The Legend of Zelda - [SPOILER] Just finished Champions Ballad, it wasn’t perfect but it felt great get stuck back in after months away from the game


[SPOILER] Just finished Champions Ballad, it wasn’t perfect but it felt great get stuck back in after months away from the game

Posted: 11 Dec 2017 05:34 AM PST

Timeline clue from The Champion's Ballad

Posted: 10 Dec 2017 01:44 PM PST

So as a reward you receive the master cycle zero right? The Zero could very well mean prototype or whatever. Using this information i can deduce that BOTW takes place before Mario Kart 8, in which we see Link riding a finished 'Master Cycle'. Surprised no one else noticed

submitted by /u/Dracotoo
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Sick Play of The Game Link.

Posted: 11 Dec 2017 07:23 AM PST

The laziest character in gaming history [AoL]

Posted: 11 Dec 2017 01:18 AM PST

Chances of getting more DLC for BotW?

Posted: 11 Dec 2017 05:55 AM PST

What do people think about the idea of us getting more DLC for Breath of the Wild as I still feel there is plenty more that can be added and we are still missing 2 hearts/stamina vessels.

submitted by /u/xxmisery
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[BOTW Spoilers] A question about Link...

Posted: 11 Dec 2017 05:31 AM PST

This has probably already been discussed, but I can't find anything recent about it, so I thought I would ask. In Breath of the Wild, does Link have the Triforce of Courage? I seriously can't remember a single time in the game that the Triforce was discussed in any way other than a mention of the "sealing power." And when it shows up on the back of Zelda's hand, it is the whole Triforce. Not just the bottom corner representing Wisdom. So...what happened? Did Link have it before, and when Zelda "awakened" all the pieces flew to her? Or is he Triforce-less and in this era they don't actually know anything about it. Or did I miss something major in 4 playthroughs? Any input is appreciated.

submitted by /u/meggrs13
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Master Cycle Zero 4 Player Race!

Posted: 11 Dec 2017 07:43 AM PST

Not Enough Armor Storage

Posted: 11 Dec 2017 06:33 AM PST

Just a minor annoyance I discovered last night while playing. I have all of the Amiibo armors and DLC armors. Plus everything in the base game. Everything that can be upgraded is. I was going to get the royal guard set from the expansion and the game informed me I did not have enough room. Not only that, but I couldn't even drop a piece of armor I already had. So now I have to go to town just to try and sell a piece and then get back to where I was in Hyrule Castle. A minor annoyance, but I don't understand why Nintendo wouldn't include enough inventory space to hold all the add-on costumes. Especially when I only need three more!

submitted by /u/Renegade-Moose
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I did an Urbosa skin for Zarya to celebrate the DLC release

Posted: 11 Dec 2017 09:31 AM PST

Breath of the Wild's Timeline Placement Doesn't Matter!

Posted: 11 Dec 2017 08:20 AM PST

In Breath of the Wild, there are so many dang references to every single timeline in the series scattered throughout, from locations to names to the tiniest of hints. But the lack of an actual timeline placement has gotten many fans in a bit of a tizzy; I admit that I myself got caught up in it when the game first came out.

However, there is one major factor that a lot of people seem to forget: in BOTW, it has been one-hundred thousand years since Calamity Ganon last appeared. For context, in real life, human civilization only goes back roughly five thousand years, while humans evolved two-hundred thousand years ago.

In BOTW, Hyrule and its people achieved high-end technology an extremely long time ago, and left it all behind. Humans only managed to start farming roughly twenty-thousand years ago at the earliest.

Such an extremely long time has passed that anything could have happened- seas and mountains rose and fell, countless species came into being and went extinct, entire peoples underwent major cultural shift, etc, etc.

It has been such a long time since Ganon last attacked Hyrule, that it ultimately does not matter what timeline the series is in- and that's on top of the time it must have took for the Sheikah to develop all that technology in the first place, as well as construct the various shrines, towers, and furnaces.

It has been such a long time since the previous Zelda game in whatever timeline Breath of the Wild takes place in, that it genuinely does not matter which timeline it's in. It is a separate entity from every other game.

