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TheLoneStar
Feb 9, 2017



:siren: Spoilers? As the title says, this is a blind playthrough, so please no story-related spoilers. Hints or advice that do not spoil anything about the story are allowed and indeed welcomed. :siren:

Hyrule Warriors was initially released in 2014 for the Wii U and was a combination of the Legend of Zelda and the Dynasty Warriors franchise. The lore, setting, and characters all came from Zelda while the gameplay style was derived form the Dynasty Warriors series. The game allowed the player to play as a number of different characters from the Zelda franchise, not only Link, in a way never seen in the series before. Two years later, an updated port of the game titled Hyrule Warriors Legends was released for the Nintendo 3DS, making some changes including brand new characters and as well as new story modes to play. Finally, in 2018, a second updated port was made for the Nintendo Switch titled Hyrule Warriors: Definitive Addition. As the title suggests, this third game is a sort of combination of the previous two, giving access to all playable characters and DLC content from those two games. With a story mode, DLC stories, and nearly thirty playable characters, I'm sure that this will be a very fun time. This marks the second "Warriors" game I've played, the only other one being One Piece: Pirate Warriors 3, which has a thread here for any interested.

I plan for this to be a casual playthrough, so I will not aim for 100% completion.

If Only All Links Were Like This:
Part 1 - The Birth of a New Hero
Part 2 - The Mysterious Sheik
Part 3 - Enter Lana
Part 4 - The Girl in the Green Tunic
Part 5 - Cia Appears
Part 6 - Testing Out Adventure Mode
Part 7 - Skyloft
Part 8 - Sealed Grounds
Part 9 - Twilight Field
Part 10 - The Shadow King
Part 11 - Land of Myth
Part 12 - The Water Temple
Part 13 - Powers Collide
Part 14 - The Demon Lord's Plan
Part 15 - The Sacred Sword
Part 16 - A War of Spirit
Part 17 - Her True Self
Part 18 - Shining Beacon
Part 19 - The Dragon of the Caves
Part 20 - The Invasion Begins
Part 21 - The Usurper King
Part 22 - The Demon Lord
Part 23 - Darkness Falls
Part 24 - Ganondorf's Return
Part 25 - March of the Demon King
Part 26 - Battle of the Triforce
Part 27 - Enduring Resolve
Part 28 - Liberation of the Triforce
Part 29 - The Other Hero
Part 30 - A New Disturbance
Part 31 - The Search for Cia
Part 32 - Reclaiming the Darkness
Part 33 - Watchers of the Triforce

TheLoneStar fucked around with this message at 23:04 on Jan 28, 2020

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TheLoneStar
Feb 9, 2017

(Reserving a post, just in case.)

Commander Keene
Dec 21, 2016

Faster than the others



I haven't played Pirate Warriors, so I can't say how similar this game is to that one, but I've played both the original Wii U version of Hyrule Warriors and Definitive.

The difference between Warriors Style and Zelda Style is button configuration. Under Warriors Style, Y is light attack, X is heavy attack, A is Warrior Special, and B is dodge. Under Zelda Style, all the button controls are rotated counterclockwise one button, iirc. So A becomes light attack, X becomes heavy attack, and so on. Also, if you hold down the dodge button and a direction on the analog stick, you'll start running immediately after your dodge finishes; normally you walk for a few seconds first.

Nidoking
Jan 27, 2009

I fought the lava, and the lava won.
Something to watch for is that many characters have special mechanics tied to their strong attacks. Zelda, for example, has three light charges that fill when she uses a full normal attack combo (as long as you don't dodge-cancel before she finishes the flourish) or when you use her strong attack, which instantly refills them all. The main use for these charges is to power up her combo attacks. It's worth trying them both with and without light charges. Zant's combo attacks can all be extended by tapping the strong attack button, but that fills up his dark meter, and if it overfills, he'll get dizzy. You can spend the dark energy with his strong attack to prevent that. The Warrior Combos screen has at least brief explanations of these mechanics, so it's worth checking out even if you'd rather just figure out the moves yourself.

mastersord
Feb 15, 2001

Gold Card Putty Fan Club
Member Since 2017!
Soiled Meat
I played through this game on my 3DS a few years ago. It was my first warriors game.

Hyrule Warriors focuses more on capturing and holding bases. You have to protect yourself, your allies, and your home base. In story mode, your goal is to beat the level and grab the upgrade chests (many require you to replay stages, just like in Pirate Warriors).

Unlike Pirate Warriors, all you have to do to get the chests in most stages is either to capture the room where they're in, or use items like bombs to uncover them. Red chests are upgrades and can only be opened by the right character that they apply to. Brown chests are rupees and can be opened by anyone. You can find which bases give chests in the menu by looking at the units lists.

A Skulltula appears in each stage at certain KO counts. They appear around the center of the web on the map, but they can be inside, outside, on the walls, on the ground, and even under rocks. Story mode has 2 per stage: one in normal mode and one in hard mode. The rest are in Adventure mode.

You don't need to pick up materials or rupees on the field to get them after a mission. Each enemy type drops a material and some (officers and bosses mainly) can potentially drop gold materials. Each character's badge charts have different material requirements to unlock their badges.

You will be hurting for rupees eventually. This game is not nearly as generous as Pirate Warriors is with money.

You'll eventually unlock a few characters in Story mode and the rest are in some of the Adventure mode maps.

One more tip: a lot of maps give you multiple officers to control. Some you can pick and some are given by the map. You'll need to learn how to order them to be efficient, such as directing them to enemy bases while you charge the main objective or toward a boss monster to keep them distracted.

TheLoneStar
Feb 9, 2017

Commander Keene posted:

I haven't played Pirate Warriors, so I can't say how similar this game is to that one, but I've played both the original Wii U version of Hyrule Warriors and Definitive.

The difference between Warriors Style and Zelda Style is button configuration. Under Warriors Style, Y is light attack, X is heavy attack, A is Warrior Special, and B is dodge. Under Zelda Style, all the button controls are rotated counterclockwise one button, iirc. So A becomes light attack, X becomes heavy attack, and so on. Also, if you hold down the dodge button and a direction on the analog stick, you'll start running immediately after your dodge finishes; normally you walk for a few seconds first.
There's certainly a number of similarities in the core mechanics, but something tells me that things like the special attacks, the Kizuna/Focus modes, the territories and so on are present in all the Warriors games. So far with things like bonus objectives and the way the characters get leveled up, things are pretty different.

