![]() While the Switch Lite is explicitly designed to be a dedicated handheld, it’s hard not to miss the ability to, well, Switch. The Switch Lite even fits into most of my shorts pockets, though I probably wouldn’t throw it in there without a protective case. That’s something I’d never do on my old Switch, which already feels massive after a few days with the Lite. I felt far less conspicuous than usual when I whipped out the smaller Switch to play some SNES games on the subway, and found myself continuing to play it as I stood on the platform in between train transfers. The benefits of the Switch Lite’s smaller design really became apparent when I started using it on my daily commute. But the Switch Lite is a single, sturdy chunk of plastic, making it feel like a true handheld rather than a display with two controllers strapped to the sides of it. ![]() The OG Switch has a lot of moving parts with its detachable Joy-Cons and large tablet display, and you can feel everything wiggle a bit when you’re holding the system in handheld mode. The console’s matte finish adds some nice extra grip, and seems to be far less prone to fingerprints than the glossy, smudge-prone tablet on the standard model.ĭespite being the smaller, cheaper Switch, the Switch Lite feels more well made than its bigger brother. ![]() The Lite’s white buttons pop nicely in contrast to the system’s gorgeous color options - I’m especially fond of our turquoise model, but the system also looks great in yellow, gray and coral. Nintendo’s miniature Switch is one of the most comfortable and attractive handheld consoles I’ve ever touched, with a compact 8.2 x 3.6-inch design that feels more travel-friendly than the standard 9.4 x 4-inch Switch. Take a look at our Tears of the Kingdom Walkthrough and Guide for more tips and tricks to help you make the most of your adventure through Hyrule.I fell in love with the Switch Lite the moment I picked it up - it’s just that adorable. More cautious gamers also have the option of tackling Hyrule at a slower pace, while avoiding the tougher enemies and focussing on shrines to increase their hearts, and stamina, before taking a crack at the bigger nasties. Players looking for a challenge can storm out early and take on the tougher monsters, which would net quick XP while granting access to nastier enemies and more powerful weapons. If the experience system detailed by Austin John Plays is correct, then Tears of the Kingdom is essentially as hard as you choose to make it. This scaling rule also apparently applies to the undecayed weapons that are held by the static, wraith–like mist ghosts found in the depths, which makes the murky underworld a useful source of high quality weapons like the Royal Guard’s Claymore in the latter game. Upon progressing through the game, new, more powerful weapons will start to appear, while other specific weapons that don’t change type can gain modifiers that may, for example, increase their attack stat or durability over their base forms. The levelling system also purportedly affects the types of weapons encountered and their characteristics. For example, certain soldier constructs encountered on The Great Sky Island will remain as basic zonai constructs no matter how far you progress. However, not all enemies seem to scale with experience. Levelling up affects the type of enemies that populate the game world, which according to Austin John Plays, is why at a certain point you’ll see a lot more blue and black Bokoblins start to appear all over Hyrule. Furthermore, in Breath of the Wild, dataminers worked out that you only gained experience for the first ten enemies killed of each specific type, including one-off bosses who would net you big XP. The Secret System of EXP Level Scaling in Tears of the Kingdom Explained /Qh9NV34Hti- Austin John Plays May 29, 2023Īs was the case with its predecessor, the underlying progression system has no visible hud elements – like a level number or XP guage – but makes itself known through the types of monsters and equipment encountered as the game progresses.Īccording to Austin John Plays' video, every time you defeat an enemy Link gets a chunk of experience, the amount of which varies based on enemy difficulty. YouTuber Austin John Plays recently detailed the system in a new video, which combined knowledge gleaned from Breath of the Wild data miners with observations of world progression in the most recent entry in the Legend of Zelda franchise. ![]() Now, some members of the Zelda community believe that a similar system may also be at work in Tears of the Kingdom. This system purportedly governed when the more dangerous enemy variants and powerful weapons and shields would start to appear in the game world. Data miners had previously found evidence to suggest the 2017 game featured a system by which Link would accrue experience and level up.
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