Nintendo did this on purpose. For so long, every game they released has been built on the backs of their previous games. Ever since Majora's Mask, nearly every main game has been based on another one- Wind Waker, Four Swords Adventure, Twilight Princess, Phantom Hourglass, Spirit Tracks, Skyward Sword, and a Link Between Worlds have all been based on other Zelda games.

Breath of the Wild is Nintendo's way of throwing away the timeline, and breaking free of the influence of past games. This way, they can create new stories and new gameplay styles. They can do all this, because they don't have to be constrained by previous games.

Personally, I'm thankful for it. It gave us one of the best Zelda games of all time.

submitted by /u/yay855
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BotW is Ready for a Final DLC

Posted: 11 Dec 2017 10:06 AM PST

After playing through Champion's Ballad, it seems more like a precursor DLC than anything. (I have criticisms, but it will probably be a better experience in new playthroughs)

It sets up the idea that the Yiga were behind Ganon's resurrection, and acts as the second gameplay arc that BotW was missing after the four Divine Beasts. The game even acknowledges that you're super duper mega ultra ready for Ganon, truly, now.

Combine the above with the cliff hanger at the end of BotW, Teba training both himself and his son to be even better than Revali, the fact that Champions act as the new "sages", and the fact that each dead Champion has someone who seems ready to succeed them, I'd say BotW is just begging for a conclusionary DLC.

We also continually get fed the idea that Ganon WASN'T at the top of his game, almost as much as we're fed the idea that Link is super duper ready. We're told he's not done resurrecting and that we fight him earlier than he wanted, we're told that he's only gone for now, and we're told (in the Japanese version), that going full rage pork was Ganon desparately refusing to give up on resurrecting.

This is why, despite the idea of more DLC being up on the air at this point, I'd like one more piece of DLC where the Zelda team goes out to fix loose ends and create a proper conclusion to BotW. I know some scoff at this notion, bit as it stands Zelda games take so long to make that we're unlikely to see the next game until the end of the Switch's life span, and that's especially true if you expect them to take our criticism and praise to heart when making the next title.

I think BotW deserves a proper conclusion to its loose ends, and it definitely deserves one last piece of DLC that solves all of its exposition problems, and the mysteries they create (i.e. where Calamity Ganon came from and so forth).

submitted by /u/Tarvaax
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[SPOILER] Can someone post a video of all the extra champion dialogue after beating their respective bosses multiple times?

Posted: 11 Dec 2017 08:15 AM PST

Link's Awakening - Waking The Fish by Will Rock

Posted: 11 Dec 2017 10:27 AM PST

I made a beat out of the Temple of Time.... somebody drop some bars over this!

Posted: 11 Dec 2017 10:12 AM PST

A 'Champion's Ballad' Review (DLC spoilers)

Posted: 10 Dec 2017 10:18 AM PST

The general consensus on this DLC seems to be how disappointing it is. But people seem to be so wrapped up in what this DLC isn't that I haven't really seen much of a review on what it is. So instead of complaining that it isn't long enough, that there's no more dungeons, or there's no hookshot, or that it isn't post-game, or that it doesn't extend the map, or whatever else expectations we set ourselves, I'd like to review what is there and just judge it based on its own merits.


Shrines

Coming from the guy who wrote up all this, I have to say that the DLC contains some of the best shrines in the game.

Each of the 16 new shrines is meaty (with one deceptive combat shrine with a surprise labyrinth hidden underneath) with new ideas or new twists on old ideas. Some shrines have the classic Nintendo 3-4 step design of introducing an idea, extending the idea and then adding a twist, while others require you to get creative with all your runes, while others still require you to get smart with timing and spatial reasoning.

The most impressive ones, however, are the ones that test your ability to understand the complex physics system that is the foundation of the game. One ingenious shrine gives you nothing but ice blocks and it's up to you to figure out how to melt them the right amount to not only carry one up but also arrange the rest in a step-like pattern so you can carry it where you need it.