I see, I think I'll just stick with the Warriors controls, and thanks for the running tip.


Nidoking posted:

Something to watch for is that many characters have special mechanics tied to their strong attacks. Zelda, for example, has three light charges that fill when she uses a full normal attack combo (as long as you don't dodge-cancel before she finishes the flourish) or when you use her strong attack, which instantly refills them all. The main use for these charges is to power up her combo attacks. It's worth trying them both with and without light charges. Zant's combo attacks can all be extended by tapping the strong attack button, but that fills up his dark meter, and if it overfills, he'll get dizzy. You can spend the dark energy with his strong attack to prevent that. The Warrior Combos screen has at least brief explanations of these mechanics, so it's worth checking out even if you'd rather just figure out the moves yourself.
That's pretty cool they made all the characters unique outside of just their movesets. I'll make sure to take a look at the Combos screen before playing as a character for the first time, thanks.



mastersord posted:

Hyrule Warriors focuses more on capturing and holding bases. You have to protect yourself, your allies, and your home base. In story mode, your goal is to beat the level and grab the upgrade chests (many require you to replay stages, just like in Pirate Warriors).

Unlike Pirate Warriors, all you have to do to get the chests in most stages is either to capture the room where they're in, or use items like bombs to uncover them. Red chests are upgrades and can only be opened by the right character that they apply to. Brown chests are rupees and can be opened by anyone. You can find which bases give chests in the menu by looking at the units lists.

A Skulltula appears in each stage at certain KO counts. They appear around the center of the web on the map, but they can be inside, outside, on the walls, on the ground, and even under rocks. Story mode has 2 per stage: one in normal mode and one in hard mode. The rest are in Adventure mode.

You don't need to pick up materials or rupees on the field to get them after a mission. Each enemy type drops a material and some (officers and bosses mainly) can potentially drop gold materials. Each character's badge charts have different material requirements to unlock their badges.

You will be hurting for rupees eventually. This game is not nearly as generous as Pirate Warriors is with money.

You'll eventually unlock a few characters in Story mode and the rest are in some of the Adventure mode maps.

One more tip: a lot of maps give you multiple officers to control. Some you can pick and some are given by the map. You'll need to learn how to order them to be efficient, such as directing them to enemy bases while you charge the main objective or toward a boss monster to keep them distracted.
Thanks for all the tips here, some I discovered as I played this most recent episode, but the Skulltula and Rupee thing is really helpful especially. Pirate Warriors 3 really was super generous with the money, making it super easy to get fighters to level 50 with ease so this will be a bit more challenging. At least this game gives me an actual bar showing how much experience I have, unlike Pirate Warriors 3 as far as I noticed.. I'm probably going to have difficulties controlling multiple officers like that since multitasking isn't my strong suit. Fingers crossed things go well.


Part 2 - The Mysterious Sheik

For a fire-themed level there sure was a lack of actual fire enemies. No room for the Flare Dancers? I mean I guess Lizalfos do count since they can breathe fire, though that wasn't until Skyward Sword I don't think, and Poes use lanterns. Still, lots of undead stuff going on. Either way, playing as Sheik was kind of cool, I liked how they utilized her harp as an attack via some kind of musical light magic. I'm wondering why Zelda is going around pretending to be someone she's not, especially since this Zelda is able to actually fight. I kind of think maybe this isn't actually Zelda since at the moment I can't imagine why the disguise is necessary. Game is still fun, and I'll probably go and round up things like the Heart Pieces and Containers off-screen between videos to beef up my fighters a bit.

Wa11y
Jul 23, 2002

Did I say "cookies?" I meant, "Fire in your face!"

mastersord posted:

One more tip: a lot of maps give you multiple officers to control. Some you can pick and some are given by the map. You'll need to learn how to order them to be efficient, such as directing them to enemy bases while you charge the main objective or toward a boss monster to keep them distracted.

Or to direct them to a room where there's a chest for them to open, so you can quickly switch to them, collect the item, then switch back to Link, who's level is at least 3x higher than anyone else, and murders everyone just by entering a room.

Seriously, my Link was at level 150, and I think the next highest was 60 or so. Dudes a beast.

Nidoking
Jan 27, 2009

I fought the lava, and the lava won.
Sheik's strong attack is another one that isn't entirely clear at first, although you managed to get some use out of it. Each of Sheik's combo attacks uses a different element (but in terms of calculating damage, they're all considered Thunder element), and when you use the combo for a certain element, you get the corresponding music note in the status bar. The strong attack will then provide different effects based on the last combo attack used, provided that you can play the entire song without being interrupted. The non-elemental strong attack is a pathetic thing you should probably never use, but most of the elemental ones have situational uses that you should take advantage of.

Speaking of elemental damage, as I understand it, every enemy in the game takes more damage when you attack them with a specific element. Lizalfos, for example, take more damage from Water weapons, which I believe is the reason Water is the recommended element for that mission. Each element also has a status effect that it can cause, like the bubbles of water that appear around enemies' heads when you hit them with some of Impa's combos and cause more damage (and stun) over time. There should be a tutorial that explains them, but in short, Fire attacks launch enemies and cause them to explode when they land, Thunder attacks launch enemies and then hit them with more lightning if you can hit them while they're still in the air, Shadow attacks pile on more damage as you attack the same enemy repeatedly, and Light attacks increase their power the more enemies you can attack while they're still in effect (for example, Link's sword spin). The status effects and elemental weaknesses are two completely different things, though, and I consider the recommended elements mainly for the effect of the defense badges that raise your defense based on the recommended element for a mission.

Wa11y posted:

Seriously, my Link was at level 150, and I think the next highest was 60 or so. Dudes a beast.

No joke, Zelda was my highest-leveled character for a long time in the Wii U version because I couldn't figure out how to complete an objective that required her, no matter how many times I tried. Fortunately, the later versions of the game allow you to use stronger or more useful characters for many of those objectives as well as significantly relaxing many of the requirements.

mastersord
Feb 15, 2001

Gold Card Putty Fan Club
Member Since 2017!
Soiled Meat
A few more tips:

-One of the shoulder buttons is the lock-on button. Use it to lock onto officer characters and non-mob enemies like Poes. Also use it to quickly find these enemies when they are out of camera range.

-For escort missions, the officers and/or bomb-chus will stop advancing if another non-mob enemy is around. Prioritize those targets (basically anything with an arrow above it's health gauge) over mobs to keep things moving and to protect them.

