Legend of Zelda: Breath of the Wild – An Open World Adventure | Game Maker’s Toolkit

Legend of Zelda: Breath of the Wild – An Open World Adventure | Game Maker’s Toolkit

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Every open world game is different, because
each game uses its gigantic map for a different purpose. Maybe it’s to give the player options in how
they approach their objectives. Perhaps it’s a stage for a shifting political drama, or
a sandbox so the player can blow off steam between missions. And, sometimes, it’s just
a way to dump a big checklist of content on the player. For The Legend of Zelda: Breath of the Wild,
Nintendo used an open world for a very specific purpose: to let players go on an adventure. And in this video, I want to look at how Nintendo
used, and ignored, different bits of open world design to make a fantasy kingdom that
you’ll want to explore, survive, and conquer. For starters, Nintendo gives players an enormous
amount of freedom in how they approach the game. There are only two things you have to do in
Breath of the Wild, after all: finish a tutorial, and fight Ganon. Everything in between is
up to you. You can do the four major dungeons out of
order, or not at all. You can finish as many shrines as you like, track down as many memories
as you want, and it’s up to you whether you take Link’s famous sword into the final battle…
or a wooden mop. What this means is that you carve your own
path through the world, which is a pretty important factor in an adventure. Link’s story
is your story, defined by what you do – and what you don’t do – as you explore Hyrule. This is very different to previous Zelda
games – but also to most other open world games, which feature a rather linear story
– made up of mandatory main quests – where your only choice is to either follow it – or
delay following it. And, aside from limiting the player’s freedom,
this often has the unfortunate side effect of providing a disjointed story where you
desperately need to track down your kidnapped son – but you’ll get to that just as soon
as you explore the entirety of Boston. But I think Zelda gets around this in a clever
way. You can take on Ganon at any point. But because
you’ll likely get killed before you can even approach Hyrule Castle, you’re not delaying
your showdown with the big bad – you’re training for it. Which means everything you do in the game
– from collecting heart pieces to boosting your equipment slots to activating the divine
beasts – is in preparation for that fight. Zelda shatters that barrier between following
the story and doing side activities, because everything you do is relevant. Well, almost everything. Another thing Zelda does differently to most
other open world games, is in how much information it gives you about the world. Which is to
say: hardly any. At the start, your map is completely blank
and you need to climb up, and activate these towers, to fill in the gaps. But unlike
the towers in Assassin’s Creed and Far Cry games, this doesn’t litter your map with
icons for nearby activities, side quests, and collectibles. Instead, you have to find all of that stuff
yourself, and this means you are lead through the world, not by icons and waypoints, but
by your own curiosity. You might see something interesting on top
of a mountain, and decide to hike up there. You might choose to climb up a tower, and
use your magic iPad to survey the landscape, before dropping down pins and stamps to mark
locations you want to check out. Or you might scour the map screen for interesting place
names and structures, and then go find out what’s there. Importantly, there’s probably something good.
Any collectibles you might find are genuinely helpful, especially after your 325th sword just broke. And any shrines you might find provide genuinely unique puzzles, instead of the usual copy-and-paste
side content we see in open world games. Or you might find something that tells you
about the world of Hyrule – because most of this game’s storytelling is done through the ancient ruins,
giant bones, forgotten battlefields, and other bits of the environment. It’s also important that you can always go
where your curiosity leads you. I was playing Horizon Zero Dawn the other day, and was intrigued by these gigantic robot bones up on the side of a mountain. But when I tried to get there
I was greeted by a cliff side too steep to climb, and an actual invisible wall. Bummer. Zelda, though, not only offers complete freedom,
but a generous climbing system means you can clamber up any wall – provided you have enough
stamina, or can find spots to rest. By the way, Zelda makes it really fun to traverse
Hyrule, whether that’s climbing, riding a horse, paragliding down from a tall tower,
or – best of all – surfing on your shield. Exploration is always encouraged when it’s
fun to move around. Anyway. Maybe that invisible wall in Horizon
was to stop me from coming across a mad robot dinosaur that I was not yet ready to fight.
But, Breath of the Wild shows that letting players get pummelled by killer enemies
is no bad thing. In the game’s opening hours I stumbled upon
this centaur chap – a Lynel – and the fight didn’t exactly go well. Immediately, the world
no longer felt like a playground to enjoy, but a daunting world to survive. Much more
conducive to an adventure. And it’s not just big enemies, but the world
