The Legend of Zelda: Breath of the Wild – REVIEW (No Story Spoilers! – Nintendo Switch)

The Legend of Zelda: Breath of the Wild – REVIEW (No Story Spoilers! – Nintendo Switch)

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Do you see that tower waaaay off in the distance? You can go there. Or what about the twin peaks to the east? Yep, you can get there too–as well as the
mountains behind them, and so on and so forth…In Zelda: Breath of the Wild, if you can see
it, you can go to it..and around it, or over it. Literally nothing is off-limits–every house
has a roof, every building an interior, every wall an opposite side, every mountain a top,
every river an opposing shore–you can explore. it. all. Zelda: Breath of the Wild blows the doors
off Zelda conventions and does something new at nearly every turn, being an open-world,
open-ended adventure. And that open-endedness extends far beyond
just the geography of the world, but also permeates your every interaction with it. This is a game about options–both big and
small. For instance, you’ll often encounter enemy
camps during your travels–do you try and stealthily sneak up on them for a surprise
attack? Or maybe you’ll wait for nightfall and raid
their camp while they sleep. Or perhaps you’ll attack from afar by rolling
bombs their way. Or maybe you’ll use your Magnesis ability
and grab a nearby metallic block and dropping it on them. Or maybe…I should shut up because you get
the idea–there are a ton of options at any given moment. Especially because, by the time you depart
the Plateau a couple hours into the game, you will already have almost every major ability–including
gliding. Yep, the game just hands you a complete toolbox
and lets you go nuts, with abilities like creating bombs out of thin air, or flinging
metallic objects around with Magnesis, or temporarily freezing objects with Stasis–all
3 of which are a lot of fun to play with and open up a ton of options for enemy encounters,
and solving puzzles. Although Ithere is a 4th ability too, Cryonis,
which must have drawn the short straw in terms of fun, as it’s the only one that isn’t
really enjoyable to use in and of itself, and I only used it when I had to. Okay, so with the world being so big and open,
it can be tough even figuring out where to start! Every corner of the map–and literally everything
inbetween, invites the curious. What’s on the other side of those twin peaks? What might be hidden in that valley far below? What lies behind the walls of Hyrule Castle? Or at the top of that snowy peak. And deciding where to go isn’t even the
tough part–it’s staying on track that proved nearly impossible for me. On the way to any one objective, I’d almost
certainly find at least a half dozen things begging for my attention–which then lead
to their own tangents, until I eventually wind up on nearly the opposite end of the
world from where I meant to go! I was basically Dug from Up…SQUIRREL! And the best part is, I didn’t mind…at
all. In fact, I loved it. A world full of distractions! And I wanted to see them all. Which is why it’s probably a good thing
that there’s a quest log, which not only keeps track of your main quest, but every
sidequest too–and thank god, because there’s a tooon of sidequests. Which based on the ones I tried, are extremely
varied and rarely repeititve. You can then select which one to focus on,
and it’ll mark the next primary destination for it on your map. But it does this without ever coming across
as overbearing–yeah, there are no annoying sidekicks this time to make sure you stay
on track. I’m looking right at you Fi. You’re free to ignore your primary objectives
for as long as you want without consequence–and that’s pretty cool.And if you choose to
do so, it rarely feels like you’re wasting your time, since most everything else you
do will help you down the line, whether it’s finding materials, cooking food, or seeking
Shrines. In fact, that’s generally how I played–I
largely ignored the quest markers and just went wherever the wind took me–sometimes
literally. It was a joy to venture across fields, mountains,
forests and all kinds of landscapes just to see what was waiting for me around the next
corner–it might be a small hut, or an entire village, or perhaps an enemy stronghold, maybe
a Shrine–or heck, it might just be something cool looking. For as big as the world is, I found no shortage
of unique sights to behold. And at every turn, there’s countless ways
in which to go about it. Do you trek to that distant mountain on foot? Or try and grab a wild horse to pick up the
pace? Or do you climb up a nearby tower and try
to glide to the mountain from there? And once you reach the mountain–do you try
and climb it from the base and risk running out of stamina, or do you circumnavigate it
to find a less direct route, but with spots to rest along the way. Or do you try and glide to the mountain from