-For the most part in story mode, you shouldn't worry about losing any captured territories except for your base. It's more important to work on main objectives unless/until you're sure you have the time and officers to handle these other objectives and side missions.

-Red chests are character specific upgrades. If a chest has link's face when you try to open it, only link can open it. The same goes for all characters and their upgrade chests.

TheLoneStar
Feb 9, 2017

Nidoking posted:

Sheik's strong attack is another one that isn't entirely clear at first, although you managed to get some use out of it. Each of Sheik's combo attacks uses a different element (but in terms of calculating damage, they're all considered Thunder element), and when you use the combo for a certain element, you get the corresponding music note in the status bar. The strong attack will then provide different effects based on the last combo attack used, provided that you can play the entire song without being interrupted. The non-elemental strong attack is a pathetic thing you should probably never use, but most of the elemental ones have situational uses that you should take advantage of.

Speaking of elemental damage, as I understand it, every enemy in the game takes more damage when you attack them with a specific element. Lizalfos, for example, take more damage from Water weapons, which I believe is the reason Water is the recommended element for that mission. Each element also has a status effect that it can cause, like the bubbles of water that appear around enemies' heads when you hit them with some of Impa's combos and cause more damage (and stun) over time. There should be a tutorial that explains them, but in short, Fire attacks launch enemies and cause them to explode when they land, Thunder attacks launch enemies and then hit them with more lightning if you can hit them while they're still in the air, Shadow attacks pile on more damage as you attack the same enemy repeatedly, and Light attacks increase their power the more enemies you can attack while they're still in effect (for example, Link's sword spin). The status effects and elemental weaknesses are two completely different things, though, and I consider the recommended elements mainly for the effect of the defense badges that raise your defense based on the recommended element for a mission.
So you mean only one music note is meant to appear, right? I couldn't seem to get two or more to show up when I played between videos.

And I about grasped the elemental thing, though I gotta say I didn't notice much exploding in this video, but then again I could very well have been too preoccupied with the million things going on at once to notice. Also the Fire Rod seemed to have a staggering amount of non-fire attacks, oddly. I'll certainly use elemental advantages when I can, even though it doesn't seem to matter much on the normal difficulty given how the last video went.


mastersord posted:

A few more tips:

-One of the shoulder buttons is the lock-on button. Use it to lock onto officer characters and non-mob enemies like Poes. Also use it to quickly find these enemies when they are out of camera range.

-For escort missions, the officers and/or bomb-chus will stop advancing if another non-mob enemy is around. Prioritize those targets (basically anything with an arrow above it's health gauge) over mobs to keep things moving and to protect them.

-For the most part in story mode, you shouldn't worry about losing any captured territories except for your base. It's more important to work on main objectives unless/until you're sure you have the time and officers to handle these other objectives and side missions.

-Red chests are character specific upgrades. If a chest has link's face when you try to open it, only link can open it. The same goes for all characters and their upgrade chests.
I had already been tutorialized on most of that stuff, except for the territory thing. I'll make sure to keep that in mind for later on.

Part 3 - Enter Lana

Design-wise, Lana just barely passes as someone that looks like she belongs in a Zelda game, at least to me. I think it's that bright blue hair matched with that outfit that does it for me. I mean we do get some green-haired people through the series, but even that's relatively rare. In any case, even in a non-speaking (non-living?) cameo, it was kind of cool seeing the Deku Tree again. The Fire Rod was not how I expected it at all, especially since most of its attacks weren't really fire-based. Still fun to use, though. I'm starting to pick up a pattern on how some of the bigger bosses will work, using an item found right there in the level, just like a typical Zelda game. Makes me wonder what item I'll find next. Also got to see Cia's backstory, who I again had heard had some kind of evil and obsessive love for Link, which I was dubious on. I considered it a joke of some kind since most Links are just natural chick magnets. Poor woman got Ganon-jacked, though.

And since it bothered me so much, I looked up the enemies and those aren't a type of Bokoblins, but Bulblins which sounds like a type of Pikmin enemy to me. Also the "Gibdos" were apparently called ReDead Knights in the Twilight Princess guide book, the wiki insists they're Gibdos so oh well.

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.

TheLoneStar posted:

Also the "Gibdos" were apparently called ReDead Knights in the Twilight Princess guide book, the wiki insists they're Gibdos so oh well.

Both enemies are present in this game, actually. They're functionally identical, but have different drops.

Nidoking
Jan 27, 2009

I fought the lava, and the lava won.
Badges don't carry over between characters - you have to buy separate badges for every character to get the same bonuses. However, the badges other than unlocking new weapon combos apply no matter which weapon that character is using. There are certain badges that I always prioritize, but eventually, you'll get all the ones that really matter.

A thing to watch for now that you have a couple of attack items - watch for icons of them to appear above the enemies' heads. I forget whether the game actually tutorializes you on this at some point, but if you can hit an enemy with the correct attack item when they're charging their main attack, it'll misfire. The results are always favorable. The icons weren't in the Wii U version, but the attacks still work, and once I learned about it, I actually started using some of those items when not fighting bosses.

Once you get used to Gibdos/Redeads, you can dodge their freezing attacks with perfect timing. You can also still activate a Special attack or Focus Spirit while frozen to escape. I believe the freezing won't affect you when Focus Spirit is active, but there's a sneaky way to become completely immune to it when using a particular character that I'll let you work out for yourself (or ask directly).

As for Lana's appearance, I think most of the Zelda games starting with Link to the Past had at least one character who really didn't seem to fit the series aesthetic, but fit in fairly well in their own game and often ended up becoming series staples. Did you honestly pick up Majora's Mask for the first time and think "Wow, this Tingle character is so classically what the Zelda series is all about"? She doesn't seem so out of place to me in this specific game aside from not being an established character from the series.

TheLoneStar
Feb 9, 2017

I worked out the badge thing, yeah. Looks like I'll have a lot of material farming to do in the future.

I also noticed the weapon icon, I'm just not fast with reflexes all the time and I think only managed to pull off using it correctly a single time so far.

A particular character immune to the Gibdos, huh? I'll see if I can't work that out on my own.

To be fair, Tingle was blatantly meant to stand out and look weird. No matter what game he's in, anyone that comments on his appearance describes him as really unusual and kind of freaky. I still see what you mean, though. I'm just assuming Lana is meant to look like someone out of Dynasty Warriors, which would clash with Zelda characters no matter what.

