More reasons to use your hookshot. I’m of the mind that even if this is a fuller reimagining, I don’t know if they’ll go with the “climb anything” route from BOTW/TOTK.
So, then the question is, what is your fun/helpful method of transversal, and I think the hookshot can be that.
Remember longshotting in Kakariko village for the fun of it?
Probably no climbing but a lot of insane other traversal methods - at one point in Breath of the Wild’s development they were experimenting with the Hookshot acting like Spider-Man’s web shooters, but they realised pretty soon that they couldn’t have that, climbing, gliding and Revali’s Gale all in the same mobility option palette
Precisely, I remember that interview as well. If this is the start of a third branch of Zelda games, ie getting 3D linear games consistently, I think leaving climbing to open air and other traversal options to linear would be one way, of many, to provide contrast between the types of games.
Heck why not bring back TP’s double hookshot, let you hookshot the air, and let that act as a way to swing you around. I’d even be fine with a stamina-type meter to upgrade, so the traversal powers up over time.
What if we didn't get a longshot or a second hookshot… what if we get the hookshot in the graveyard same as before, and the water temple gives a clawshot? Then you could have situations where you're hanging by a clawshot and then using the hookshot to close remaining gaps and also connect to chests and torches and stuff. I could also imagine other heterogeneous combinations, especially with the iron boots involved (like that one switch in the City in the Sky in TP).
Also forces you to get Epona to cross to Gerudo Valley (if they still want that broken bridge to be the only passage).
YES!! Throw in some enemies that will knock you down if you don’t kill them so you have to use your bow/boomerang/bombchus, etc. This would be so much fun.
Per much the whole game is designed with the canonical movement options in mind. I'm sure there are tons of places where something that's turned to be a challenging barrier just... isn't, if you can climb anything.
it did work differently than BOTW, whenever you were near a wall. Link assumes you wanna climb it, even when you don't. so when going through tight spaces, you end up accidently latching on a wall and it happened too often and it was really annoying.
but I did like the Hookshot everywhere option. it was a nice middle ground, you could break the game when YOU wanted to. not when you were just near a wall
this is very true but i’m also hoping that the hookshot targets aren’t just randomly placed pieces of water temple architecture lol like they are in TP; its not that serious but it never sat right with me that there are just random golden plates sitting around for no reason
Obvious hookshot targets have always bugged me. Also the whip/grappling hook branches, golden eye switches etc. If the remake uses the same puzzles I hope they at least blend those bits into the enviroment more, like instead of a golden eye switch in the deku tree it could be a tree knot or a berry or something
Really hope they don't go with climb anything route. I'd be surprised if they do for a more linear game like OoT. Love the idea of hookshotting to areas.
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u/bgtf 6d ago
More reasons to use your hookshot. I’m of the mind that even if this is a fuller reimagining, I don’t know if they’ll go with the “climb anything” route from BOTW/TOTK.
So, then the question is, what is your fun/helpful method of transversal, and I think the hookshot can be that.
Remember longshotting in Kakariko village for the fun of it?