TOTK Diary 6

Well, they told me the quickest way was to take a brave dive off of the sky island, so that’s what I did.

Near the ledge where I had saved my game last time, there is a little one-square tile of a rivulet or spring, cascading over the edge. I reason that below must be a body of water, accumulated from this waterfall, so I jump here.

I fall a great distance, for what seems like more than a minute, and as I descend I can see the ground coming up to meet me. In the center, a small pond. If it’s not deep enough, this will have been a short adventure. I try to aim for the center, but not too far away from the edge, so I can make it to the shore without drowning.

I manage to splash down safely, and just barely with enough endurance meter to make it to land.

I step onto the shore, and am in Hyrule. Near the pond, there’s a large wood crate or something, covered by a tarpaulin. I walk over to look at it more closely, there are materials for construction, and a sign saying that they are for Hyrule Restoration, courtesy of Bolson Construction. I remember Bolson from BOTW. There are wooden sections of what would seem to be pre-fabricated walls for buildings, and some wagon wheels. I realize that I could probably assemble these parts with my Ultrahand ability to create a vehicle, but presently there’s no actual need to do that, and I feel more like exploring. As I’m looking at the construction materials, a Bokoblin comes up and attacks me; I whirl around and face him, smacking him with a thick wooden stick, which does not break after I hit him several times. He goes down quickly, and I’m pretty satisfied.

I cross a little bridge and follow the road away from the pond for a bit. Before too long, I come to a stand of trees, and spot a Bokoblin standing among them. I crouch down low to become stealthy, and sneak up, being careful to keep a tree trunk between the Bokoblin and I. I get close enough, and nail the bokoblin in the head with an arrow. I sit back and observe for a bit to see how the Bokoblin reacts. He seems angry and alert, but he can’t seem to find me. Eventually he settles back down, so I hit him again with another arrow, and follow up with several more shots until he drops.

I run up to collect some loot, when suddenly two of the trees uproot themselves and attack me!

I try to fight back, first with an arrow, but although I seemed to have had good aim, the arrow just passes through it. Could I have missed? Or perhaps are arrows not the best weapon? OK, I try running up to hit the tree up with my club. This proves poor strategy, the tree is much taller than I am and has a considerable reach advantage, bending over at near the ground to club me with its entire body. This hits pretty hard, and I lose more than half of my health.

I decide to run away at this point, but the trees give me a good chase and keep up with me for a bit. But eventually I’m far enough down the road that they give up and decide to leave me alone.

I’m further down the road from the direction I’d come from, and up ahead I can see a Bokoblin camp, and in the field a distance away from the main camp there’s a Bokoblin on horseback.

I decide I want the horse, and I try climbing up on a rock to get a good shot with my bow. The range of the bow is far less than I expect, though, and my arrow lands well short, about halfway to where I had been aiming.

I decide to just run up and shoot the Bokoblin off the horse, and this plan works just fine. The Bokoblin is dismounted and disarmed, and I rush up and finish him off with my club. Then I pick up his weapon and approach the horse, who seems to be already tame, and lets me mount him immediately.

I go back to the road and head back in the direction I came from. The map shows a point of interest marked, and apparently that’s where I’m supposed to go.

A few minutes at a moderate gallop, past some more Bokoblin camps that I just ignore, and I’m at the destination. It’s a little settlement just outside of the location of Hyrule Castle, or what would be Hyrule Castle if it wasn’t floating above in the air.

I walk in, and it looks like a shop, or an inn, there are some items for sale, and a little statue that I can pray to. I spot some arrows and go to collect them, when a little old man admonishes me not to touch them. I talk to him, and he recognizes me, and tells me to go at once to talk to Purah, who is waiting for me upstairs.

I do as he says, and the story advances a bit. Purah recalls the events thus far, and tells me that I should proceed to meet up with the search party that went to Hyrule Castle to search for Zelda and me when we disappeared, and to look for their leader, a man named Hoz.

So I guess that’s the next thing to do.

There seems to be quite a bit more around here for me to explore and do, but I’m feeling strangely impatient. In BOTW, I was exploring every little thing that looked interesting, that looked like it might be a thing; here I’m eager to press on and advance the main quest and storyline. I wonder why that is; do I expect the game to have so little new to offer me in the way of world and ambiance? Or am I simply familiar enough with the basics from playing BOTW that I am more ready to simply get on with it now?

TOTK Diary 5

In the Temple of Time, there’s a large clockwork mechanism, still turning, by what power still flows somehow.

I use my newest power, Recall, to reverse the spin of the gears, which gives me a platform that I can use to climb upwards to a higher level.

Here, there is a massive door, in front of which stands a simple-looking, worn statue. I pray at the statue, but nothing much happens, so then I try to open the door. Pushing on the door uses up my life meter, and when I’m run down to nearly empty, Rauru appears to tell me that I’m not yet strong enough to open the door.

Then he tells me of the existence of a fourth Shrine, and teaches me that the Purah Pad can be used to teleport about the map, just like the old Sheikah Slate from BOTW could. Rauru shows me a spot on the map to look for the shrine, and advises that I should teleport nearby. The nearest location is the Cave of Awakening, where the game began. So I teleport there.

Looking about the cave, I don’t see the shrine within line of sight; I consult the map, and I’m a bit of a distance away from it, and it looks like if I run forward in the cave, like I did at the start of the game, I will be heading in the right direction.

Unfortunately, this path leads downward, as there are several leaps into pools of water, which take me down, and as I exit the cave I realize that I must be somewhere below where the shrine is located. I don’t think to see if my Ascend power will help me here, because it doesn’t occur t me. Instead, I teleport back to the Cave of Awakening once again, and look around to see what I must have missed.

There’s another clockwork mechanism turning here, and it’s another platform puzzle that I can get through by using Recall.

It takes me to a previously unreachable and overlooked hole in the wall, through which there’s a cave tunnel, which leads me for a bit, until I find the fourth shrine that I’ve been looking for. Nearby, there’s another Zonai device, being tended to by a Steward. I talk to the Steward, who tells me that with the right type of materials, I can add capacity to my Zonai charger. But it takes a bunch of Zonaite, or something, and I don’t have nearly enough just yet.

So I enter the fourth shrine, and it’s a series of time Recall puzzles, where I can use the power on a raft to take me upriver, against the flow of a strong current that is flowing out of the shrine.