Part 4 - The Girl in the Green Tunic

Sidetracked and tackled Linkle's first mission and...yeah, it was pretty fun and funny. Linkle's character as a well-meaning but pretty idiotic hero was rather amusing, especially since there was a sign to Hyrule Castle right out in the middle of the huge, twisting Faron Woods. The crossbows were fun to use, especially that close-up strifing mode. The Cuccos being her companions in battle was also pretty hilarious and is pretty fitting for what's practically a joke character. It was a pleasant surprise to see the Skull Kid showing up given how much I love Majora's Mask and all things involved in it, even Tingle, so I had a great deal of fun with that. I have the distinct feeling most levels will involve Linkle losing that compass to someone or something and she has to get it back, vowing to never lose it again each time. I really did want to play the next part of her adventure, but I got to wait until I make more progress in the main story first. Looking forward to more of her.

YggiDee
Sep 12, 2007

WASP CREW

TheLoneStar posted:

So you mean only one music note is meant to appear, right? I couldn't seem to get two or more to show up when I played between videos.

Yeah, you can only have one music note primed at a time.

Also now that Linkle has appeared I'm going to confess she's my favorite character in HW and is easily the highest levelled in my roster. I just love her two-crossbow machine gun.

Commander Keene
Dec 21, 2016

Faster than the others



TheLoneStar posted:

Crossbows only have one arrow loaded at a time, right?
Not necessarily. The repeating crossbow is a thing that really existed, although Linkle's rate of fire with her dual crossbows is purely in the realm of fantasy. That's not strange for Warriors games, though, because Samurai Warriors gave characters with flintlock and/or matchlock weapons rates of fire that would be more at home with modern fully automatic weaponry.

Faylone
Feb 18, 2012
Yeah, if you want realism in your fights, essentially the entire Warriors series should be run away from as fast as possible. They might be some peasant that can't do jack poo poo in whatever they're from originally, but here they're demigods at worst.

TheLoneStar
Feb 9, 2017

Now, now. I fully admitted I was nitpicking about the crossbows and right-out said "Well, it's just a video game, so whatever" in the video. I wasn't aware of the repeating crossbows though, so that's pretty neat to find out.

Part 5 - Cia Appears

Finally, the real meat and potatoes of the game comes about. Cia's grand entrance was less dramatic than I was expecting, but boy did she royally mess about with things right away. I was guessing that perhaps somehow the good guys brought upon warriors from various timelines and time periods to bring about characters like Midna, Ruto, and Fi among others while Cia brought in villains like Zant and Ghirahim. I didn't expect Cia to just merge the worlds together like that and gently caress about with space and time. In any case, it was some cool poo poo and I can't wait to see where things go with it all. Of course this also means I have to pause the main campaign and see what Adventure Mod is all about for a few episodes. Also, Lana was pretty fun to play as. Have to say that exploding magical walls is certainly a new ability, at least not one I've ever seen before.

Still chuckling to myself over Manhandla. I looked him up and had no idea he was that blue, four-mouthed boss from the original game and others. I just never knew what that thing's name was and never bothered to look it up, I guess. Still funny, though.

TheLoneStar fucked around with this message at 23:53 on Nov 6, 2019

Commander Keene
Dec 21, 2016

Faster than the others



For some reason, I can only get 360p resolution on the video. You might need to re-upload.

mastersord
Feb 15, 2001

Gold Card Putty Fan Club
Member Since 2017!
Soiled Meat
-For any enemies that block your attacks (except giant bosses), once they start blocking, dodge to the side and attack. This usually opens them up again AND helps you avoid damage when they counter.

-Bombs arc when thrown and will miss a Dinolfos when you are too close to it. I wouldn't bother bombing them in their fire arc attack animation because they will expose their WP gauge right after it anyway. Instead I would back-dodge and then run for the the back or side so as to start hitting them right when the gauge starts to appear. In fact, many enemies that have item attack prompts will expose their WP gauges right after, but keep in mind which enemies show which item prompts as there can be other points where those items can help expose the gauge and you don't need the prompt to do it.

Adventure mode might spoil some things. I think it expects you to be through most of the story too.

Nidoking
Jan 27, 2009

I fought the lava, and the lava won.

mastersord posted:

-Bombs arc when thrown and will miss a Dinolfos when you are too close to it. I wouldn't bother bombing them in their fire arc attack animation because they will expose their WP gauge right after it anyway.

That's a tough call, because using the attack item still gives the friendly fire effect. If you're not already in position, it's a good fallback plan, but I always go for the item attack if I can.

Commander Keene
Dec 21, 2016

Faster than the others



TheLoneStar posted:

I can't be doing three things at once!
One of the things playing Fire Emblem Warriors has taught me is that through effective use of the "Command" ability in the pause menu and character switching, you kinda can. Lana, Link, and Sheik were all playable at that point, so you could have sent one to deal with Volga, one to stop the Assault Troops, and one to go capture a keep - or more likely, one to fight Volga and the other two one each to an Assault Troop, because those guys were time-sensitive and capturing the keeps isn't. Clever use of these systems can all but eliminate time spent running across the map to an objective, which was always a complaint in previous Warriors games. I understand that might not be viable here, because you're trying to do an LP, this involves a comparatively large amount of menuing, and menus aren't exactly the most interesting thing to see, but some of the later stages are going to expect you to multitask a little. That was a surprise to me coming from the original Wii U Hyrule Warriors, which didn't have either subsystem and thus was designed around the expectation that you only had the one character to control.

It's also useful for sending people to pick up chests (they won't open them on their own, but you can skip running across the map to get there), and for escort missions (like the Engineer in this very level).

TheLoneStar posted:

Childish jokes aside [...] what does Darknut even mean?
Their Japanese name is even more incomprehensible (although less open to dirty jokes) - they're called "Tartnucs" in Japan. My best guess is that the English name is supposed to be a corruption of "Dark Knight"? Anyways, a tip for fighting them in this game: their backs are vulnerable. If you can get behind one, you might have an easier time.

TheLoneStar posted:

Are you kidding me? Manhandla? That's so bad.
Manhandla is a boss from the original NES Legend of Zelda. I don't think it's been re-used since, though.

TheLoneStar
Feb 9, 2017

Commander Keene posted:

For some reason, I can only get 360p resolution on the video. You might need to re-upload.
Apologies for that, I think that was on YouTube's side of things, but it's been replaced now.

mastersord posted:

-For any enemies that block your attacks (except giant bosses), once they start blocking, dodge to the side and attack. This usually opens them up again AND helps you avoid damage when they counter.