itself feels out to get you. You’ll need to contend with harsh climates, like ice-cold
lakes, volcanic areas that burn up wooden weapons, and deserts that flit between hot
and cold. And weather affects you too, such as rain that makes surfaces too slick to climb,
and lighting storms that… well.. But the thing about adversity, is how good
it feels when you overcome it. I returned to that coliseum 50 hours later – now with
better equipment, more hearts, and a stronger understanding of the combat system – and destroyed
that Lynel. Zelda games have often explored the themes of growing up and becoming a hero
– but never quite like this. Breath of the Wild also uses those tough enemies,
as well as steep walls and harsh climates, to discourage you from exploring the map in
one go and immediately seeing everything the game has to offer. By withholding bits of
the world, in this fashion, – you’ll still be discovering surprises, including entire
towns and different biomes, well past the point where other open world games would start
to feel plain and predictable. Let me just go back to the map marker thing for
a second. Breath of the Wild does actually use some
typical, open world-style wayfinding. The main dungeon quests, for example, are marked
on your map with yellow dots – though, thankfully, the game avoids the little dotted line, instead
asking you to find your own route to one of the four dots, and no doubt getting lost and
distracted along the way. You can also turn them off, which I’d recommend.
Unlike some games, Zelda is perfectly playable without this help, as characters give directions,
the map features place names, and most forks in the road feature signposts. But that’s just the main quest, and with all
of the side missions, Nintendo decided to ditch these navigational aids altogether, and
instead, the secrets, side quests, and shrine quests can only be found by following scraps
of information. Here’s an example. These two lads are talking
about a treasure, and they give me a clue to find it. “The little twin steps over the the little
river. My cave rests above that river’s source”. So I wander around, find a sign pointing towards
the little brother bridge – that sounds about right -, follow the river to its source, climb
up beside the waterfall, and then uncover the hidden stash. Get in. By following these rumours, as well as song
lyrics, paintings, and riddles, you’re asked to really explore the world, and take in environmental
details that, in a different game, you might blow straight past. Plus, finding these solutions
is always more rewarding, if you ask me, than simply following waypoints and stink trails. If all of this sounds a bit familiar, it’s because
I talked about almost all of this stuff last month in my video about the very first Zelda
game. Breath of the Wild features more than just old men, Spectacle Rock, and centaurs
– but also the freedom, mystery, and general standoffish design of Zelda 1. Though, you
are going to have to turn off the HUD and objective markers to really get that experience. But Nintendo didn’t just look backwards to
make this game – it also looked outwards, with the game’s creators saying they researched
games like The Witcher and Minecraft. And you can see elements from loads of open
world games in Breath of the Wild. The Korok puzzles feel like the Riddler trophies in the
Arkham games. Cooking, to prepare for a big battle, brings to mind the Witcher’s alchemy.
Smashing ore is totally Minecraft. And Breath of the Wild capture Skyrim’s wanderlust, and
horse bugs. But you can tell that Nintendo used these
ideas with careful consideration – deciding which bits of design to use, and which bits
to forgo – because an open world isn’t just an excuse to chuck in loads of random features
and hope they all stick together. Like any good game, everything should work together
to contribute to a specific experience. And in the new Zelda – the level of freedom
you’re provided, the focus on exploration, the use of cryptic clues, the daunting enemies,
and the consistent surprises – all add up to give Breath of the Wild a truly adventurous
spark. Hey everyone! Thanks for watching. GMTK is
funded by everyone on my Patreon – including these top tier supporters. If you’re a long time viewer of my channel,
you might be surprised to hear me praise a gigantic open world game, after making videos
about the joy of exploring much smaller, more compact worlds, like Batman: Arkham Asylum
and Deus Ex: Mankind Divided. But in that Batman video, what I said was
“game environments should be measured by how much meaningful content is inside, rather
than in square metres”, and Nintendo is one of the few companies, alongside Rockstar and (sometimes) Bethesda, who are capable of actually filling a massive world with unique and interesting
stuff. Plus, the game uses its space to make your
adventurous treks more epic, and provide those all-important moments of quiet and introspection
during travel. So, like everything in game design, the size of a world comes down to what sort of experience the creators are going for. Anyway – at the risk of turning this channel
into Zelda Maker’s Toolkit, my next video will be a Boss Keys episode on Phantom Hourglass
and Spirit Tracks. And yes, I will finish that series by talking about the dungeons in
Breath of the Wild. And then I will never talk about Zelda ever again. Until the next
one.