This is pretty easy, but because of the strong current and my clumsy control, I manage to die a few times by falling into the water and being unable to extricate myself.

After several attempts, I manage to get through it, and then I’m in a chamber with a gate at one end, and a treasure chest at the other. The treasure chest is easy to reach, using Recall to spin a gear backward, turning it into a walking platform. I open the chest and receive a bundle of 10 arrows for my trouble.

The gate proves more difficult. Above the gate, there are two moving arms that look like hands on a clock, moving in opposite directions. I’m not sure what I’m supposed to do with this, but after observing for several minutes I note that the gate temporarily lowers whenever the hands are aligned. But they are not aligned long enough for the gate to open entirely, so I can’t pass through.

I try using Recall to make one of the hands reverse direction, trying to get the hands to keep overlapping for a long enough time or the gate to open fully so I can pass through, but I’m clumsy and just can’t seem to hit it at the right time, and it doesn’t seem to help.

Eventually I try using my Ultrahand power to simply grab one of the clock hands, and hold it, and try to move it manually to line up with the other hand. This seems to work better, and I can get the gate to go all the way down, but it’s very difficult to move while I’m controlling the clock hands, and the camera seems to want to fixate on the clock hand that I’m controlling with the Ultrahand power, rather than allow me to free-look in the direction that I want to go — through the open gate.

Still, awkward as it is, I manage to open the gate long enough that I’m able to step through, solving the final obstacle of the fourth shrine, and I’m rewarded by yet another spirit orb, or whatever they are calling them in this game.

I teleport back to near the Temple of Time, run up to the Goddess Statue, pray, exchange my four spirit orbs for a Heart Container, which gives me enough life meter to open the massive door.

There’s another cutscene at this point, and Rauru tells me that I must find Zelda, who is somewhere below in the Kingdom of Hyrule, or something.

Did I mention? There’s a big white dragon flying about in the background. There has been for most of this. I catch a glimpse of it now and then. I’m not clear what it’s there for, but it must have some purpose, some connection in all this. Just thought I’d mention it. It seems worth mentioning.

I guess I’ve graduated from the tutorial opening, and am now free to explore the vast world. I’m invited to take a high dive off the floating skyland.

Well, wish me luck.

Mr. Run and Jump Special Edition teasers: why so much flicker?

Mr. Run and Jump is an upcoming game by the company calling itself “Atari” these days.

As I’ve mentioned previously, it will be a modern game released on Steam, Nintendo Switch, XBox, and PlayStation. And also there will be an Atari 2600 cartridge release of a Mr. Run and Jump Special Edition, which will run on native hardware, and I presume there will be a ROM for use with emulators, whether official or not. If we ignore the homebrew scene, which has been cranking out small batches of physical cartridges for years, and Audacity Games’ Circus Convoy, released in 2021, this will be the first “official” commercial release of an Atari 2600 game since 1990, a span of 33 years.

I’m interested in both editions, but clearly the modern version will be better, with the Atari 2600 special edition version being something of a “de-make”.

The pre-order page has a short video loop showing the Atari 2600 game in action, which I’ve embedded below because I wish to make fair use comment on it for purposes of criticism and review.

Namely, I have to ask about the insane amount of flicker in this video. The number of objects on the screen looks to me well within the 2600’s capability to display without flicker.

The 2600 had two hardware sprites, Player 1 and Player 2, a Ball sprite, and two Missile sprites, as well as background graphics. These screens show, at most, 3-4 objects, and they flicker a ton, even when they’re not drawn on the same horizontal row. Typically, sprites would need to flicker when one of the hardware sprite resources needed to be drawn in two locations on the same row, and would therefore have to alternate, drawing in each position every other frame.

The 2600 was a notoriously difficult to program machine due to its architecture and very tiny hardware limits, but I would have thought that for the graphics shown in the video, flicker-free rendering should have been possible. Or am I wrong? It doesn’t look to me like there’s a reason to want these objects to deliberately blink, so I don’t think it’s a deliberate choice on the part of the programmer.

Certainly, other games have been made for the 2600 which draw more objects on the screen without this much flicker. Even back in the original day, games like Space Invaders and Berzerk drew many sprites on the screen without such drastic flicker. And more recently games packed with additional hardware in the cartridge from publishers like Champ Games have shown that the limits of the stock 2600 hardware can be circumvented with some clever engineering and programming.

It makes me wonder whether the “Atari” people really know what they’re doing when it comes to finding people who are capable of getting the most out of the 2600. Based on what we see in the demo video, it doesn’t look like they’re on the same level of the best contemporary “homebrew” developers. So will the game really be worth the $60 pre-order? Or is much of that “value” to be perceived as the nostalgia and novelty for a physical media game for a 46 year old console? Time will tell.

The modern version of the game does look really nice, with the neon vector graphics style that Atari’s recent “recharged” games have been known for, and gameplay that reminds me of indie darling Super Meat Boy from 2010.

TOTK Diary 4

Immediately after the ruined stone shack with the cooking pot, I spot another nearby place of interest, and head there. It’s a little hollow cave in which there’s a pile of wood for a fire, and a treasure chest. In the treasure chest, I find cold weather pants that give me enough cold resistance that I won’t take damage when the food I ate wears off, in about 2 minutes. Super convenient.

I put the pants on and walk out, where I see Rauru again, and talk to him. He talks about the Zonai technology and how it was so useful, and that if I learn to master its use I will have an easier time in the world.

I see something that looks like a giant crystal ball above us on the top of the mountain we’re standing on, and using the Ascend ability, I travel up through an overhang and get to the top. There’s another steward bot, who I talk to, and it tells me that the crystal ball thing is a Zonai dispenser, which I can use to exchange zonai parts for finished zonai technology.

It’s like a giant gumball machine. You put in pieces of Zonai tech that you’ve found, and it spits out those handy little Zonai pods that you can keep in your pocket until you need them.

I’ve found a lot of the stuff all over the place, so I put in five and it spits out a bunch of bubbles at me and I stock up on wings, fans, cooking pots, and flame generators.

The steward mentioned using a Zonai wing to descend from the top of this mountain, so I think I’m supposed to use one of those pods right now to create one. Only I don’t know how to properly use it, and can’t get it to launch. I try dragging it to the edge of the cliff and it just drops like a stone, and I lose it.