-Bombs arc when thrown and will miss a Dinolfos when you are too close to it. I wouldn't bother bombing them in their fire arc attack animation because they will expose their WP gauge right after it anyway. Instead I would back-dodge and then run for the the back or side so as to start hitting them right when the gauge starts to appear. In fact, many enemies that have item attack prompts will expose their WP gauges right after, but keep in mind which enemies show which item prompts as there can be other points where those items can help expose the gauge and you don't need the prompt to do it.

Adventure mode might spoil some things. I think it expects you to be through most of the story too.
I suppose I really should of thought of that, I'll try and remember as I play.

I noticed that too, but keep doing it out of instinct. Again, I'll try and remember to do your strategy as I play.

I'm not too terribly worried if it's just boss stuff. As I point out in today's video, I'm very doubtful there'll be any huge twists in the game that I'm not too concerned about spoilers. Zelda games tend to be pretty straight-forward and I assume that'll be the case here too.

Commander Keene posted:

One of the things playing Fire Emblem Warriors has taught me is that through effective use of the "Command" ability in the pause menu and character switching, you kinda can. Lana, Link, and Sheik were all playable at that point, so you could have sent one to deal with Volga, one to stop the Assault Troops, and one to go capture a keep - or more likely, one to fight Volga and the other two one each to an Assault Troop, because those guys were time-sensitive and capturing the keeps isn't. Clever use of these systems can all but eliminate time spent running across the map to an objective, which was always a complaint in previous Warriors games. I understand that might not be viable here, because you're trying to do an LP, this involves a comparatively large amount of menuing, and menus aren't exactly the most interesting thing to see, but some of the later stages are going to expect you to multitask a little. That was a surprise to me coming from the original Wii U Hyrule Warriors, which didn't have either subsystem and thus was designed around the expectation that you only had the one character to control.

It's also useful for sending people to pick up chests (they won't open them on their own, but you can skip running across the map to get there), and for escort missions (like the Engineer in this very level).

Their Japanese name is even more incomprehensible (although less open to dirty jokes) - they're called "Tartnucs" in Japan. My best guess is that the English name is supposed to be a corruption of "Dark Knight"? Anyways, a tip for fighting them in this game: their backs are vulnerable. If you can get behind one, you might have an easier time.

Manhandla is a boss from the original NES Legend of Zelda. I don't think it's been re-used since, though.
It doesn't help I'm normally bad at multitasking. I admit I'm also not used to the Command thing since that wasn't something you could do in Pirate Warriors 3. There your major teammates had set paths and locations they would go to, and were honestly a lot more reliable than my teammates here have been. I'll try and do better there.

I really should've thought of that when using Sheik, yeah.

Could be a translation error, maybe. I mean heck, the English guide for the game kept in the trick on how to use sound to deal with Pol's Voice...despite there being no way to do that on an NES.

Yeah, I looked that up between videos. Never really knew what that thing's name was before now. He also appears in Four Swords Adventures and Oracle of Seasons, as it turns out. Part of the problem was in the original game, its design never screamed "pleant" to me, so I didn't even think to connect the dots.

Part 6 - Testing Out Adventure Mode

Taking a break form the main story to see what Adventure Mode is like. It's pretty much just the Dream Log from Pirate Warriors 3, which I suppose I shouldn't expected. For those unaware, the Dream Log is basically fighting groups of pirates/marines/other factions whether they be good or evil. It's basically just any group of One Piece characters teaming up, even if they're normally on complete opposite sides with no real story to tie it all together. I don't think I'll show much of this off in later videos, as without any kind of narrative, it's just random battles and that's hard to make too engaging for me. That, and it'd take me dozens of videos to get through all these maps so that'd just be too much. Ruto was pretty fun to play as, I enjoyed the way she fought and she had nice animations to go with it. I especially liked the swimming in air thing, if only because it constantly reminds me of that Majora's Mask glitch. I also got to fight and unlock Young Link which is also pretty nice, and it was pretty amusing seeing this tiny kid apparently in charge of this army of monsters. In any case, next video is right back to the main story, starting with Skyloft.

Wa11y
Jul 23, 2002

Did I say "cookies?" I meant, "Fire in your face!"
Your constant criticism of your other characters being worthless when you're not controlling them is completely valid. Granted, I only played on the 3DS, but I can't tell you how many times I'd get a notification that a keep was in danger of falling, I'd command another character to defend it, and after 5 minutes of them "defending" it I'd still lose the keep, then I'd take over that character and a minute and a half later, I'd have the keep retaken. So frustrating to have powerful characters that are useless when you're not in control of them. Completely defeats the purpose of having multiple characters, I think.

Also, the way the fairy is chained to the keep pylons (10:52) is badass. 3DS looked nothing like that!

Commander Keene
Dec 21, 2016

Faster than the others



Adventure Mode stages are fixed difficulty. It doesn't matter what difficulty you have selected for Legend/Free Modes (you're picking difficulty for stages there, not the entire mode), the difficulty of each Adventure Mode stage will remain the same.

The "Fairy of Water" you rescued by taking that keep is an item, not one of the fairy allies the game was talking about on the "overworld map". You use them like an item to dispel a same-elemental barrier, which you tried to do, but you were outside the keep. If you use the fairy while inside the keep's barrier, you'll get rid of the barrier and won't take damage over time any more (barring any other barriers on other keeps). These barrier-dispelling fairies are expendable; you require a different fairy for each barrier you need to dispel. There usually won't be too many in a single stage, though.

The game will tell you when you pick up a My Fairy compatible fairy at the end of the battle when it announces spoils like materials or new weapons. You also get the chance to rename them, IIRC. Yes, this is unnecessarily confusing, although I'll chalk it up to the fact that My Fairy wasn't in the original Wii U game, and was added in Legends. Having played the Wii U version first, I didn't realize how confusing this would be to a complete newcomer until you mentioned it.

You don't actually have to pick up dropped materials or weapons. Any that are left at the end of the battle are automatically collected.

Young Link is actually one of my favorite characters to play as. His gimmick is transformation using the Fierce Deity Mask; his Focus Spirit transforms him into Fierce Deity Link, which alters his moveset slightly.

All those historical entries you've been picking up have are in the Tutorials menu (because they show up in the loading screens).

