Posts tagged with "Lift":

Deku Lift

It's one week later, and I still find myself playing Breath of the Wild, so I'm going to continue with my theme of Zelda and lift physics from last week. However, as there really isn't much else to discuss about lift in Breath of the Wild, we're going to jump backwards in the series to my favorite 3D Zelda game: Majora's Mask. For the uninitiated, in Majora's Mask, there are two main mechanics to the game: looping time and transformation masks. We're going to focus on the second one, because one such transformation mask turns you into a creature which appears to be made of wood called a deku scrub, and, as a deku scrub, you can launch yourself into the air (with the assistance of flowers—if you haven't played it, just don't ask) and then hover around via two propeller-like flowers held above your head. I think you all know where this is going now...

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Paraglider Paraphysics

So, last Friday I got the Nintendo Switch, and The Legend of Zelda: Breath of the Wild. At this point, I've put 30+ hours into the game, and I can say with some confidence that it's really, really good (not sure yet whether it beats my favorite Zelda games, Majora's Mask and A Link to the Past). Good enough that halting my playthrough of it to write up this post is torturous. But, Fizzix Phriday must go on, and there is one thing that has bothered me, in the back of my brain, about the much-touted physics engine of Breath of the Wild. So, to continue in the series of "Austin ruins everything," as I have already done with Mass Effect, The Flash, and Sonic the Hedgehog, I'm now going to nitpick away at some less-than great physics in Breath of the Wild. Because I wreck everything that I love.

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