Then I die a few times trying to figure out how to ride the thing as it’s falling, but that’s not what you do. While I’m doing that, I notice that there’s already a Zonai wing sitting on the ground, so I don’t need to use a pod. But I still can’t figure out how to make it work. I try gluing a fan to it, and it blows but not hard enough to take off. There’s too much friction on the ground and it doesn’t move.

I try everything I can think of, and then I see that down below, on the level where I was talking to Rauru, there’s three more of those wings, and they are on what appear to be more of those railroad tracks. I guess maybe these are launching ramps, and there’s less friction on those rails, so I could probably get that to work. I go down and attach a fan, get on, and activate it, and still nothing.

Then I notice that there’s an icicle that has grown, which is maybe blocking the wing from moving, so I hit it with my weapon and sure enough that does it, the fan blows the wing forward, it picks up speed and when I reach the end of the ramp, instead of a nosedive, I’m gliding.

I can somewhat control my direction and attack angle by positioning my weight on the wing, so I am kind of sky surfing. It’s amazing, and it should be awe inspiring and fun, but I’m still so annoyed at how hard it was to figure out how to launch that I’m not in the mood to enjoy it properly. But this feels like it should be one of the great moments of the game, the thrill of discovery, the thrill of flight, the thrill of seeing the whole world from above.

Far below, I see the Temple of Time. I’m still very high in the air, probably a few hundred feet up. And I’m not descending fast enough that I’m going to land this wing where I want to be, not if my goal is to get to the Temple and find Zelda.

Down below I’m over water, and I decide to dive off and hope that I survive. This works out just great. I splash down and swim over to the shore, right by the steps up to the Temple of Time.

I climb up and run to the Temple’s door, which opens.

I’m greeted by a cinematic cutscene, where I open the odor to find a big golden glowing… comma? It looks like a comma, the punctuation mark. We had seen something like this in the opening cutscene with the Demon King, there was a similar looking shape attached to the glowing arm that was apparently the power keeping the Demon King at bay, until we disturbed it.

Anyway, this comma kind of bursts, or hatches, and there’s Zelda. She touches my hand, my new bionic one, and it begins to glow that same golden color. I gain a new power, the power of Recall, which is the ability to move an object backward through time, through its motion path to where it came from. I guess the Zelda dev team liked Braid.

This is going to be useful, in so many ways, I’m sure.

Zelda disappears, and Rauru appears, and says even he doesn’t understand what just happened, but explains to me about the power of Recall.

There’s a mechanical clockwork mechanism moving in the background, my guess is that’s what I’m going to need to test my new power on.

I ponder, but it’s late and I need to sleep. Tomorrow, then.

TOTK Diary 3

So I solved the first shrine. Now where the hell am I supposed to?

I wander around a bit on the skyland I’m on until I find a Steward who is hunting, and he teaches me about using bows and gives me a bow and some arrows. I remember this well enough from BOTW, and it doesn’t seem to have changed much. I use an arrow to hunt and kill a large animal and take its meat, and then cook it by a fire later.

I’m just kind of exploring, foraging, and wondering what I’m supposed to do next. Rauru told me that there are three shrines on this piece of land, and that if I want to get into the Temple of Time, where Zelda is, I need to visit them in order to restore power to my new arm. But he didn’t say where the other two shrines were located.

I keep wandering, and end up in an area where there are multiple guardian robots, and two of them are armed with bow and arrow, another two with melee weapons. I end up getting taken out by one of the bow and arrow guys while taking on one of the melee guys.

I respawn, explore another area, and find a small, floating island that I need to build a bridge to get to, and so I do and there’s a ruined stone building in there, and inside the building there’s a chest which I open and find a piece of amber.

I’m not all that excited about finding this stuff now, because at the end of my run through BOTW I had so much forage accumulated in my inventory that it was ridiculous, I didn’t use or need it all, and I’m not expecting to in this game, either. I mean, I’m sure I’ll use some of it and need a little bit of everything at some point, but I’m not worried about scarcity, because that’s what I learned in the previous game: don’t worry about it, there’s stuff everywhere, you’re not going to need all of it, there’s plenty.

Which is a little weird for a shattered world that you need to save. But these games are not survival horror; they’re more like sandbox games with a quest that you can also do, as an afterthought, once you’ve burned all the bushes and bombed all the rocks to find every last secret in the game.

After I respawn I decide to backtrack to the first shrine, and use the Purah Pad’s telescope and marking feature to try to identify the other shrines and then look at the map to figure out how to get to them.

I do this and sure enough after looking around a bit, I do see two shrines off in the distance. I plant a marker on both of them, and then look at the markers location on the map. That’s such a handy feature, and it is so helpful for navigation. I just love it.

I note that one of the shrines is on the other end of what looks like a big empty expanse on the map, which is connected around the edges by some faint lines. This turns out not to be empty space, but a lake, large enough that you couldn’t swim across it.

The other shrine is up in altitude, in a place that is cold and I would need better gear to survive up there. It’s closer, but more dangerous. I did manage to find some hot peppers, and can make some dishes that will give me temporary cold resistance, but it seems like that is early for me to do, so after stepping into the cold zone for a few seconds, I nope out and go back down to warmer territory, and decide to check out the other shrine first.

It’s a long walk, and takes me back to where I died the first time — it turns out that I was wandering in the right direction, and if I hadn’t died I might have stumbled upon that second shrine anyway. This time, I’m mentally prepared for those guardians and take them out with little difficulty, and even manage to farm a few arrows from them while I’m at it.

I continue onward, eventually reaching an area where I meet a little Korok, who is trying to reach his friend, who has gotten separated on the other side of a gap. There’s a rail line connecting the two, and materials that I can use to build a platform with hooks attached, to create a zipline or cable car that we can ride down to the friend.

I do this without much difficulty, having gotten more used to the powers I learned how to use in the first shrine, and we reunite the two koroks. They give me two seeds as a reward, and somewhere earlier I found another korok, in a ruined little building, and so I now have three seeds.

There’s another zipline running down to a lower level, to the area with the large lake that I saw on the map, on the other side of which is my destination, the second shrine.