100 thoughts on “Legend of Zelda: Breath of the Wild – An Open World Adventure | Game Maker’s Toolkit”

  1. the simple pleasure of exploration… is been years since i felt that, back when Minecraft was in 0.1.0
    i won't lie, i cried a little… cause i felt like i was playing a game again after almost 2 decades of "Linear Interactive Movies".

  2. Ganon wasent the best boss here. But damn do I get chills every time the champions fire up their divine beasts.

  3. There is an option in the games settings to turn off parts of the hud. this removes the champions power counter, the rune marker under your hearts and most importantly, the mini map. I did this in my play through and i found that i spent more time enjoying the environement and exploring rather than fallowing the dots or markers that i made. i could still set markers but than i used the slate to find them in real space rather than fallow the map. this changed exploration in games for me.

  4. Yeah, it was nice figuring stuff out with only a map and indications from people, but yet, so little of it really feels rewarding. It's just about finding a shrine, a chest with a weapon that will break after ten hits or gems/rupees, etc. However, when there is a story element attached to what you just found on your own… man does it make you feel good. I remember being so excited when I found the Master Sword because (spoiler)
    nothing actually tells you where it is, you feel a desire to find it, thinking that it would be nice to have a weapon that can't break after breaking your hundreth sword with just a couple hits, you have to guess where it could be judging by its location in previous Zelda games and bam, you find it, it's actually in a well designed location with memorable music and not on top of some random hill, plus, you get a cutscene and some story elements along with it telling you that the time you spent figuring all of this out was worth it. I felt like I did something relevant and important all on my own and felt thrilled at the idea that I could repeat the experience by finding some other important stuff… but sadly, Breath of the Wild's overworld and general story really lack those important and memorable locations and moments. The feeling is really not the same when finding a shrine which looks and sounds like all the ones you found before and when finding the one and only Master Sword. Adding more stand-out moments and locations would be a way to improve Breath of the Wild.

  5. not being able to dive underwater was game breaking. i mean even oot had this mechanic, so disappointing it would be perfect if it did. i couldnt find anything else wrong. why oh why did they have to stop at 95 % just go all the way. well whatever, im done with games anyway, they are just not worth it.

  6. My favourite part of BOTW is getting lost and finding my way to a location with a blind map. I remember I was trying to find Zora's Domain and went completely off tangent and off a cliffside and got separated from my horse. I stole a horse from a Bokoblin which I named Coco and tried to find my way south east, STILL looking for Zora's Domain while my map was blank. The whole time I've just been hoping to find a town and try not to lose my horse by climbing up a mountain and accidentally unspawning it.