The Zelda team definitely learned their lessons with the previous 120 shrines because these ones seem to be an accumulation and extension of everything that's come before. And though hunting these down can sometimes be a bit of a chore (shooting the horn off a dragon, fighting another sand beast, etc.), some of the discoverings are imaginative and actually rather memorable; whether you're racing around the spires of a volcano and flying down it's lava falls, or flying far off into a shimmering ocean, or snowboarding from the mountain peak through pouncing enemies, or sneaking a ball/key out of the Yiga base, or fighting a fiery Talus in a pool of lava...there's some very classic BotW moments here.

All in all, these are the best part of the DLC 5/5.


Divine Beast

This is simply the best divine beast in the game and easily the most memorable. As far as physics based puzzles go, the simple mechanic of turning, riding, and manipulating huge gears combined with Zelda-esque spatial reasoning makes for some interesting and complex-but-never-convoluted puzzles. Isolating the puzzles into four separate rooms (and thematically separated among elements) keeps each puzzle compact and manageable, while also keeps it connected to the whole; more so than any previous Beast, there's some great Eureka moments. Good stuff.

Adding in an escalating difficulty of Guardians to fight after each room is a nice touch (and better than the floating heads, prior) but the lack of any real combat, challenge, or danger is still a problem. The Beast/Shrines lack any sense of urgency or presence, feeling like an oversized shrine with a map mechanic rather than something climactic as it's meant to. It's the same problem and complaint as with all the previous Beasts, leaving you feeling like you're dropped into a calming playground rather than a intimidating dungeon and that feeling detracts from the experience, especially after the plateau's combat centric shrine hunt. As far as raiding an ancient tome, it makes sense in the game world, but as far as the game's pacing goes, it drops the intensity instead of raising it.

Memorable and well designed but still suffering from the same issues. 4/5


Boss Rush

Rehashing the four previous boss fights with no real meaningful changes just feels lazy, plain and simple. Forcing you into specific gear and weapons feels like there should be a (artificial) difficulty bump but it's not really there. You don't have to figure the bosses out while fighting them like you did the first time and despite your limited supplies, you have full hearts, stamina and all your champion abilities. Even the supplied armour and weapons are more than enough to deal with the enemy easily. None of the bosses have any changes to their attacks or patterns, the only notable difference being a low-frame-rate filter on the screen to make it all feel like a memory (but just make it look muddy).

It just feels lazy, repetitive and uninspired. 0/5

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Obliterating the Plateau

The One-Hit Obliterator is an interesting enough mechanic (though very forced) but it doesn't entirely work. For one, you still have access to all your arrows which nullifies any real challenge the segment is trying to drum up. And the one hit strike recharges remarkably quickly. Perhaps the Eventide/Sword Trial approach of stripping you of your belongings and forcing to scrounge for low level bows and gear would have worked better but as it stands, the challenge is lacking.

The gloomy skies and Lost Woods music are a nice touch, while the Plateau changes to make these mini-bases are appreciated. But with all your bows and arrows and abilities, it doesn't entirely work, and romping around the Plateau doesn't feel new so much as tweaked. Interesting idea but it doesn't feel like it was thought through, and quickly feels more like a chore to get over with than an interesting feature. 2/5

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Story and Writing

This one is half and half for me. The cutscenes are all beautifully done with some great off-camera attention to detail and dynamic action shots...but nothing of substance happens in them. They feel shallow and superfluous. Learning Daruk is afraid of dogs or that Mipha can be strict is neat but pointless and it feels like a transparent attempt to add contradictory traits to give characters depth and falls flat.

That said, there's some great moments. Familiar characters moving around the world in response to the new shrines helps make the world and its populace feel alive. The added diaries are a nice touch (though they offer considerably more insight and character than the cut scenes - especially Urbosa's which gives us a look into not only Zelda's mother, Urbosa's relationship with Zelda, and sheds more light into her thoughts in that earlier cut scene with Link but also touches on the Gerudo "guilt" of Ganon being one of their own). And the final photograph was a great Chrono-Trigger-esque moment that somehow just works.