I re-use the platform I built and zip down there. Once I’m there, I find materials to build a raft, including a mast and sail. There’s a steady wind blowing across the lake, in just the direction I happen to want to go. So I build the raft, attach the sale, put the raft in the water, and board it, and in a few minutes I’m on the other side.

I climb up to where the second shrine is, and enter. Rauru gives me a new power for my arm, the power to fuse objects in my inventory together to create enhanced weapons. I can seemingly attach anything to anything, but only one thing, and then if I want to undo it, it breaks the item. So I have to be a little careful.

The shrine challenge is to use this new power to join a boulder to a weapon and use the combined weapon to smash apart some crumbly looking stone barriers. I also learn that I can combine items with arrows, and use them to create flame arrows, which I need to get the key to unlock a door at the end to complete the shrine.

All that is pretty easy, but I still manage to screw it up. There’s a rusty broadsword in the shrine that you’re supposed to use to attach a boulder to, but I mistakenly attach the sword to the weapon I’m carrying, a wooden stick, creating a long-handled sword that can’t smash the stone obstacles. I reload from my last autosave and re-do it, this time attaching the boulder to the end of the sword like they intended, which creates a crude, ersatz hammer that smashes things apart.

This stuff reminds me of Object Oriented Programming, where you can use multiple inheritance for one object to inherit properties and methods of another. It seems like everything in the game is probably implemented using multiple Interfaces to support combining objects in any way the player can dream of, apparently, affording the player endless opportunity for creativity and game breaking hacks using the objects in the game in ways the designers never intended or tested for.

This game is going to be endlessly replayable for that very reason. People will never get sick of this, I bet, and there will be new things discovered and invented by creative players forever.

The final challenge of the shrine is a combat test, against a guardian who has a compound weapon of their own. I’m still very clumsy with the combat and manage to miss an opportunity to use flammable ground to make the combat very easy, and instead die once again.

I fight it a second time, and it kills me again. I learn that my combo weapon is powerful but too slow, and if I try to use it, the soldier will always get its attack in first. So I switch to a weaker, but faster weapon, and take it down. Then I collect my spirit orb and complete the second shrine.

After I emerge from the second shrine, another steward is there waiting for me. It gives me a battery pack thing, with one battery, and explains that this is for powering the Zonai equipment that I will find throughout the world. I can get more batteries and it looks like there will be 8 when the pack is full, but for now I just have one. The battery is basically a time limit or endurance meter for how long I can run a Zonai device before I have to stop and wait for the battery pack to recharge. So it’s basically like my stamina meter, except it applies to tech. Cool.

The Steward points me in the direction of a hidden cave, just ahead. To get to it, I have to defeat a couple of the soldier robots, which I do pretty easily. I have fire seeds and fire seed arrow headshots take them out in one hit. This is easy enough that I consider I may not want to waste this ammo on such easy foes.

I reach the cave, and hook up a fan to a cart and use it with my new battery pack power to ride a rail system into the cave, which is extremely dark. I can see some glowing things along the walls, but they are out of reach and I’m moving too quickly to grab them.

At the end of the line, I get out of the cart and there’s a steward working in the cave. It explains to me about darkness and how to use brightbulb seeds to light up an area. I can use the seeds to enhance my arrows, and fire them ahead of me to light the way. Cool.

I proceed forward and deeper into the cave, and find some Zonai ore deposits, which I take the time to harvest, breaking my heavy weapon that is useful for this. I don’t have bombs like I did in BOTW, so I can’t easily extract more of this ore. I decide if it’s important I’ll go back later and get more.

There’s more stewards working at refining and constructing the Zonai ore into Zonai equipment. They explain the basic concept to me, but it’s a bit much and it goes over my head a little bit. Basically it’s a currency system, which you can mine stuff to turn into other stuff to buy/trade/refine into more stuff that has useful abilities to help you in your quest.

I’m like OK, great, whatever, can we move on please?

These mechanics are going to be central to the game, I can tell, and they are cool, but I don’t know that they feel like a Zelda game to me. I guess they are now. And it’s fine for the series to do something new. And this is both new and cool. And it’s explained well enough in-game by Link’s new bionic arm. So let’s do this.

I yadda yadda though the conversation with the Zonai stewards about their Zonai tech, and figure I’ll probably regret not paying better attention to this, but right now it’s moving a little slow and I don’t care about it yet because the opportunity to use and need to use the stuff hasn’t presented itself yet.

There’s another mine car and a train track leading out, and I’m supposed to attach a portable fan object (they explained that you can pick up these things that are like little techno pods that are portable, more so than the tech bits and bobs you’ll find strewn about here and there. So whenever you need one you can just fish it out of your pocket and use it. But you need to be sure you really want to because once you pull it out of your pocket, it enlarges and won’t to back in your pocket, so you can’t accidentally pull it out and then put it back. Which, that kinda sucks and makes me want to not use those things as much as possible. “No undo” is a surefire way to make me hoard an ability and never use it.

Sigh.

Well, I said Ima hoard this stuff, didn’t I? So rather than use one of the pods they just gave me to try out, I go all the way back through the cave I just walked through, and use my arm power to grab the cart I came in on, which has a fan already mounted on it, and carry it all the way to this exit track, put it on, get in, and turn on the fan.

There’s always multiple ways to do things in this game, and this is one such alternative.

I ride the mine car out and get back to a part of the Island not far away from the third shrine. Super convenient. I meet a steward here who teaches me about how cold works and how to survive using good, gear, or fire, and it’s just refresher from what we already knew from BOTW, so I’m good to go.

I had already cooked some hot pepper food earlier, and so I take the time to eat it, and get a 12 minute cold resistance boost. I use my sprinting ability to make the most of this, and go forward quickly, mostly ignoring stuff along the way that I could stop and pick up, although if it’s in my immediate area and I don’t have to slow down, I do grab it.

I fight some soldier robots and defeat them, nothing too difficult, and then I hit a dead end where the way forward is up. It looks like I might have to climb? But the walls are too tall for my current endurance meter. I look around a bit and find a cave in the wall, leading upward. And it’s dark.

Good ole Nintendo and their game design philosophy. Give the player an ability, an easy tutorial demo for how to use it, an optional way to use it tied to an optional reward to encourage discovery, then present it in the form of an obstacle that you have to use it in order to move forward, then escalate the challenge making it necessary to use in order to survive.

