad
Outstanding editing, fantastic pacing, and very well spoken/written. This is one of the best YT Essay's I have ever watched
I don't think I've ever heard the term dog whistle being used in this context LOL great video as always man BOTW is more fun at least on PC with mods especially with the multiplayer mod that PointCrow made with help of his devs that unfortunately won't be worked on probably ever thanks to Nintendo it's still playable and enjoyable at least
There's not many videos I really like or enjoy, but this was brilliant. The editing with some of the Zelda scenes in the background were top-notch, and the humour was bloody fantastic. You had me chuckling throughout the entire video. Well done!!!
28:03 was probably the best bit!!! 🤣
the rest of the complaints are completely valid but... movement? you're the one responsible for optimizing it, if your only movement options are running and a SINGLE vehicle for the whole playthrough and you're complaining about it then that's more the player's problem rather than the game itself as you're limiting yourself to the plethora of other movement options.
You can recall fallen pieces of rubble and start paragliding wherever you want from there
You can use wings for a similar effect
You can build planes, cars, tanks, mechs and boats to traverse any kind of land
heck, you can even make an explosion-powered airplane or a literal sleigh
There are way more than these methods, these are just a few of them
Another thing that bothers me in TOTK is how basically the story - the ACTUAL story - is not yours; it's basically something that happened a long time ago, and that you're seeing out of order after finding some holes in the ground (kinda like a basement cleaning duty when you find some old VHS / DVDs or whatever). It feels detached, like "none of what I'll do matters in the story" because the story _already happened_.
What YOU, the player, is living RIGHT NOW is not the story; also, when you find a new piece of info, sometimes the game ignores it. Like "hey, let's do a quest to find what happened with Zelda" when you already KNOW what happened with her, but you still need to do the quest, and even then you don't share the full picture with the NPC you're talking...
Exactly the same applies to breath of the Wild's story
So what you're saying is... it's finally actually "The Legend of Zelda"? ;P
breath of the wild was the exact same way though. the memories already happened. and what you do does matter. the whole point of the game is to defeat ganon. a boss that is in PRESENT time, not the past. why does that make you think that nothing you do matters in the story?
@@QuackCow144 I didn't play BOTW, so I don't know; but what I feel about TOTK is that the "interesting part" is not "your" story; take, for example, A Link to The Past - Zelda wakes you up, then you try to save her; hide her, but the villains put posters that you kidnapped her, so you now have to escape the guards AND the monsters; then you find the Master Sword, Zelda is kidnapped again... the story is happening with you - you're part of it.
In TOTK is basically "Kill Ganon". There's no real story happening in present time, just a bunch of "help me my land is weird" then "oh, I can help you with my newfound power" but even that... doesn't matter - is not _needed_.
Meaning, if Ganon was susceptible to guns, a trained sniper would replace Link and nothing would _actually change_ in the story
@@QuackCow144 No, you're just the final period on the story, functionally. The last key note to the story that already happened. Sure, gameplay-wise there's tons to do, but story-wise, it's just the ending pages being written.
TotK was strange game to come out
It was originally intented to be DLC to BotW but new things came in so much that they decided they need make it to totally different game
For they even updated things what people founded fustrating (not all as shown in this video but many things)
AND most fun aspect in this game that makes it 10/10
Your builds slowly transforms into world ending mechs that are powered by magic batteries and korok's tears
That's the REAL Tears of the Kingdom and in my head cannon, i wont accept anything else
Koroks deverses all that pain and suffering just because they gave me golden poop in BotW
except most players will probably never build mechs or other convoluted creations become the game never requires you to do so and it consumes so much time and ressources.