It's great to see Kass again, though he feels forced in by popular demand rather than organically being a part of the story/events. And he quickly overstays his welcome, with each of the four encounters being so repetitive and unskippable that they begin to drag. If I could have skipped his talks/songs I would have.

And seeing more of Zelda and learning a bit about her mother and her relationship with Link is nice but we've seen it all before; it was all too little meat on too little bone. It all felt like bringing out some familiar faces just for the sake of looking at them. There for the sake of it, and ultimately shallow and pointless. 2.5/5


Final Boss

Fantastic. This was the best boss fight in the game and everything BotW was lacking in Boss fights. From the epic, stormy arena overlooking the world below, to the Boss' unique (to other bosses) design, to his varied patterns and attacks, there was a LOT of work put into this and it shows.

He works better than Ganon in being a comprehensive boss that challenges everything you've learned and acquired up to this point: recognizing when and how to use runes, being adept at dodging/parrying/attacking, being smart about your environment (rain sapping fire/bomb attacks, upping lighting abilities), familiarity in dealing with Yiga bandits, etc. A particularly interesting mechanic was fighting him one-on-one to learn his pattern before he breaks off into multiple versions and then having to quickly adapt what you learned with one and juggling them all around you.

And the sheer amount of attack patterns is really surprising. He might be the single most varied encounter in Zelda franchise history. He never seems to run out of patterns, from the classic Yiga set to bindingly-fast-dashing attacks and Yiga-esque arrows, to breaking into multiple forms, to lining up multiple forms for a unique attack, to encircling multiple forms for a rushing attack that you must end with a spinning slash for a spectacular moment. And as if that wasn't enough, half way through he becomes massive and changes his patterns again, shifting the arena, dropping in phantoms to fight while he throws metal balls in a storm, stomping around.

Whether it's secret eye-shots in his Sheik mask, or using lightning against him, or locking on and battering him while his clones surround you, or hacking away at his legs like so may Hinox's before, there doesn't seem to be only one way to fight him. He isn't just an accumulation of all your skills and experiences thus far but also carries with him the freedom and options that are the heart of Breath of the Wild. He is a fantastic boss and corrects everything wrong with the repetitive uninspired boss encounters the game was struggling with thus far. My favourite boss encounter in the entire series. 5/5

*Also a nice touch giving him Yiga attacks and patterns, considering the history of the Sheik and Yiga - as if the break between the two clans left one sharpening their ancient, old practices, though in a broken, diminished way. This is the kind of attention to detail that breathes life into the game's history and world.

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Collectibles

Disappointing, to say the least.

I'm less interested in nostalgia-pieces and reference clothing than I am in original, well-designed, in-world pieces but the DLC comes with a nice collection of both. Ravio's mask is well realized and suitably ridiculous, while Zant's helm is ominous. The Royal Guard outfit is brilliant in its regal detail and charming beret while Ganon's outfit looks fantastic, with puffy chest, high collars and flowing cape (that disappears depending on if your head gear covers his shoulders or not - nice touch).

Looks great but what's disappointing is that they lack options - like all other DLC outfits previous, these are un-upgradeable and un-dyeable which takes most of the magic and fun away in comparison to everything else. And even if the 100 piece armour limit wasn't an oversight and intentionally limited to force you to make choices, it's frustrating nonetheless.

Finding the collectibles is a little more imaginative than the last round of DLC with treasure hunt-esque clues and familiar places. Some are in interesting places (in the hand of a dragon) while others are uninspired (under a bridge). Whereas the shrines were located in very interesting places, these seem like an afterthought and more of a chore than an explorative puzzle.

The warping horse is...fine. Much like the Warping Medallion, it feels like it's a quality of life measure that should have been in the regular game, and it's nice enough to be able to warp in your horse into the Zora highlands where you couldn't previously. A nice convenience though it negates all other bridles and saddles because there's no point in using other horses when you have a warping one now. Which is a bit of a shame.