So this cave is exactly that, like the cave I just went through to learn about the Zonai tech from those friendly steward bots, this time it’s in a deadly cold cave (which imposes a time limit/urgency on me), combined with enemies. A flock of keese flies out of the cave as I approach the entrance, but somehow I escape their notice and don’t have to fight them. I just watch them fly by me out of the cave, and run in after they go.

There’s a frog-like creature, clinging to the ceiling, which spits these bubbles. It doesn’t seem like much of a threat, but it’s a cool new enemy, and I can’t reach it on the ceiling, so I headshot it with the bow and knock it to the floor, then beat it until it dies.

There’s more ore everywhere, but I ain’t got time for dat, and ignore it all. I can come back when I have cold gear and a durable or persistent tool that I can extract with, if I need to, and I probably won’t.

Still further into the cave, I encounter a large creature that reminds me somewhat of the peahat flowers from Ocarina of Time, bit maybe a bit more resemble a Like Like. They’re attached to the walls of the cave, attached like a barnacle. And they can extend, accordion like, to attack. I knock a flame arrow and fire it, doing some damage, and the thing seems to be stunned and takes some damage, but it has a lot of health and I don’t kill it.

BOTW taught me that combat is not important unless it’s a mandatory boss fight, so the best thing to do is to run away and avoid fighting. Fighting just means using up your weapons, or your supplies, or both, and you risk getting killed, so why do it if you don’t have to.

I run past the big creature, and proceed up the cave, where I encounter a second one. This one manages to swallow me, and I switch weapons to my most stabby, sharp, damage dealing weapon, and start slashing away like mad while I’m inside it, hoping that’s what I’m supposed to do. Apparently it is, as I’m spat out, and manage to escape, albeit down to one heart.

I eat some food once I’m safely out of the creature’s reach, and I’m at the exit to the cave. Hooray.

I still have about 6 minutes remaining on my cold resistance boost. The third shrine is right nearby. I check the map, and it’s just a little climb up. I get there, and enter.

Here, Rauru greets me again and gives me a third power for my arm: Ascend. This is a weird ability and doesn’t seem to have anything to do with grabbing things or fusing things together like the first two did. This one gives me the ability to turn any ceiling into an elevator shaft, essentially I can meld into solids and “swim” upward through them, moving vertically only, until I reach an open space, at which point I can extract myself.

What a weird ability.

The shrine puzzle is a series of simple examples demonstrating the use of the new power, at the end of which I think there’s a combat, but if there is it was simple easy enough that I’m not even sure whether it happened, it was that forgettable, if it did exist at all.

I collect another spirit orb and have completed my tests.

Now I’m ready to go back to the main quest to find Zelda, who is waiting for me in the Temple of Time, which I can now open because my arm is powered up enough now.

I walk out of the shrine, and I was so quick at going through it that my cold resistance still has a couple of minutes remaining. Straight out from the shrine entrance, I spot a ruined stone building, and head to it, hoping to find a treasure chest or something worthwhile.

I get to it, and find a cooking pot with an unlit fire and a flint sitting next to it. I light the fire with my one metallic weapon, a rusty broadsword, and now I have a safe spot that is warm from the fire, and can be used to cook more cold resistance food from the supplies I picked up in the region. I can take my time, reconnoiter on the map, figure out a route that is direct and easy from where I am to the Temple of Time, eat a hot pepper meal, and head to Zelda.

TOTK Diary 2

Hoo boy, this is already getting complicated. It’s a good thing I’m keeping this diary so I can keep track of everything I need to do, and everything I need to remember.

So on this Skyland, I have encountered a few Zonai constructs. There are these friendly ones called Stewards, which tell me about the place and how to do things in the world and explain how stuff works. They’re living tutorials, basically. Then there are these other ones, I forget what they’re called, but for now I’ll call them guardians, because that’s what they remind me of. Those patrol and treat unknown beings like me like enemies, so they’ll fight me. They’re not that tough, but they give me some practice fighting.

Since I haven’t played BOTW in a hot minute, my muscle memory for the controls is all but gone, and I have to relearn everything.

So, it’s Left Trigger (ZA) to lock onto a target, and also to raise my shield up, if I have a shield equipped and am not equipping a 2-handed weapon.

Hold right to ready the weapon in hand to throw, release right to throw it.

X to do a melee attack, and you need to be within range and not too close, not too far.

A jumps. Y dashes.

There’s other things I can do, I hope I can remember them all. Shit.

I find a few items about the Skyland. There’s some tree branches and sticks. I defeat a Zonai guardian and get a long stick, which is a two handed weapon good for a more distanced thrusting attack.

I find a few Skyshrooms and apples. Later on I find some Rushrooms.

A Steward tells me I need to find Zelda, and gives me the Purah tablet that she was using in the opening scene. It’s mine now, I can use it like I used the Sheikah Slate in BOTW, but mostly all I can do with it right now is take pictures, apparently the other powers it will grant will become enabled later.

The Purah Pad has a map feature, and I’m supposed to go to a location on the map indicated where Zelda is, and find her. I do as I’m told, encountering a couple of Guardians along the way. They’re easy to defeat, and I gain some basic experience with the melee combat system, and pick up their weapons and a shield.

I get to the place on the map where I’m supposed to go, and I’m greeted by an apparition of a being named Rauru, who is a Zonai. he looks like a tall, goat-headed humanoid. He’s probably actually just normal sized since Link is a shawty and everyone he meets just seems tall.

Rauru tells me that he gave me my new arm, and it used to be his arm. That’s a little creepy. He also tells me the arm should be able to open the door to the place where Zelda is, but it can’t right now because it is powered down. To regain strength, he suggests I visit some shrines nearby.

This is all rather familiar by now. Very much like BOTW. Visit the Shrine, Do the Task, Get the Thing to Enable You To Do The Thing To Do the Thing to Do the Thing to do the Really Important Thing.

So for the next few hundred hours, I guess that’s what I’ll be doing.

I look over at the shrine that Rauru points out to me and head that way.

I go into the Shrine, and a power of my arm is to grab objects and manipulate them. It’s a bit like the Magnesis power that the Sheikah Slate had in BOTW, but it’s a little more refined. I can rotate objects, giving me a bit more control over them. I can also stick things together, to create compound objets.