a tall structure nearby? LIke I said, it’s all about options–and
that’s what makes exploring so damn fun. And it doesn’t hurt that the Paraglider
really helps in getting around, while providing some magnificent views. And those options become even more varied
when you take into account how interactive the world is. You can cut down trees–just for the heck
of it if you want–but also specifically to drop onto enemies, or to use as a bridge to
cross a chasm, or as a platform to cross a river. And while we’re talking about destroying
the environment, you can set fire to the nearby grass to keep enemies at bay, and then use
the updraft it creates to take to the skies and escape with your paraglider and then go
on a bombing run if you want. It’s all up to you. Beyond that, the world itself feels alive
in ways no Zelda has before. Whether it’s the varied wildlife you’ll
encounter in every corner of every region–including bears!–or the travelers and merchants that
you’ll find wandering the wilderness. And they all react dynamically to what’s
happening around them, sometimes even fighting enemies off themselves, or cowering in fear
of an arrow aimed right at them–yeah, they probably didn’t enjoy their encounters with
me too much. The villages are especially impressive with
how true-to-life they can feel, with nearly every individual having their own schedule. You can follow pretty much anyone from their
house in the morning as they head for work, and then back again once their shift is done. Even the kids will return home once it’s
bedtime. And in a really neat touch, towns will even
clear out in a heavy rainstorm as the villagers run inside for cover. And speaking of weather, it’s changing constantly–to
the point where the game even includes a forecast on the HUD. And you’ll want to keep an eye on it, as
it can have a severe impact on how you play. Fog will greatly reduce how much you can see,
while rain will make every surface too slick to climb–and then there’s lightning storms
that put Link at risk of being burned to a crisp if he has anything metallic equipped. The world really is changing constantly, and
it’s something you’ll need to account for. But for as much exploring as I’ve done,
surprisingly little of the world is truly required to finish the game. Hell, I made it to the end with something
like 3 regions not even filled in on my map. That’s kind of nuts. But on the other hand, if you’re not quite
the exploring type, you can also just focus on the main objectives too–going point to
point as marked on your quest log. But doing so will almost assuredly make the
game much tougher–because in order to permanently upgrade Link’s health and stamina, you’re
going to need to seek out at least some of the hundred+ plus Shrines in the game Now each Shrine is essentially a bite-sized
temple, taking between 10-15 minutes on average, that’s usually based around a handful of
puzzles built around a single element, such as redirecting airflow, stacking metal boxes,
or moving energy orbs around. And I loved them–they’re just long enough
to offer an isolated challenge, but quick enough that I didn’t feel mentally drained
afterward. Even if some of them can be pretty tricky. Just ask RogersBase about that constellation
puzzle… And like the game itself, the puzzles are
frequently open-ended too. Such as this one where you have to tilt the
maze to get the ball through–which I solved by flipping the entire thing upside down for
a flat surface, and lobbing the ball off. Now even though there are a ton of Shrines,
they’re not always that easy to find–sometimes even requiring you to solve puzzles just to
reveal them. But the effort is well worth it, as the Shrines
essentially reward you twice. Once for finding it, as it then acts as a
quick travel point–which is crucial in a world as big as this–then again with a spirit
orb for actually completing the trial within. And those spirit orbs are crucial, as you
can trade 4 of them in at a Goddess Statue to upgrade your heart or stamina- meters–so
yeah, they’re pretty important. Now even though I just said the Shrines are
essentially “mini temples”, they don’t replace temples entirely–because they’re
still here too…except there’s only 4 of them, and they work a bit differently than
before, now primarily taking place within a single large structure, and feature elements
that you can manipulate on a global level that directly changes the temple’s layout
itself. I don’t want to get too far into it for
fear of spoilers–but it’s super cool, and something the Zelda games have only slightly
dabbled with before. I found most of the temple to be well designed
and easy to navigate–except for one, which was a confusing mess. Unfortunately, the bosses at the end of each
temple are pretty underwhelming. The arenas are bland and aren’t particularly