The motorcycle is incredible in that I can't believe they screwed it up. For a game that has over 12 walking animations for the main character and some incredibly smart, quality and tight controls, the master cycle feels like riding a slow, sloppy bar of soap. I understand that it can't go much faster because of rendering and world generation (I've already encountered a few freezes as the rendering and draw distance was struggling to catch up) but I can't understand the sloppy controls. Turning isn't just unresponsive but unnatural. The fact that it was inspired by a Nintendo in-house version (Mario Kart) that nailed the tight controls and traction, it's bizarre that this is the compromise they found. I hope we get some patches to fix this because it's clearly unfinished and rushed out.

A couple of nice, well-designed (uncustomizable/upgradeable) outfits, a convenient horse warp and a really sloppy cycle leave this all feeling a little lacklustre. 2.5/5

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Adding all those scores up comes to 21/35 or 3/5, which feels about right. Sure the disappointing bits (repetitive boss rush, sloppy cycle, uninspired treasure hunts, empty cut scenes, one-hit obliterator segment) are scattered throughout but there's also some really quality here (shrines, final boss fight, well-designed outfits, etc). Some of it feels lazy, some of it feels rushed, but some of it feels like it pushes the benchmark on the quality the game had set before and those moments are as memorable as anything that's come before.

Of course, it's impossible not to stack expectations into things and not walk away disappointed. Seeing the world expand a bit more or a genuine dungeon or a post game story would have been wonderful. But for what it is, it's not bad. Not consistently great, but it's got some great moments.

Hopefully there's more DLC to come (thanks to a hint in the recently released guidebook and my annoyingly two missing hearts) and if it does, hopefully it keeps what made this work and improves what didn't.

submitted by /u/DiamondPup
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[Botw] BotW Highlight - Lizalfos Hero

Posted: 11 Dec 2017 04:45 AM PST

How will you complete Breath of The Wild on a new file, now that the DLC is out?

Posted: 11 Dec 2017 10:20 AM PST

Now that the DLCs are out there, I'm planning a second playthrough. I'm thinking of having a general plan of attack once I start, just wondering what everyone else would do regarding beasts/master sword/dlc/shrines/areas etc.

For a general layout I'm thinking: Plateau -> Medoh and Hebra Region -> Ruta and Lanyaru -> Faron to Naboris/Gerudo area -> Master Sword/Forest and Akkala -> Rudania and Eldin -> Champions Ballad -> Wrapping up Sidequests and Shrines -> Ganon.

Special/specific side missions: Get Korok Mask as early as possible, Upgrade Runes/Sheikah Slate as early as possible (most likely before Ruta), Get 2 full circles of stamina before upgrading health, Get Travel Medallion as early as possible, Get Climbing gear as early as possible, Visit Hyrule Castle at least ONCE before heading there to fight Ganon.

What's your plan?

submitted by /u/chefyeeboii
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(Spoilers) My thoughts on the DLC and what I think should happen in a potential third DLC.

Posted: 10 Dec 2017 01:00 PM PST

So first of all, I wanted to talk about what I thought about the DLC because I actually enjoyed it and I felt the subject needed a bit more positivity since that seems like the unpopular opinion. And then I wanted to pitch what I would do for a third DLC, because even though I loved DLC 2, there are many things that I would've liked to see.

Review:

So, the DLC. It was awesome honestly. When I first saw the trailer I thought I'd be disappointed because what I really wanted was a post game and for the Champions to come back to life (we'll get to that) but when I actually played I found that each section outdid the last.

One complaint I keep on hearing is how this DLC is more difficult than the trial of the sword. I fucking beg to differ. The trial of the sword is incredibly hard, I have yet to beat the first segment of that. Granted I tried once and then died about halfway through and I didn't want to go through it all again, I'll try again some other time, but yeah, the trial of the sword is incredibly difficult. This? Not so much.

The one-hit obliterator section is really fun and frantic. I think I died once, but the rest of the time it was so much fun to feel so powerful and vulnerable at the same time. And the shrines that came out of this were so much fun as well. The major test of strength was such a release of all the frustration I had had over those challenges when playing the main game, and when it turned into its own gauntlet I got so excited. Same with the others, the spike challenge wasn't as difficult as I hear others say, and I found it invigorating actually. The other two were fantastic as well but I still have a lot to say and I don't want this to be crazy long.