Also, interesting Manhandla fact; in the Japanese manual for the original Legend of Zelda, Manhandla (called "Testitart" in Japanese; talk about names ripe for puerile humor) is apparently mentioned to be a super-sized Pakkun Flower from Super Mario Bros (known as a Piranha Plant in the English versions). So apparently Zelda was always intertwined with Mario!

TheLoneStar
Feb 9, 2017

Wa11y posted:

Your constant criticism of your other characters being worthless when you're not controlling them is completely valid. Granted, I only played on the 3DS, but I can't tell you how many times I'd get a notification that a keep was in danger of falling, I'd command another character to defend it, and after 5 minutes of them "defending" it I'd still lose the keep, then I'd take over that character and a minute and a half later, I'd have the keep retaken. So frustrating to have powerful characters that are useless when you're not in control of them. Completely defeats the purpose of having multiple characters, I think.

Also, the way the fairy is chained to the keep pylons (10:52) is badass. 3DS looked nothing like that!
It doesn't help that in Pirate Warriors 3, the allies are far more useful. They can pretty much conquer territories by themselves and take out the tougher enemies with no issue. Meanwhile Impa nearly dies to non-boss enemies and me having to bail her rear end out on Normal difficulty.

It was a surprising effect, I thought I somehow made a mistake and came across something nefarious for a moment.


Commander Keene posted:

The "Fairy of Water" you rescued by taking that keep is an item, not one of the fairy allies the game was talking about on the "overworld map". You use them like an item to dispel a same-elemental barrier, which you tried to do, but you were outside the keep. If you use the fairy while inside the keep's barrier, you'll get rid of the barrier and won't take damage over time any more (barring any other barriers on other keeps). These barrier-dispelling fairies are expendable; you require a different fairy for each barrier you need to dispel. There usually won't be too many in a single stage, though.

The game will tell you when you pick up a My Fairy compatible fairy at the end of the battle when it announces spoils like materials or new weapons. You also get the chance to rename them, IIRC. Yes, this is unnecessarily confusing, although I'll chalk it up to the fact that My Fairy wasn't in the original Wii U game, and was added in Legends. Having played the Wii U version first, I didn't realize how confusing this would be to a complete newcomer until you mentioned it.

You don't actually have to pick up dropped materials or weapons. Any that are left at the end of the battle are automatically collected.

Young Link is actually one of my favorite characters to play as. His gimmick is transformation using the Fierce Deity Mask; his Focus Spirit transforms him into Fierce Deity Link, which alters his moveset slightly.

All those historical entries you've been picking up have are in the Tutorials menu (because they show up in the loading screens).

Also, interesting Manhandla fact; in the Japanese manual for the original Legend of Zelda, Manhandla (called "Testitart" in Japanese; talk about names ripe for puerile humor) is apparently mentioned to be a super-sized Pakkun Flower from Super Mario Bros (known as a Piranha Plant in the English versions). So apparently Zelda was always intertwined with Mario!
Oh, my bad, I got things mixed up about the fairies and My Fairy thing. Thanks for clarifying that.

Good to know about the materials too. Won't stop my from scurrying after them after the battle is won, it's just too satisfying to pick them up.

I saw that in a gameplay video and can't wait to try it out. I find it slightly odd he has a giant sword but rather than the Gilded Sword or Great Fairy's Sword it's simply a gigantic Kokiri Sword. It's funny to watch him swing it around, either way.

Gotcha. I thought maybe it was something I hadn't unlocked yet or something. Like I was supposed to unlock the access to it in the story mode and getting it in Adventure Mode was an oversight of some kind.

Testitart is absolutely beautiful and I wish they kept that name. He and Dark Nut can be drinking buddies. That's pretty interesting though, Zelda really loves its Mario references. Malon and Talon wearing Bowser brooches, the paintings in Zelda's garden, and a bunch of Mario enemies in various games, and not just the dream-world of Link's Awakening either. Link even showed up in the flesh for Mario RPG taking a nap.

mastersord
Feb 15, 2001

Gold Card Putty Fan Club
Member Since 2017!
Soiled Meat
-Use the lock-on target button before doing item attacks. This will make sure you are aimed properly. I also use it to quickly find officer targets in the crowds.

-With Dodongo, don't bother attacking when he's standing. Get a little distance and he's more likely to open his mouth for a bomb feeding.

-In adventure mode, if the reward is in the brown space in the middle of the top bar, it means you will receive it just by completing the level. If it is in the gold space to right, you have to A-Rank the mission. I think the space to the far left means you have to find it in the level.


Wa11y posted:

Your constant criticism of your other characters being worthless when you're not controlling them is completely valid. Granted, I only played on the 3DS, but I can't tell you how many times I'd get a notification that a keep was in danger of falling, I'd command another character to defend it, and after 5 minutes of them "defending" it I'd still lose the keep, then I'd take over that character and a minute and a half later, I'd have the keep retaken. So frustrating to have powerful characters that are useless when you're not in control of them. Completely defeats the purpose of having multiple characters, I think.

Also, the way the fairy is chained to the keep pylons (10:52) is badass. 3DS looked nothing like that!

I just want to reiterate that the allied AI in this game is absolutely awful. Don't just send your allied officers to an object and expect them to do things. They will sit there and get killed if anything tougher than a stiff wind attacks them. You are expected to switch characters and do their tasks as they reach their targets. Generic officers are just expected to die run away.

Cosmic Afro
May 23, 2011
Oh nice. I've had the 3DS version but I've recently acquired the Switch version.

Way, way, way more enjoyable than the 3DS version ever was in my book.

TheLoneStar
Feb 9, 2017

mastersord posted:

-With Dodongo, don't bother attacking when he's standing. Get a little distance and he's more likely to open his mouth for a bomb feeding.

-In adventure mode, if the reward is in the brown space in the middle of the top bar, it means you will receive it just by completing the level. If it is in the gold space to right, you have to A-Rank the mission. I think the space to the far left means you have to find it in the level.


I just want to reiterate that the allied AI in this game is absolutely awful. Don't just send your allied officers to an object and expect them to do things. They will sit there and get killed if anything tougher than a stiff wind attacks them. You are expected to switch characters and do their tasks as they reach their targets. Generic officers are just expected to die run away.
I only just realized between videos that attacking him while standing seems to do no damage at all, or at least so little it's not noticeable at my current level.

There also are rewards where I have to discover a secret on a map before completing the level in order to get that prize.

So I've learned. As I was grinding, I sat and watched as one of my companions stood in the middle of a swarm of enemies doing absolutely nothing. It doesn't help in levels where I can't play as all the characters like in certain Adventure Mode stages.