well-suited for combat, and the battles themselves lack the open-endedness and inventiveness
of normal enemy encounters. Oh, and all of this applies to the final boss
too. Really, I much preferred the mini-bosses you
encounter out in the fields–such as one guy who’ll rip trees right out of the ground
to use as a weapon against you, requiring you to be resourceful yourself while taking
the environment into account. Now that’s awesome! But regardless of who or what you’re fighting,
keeping a properly stocked-inventory is essential, for all kinds of reasons. Such as having ingredients on-hand so you
can cook food in order to restore your health and gain other benefits, like increased stealth
or a temporally extended heart meter. And then there’s the fact that your weapons,
shields, and bows will all break with extended use–and I use “extended” loosely as those
things really do break all the time, which means you’d better have a few spares on
hand, otherwise you may find yourself totally unarmed! Now thankfully, there’s rarely a shortage
of weapons to go around, as you’ll find all kinds of tools everywhere, lying around
in towns, dropped by enemies, or inside treasure chests. In fact, there’s almost too many–as my
inventory was constantly bursting at the seams–which the game reminded me of over and over and
over with a message that pop-ups any time I tried to pick up a weapon I didn’t have
room for. So to make space available, you need to access
the inventory screen, page over the packed section, such as bows–and there can be a
lot of pages to get through–find a weapon to discard, and then finally reopen the chest
to collect the treasure. As a one-time thing, it’d be no big deal. but I saw that message hundreds of times. And the process began to get reeeeally tedious. Especially as one who’s a bit of a completionist–because
every chest will remain active until you make room and retrieve its treasure. It’s similar to the problem Twilight Princess
had with chests that contained rupees–only now with weapons. And it’s pretty annoying. Nintendo could have easily fixed this too,
with having an option to automatically discard your weakest or oldest weapon in favor of
the new one. And unfortunately, my qualms with the inventory
don’t end there–because I spent way too much on that stupid screen, whether to equip
a weapon, shield, or bow, or to find particular Materials for crafting or cooking, or even
just for food to eat mid-battle And those last two sections in particular
are especially annoying, because there so many materials and food, that they’re spread
across multiple pages–right now I have 5 screens worth of materials and 3 for food. And this not only makes it a nightmare to
find a specific item–like, say, Flint–but you also have to page past every screen if
you’re trying to get to another section on the opposite side, such as weapons or armor. Again, if you only had to deal with the screen
sporadically, it wouldn’t be a big deal–but as something I was accessing constantly over
my 50 hours of playtime, I grew to detest it. It frequently interrupts and slows down the
action as you just try and find just the right weapon to equip[ or food to eat–often times
in quick-succession thanks to the breakable items, which only compounds the problem. Now thankfully, the game does have a Quick-Access
option, where each direction on the D-Pad allows you to swap a different piece of equipment
without having to access the inventory screen. Buuut this has issues all of its own. For one, the game lays out everything in a
row, meaning you have to scroll past past every item of the selected type to get to
the one you want–and that’s a problem that’s only exasperated as you add more inventory
slots throughout the game. And then there’s the fact that, for whatever
reason, the quick-access barely takes up a third of the screen’s width, meaning you
can’t even see most of it without scrolling through the whole thing. Why can’t it take up the full width of the
display? Or better yet, why doesn’t it lay them out
in a radial fashion like Skyward Sword, allowing for more items to be displayed, while also
solving the problem of having to scroll past everything, as you could just use the right-stick
to point to the item you wanted instead. And finally, because there are more inventory
sections than there are directions on the D-Pad, you’ll need to remember to hold the
Right-Trigger in order to change the shortcuts for Weapons & Armor to Bows & Arrows–which
is really easy to forget in the heat of battle, especially if your Bow just broke. Its needlessly cumbersome. Look, I realize it may sound like I’m just
nitpicking, but the inventory is something you’ll be accessing probably thousands of
times. And the fact that it made it into the game
in this rough of shape is shocking to me, especially given how polished most of the