There’s a basic test of this ability, to create a bridge, then to join two pieces together to make a longer bridge. then to connect two hooks onto a platform, and mount it on a cable, so that you can ride it across an even wider gap.

I am awkward as hell, embarrassingly so, and I have to read the on-screen text telling me how to control the power I’m using for every single thing I do.

I’m rewarded with an Orb of Light. I have passed the Test of the First Shrine.

Onward.

Tears of the Kingdom Diary 1

SPOILERS

Read more: Tears of the Kingdom Diary 1

An unknown amount of time has passed since the defeat of the Calamity in the events depicted in Breath of The Wild.

Link and Zelda are exploring deep beneath Hyrule Castle, investigating a strange “Gloom” that has been emanating from below the ground, and making people sick.

As they descend deeper, Zelda informs Link that these caverns are forbidden, for generations her family has not been down here. Much of what was known about them has long since been forgotten. But clues remain, tantalizing murals depict an ancient race of beings called the Zonai.

Discovering a mural depicting a great war, Zelda recounts a Demon King. Descending deeper still, they come across the apparent remains of this Demon King, dessicated and unmoving, a strange, glowing arm seeming to pin its body to the ground.

Something happens to disturb the arm, and it shifts slightly, then falls away. A moment of dread passes, and the sound of a single heartbeat reverberates off of the chamber’s walls. The Demon King awakens. A dark stream of gloom emanates from its body, striking Link’s Master Sword, shattering it! The gloom strikes Link, injuring him gravely, and infecting his arm. The Demon King recognizes the pair, seeming to disregard them since the fabled Sword that Seals the Darkness was so easily shattered by his power.

Then the floor of the cave gives way, and Zelda tumbles into the darkness. Without a thought, Link dives after her in an attempt to protect her, but she falls further than he can grasp. Something catches LInk from behind, holding him back — it’s the strange, glowing arm that had been pinning the Demon King.

Fade to black.

Link wakes up, alone, in a darkened chamber underground. A voice, disembodied, speaks to Link. Still more indeterminate time has passed. Link learns that he was gravely injured, his right arm lost to the Gloom that infected it, now replaced by… is that the glowing arm from before? The remains of his broken Master Sword nearby, Link retrieves it.

Link explores this catacomb, eventually emerging into the light of the sun. High in the sky, on an island floating high above the world, what I’m going to call Skylands for now. He dives off, far below into a lake in another skyland.

How did he get here? Who are the Zonai? What happened to Zelda? And what happened to the Demon King?

Not my cup of tea

I made a cup of tea to start my day this morning, as I’ve been doing as a habit for some time. Something about this day recalled a memory.

About 10 or 12 years ago, I was watching a video on youtube of indie gamedev scene darling Jonathan Blow giving his opinions on game development and design, the details of which I don’t recall any longer. But what I do remember was that during this video, Blow made a cup of tea. And while his tea was steeping, he started talking, and then forgot about the tea. By the time he went to drink it, it had steeped for too long. So he proceeded to throw out this cup of tea, and started making another.

This was shocking to me at the time. Who DOES that?

How could Jonathan Blow make a cup of tea and then just throw it out after one sip? It’s wasteful! It’s, like, sinful to waste food! There was a time when men took expeditions at great peril trying to find a way to bring tea from where it was grown to where their people lived. The tea trade has shaped world history in surprisingly profound ways. Empires were built on tea. Nations were conquered and subjugated for it. How could he not respect all of that?

If that had been me, I would have just drank the tea. It would have been a tad too strong, or too bitter, or whatever, and I would have just accepted that and drank it. I probably would have re-used the tea bag to steep 2-3 more cups.

Today, I thought about that.

And who’s right?

Well 10 years later, the horror and shock has worn off, and I’m able to concede that Jonathan Blow wasn’t just being hoity toity because he didn’t want to drink a cup of tea that sat a minute too long.

It’s actually a great life lesson. If you make a mistake, you don’t have to eat it. You can discard it and start fresh.

When you’re a kid, sometimes your parents will force you to eat something that you don’t want to eat, because it’s “good for you” and “builds character”. And then we internalize that lesson and we think we always have to eat our mistakes, that that’s what it means to “own” a “problem” that you have responsibility for creating. Sometimes you’re so poor that the thought of not wringing every last drop of tea out of every single teabag in the box of the cheapest tea you could find in the store makes you feel like you’re in danger of bankrupting yourself with your irresponsible ways.

Only a millionaire would make a cup of tea, find that it wasn’t perfect, and then just toss it away and make another. Watching Jonathan Blow do this felt to me like watching a rich man light a cigar with a burning hundred dollar bill.

But sometimes it’s not a mistake, it’s just a cup of tea. It’s not symbolic of anything. Which costs a few pennies, maybe, in the modern economy. You don’t have to drink it. You can change your mind. You can correct course. And if the tea isn’t made to your liking, you should do what enables you to enjoy life. Make another, do it better.

There are some mistakes in life that we do have to live with, but you don’t have to live with all of them. You can pour out a cup of tea you just made and do it over again, and go on with your life without regret.

Fixing the Weapon Break Mechanic in BOTW/TOTK

The most often criticized feature in Legend of Zelda: Breath of the Wild and its sequel, Tears of the Kingdom, is the weapon breaking system.

I like to put on my game designer hat and come up with ways to improve games, and this is a subject that I’ve thought about a considerable amount off and on since I played through BOTW, and am thinking about more now that I’m playing through TOTK.

So here’s my suggested solution.

I actually like the possibility for weapons to break. I think it does make combat more interesting, and I support Nintendo’s reasoning that the feature gives the player reason to use other weapons than the current best damage weapon in their arsenal, which results in the player experiencing a wider variety of combat mechanics that result from the different properties and behaviors of the different classes of weapons found in the game.

So we’re not ditching the system, we’re going to tune it.

First, let’s recognize that weapon quality should come into play, as it does, but durability should increase much more quickly as weapon quality goes up.

So, at the start of the game, we have what I’ll call “found object” weapons, like the tree branch. These should rightly be very easy to break, in just a few solid hits, as they are.

The next class of weapon above that should be “improvised object”. These are tools, such as brooms, shovels, pitch forks, and so on, which are capable of being used as weapons, and are designed to be durable, but are not intended to be weapons. These should break more easily than a designed weapon, because using them for combat is putting stresses on them that they were not designed for.