And then we get to the second part, aka my favorite. The three mini challenges were such a cool idea, as being notable feats that the Champions completed. Though the concept was a bit confusing. Why does Link need to complete the feats of the other four Champions before getting his own Divine Beast? The other Champions didn't, Zelda just asked if they would. Anyway, going to each main area of the map and seeing what the Champions did was so fantastic.

My favorite challenges for each were probably the rings. They were all fast-paced and a whole lot of fun, I wish you could still do them afterwards. Though I would probably switch around Revali and Daruk's ring challenges. Gliding seems more like a Rito thing and shield-surfing down Death Mountain is like the closest we could get to rolling like a Goron. Each also had a "combat" challenge that was pretty fun. Molduking was about the same as regular Moldugas, but still fun. The magma Titan wasn't too difficult, but it was still really fun flying straight up above it and landing on it while surrounded by lava. The guardians in Zora's domain were pretty difficult, and I ended up using up my meager collection of ancient arrows on them. The Rito one wasn't really "combat" but I still like exhilaration of getting so close to a dragon. Then each had a final challenge that varied. Sneaking into the Yiga hideout was great because it brought back what seems like everyone's favorite stealth section. Firing at four targets was fairly easy, but hey, I never get tired of the slow-mo. I loved the return of the Goron blood brothers for Daruk's feat. And Mipha's riddle was a neat little short thinking puzzle.

What I did was I saved the bosses until the end, so I did a final boss rush. I thought it was really neat that you had to fight them with the same equipment that the other Champions did, which proved to be fun, and not as challenging as I've seen others say. For instance, taking down windblight with just a bow made that whole fight a lot more fun than I first found it.

And now we get to the Champions themselves. First of all, Kass' renditions of their themes were beautiful. What was even more beautiful however was how humanized each Champion became. Both with the memories and the diary entries. Seeing Revali fail at something really put into perspective how much he had to work for what he was so proud of, and while he was still a dick, it was more endearing here. His diary also details how he got so cocky, and yeah, it makes sense. If you grow up with everyone telling you you are the best of the Rito, it's going to go to your head and make you more worried about failure. I also somewhat agree with him that Link's silent nature would get on your nerves in a conversation. Plus, look at it from his perspective. He's always been told he is the best Rito warrior, and then suddenly some guy who can't fly and barely talks is revealed to be the one to take on Ganon while you support him? It would be disconcerting. Also his cutscene where he took out the targets was sooook badass.

Mipha's cutscene, while making me die of the cuteness that is baby Sidon, had another important effect on me. Mipha actually spoke above a whisper and seemed a lot more sure of herself. Winking at Zelda and showing off, yelling down to Sidon, etc. Her diary continued this by talking about her more stubborn nature, like how she and Link almost got killed by a Lynel because they were both arguing about who should go back to the domain. And while we didn't get to see her fight, the climb up the waterfall was so cool.

I think Urbosa's added backstory was simultaneously the most interesting and the most sad. I could tell even from the base game that she acted as a mother to Zelda, but that took on so much more meaning with this new DLC. She was great friends with the Queen of Hyrule, so much so that she was one of the first to see her new child. From then on, hearing of Urbosa speak about how hard it is to write right after the funeral, and how she tried her best to get Zelda to smile again was so heartbreaking, and gave Urbosa a more vulnerable side that I felt she needed. The little bird nickname was cute too. And of course, what a badass fight scene.

Daruk was always my favorite Champion, mainly because I like Gorons. However this DLC reaffirmed it in my mind by giving him some quirks to separate him from other main Gorons in the series. I love how his journal detailed his relationship with Link growing, to the point where they were brothers. Of all of the relationships the Champions had with Link, Daruk's was always the least clear to me until this. I love how they fight together and eat together. And I love how Link just shoved Daruk into his Divine Beast instead of helping him learn to control it. As for the memory, Daruk's fear of dogs was really cute, and made me think of Majora's Mask and how the dog would chase the Deku Scrub. And again, his fight scene was really cool, I just wish it was a bit longer.