Even after finding all of the stables, and getting all of the slip resistant armor. I STILL CANT CLIMB IN THE RAIN
how is the first sky island being the best one "gay"
my biggest problem with totk is just how little changed with how much time they had. they made majora's mask in ONE YEAR, nearly 30 years ago, and they pulled off one of the best games the franchise has seen. they had 6 years for totk, had wayyy more resources than they did in 1998 and its just "here's botw but we changed a few things to sell it as a game and not another DLC"
Tell me you don’t understand game development without telling me. The Ultrahand and Fuse combinations, the physics for all that, optimizing it to run (mostly) decently on the Switch, that’s not easy. Literally a year of extra development time was devoted to polishing the physics and all the new interactions, of which there is an ABSURD amount. The fact that this game exists, and runs, on such underpowered (by today’s standards) hardware is nothing short of a miracle of software engineering.
@@eroraf8637 zelda always gets delayed, where have you been for the past 20 years? they pull shit like this with every game, twilight princess was built in a little over a year. totk just sucks and you cant admit to it lol
@@novakaiser7949 "Your opinion sucks and you can't cope." Very cogent of you. Later, hater.
@eroraf8637 oh wow you sure owned me! how will i ever recover from this
Tp took three years.
Honestly, one of the best thumbnails I have ever seen. Well done!
"the biome doesn't change" (proceeds to provide imagery of the volcanic depths)
Here is a quote from me I wrote on reddit before TOTK releases:
I have no problem with the shrines, they are fun enough. But what BOTW needs is an Elden Ring approach: more enemy variety and more random buildings and caves to explore. A much bigger place that does not require watching cutscenes and getting ready like divine beasts, just randomly find and enter huge buildings and caves that are each unique. Basically, sort of optional and smaller dungeons or divine beasts. As for the shrines, maybe they could reduce the number from 120 to 60 or 90, and increase the dungeon count to 7 or 8. More natural, bigger, themed dungeons that have unique puzzles based on special equipment or power we earn in there. I really miss the more linear storytelling with dungeons. Knowing exactly where each of the 4 divine beasts are and how they look and work reduces the sense of adventure. Instead, I would like a more linear approach like Twilight Princess where we have to do some of the main dungeons in order, maybe the first 3 is unordered and the rest is ordered, with a surprise element of not knowing what is next. And maybe instead of calling shrines, "shrine" and making them separate from the world, maybe just get rid of them and place the shrine orbs inside random caves and buildings that contain puzzles, like a heart container.
Thanks for making this. The last Zelda game that I enjoyed playing was Link Between Worlds and that was ten years ago now. I was nodding along to your spiel about how something is “off” with Breath & Tears. Lots of great moments to be had sure, but it just isn’t the same for the reasons you got into. Well done
I couldn't get more than 20 hours into this game personally but watching my wife play it and love it so much has been a joy, especially since one of the the things we initially connected over was our shared love of Zelda. The music and visuals are entertaining enough alone, i don't wanna actually play all that stuff lol. Just way to repeative for me
Big issue with the whole Weapon Fuse concept is by the time you make any meaningful progress in the game, you HAVE to use the bigger monster horns/claws as fuse items. If you don't, you'll do so low of damage that every battle takes 5 hours. So at first, it's neat and cute how you can add a stick to your sword, but eventually it's so useless that you revert back to making the same looking swords over and over.
this.
at that later point in the game, weapon durability is almost worse than in BotW, because not only are you still dealing with durability, but now you have to pull open your menu and fuse new weapons individually instead of just picking up the random stuff the enemies dropped and moving on with your day.
I will say, the depths have made finding those last few shrines SO much easier, because you can just flip between the surface map and the depths map and see what's missing. Completely removes the tedium, and I love it so much. Also, that Colgera theme goes HARD, especially the one Dragon Roost Island leitmotif
I didn’t have a weapon durability issue until late game with op weapons that would make me be like: let’s wear majoras mask and ignore ALL enemies b/c there’s no reward other than broken weapons . I thought botw had a better story though.
i agree breaking weapons was a HORRIBLE feature. i want to find an amazing weapon and then have that amazing weapon. I ended up just fighting ganon early and then i gave my switch to my niece, and haven't thought about it again.
Dramatic much?
There are no shortage of amazing weapons, and usually with the fuse mechanic, I had no difficulty in using the effect I wanted. I always had extra of the items.