    It was my greatest relief when I found Lurelin Village and it became one of my favourite towns because of the exhausting travel it took for me to get to it. I was then hoping to find a stable and had the fright of my life when I reached the Faron's rainforest and nearly got struck by lightning way too many times. I immediately got the map from the tower and found my way to the stable. I got emotional to let Coco go. I already had 5 horses who had better stats than him. We've been through a lot together and now we have to part ways. ;n;

    It was the best adventure I had in BOTW and I only wish I can wipe my memory of the game so I can experience the blind adventure again. 🙂

  7. hey Mark, watched a dozen of your videos, they were quite good and informative. thanks for that. keep up the good work.

    i also wanted to say that i feel like you do a lot of pieces on certain games like Breath of The Wild, and its fair tbh but i feel like you tend to not include certain influential games in your video rosterm like the Witcher 3 or the franchise as a whole, and i know that all of us have certain tastes but imo if you want your content to not be just another opinion piece you should cover more games hat have influenced the industry and the art of gaming, even those you don't like.

    i only say that because i have noticed that every open world or story driven game that i have played these past two years were influenced by the Witcher 3, from its activities, approach to mapping quests, the meat of the quests itself and how they're presented to their music and even story influences. something that was apparent in Ubisoft's last two hits, AC Origins and even certain activities in Far Cry 5.

    i would also argue that Open World games by their very nature are designed to be different in how they're approached, there is not One correct way of creating an open world and its mechanics, if Zelda offers freedom and adventure then its only fair that the whole world is open to you from the get go, if Witcher's world is one that is plagued with warring nations and as a result poverty and steep prices then its only fair that you pay a hefty price to travel to Skellige, or if you are after someone, namely Yennefer then its fair that you roam white Orchard for a few hours and dont leave there until you find her.

    also i watched this video couple of days ago and only yesterday i reached that Giant robot on the side of the mountain in Horizon and even that was plausible in terms of the world, its like the whole world of the Horizon is afraid of the machines and avoid it, seems plausible to avoid the biggest one, and only have that part accessible through story when you HAVE to visit it, which i did yesterday.

    again i like your content but all the time watching it and rewatching it i was kinda reminded of how people always talk about which band is Punk and which is not punk, as if there were certain set of rules, but in reality its about the message and getting it across with your own unique way, and not just copying anyone else's way because they are the best or perfect or whatever.

  8. I only now realize that that horse is shifting timespace so hard half of it is in Hyrule and the other in Tamriel.

  9. Future Zelda titles should never have any more story or linearity than what Botw has. Instead it’d be neat to see shifting themes and other things included to make exploring each new world feel fresh. That’s going to be the new objective for the Zelda series, keeping exploration in an open world fresh

  10. Everything said in this video is true… and yet I had no fun playing BotW. Maybe I don't like adventure…

  11. "This video contains no major spoilers for The Legend of Zelda: Breath of the Wild" As someone who's played through the game twice…Are there EVEN Major spoilers for it? It's a pretty by the numbers Zelda Story once you get past the new mechanics and setting.

  12. I didn't like the game as much as everyone else. I like a fun challenge with a replayable set of content. And 1. The Combat was very easy and 2. No replayability so yup

  13. Just found your channel and watched both Zelda videos back to back. I finished a playthrough of Zelda 1 today.

    After watching your video on what made it so great I had to find this one and figure out why I hated BotW so much if it had in fact followed the formula.

    So, while I agree with everything you said here, there are a few things you didn't. The breaking weapons is a 'no twinkie' item for me. I didn't mind it when it was sticks and rusty swords… but when I lose a shrine prize weapon clearing a boblin camp 2 mins later its deeply unsatisfying.

    The 'dungeons' were also hugely disappointing, small, and easy.

    Finally, garbage collection needs to find a hole and die in it.

  14. Love your videos! You are inspiring me to do my own game, and the videos help me to understand game-design! Thank you a lot Mr. Brown c: One of the best, informative and useful YouTube channels I've ever watched.