Part 7 - Skyloft

Back to the main story here. As much as I bitch and moan about Fi, and genuinely do hate her, she honestly wasn't too bad here. Not a single forced statistic during the entire video. I'm so proud of the robotic blue nuisance. One thing I haven't mentioned is how the levels all look really nice, Skyloft included. I especially loved the little touch of the destroyed Fun Fun Island floating in the background. I was a bit surprised that Ghirahim himself played such a small part of the stage and Valgo took center stage. I'm going to guess that will change in the next level. Have to give props for Levias for being the MVP of the stage though with that surprising thunder attack. I'm never going to underestimate the power of Pumpkin Soup ever again...

Commander Keene
Dec 21, 2016

Faster than the others



So Volga is not only reminiscent of Volvagia. For people who have played Dynasty Warriors, his design - with the plumed helmet and the spear as his weapon - is probably supposed to remind players of Lu Bu, and indeed I remember comparisons being made even before the game released. To add to the comparison, Lu Bu gets NPC-only powerups like Volga here in certain stages to make him match his portrayal as an absolute shitwrecker in Romance of the Three Kingdoms. AFAIK, Volga is not invincible post-powerup; you could skip the Great Fairy bit if you were patient and skilled enough, and/or ridiculously overleveled. However, even with Link's level in the 70s, with a weapon upgrade you don't have yet, more defensive and offensive badges, and better knowledge of how to fight him, even holding off Super-Volga long enough so that he doesn't shred Fi's health like wet tissue paper can be difficult. Granted I was playing on Hard for that, but the damage and defense buffs he gets for that state are more substantial than the difficulty buffs.

Speaking of fighting Volga, he can be reliably baited into exposing his weak point gauge. In fact, he can be one of the easier officers to defeat (under normal circumstances) due to that. If you keep on him with your combo until he starts blocking, a few hits later he'll do that spinning spear move that exposes his WPG. Dodge that (it breaks guard so don't block) and you'll have a chance to nail him. His WPG window from that attack is fairly short, though; you'll have to be ready for it, and it's almost impossible to land any hits if he hits you with the attack. The only other attack that exposes his WPG is his dragon transformation, which also breaks guard and can be tricky to dodge correctly, so the preferred method to fighting him is to bring the heat and not let up.

Nidoking
Jan 27, 2009

I fought the lava, and the lava won.

Commander Keene posted:

AFAIK, Volga is not invincible post-powerup; you could skip the Great Fairy bit if you were patient and skilled enough, and/or ridiculously overleveled.

You absolutely cannot skip the Great Fairy bit. The level won't end until you do it. I think he'll just keep reviving every time you get him close to defeat.

Commander Keene
Dec 21, 2016

Faster than the others



Ah well, that sucks. Iirc, in most DW games, powered-up Lu Bu isn't invulnerable, just really goddamn strong, and I thought it applied here.

Faylone
Feb 18, 2012
IIRC, he gets even stronger after a second revive if you somehow manage to kill him instead of using the great fairy, and that can gently caress up even an otherwise overleveled character unless you can seriously keep him stunlocked.

TheLoneStar
Feb 9, 2017

Geez, it's a good thing I didn't try to take Volga down the old fashioned way. Not to mention, even if it was possible, missing out on Pumpkin Soup power just isn't worth it.

Part 8 - Sealed Grounds

As much as I gripe about Fi, she's honestly pretty fun to play as. I especially love her turning into the Master Sword during certain attacks. Kind of makes me wish she could control herself and fly about that way in Skyward Sword. The way she moves about as she attacks is well done and kind of neat to watch, with her pulling dances and spins as she slaughters monsters. Even though I didn't like fighting The Imprisoned in Skyward Sword, I still like how this game went through the effort of recreating it, albeit far less annoying. Excited to see how the Twilight Princess route will go, especially since Midna will undoubtedly show up and help out with things. To this day I'm bummed she's never made a canon appearance in the series after Twilight Princess. Pretty sure Nintendo had said she would if the demand was there. Also, the game has some loving balls to give us Groose's greatest creation but not Groose himself.

Not cool.

Not cool at all.

TheLoneStar
Feb 9, 2017

Part 9 - Twilight Field

Time to go on to another era for now. I somehow managed to forget that Agitha was in this game despite her being unlocked from the very start. She still somehow managed to surprise me when she actually showed up. Her inclusion in the game will always baffle me, with the only explanation I can think of is that she's super popular over in Japan or something. In any case, it's always good to see Midna again. I love her not-Wolf Link ride she has and the fact that apparently Lana ripped off her ponytail at the end of the fight. loving brutal. Really though, she's my favorite non-Link character in the series, so I have high hopes for how she's like in the story's cutscenes and how she plays. I'm a bit disappointed there were no Twilight monsters to fight in the level, not counting the "Dark" variety of enemies. I'm talking full on Shadow Beasts to fend off. Other than that, pretty fun level, and I liked Lana's moveset with her spear. An interesting mix of water, ice, and nature. Darunia was also fun to mess about with, wielding that gigantic hammer and just throwing his Goron weight around.

Commander Keene
Dec 21, 2016

Faster than the others



Agitha was an Omega Force dev team favorite, IIRC; they added her in because they wanted her in. While I personally would not have picked her over the some other characters in TP (literally anyone from the resistance, or maybe Yeto/Yeta), and while her moveset is entirely themed around her literal only character trait, she plays surprisingly well.

The Deku Spear, on the other hand, is one of my least favorite movesets in the game. IMO, it just lacks impact. Every time a stage in Adventure Mode wants me to use Lana, I use the Book instead, even if the stage is Water element-recommended. It just fits my play style so much better.

The "Dark Darknut" is my favorite enemy name in this game; they took a dumb enemy name and made it even dumber.

The Hero's Shade would have been a fun costume for Link, but IMO we have enough versions of Link and weapons for Link that he didn't need to be a separate character. Besides, there are some of Link's weapons in this game that it'd be pretty funny to see a Stalfos Link use.

mastersord
Feb 15, 2001

Gold Card Putty Fan Club
Member Since 2017!
Soiled Meat
You can find out which keeps will give chests when captured by looking at their status in the character list menu thing and going to the 3rd or 4th screen. Keeps that give chests have a treasure icon at the end of their health bar. Some keeps don't exist until certain mission events occur, so you might not be able to see them until later on.