The next class of weapon above “improvised” is “crude”. Crude weapons have a primitive look to them, and are built by crude or less skilled means, and won’t hold up as well as a better made weapon. Crude weapons are made of roughly hewn wood, bone, and stone, and not refined metals. Crude weapons can be repaired more frequently, and can be repaired in the field at places similar to the cooking pots found throughout the world. This amounts to “duct tape” level reinforcement of the weapon’s shaft, or the attachment of the weapon’s head to the shaft, for things like stone hammers and stone axes

The next class is “Standard”. Standard weapons are in good condition and should last a long time if properly treated and cared for, but are subject to breaking when abused, neglected, or subjected to abnormal rough treatment. In the game, a Standard quality weapon would be given no “modifier” adjective, eg there would be a “Sword” rather than a “Standard Sword” or “Traveler’s Sword” rather than “Standard Traveler’s Sword.”

Above that is “Quality”. Quality weapons are a bit more durable, and last a bit longer. They are made better, and from better materials. They are rare, and are found only in places like Shrines or stored in chests found in places where they would be well shielded against the elements, such as inside of a cave or building, not out in the open or under water. Quality weapons are often used by enemies of higher status, and can be won through combat against them.

Above that, is “Magical”. Magical weapons are the ones that have special powers, like elemental properties, or the Master Sword. These weapons do not ordinarily break through wearing out, but may break when subjected to extreme damage or misuse.

In BOTW, the Master sword cannot break, but gets “used up” after a certain number of uses and has to recharge. I don’t especially like that solution, as it feels artificial, but we’ll come back to that. I think the Master Sword should be a special case weapon, maybe a level above “magical”. We might call it “Legendary”.

Another factor in durability should be its condition.

The bottom condition is “decrepit”. These are the weapons Link may find laying out in the open environment, which have been neglected and subject to weathering, rust, or rot. These will do in a pinch, but may be at their end of life. Decrepit weapons can be upgraded through repair, one time, taking them to a blacksmith shop or weapon shop in one of the towns or stables (which don’t exist in the game as they are, but could be added with a reasonably small effort) and it should cost materials and rupees to get them fixed. They cannot be restored to anything above Standard quality, regardless of how they started out in life. Fixing is not a skill that Link should devote time into learning, so he relies on skilled tradesmen and women to do this work for him, and he definitely can’t do it in the field. Decrepit bladed weapons do less damage and are weaker against armor than

Above “Decrepit” there is “Worn”. A worn weapon has been used, but is otherwise in good condition and functions as it should. Above “Worn” is “New”. There’s nothing better than “new”. A weapon in New condition remains in New condition until it is used, and then slowly degrades to Worn, and if not cared for, will degrade further to Decrepit and then eventually break in action.

You can check your inventory to see the current condition of the items you have, and the item in hand will visually give an appearance of its condition as well, to make it obvious when it is no longer New, and when it transitions from Worn to Decrepit. The “gonna break any time now” pulsating glow from the game-as-it-is can remain in place, but only happens with weapons in the Decrepit state on their last legs.

Using a weapon will degrade its condition from its current state down to Worn, then Decrepit, and then eventually it will break. There’s a risk of breaking at each condition level, but the risk increases dramatically as the weapon becomes increasingly worn out. As the weapon goes through these stages, it gradually diminishes in the damage it deals, becoming increasingly ineffective toward the end.

Weapons of Standard and Quality quality can be repaired a finite number of times at the places where that service is available, and if maintained (brought in for service before they become Decrepit) they can be restored to their full original quality level.

Weapons of different types will progress through their wear states differently. Bladed weapons will become dull through use, and will do less damage as a result. High condition, high quality bladed weapons will do much more damage than a crude weapon or a weapon in poor condition. Likewise with stabbing weapons such as spears, as their tips become rounded with use, they will likewise do less damage. Blunt weapons, on the other hand, remain just as effective regardless of their condition, which is an advantage that they have over sharp weapons. Offsetting this advantage, blunt weapons are heavier, making them slower to swing, slower to recover, and slower to windup when using a long-press attack move.

Weapon damage doesn’t have to happen every time the weapon is used. When a weapon is used in the intended way, weapon damage should be minimal to nonexistent, with perhaps a small change of something more happening due to an unlucky strike. But when a weapon is misused, or strikes a durable surface like armor, a shield, stone, or wood, some damage may occur.

So if you swing your weapon and connect to do damage, if the enemy is a normal flesh and blood creature, the damage done to a weapon will range from 0-1 durability points, with 1 being a rare unlucky hit.

When you parry with your weapon, or when your attack is parried by the enemy, or when your weapon strikes the enemy’s shield or an armored enemy, or when the enemy is made of something more durable than flesh and blood, such as skeletal enemies, stone enemies, elementally infused enemies, hitting them does more damage to your weapon. Parrying with your weapon does less damage than when your attack is parried by the enemy.

Depending on the material the weapon strikes, and the type of weapon, it will take more or less damage. Hitting rocks with a hammer, pick, or drill will use up very little of that weapon’s durability, while hitting stone with a bladed weapon or spear will do significant damage very quickly.

Hitting wood with an axe blade will cause only slight to no wear, but hitting wood with a blunt weapon or a bladed sword will do more damage to those types of weapons. So misusing weapons, abusing them to hit the wrong type of material than they were designed to be effective against, will cause them to wear out and become damaged or ruined very quickly, but using the right type of weapon for the material being struck will result in slow, gradual wear.

This is already implemented to a degree in BOTW, where weapons like hammers and axes do get a durability attrition bonus when used to chop wood or mine ore, but my proposed solution goes further, and the wear to properly used tools and weapons is reduced, particularly against softer enemies, while abused weapons take greater damage, and most weapon wear happens when the weapon hits a shield, armor, is parried, or is used to parry, or when the player hits a rock or tree in the midst of combat.

This means that your weapon could last a long time, if you know how to use it properly, and are skillful with your aim and don’t make ineffective attacks that hit the shield, or if you only mine ores with hammers and only chop wood with axes.