    About open-world games: for a very long time I've been searching for the very special game, which makes me feel like I'm in it's world. It was my main computer game dream (when I was 8-10 years old). That idea came from playing GTA: Vice City. And this searching wasn't succesful and I disappointed to these kind of games. The first time I played The Elder Scrolls series it makes me feel like I'm on the right way, but every new part of it gave that feeling of exploring just for few hours. And in the end you understood that the game mechanics didn't change at all. I'm a huge fan of TES series, I love it's lore, it's world and everything (except TES: Legends, because I haven't played it yet), but it didn't change the fact. So, what's different in Legend of Zelda: BotW? EVERYTHING. So firstly, to be honest, it's just the second Zelda game I've played (maybe that's why it feels so fresh). Zelda series is not so popular in Russia (maybe because of the time, when Nintendo became popular. In the 90th it was a very hard time in Russia. Maybe you heard about it). BotW makes you feel like an explorer. When you firstly came out, you have nothing. You need to find a weapon, armor, learn to cook food and even to use your stamina right way. The world is fully open and you can go everywhere and do everything. Well, you all know about it. It's your decision (is it? At least we think so, and it completes it's own task) when you'll beat Ganon. And Legend of Zelda: Breath of the Wild THAT game which made my dream came true.
    So, the question is "will this system work on every open-world game or if there will be a lot of them like BotW, it will become like TES series (feels the same)?". I understand that there will be a lot of new game features and mechanics which developers can add to their games, but the core of the game-design should give the feeling of exploring.

  15. I have played this game 4 times, never finding all of the shrines or exploring the whole map because it is to large and expansive and beautiful, making it my favorite game ever.

  16. To me, the lacking dungeon design (and quantity, 4 DBs just weren’t enough for a game so big) are what keep BOTW from being a perfect game. But it was still a true masterpiece, and if this is the future of 3D zelda games, the future is bright as fuck.

  17. The only thing I didn't like is that you run into shrines every 5 seconds.

    Then you can't find that last one.

  18. I don’t think horizon zero dawn is as good of a game but there is only one time you ever get your butt kicked against an enemy way too strong and that is when you just enter the carja territory and you encounter a thunderbird that are endgame enemies, I had to sneak and run away to continue the game

  19. This is exactly why I'm holding off playing BOTW because I want to give the other games I want or own a chance. With BOTW, this is a game I'll be sinking hundreds of hours into. And this is after just recently 100% completing Super Mario Odyssey. Gonna give Furi a shot 'cause I need a much deserved break.

  20. I loved Breath of the Wild, but unlocking the Master Sword was disappointing for me.

    My first Zelda game was Ocarina of Time, which allowed you to enter the Temple of Time and wield the Master Sword after finding three jewels. From a friend, I knew that you get the Master Sword after finding three pendants in Link to the Past. I thought the pattern of "three items to unlock the Master Sword" was a feature of most Zelda games. (I guess it's not?) After spotting three mysterious dragons in the Wilds, I had a strong expectation that gathering three scales would get me the sword.

    In fact you get zero reward for shooting all three dragons above what you get for each individually (which is a potion item and a shrine. Yay.) And unlocking the Master Sword requires only visiting shrines. What I thought was an exciting quest was a bunch of unrelated junk. I would've liked the non-linear game to have a little more structure.

    I don't want to sound like I hated the game, of course most of it was awesome.

  21. I recently purchased HZD and was surprised it wasn GOTY. At first , I enjoyed it tremendously and still believe itś a pretty good game. With time, howeer, itś flaws become more apparent. I never payed this Zelda but the way you describe it make it seem clear why it was the better game and how it surpassed HZD in many aspects.

  22. 5:26 It's a Lynel you idiot! Lynels debut in the very first Zelda game for the FDS you analyze Zelda games yet you're completely unschooled in Zelda lore!

  23. People who say this game is "just another open world game" and only popular because Nintendo made it are looking at it on such a shallow level

  24. I played BotW for the first time about four months ago, and played it solidly for about a month. I completed basically everything I could find and wanted to do (which was pretty much everything) besides the finale of finishing off Calamity Ganon. At that point the friend who kindly lent me the game extracted it off of my body, and so for the last few months I have put off watching this video because I didn't want to see any end of game spoilers.

    But just earlier today I was accidentally spoiled on the final boss fight by Skip the Tutorial's video on Breath of the Wild's boss fights and how they diverge from prior Zeldas – which is a really good video by the way, and you can watch it right here -> https://www.youtube.com/watch?v=EhuVy3qzguQ – so I said what the hey and watched this video at last.