Later on in the game, weapons can bring in a lot of additional rupees. I think they sell for like 1,000 rupees each with the value going up for having more stars and slots or even being of a higher tier (when you unlock the tiers). At the very least, you can bring in an extra 5,000 rupees per mission.

In adventure mode, there was a post somewhere on gameFAQs with recommended levels for each map:

Tables from GameFAQs on the Hyrule Warriors for 3DS board posted:

My personal recommendations for levels are something like the following:

Adventure: 1-40
Great Sea: 25-50
Master Quest: 35-60
Master Wind Waker: 40-70
Twilight: 45-75
Termina: 50-80
Koholint: 65-100
Grand Travels: 70-110
Lorule: 75-120

They're far from hard rules though, especially in Koholint and onwards there are a lot of easier maps near the start, but you'll find the difficulty ramps up fairly quickly - especially on the rank 4+ missions.


You don't have to follow that, but it should give you an idea of what to expect. I think I finished Story mode with Link around level 50 and when I cleared the first map, I was around level 130, but it took me a while.

TheLoneStar
Feb 9, 2017

Commander Keene posted:

Agitha was an Omega Force dev team favorite, IIRC; they added her in because they wanted her in. While I personally would not have picked her over the some other characters in TP (literally anyone from the resistance, or maybe Yeto/Yeta), and while her moveset is entirely themed around her literal only character trait, she plays surprisingly well.

The Deku Spear, on the other hand, is one of my least favorite movesets in the game. IMO, it just lacks impact. Every time a stage in Adventure Mode wants me to use Lana, I use the Book instead, even if the stage is Water element-recommended. It just fits my play style so much better.

The Hero's Shade would have been a fun costume for Link, but IMO we have enough versions of Link and weapons for Link that he didn't need to be a separate character. Besides, there are some of Link's weapons in this game that it'd be pretty funny to see a Stalfos Link use.
Well that explains it I suppose. I don't have anything against Agitha personally, I just found her an odd choice. I dunno about the resistance characters though, they're all pretty bland and forgettable. I will agree with Yeto or Yeta though.

I kind of liked it, if only because summoning some Deku Tree Sprouts to gently caress up my opponents is a beautiful sight to see. It is a bit odd that water/ice is being mixed with plants and nature though.

There can never be enough Links. Never enough. Really though, I guess he would be kind of overkill and wouldn't have enough to make him stand out from the default Link.

mastersord posted:

You can find out which keeps will give chests when captured by looking at their status in the character list menu thing and going to the 3rd or 4th screen. Keeps that give chests have a treasure icon at the end of their health bar. Some keeps don't exist until certain mission events occur, so you might not be able to see them until later on.

Later on in the game, weapons can bring in a lot of additional rupees. I think they sell for like 1,000 rupees each with the value going up for having more stars and slots or even being of a higher tier (when you unlock the tiers). At the very least, you can bring in an extra 5,000 rupees per mission.

In adventure mode, there was a post somewhere on gameFAQs with recommended levels for each map:


You don't have to follow that, but it should give you an idea of what to expect. I think I finished Story mode with Link around level 50 and when I cleared the first map, I was around level 130, but it took me a while.
Dang, that's good to know. Thanks for the tip.

Yeah, I know about that. I've been selling any weapon I get that I don't plan to use. What are tiers, though? When do they come into play?

Don't they also give a recommended level when you start a mission? Isn't that what the "LV. X" is when selecting a level?

Part 10 - The Shadow King

One thing I appreciate about these games is, though I've only played two, very few characters ever feel bad or underwhelming to play. Thankfully, I haven't felt that way about any of the characters here, Impa being no exception. Her utilizing her hair is obvious to do, but I love all the weird poo poo she does with the wolves she summons. The best bit of course her shooting one out and having it spin like a top into her opponents. I got a bit of fun with Agitha too, who wasn't too bad. I was so underleveled I was nervous about really charging into battle, so I sadly got very little time with her. The level was a bit of a pain with Argorok and having to deal with him so much. It was all worth it when the Moon came slamming into him though. One of the best moments of the game so far. Ganondorf was an absolute beast and it was great seeing all the magical abilities he had. That shadowy spirit he uses was a pretty good touch on top of dual-wielding gigantic swords. The plot twist with Cia and Lana was something I didn't see coming, and I'm honestly interested in seeing where it's going. I'm gonna guess that it was Cia being corrupted by The Mysterious Villain That Totally Isn't Ganondorf that caused the split.

Before anyone says, I realized after recording that it was the slots weapon that made multiple-slot weapons appear after the missions. For some reason I thought fusing that with other weapons would make those weapons gain a slot because I'm stupid.

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

TheLoneStar posted:

Don't they also give a recommended level when you start a mission? Isn't that what the "LV. X" is when selecting a level?

No, I think that's basically just a comparative measure of each mission's difficulty relative to other missions of its type.

kvx687
Dec 29, 2009

Soiled Meat

TheLoneStar posted:

Yeah, I know about that. I've been selling any weapon I get that I don't plan to use. What are tiers, though? When do they come into play?

Don't they also give a recommended level when you start a mission? Isn't that what the "LV. X" is when selecting a level?

Weapon tiers are mostly unlocked through Adventure Mode, though I don't think you start unlocking them until the second or third map. Higher tier weapons just have a higher base and per-star damage, the moves stay the same.

Yes, the Lv. X listed on the campaign screen is the expected level for the mission. It goes up by about 4 per level most of the time.

MarquiseMindfang posted:

No, I think that's basically just a comparative measure of each mission's difficulty relative to other missions of its type.

He's talking about the main campaign, not Adventure Mode maps.

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Commander Keene
Dec 21, 2016

Faster than the others





Midna says what the player is thinking.



Also, they're multiplying (taken while playing the stage in Free Mode to get the screenshot above).

For me, Super Saiyandorf underflows from dumb back into awesome. It doesn't hurt that he's one of my favorite characters to play. His "Stand" is supposed to be Pig Ganon.

TheLoneStar posted:

Before anyone says, I realized after recording that it was the slots weapon that made multiple-slot weapons appear after the missions. For some reason I thought fusing that with other weapons would make those weapons gain a slot because I'm stupid.
So, in the Warriors Orochi games, you could fuse blank slots onto a weapon, so if you had a stronger weapon with fewer slots you could up those by sacrificing weaker weapons. Hyrule Warriors being the first Warriors game I really played outside of the WO mini-series, I assumed at first that you could do that. But alas, it seems that's unique to WO as far as I can tell.

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