To adjust the adjacent systems in the game to accommodate for increased weapon life and the ability to repair weapons, weapon drops would be less frequent, and enemy’s weapons would tend to be in worse condition, reflecting that it is in all likelihood a used weapon, as well as any additional wear done to it while wielded by the enemy. It also means that an enemy’s weapon might break in their grasp, which I think would potentially make combat a little more interesting. Special weapons of Quality, and Magical weapons, would be correspondingly higher in rarity, reflecting their increased durability and capability of being repaired. We might also do with fewer inventory slots for carrying weapons. This would have a further advantage of being a bit more reasonable and realistic. When you consider how many things Link is able to carry in his inventory slots, it’s a bit ridiculous. Being forced to choose between 2-3 weapons at most, one of them being a bow, and a shield, would be an interesting constraint and force the player to choose, sometimes opting for a weaker weapon that has a useful ability or property, and storing their other “keeper” weapons back at Link’s House in Hateno Village.

It would definitely be interesting to see how the game feels with these changes. If a weapon broke only once every few fights, it would go a long way toward making me more willing to engage in battle. And by “every few fights” I mean every few encounters, not every few enemies. So if I’m fighting 4-5 bokoblins and a moblin, that is what I would consider a single “fight”. Weapons breaking every 3-4 encounters of that size, I think would be much less annoying, and feel more reasonable, while still providing the types of incentives that Nintendo’s designers were going for, to encourage the use of different types of weapons, rather than reliance on the single best weapon that you’ve found so far. I think I would enjoy combat much more if weapon breaking wasn’t something that happened in nearly every fight, especially with the better weapons you can find later in the game. When the weapons break so frequently, it makes me want to avoid combat in order to preserve my better weapons for use in fights that I want to have.

It’s Zelda Day

Tears of the Kingdom officially releases

It’s May 12, Zelda Day. The official release date for the latest Legend of Zelda title from Nintendo, Tears of the Kingdom. The long awaited sequel to Breath of the Wild.

BOTW Retrospective

I enjoyed Breath of the Wild, and was amazed by its mechanics, but by no means was Breath of the Wild a perfect game.

Recounting the flaws and shortcomings of Breath of the Wild is difficult, given the vastness of the game.

BOTW: The Good

  • Vast, incredibly gorgeous world
  • Diverse landscapes and climates
  • Adaptive procedurally mixed OST soundtrack
  • Game physics systems are extremely well integrated with each other
  • Lots to do. Everywhere you go, there’s something to do, look at, or discover.

BOTW: The Bad

  • Unintentionally existential purposelessness. Everything resetting every Blood Moon makes nearly everything you do in game seem pointless.
  • Weapon breaking system is too unrefined, with weapon durability being too weak to seem realistic. Weapons break all too frequently, and losing a favorite weapon kind of sucks, especially with the very rare or unique weapons which still have only a limited lifespan.
  • Too much sameness. Despite the huge world packed with a huge variety of climates, immense exploration and puzzle solving opportunities and other types of challenges, after a while they all sort of begin to feel too similar and repetitive.
  • Temple challenges are too brief/simple, and offer little replay value. They also offer little in the way of reward, since most items are temporary due to the weapon breaking system.
  • No dungeons a la traditional Zelda games, to offer deeper, more satisfying challenge. This is a frequent complaint, but actually there are numerous areas of the game that feel dungeonlike, but aren’t obviously dungeons per se: the four Divine Beasts, which are perhaps the closest thing to a Zelda Dungeon, but aren’t really very large, the Labyrinths found in several places on the world map, the Yiga Clan hideout, Hyrule Castle, which is very satisfying, and, with a very honorable mention to the Eventide Island challenge, which although not technically a “dungeon” in the traditional sense, has that aspect of being self-contained, and provides an excellent and novel challenge…
  • Enemy variety. The enemy roster is good, but small (albeit with many variations of each major type), with many of the classic Hyrule denizens missing: No Darknuts, Like Likes, Peahats, Tektites, Pols Voice, Gibdos, Goriya, Dodongo, Gleeok, etc., etc. BOTW took a “less is more” approach, focusing on making fewer enemy types excellent, rather than trying to include everyone’s favorites from all the previous Zelda titles. There’s nothing wrong with that, but the lack of variety does contribute to the sense of sameness and repetitive nature due to the vast size of the world.
  • Combat system, while innovative and more advanced than previous games, is rife with exploitable bugs that turn it into a mockery in the hands of a player. Even a low skilled player can spam bombs and exploit the terrain to turn combat into a snorefest. Advanced players can chain together bullet time and combo attacks to make even the toughest enemies trivial.
  • Enemy AI is too dumb, never learns, always falls for the same tricks.
  • Lack of urgency. The mainline quest seems secondary, almost an afterthought, while an ADHD Link constantly diverges from his Mission to perform endless trivial side quests, almost all of which have no actual impact on the world or serve to further the mission. If you forget what you’re supposed to do or get lost, there’s little in game to put you back on track.
  • Final boss is a letdown. If you get to Calamity Ganon after playing through the full game, you’re going to be so overpowered that it’s a piece of cake… but you can walk right up to him without playing any of the game if you want a real challenge. So wouldn’t it have made sense that if you take so much time to build up your power, Ganon would have also gathered his strength and become more challenging as well?

Although my “bad” list is longer, the strengths of the “good” list far outweigh the bad things. Breath of the Wild is a great game. I’m not in any way saying that BOTW sucks. But I’m pointing out that the game was not without its flaws.

I love to just hang out and chill in the beautiful landscapes of Hyrule and gaze at the amazing views. For being on a world saving mission where there is supposedly immanent peril in the form of The Calamity, the game feels completely non-urgent and relaxing, apart from the occasional random wandering monster spawn events.

Due to the vast size of the game and its endless patience for the player to complete it at their leisure, these encounters rapidly become rote and routine, with no real variety or challenge once you learn how the combat system works and how to exploit it so that enemies present no threat whatsoever. And even before you get to that point, you can always run away from enemies and easily evade pursuit, so there’s never really any sense of danger. Only a sense of having to do a mildly annoying chore, or perhaps a mild sense of amusement, like what a bored cat must feel when they manage to find a mouse that can briefly occupy their sadistic attention for a time.

Looking forward to TOTK

I expect more of the same from Tears of the Kingdom, with more features and more polish, and hopefully a lot of these minor complaints about what wasn’t perfect with BOTW addressed.

I’m picking up my copy later today, and looking forward to diving in to the new adventure, blogging my progress, and posting my thoughts.