    And you know what I learned? The one thing besides the final boss fight that I didn't know about?

    YOU CAN EXPAND ITEM SLOTS!!?!?!?!?!?! WITH A GIANT KOROK?!?!?!!?!?!?! IS THIS WHAT ALL THOSE &£%[email protected] KOROKS ARE FOR?!?!?!?!?!?!?!?!?! I basically beat the entire game with 8 item slots, wow.

    This game's pure variety of content and sheer optionality of it all is beyond compare. 10/10

  25. I've been going to work for a couple weeks not able to stop thinking about this game. When I'm home, I'm pretty much just playing this game. And I haven't been gaming at all for years. It's like getting a big hug when I come home.

  26. I've just restarted the game, this time playing with pro hud. Its lot more fun having to be more observant and intuitive about things.

  27. 2:22 – 2:45 seems obvious in hindsight but that is a big takeaway for me. I think the game rewards you a little too heavily for freeing the Divine Beasts in this sense, but I guess it was the devs' way of bolding and underlining the note that exploring the world is your best way to prepare to fight Ganon.

  28. Even though I only began playing BOTW less than a year ago, it came at a time that I'm even now reminiscent of. This video, in a way, contented the sadness I've been feeling lately of having to leave a whole section of my life behind. Thanks. 🙂

  29. So the story is to find the big boss and kill him. That's original. That's quite a ways from an intricate plot, all forgone for an open world experience. Oh yeah, but that is bad. We can't have the player being lead around. We have to choose what we want to do like the narcissists we've become. That and the vicarious killers.

  30. In defence of HZD
    HZD was made to be a very well told liniar story, so even if devs did make all the main plot dungeons available without quest, storytelling would be torn in different bits, and you really wouldn't get that mystery felling "so was IS Project Zero Dawn"

    The bit about being unable to climb everything was kinda upsetting though, but devs could probably break the whole "skill based giant machine fighting" if you just climbed a mountain robot couldn't reach

  31. Whats rough about it is that they've been so close and juuuust miss it every time. They could have easily pulled off the "Shroedinger's Zelda" trick in Skyward Sword — if there was more to do, of course.

  32. This game is too daunting. I've tried to play this game off and on for a year but I think I probably won't ever finish it. I tried to play RDR2 as well but its pacing was just too slow. Sure I could just do the divine beasts one after another and then beat Ganon but it won't really feel like beating the game, the game is unbeatable in normal time. I feel like all the hours I've spent playing this game has been a complete waste of time. Maybe I'm just done with video games in general they're getting really boring.

  33. Talking about Rockstar games at the end of the video caught my attention. Do we have such freedom in way of doing missions on Rockstar games? hell NO…Buy that Shotgun, attach a flashlight to it. Enter the marked spot on the map from that specific point and follow the marked guy on the map. he usually uses a car(well horse these days) to escape. you should use your car to follow that marked car and take out the driver. You are just allowed to follow the orders, of course, in a way that rockstar asked…funny thing is we call this a great example of sandbox games.

  34. The thing that always annoys me in open world games is that main quests are always about something urgent like saving the kingdom, stopping an bomb or something else, that just logically doesn't let doing anything else, not related to main story.

  35. 5:06 actually, bestest of all is a moblin sheild-surf cannon, or anything else the speedrunning botw community does

  36. For one of my favorite games ever, this has probably been one of my favorite examinations and reviews of Legend of Zelda: Breath of the Wild. Thank you so much!

  37. Getting to gerudo town was amazing for me. After climbing over the treacherous mesa and discovering ancient construction sites and sneaking past enemies and finally disguising myself to enter, it was so rewarding.

  38. I beat this game like 5 times. I even did all the shrines and then when I played it a sixth time I had still found places that I never seen before. That is just perfect

  39. Zelda just ripped open world design a new one. Either this will influence games for years to come or we will look back to it in a few decades as a rare example of near perfection in a world of boring garbage.