game is. But on a better note, Zelda: Breath of the
Wild can be absolutely breathtaking–in both big and small ways. Looking out from most any hilltop toward central
Hyrule is just…wow. I definitely uttered “holy shi…eka”
more than a few times. The fact that you can see nearly the entire
world from any mountain peak is bonkers. And then there’s the smaller details, like
how the sun reflects off the parting grass as you make your way through, the rolling
clouds overhead, the fact that you can watch mountain shadows envelop the landscape with
the setting sun, or even how moonlight lights up a river. It’s often jaw-droppingly gorgeous… From a distance, because it’s when you get
up close that the game’s visual shortcomings become apparent. Mountain textures, for instance, clearly weren’t
optimized to be seen from arm’s length, looking rather flat and featureless. Indoor environments are also generally plain
and lackluster-although to be fair, you can enter and exit any building seamlessly, without
any loading screens. Also, while the game generally runs at a mostly
smooth framerate with occasional hiccups, there were several instances where it would
start to chug–and sometimes even grind to a complete halt for a few seconds, making
me think the game froze a few times . Thankfully those really were the exception and the framerate
otherwise wasn’t much of a problem, but those issues do rear their ugly head every
now and then. Alright, so let’s talk story…and don’t
worry, I’m going to be very careful here so as to avoid any spoilers. So Breath of the Wild is kind of weird, in
that while there’s a lot of optional exposition–there isn’t exactly a ton of depth to it. The core story is actually incredibly simple,
and any number of NPCs will tell you the same familiar details over and over again, just
using different words. And with how many people there are to talk
to in general, there’s a lot of text to get through–and granted, you’re free to
ignore most of it if you want. But I’m the type of gamer that needs to
talk to everyone…even if I’m not all that interested in what they have to say–and as
a result, I found much of the dialogue a bit tiring to get through at times. Now despite the ruined state of the world,
the game lacks an overall sense of urgency. Sure, you know Calamity Ganon’s trying to
come back–but beyond the opening cutscene, you barely hear from him again.Of course,
NPCs will occasionally mention the menace, but when they seem to be going about their
daily lives just fine otherwise, it’s hard to take the supposed imminent threat that
seriously. And while we’re talking about the story,
the game conveys major moments through fully voiced cutscenes for the first time in the
series. And while it’s passable for the most part–
the voicework is definitly a bit uneven–bouncing between pretty decent, to occasionally lifeless. To be fair, this may be a function of the
script, as some of the characters are pretty bland. It’s perhaps not a surprise that the best
voicework comes from the characters that exhibit an actual personality–for all of the 3 cutscenes
or so that they’re in. Finally, there’s the matter of difficulty. This game is tough–as in, Zelda 1 tough. You’re going to die a lot–but rarely unfairly
so. The world feels brutal–as it should–and
makes the reward of finding Shrines and expanding your health or stamina meaningful, as they
will have a significant impact on your ability to withstand this world. Plus, the game auto-saves frequently enough
that you’re rarely set too far back. Ultimately Zelda: Breath of the Wild is an
adventure about discovery–one in which you blaze your own trail and decide for yourself
what’s important to accomplish–and how you go about doing so. And it’s that sense of discovery and freedom
that makes Breath of the Wild such a breath of fresh air. It’s simply fun to just explore and see
what surprises await you in the world– Breath of the Wild was surprising me constantly–although,
because of the game’s open-ended nature, those surprises are sometimes more fleeting
experiences as compare to entire segments that I remember fondly from past Zelda games. So overall, I liked Breath of the Wild a lot. It’s a liberating experience by recent Zelda
standards–and one that guarantees everyone’s voyage will be unique and truly their own. It’s an adventure that is frequently brilliant,
and puts exploration & freedom back at the forefront, giving you true agency over your
own adventure. While it may not be perfect, such as with
the lacking story, uneven voicework, and everything about that stupid inventory, it otherwise
provides an extremely promising foundation for Nintendo to build and improve on and i
can’t wait to see where the series takes it next. Thanks for watching and make sure to hit that
subscribe button for more on The Legend of Zelda: Breath of the Wild and other things
gaming too.