So yeah. After this, the new Divine Beast was really cool. Even though many say it was the horse, which is probably was, the design of the map reminded me of the Sheikah eye symbols. That, coupled with the final boss, made me think of this as a Sheikah Divine Beast, regardless of whether it is or not. This personally made me happy as, in my mind, with this and the Master Cycle, the only race in this game without a Divine Beast is the Koroks. Anyway, the dungeon was awesome! I love how it had four sections with each having a different element. It felt like a true test of your skills across all regions. And of course that damn final boss. So epic! The music, the rain, the sky platform, my god! It felt cinematic, like when they all surrounded me and came rushing into the circle it was like those parts of movies where the hero keeps fighting even if they are struggling to stand.

And to cap it all off, that final memory with the photo was a fantastic reward. It was fairly sad, but adorable.

So yeah, I loved the DLC. As a fan of the Champions, I felt excited and rewarded.

Proposed DLC:

However, I still feel that Nintendo killing off the Champions was a waste of good characters. You finally create the equivalent of Link for each race, you spend time developing their characters and skills, and then they die before the game even starts. And with the Zelda series' tendency to jump to different continuities, it's doubtful we will ever see these characters again, even if the next game is a sequel to BoTW. So my idea for the DLC may be controversial, as some like what they did with the Champions, but my proposed DLC is bringing the Champions back to life.

So it starts in Kakariko village. Impa and Purah are meeting to discuss a new theory. Link and Zelda arrive (yes this is post game) and they inform the two that they may have a way to bring the Champions back. Due to Link having the spirit of a Champion (it's an actual thing mentioned in the new DLC. All of the Champions picked had something special in their spirit that let them control the Beasts) and finally recovering all of his memories of them, he may be able to bring their spirits back into their bodies using the same liquid that he was preserved in. However, that liquid it turns out is sap from the Great Deku Tree, and you need to get more.

Link, Zelda, and Purah go to Korok Forest and ask the Deku tree to give them some. He loves seeing Zelda alive and says they will need to go to the top of the tree, up through the trunk, to get some. He drops vines down into the inside of him that we could already access, but before Link and Zelda enter nearby bushes turn into Yiga Clan members, and a ton of them storm inside. They have been waiting for a long time because they plan to resurrect Kohga. Link and Zelda chase after them inside while Purah and Hestu watch over the Deku Tree's condition.

This is a whole dungeon, basically a Korok Dungeon. Yiga are the main enemies, along with maybe some returning enemies like Skulltulas. The dungeon has a partner mechanic. Think of Kafei from Majora's Mask or Medli from Wind Waker. Zelda can't attack, but she and Link solve many two person puzzles. The final boss is Kohga's body, who has been hooked up to roots in the top of the tree and is receiving blue energy from them. Think of him like a puppet on strings. Link defeats him and gathers the sap.

Then Purah, Link, and Zelda travel to the four areas and Purah creates troughs to hold the sap and the bodies. Then Link goes into memories detailed in diaries and has to play through them in order to get the attention of the spirits to return to their bodies. For Mipha, Link fights the Lynel mentioned in her diary. For Daruk, Link must fight monsters alongside him. For Urbosa, Link must sneak into Gerudo Town to locate Zelda. And for Revali Link must complete an aerial target course. This also comes with more good character development, like Revali finally warming up to Link, Urbosa seeing Zelda again, etc.

The four wake up and everyone rejoices. Purah apologizes to Zelda that they can't resurrect her father as he isn't connected through a Champion's spirit. We get cute scenes like Daruk trying to get Yunobo to fight a monster and sighing when he curls up in a ball, Mipha spending time with her family and racing Sidon up a waterfall, Revali teaching Teba his gale move, and Urbosa complimenting Riju's leadership, and allowing her to stay as the leader so that Urbosa herself can focus her efforts on Hyrule as a whole.