  40. Just recently found this channel and as an aspiring game designer, it’s quickly become one of my favorites. Top tier content for sure!

  41. Having seen this video a few times over the last year or so and getting over the initial excitement of playing Breath of The Wild gives me the benefit of hindsight to make the point I'm about to say so bearing that in mind I think the point you made about training for the Ganon fight rather than having to urgently seek him out doesn't synergise with King Rhoam's plea for you to save his daughter. The urgency still exists in the world of BOTW but from a different character rather than yourself. The lore of BOTW still suggests that Ganon could burst into power any minute while you're off picking fruit. This problem could perhaps have been bypassed if rather than be told Ganon's going to return to power soon (after you've found every Korok Seed and done every shrine at your own pace) that you cause the events to transpire and accidentally bring Ganon back to life. As it stands you're told Ganon's gonna come out soon and the fact that he just so happens to come into power as you wander into Hyrule Castle gives off the impression that these events happen around Link as opposed to because of him. Don't get me wrong this game deserves the praise it gets for open world design but the narrative urgency that plagues Fallout 4's story can still be found in BOTW if you look for it. I guess the point I'm trying to say is that BOTW gets a free pass even though it still exhibits the core of problematic systems such as narrative dissonance or tower traversal or a difficulty curve that disappears if you put enough time into the game. But hey this is a game made for kids and they're not going to nitpick these things. I just don't want standards to drop and for people to insist that the world of BOTW is far more immersive than the world of Shadow of the Colossus or the early Elder Scrolls games or Bioshock because Hyrule to me doesn't compare to those worlds.

  42. I love breath of the wild SO MUCH. I like a lot of other open world games, but the sheer scope and variety of this game is unmatched. It’s littered with things to do, and it doesn’t pressure you with main quests you NEED to do just to be strong enough to explore some areas. I was playing horizon and stumbled across a Rockbreaker habitat at level 15, but rather than giving a challenge for me to try to overcome, they two shot me. The reason? I hadn’t played enough main quests to level up my skills or health or buy more weapons. Currently I’m level 18 so I’m sure I’ve seen very little of the game, but as is it seems I’m following a straight path, and trying to explore leads to death. It’s still an amazing game with a good story and great combat, it just seems linear and overall it seems like there isn’t much environment variation.

  43. i play games since the old tk 85 and atari. Atari, mega drive, nintendo, playstation, PC games etc. But man… the mechanics in this game just hook you… sucks you in the world to the point that you spend hours upon hours and never get bored. I never had this feeling of joy and exploration with any other game. Assassins creed, GTA, Ghost recon wildlands, gothic games, Elex and many more just can make you feel like Link in this game. The simple act of collecting apples can have many ways. Like climbing a tree, shoot the apple with the bow, hitting the tree with the hammer or even using the axe to put the tree on the ground… this game is just… complete!

  44. This game is a masterpiece, one that will absorb many moments of my spare time as I clamber all over Hyrule in a very pacific nature. At least, until I find more shrines and gain more hearts.

  45. Nintendo took a chance of really shaking up the Zelda formula and knocked it out of the park. It was a long wait but worth it. I LOVE what they have done. Exploring is something I love doing with the Zelda games since Link to the Past (my first Zelda game). Breath of the Wild took the exploration and really ran with it. It knocked Link to the Past and Ocarina of Time (which tied) from number one to number two.

  46. I was so sad to see this game finish, that's how much I love it. Where as in subnautica for example, I just wanted the grinding to stop and to leave the bloody planet.

  47. BotW can get a little too cryptic in my opinion. I didn't get that "little twin" puzzle without looking it up, because I thought it was referring to the mountains and not the bridges. But still, I do love the whole aspect of "Hey, what's over there?" that drives exploration, and the feeling of discovering something strange and magical when you stumble across one of the dragons or the Lord of the Mountain.

  48. Can I say the game as 'Immersive sim'? I think the definition of immersive sim games and some traits of Zelda match very well, but I wonder how you think about it.

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