The six Champions and Purah return to Korok Forest to thank the Deku Tree. Mipha whispers in Zelda's ear and Zelda looks surprised. She goes "Um...Hestu? May I try something?" She puts her hand up to Hestu's chest and it glows. "Hestu, you appear to have the spirit of a Champion. I'm afraid we've never heard of any other Divine Beasts, but if you would like, we could use a protector over the sacred sap inside the Great Deku Tree." He agrees and they fashion a makeshift blue sash for him.

The DLC would end with Zelda, Link, Mipha, Revali, Urbosa, and Daruk standing on the iconic hill at the Great Plateau and overlooking Hyrule. They discuss how they let down Hyrule before, but now they have a second chance to rebuild everything. Slowly.

After completing the DLC you are still in a post-Ganon world, but nothing truly changes. The actual rebuilding would be in a sequel. However, the four Champions and Zelda can be found and talked to in their respective areas following their own set paths. For instance, Revali may start in a hut, walk around Rito village, fly to the flight range, and then fly back at night. Zelda would be found at the ruins of Hyrule Castle trying to dig out precious artifacts. Etc. Players can even talk to Hestu about his new status and how he's holding up.

This basically sets up the four Champions to be returning characters in a potential sequel to this game, which is what I want. And that's my idea for a dream DLC.

submitted by /u/Koala_Guru
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Dare we start discussing... Zelda Switch?

Posted: 10 Dec 2017 05:35 PM PST

With Breath of the Wild presumably complete, where do you think The Legend of Zelda series will go from here? What do you want to see in the next one? I'm positive the number one request is a bigger story within a world as vast as Breath of the Wild's world. So, do you want Twilight Princess 2? Skyward Sword 2? Breath of the Wild 2? Something completely new with a timeline placement as perplexing as Breath of the Wild's placement? I'd love to hear your thoughts!

submitted by /u/96UCreations
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DLC Music Discussion

Posted: 11 Dec 2017 09:31 AM PST

I personally really enjoyed the accordion versions of each champions theme but I think the most under appreciated song is the new shrine theme playing in the divine beast. It gets more intense as you do more of the beast and has more added instruments and parts that really make this beast feel like the one meant for you, the hero. Thoughts?

submitted by /u/DDaws_SSBM
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My friend hand painted my beer koozies!

Posted: 11 Dec 2017 09:11 AM PST

new epic LoZ music compilation

Posted: 11 Dec 2017 08:57 AM PST

Champions Ballad Complete!

Posted: 11 Dec 2017 08:40 AM PST

Champion's Ballad is mostly a series of challenges connected through the main map. It can be accessed by heading back to the very first shrine you wake up from or by accepting myriad sidequests to get outfits or a horse-summoning device, which will queue up four new quests on your main map. After it's all over you get a motorcycle, which your mileage may vary, depending on how much of the open world you've already completed. As it is in "main campaign" quest, it isn't found in a separate menu option. You're immediately granted access to the "One-Hit Obliterator," which kills enemies instantly but also allows you to suffer the same fate. Those four quests involve killing settlements of enemies, and even if an enemy literally breathes on you, you die. Once an individual area is conquered, a shrine pops up. It is tough, but they're roughly on the level as a few of the high-end difficulty shrines in the main game. Kudos to Nintendo for still finding cool ways to punish Link and the player even after they've exhausted 120 concepts already, even if they could have been pushed a little further to the limit of what Breath of the Wild is capable of. You will spend a little more time with the Guardians themselves, while you explore some cool new shrines and a new dungeon, the latter of which is an amalgamation of the Divine Beasts you've already seen. I had a great time taking on the new shrines and the One-Hit Obliterator. Breath of the Wild is still a blast

submitted by /u/mickeyc25
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Zelda BOTW Champions' Ballad Confusion

Posted: 11 Dec 2017 08:13 AM PST

So I beat the first 4 temples with the obliterator, then it unlocked the 4 champion song obelisks...but this is where I get confused. After I hearing Kass's songs, my trial won't start for example when I try to start Revali's song and speak to Teba about hitting the 4 targets he just keeps asking me to play with his kid.... I shoot the 4 targets and the Noe Rajee Shrine doesn't pop up. Am I missing something?

submitted by /u/Chrissciguy17
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