77 thoughts on “The Legend of Zelda: Breath of the Wild – REVIEW (No Story Spoilers! – Nintendo Switch)”

  1. Hey guys, so I did my absolute best to avoid any Story Spoilers! BUT there are some gameplay ones in the video itself–so if you really want to be careful, just listen to the audio 🙂

  2. I sure see a LOT of World Of Warcraft influence in this game. Actually, this is much more WoW than it is Zelda.

  3. One thing I think went a bit underrated in this review was the attention to detail. Stuff like how when you die from electricity, "Game Over" is written in yellow instead of red, or how you can occasionally see a dog chasing its own tail, and it you've ever been swimming in shallow water and you loo down, you can see the very detailed bottom of the lake or river. Or even things like how holding a fiery or icy weapon can raise or lower the temperature. Also, having no loading screen in between regions is so appreciated, especially when you consider that 11 years ago, Twilight Princess had tons of them.

  4. I appreciated this review, really, but why?

    Why would you put "no story spoilers" in the title, thumbnail, and description but show the boss of a temple?

  5. Who has a switch but not this game yet…? Unlucky your missing out.
    I got it on release and still play it like fuck!

  6. Uh, you don't need to go to the inventory to get a new weapon when it's full… Just throw the weapon away with R.

  7. You do know fi only repeatedly talks to you and gives you the objective if you press the down button on the remote

    Here's a hint just don't press the button

  8. Re: gripe about inventory, I found especially annoying that my sword quick select was also the whistle button for my horse, so everytime I use to select my sword, every enemy in the screen knows I'm there…. the weapons break waaaayyyy tooo frequently. It's not fun to have to manage them all the time, some weapons can't even last a fight even when they're new. It's not even realistic, steel swords don't break after 20 – 60 hits.

  9. Love the game buuuuut here are some cons

    -the sidequests are terribly boring and offer small rewards
    -the dungeons aren't very varied
    -the bosses look the same
    -the final boos looks cool but it's kind of a terrible fight
    -it's the same old Ganon is here and you have to beat him because you're the chosen one
    -the voice acting ain't anything special
    -the combat (and this is more subjective) gets really boring fast.

    The game deserves a good 8 out of ten in my opinion so still a great game

  10. I feel like this game has 3 problems:

    1. The start is mediocre. For the none linear gameplay and open world exploration I feel like it is bad that I must complete all 4 shrines as the challenge isn't to beat 2 of them but to go through a frozen way (I know about cooking food now but then I thought they meant to put it on regular fire and not a pot). Also the fun I had with exploration is mainly due to the Paraglider so not getting it in the start is really annoying. I do think the shrines were made well as "opening stages" so it wasn't terrible but they could do the start better if only 1 or 2 shrines were required.

    2. Almost everything breaks! I really don't like swords bows and shields since they keep breaking. I like consistency and so far I haven't found one thing to give me this. I got into the Korok Forest and saw the Master Sword but I didn't pull it out yet so I don't know about it. Also it affects problem no. 3.

    3. I am not an expert as it comes to boss battles but I really hate the ones that this game has so far. Till now I beat Kohga (Or whatever his name is) and all the Divine Beasts except for the one of the Gorons since I can't get there without being set on fire (Yes I know what about temporary resistance but as mentioned I like consistency) and this is how it goes. First I fought the one of the Ritos and the first part was really fun if to be honest I felt like I could do it in my own pace and that it wasn't too easy or too hard. And than I got inside. After dealing with the second part that really annoyed me I had to balance the Divine Beast and realised that I had to play with the wings to get into some places with much less luck and more hope which reminds me of how I broke swords in order to move some stuff in a specific direction only to find out that it goes backwards so at the very least they could give me guidance from the Ritos Champion of how changing the way to wings go can help in some puzzles. The 3rd part was barely passable. If Teba didn't give me 20 Bomb arrows it would be terrible since in those parts I mainly shoot them due to melee weapons keep breaking. Somehow of the 4 I played it's my favourite. It is passable but they could make the first part longer with more Guardians and with a number of Guardians that keep on the Divine Beast destroyed the difficulty could rise making it a fun challenge overall. The 2nd one I fought was of the Zoras. Again a guidance could help since before I watched a video of the battle were the player used Cryonics I blew the ice cubes with arrows. The inside of it was pretty fun. Nothing too easy or too hard however the 3rd part killed it. That sword of Ganon's minion (Or whoever he was) was OP. sometimes my shield worked and sometimes it didn't. Also sometimes strafing worked and sometimes it didn't (I don't talk about when he spins it but about when he throws it). To make it even worse the second part of him was with almost no ground to stand on. Needless to say Mipha's Grace is a nice apologise. Then we have Kohga. I fought several members of the clan before him so I expected a hard battle to the death. The hard part was to understand how to hurt him at some points but once I got it the battle became embarrassingly easy. The only reason I don't hate it is because of Kohga. He's a funny goofball that just works as a character. And then we have the one of the Gerudos. The first part overall was kind of annoying but I'll let it pass since controlling the sand seal wasn't too bad to the point that it's luck based. Also it was my first time surfing and the game did warn me about mastering it before starting the fight. The 2nd part was really good. For each puzzle I had to approach differently and it was challenging in a good way. This is where we get to the 3rd part and I really miss to the one of the Zoras. In the one of the Zoras it wasn't much of a skilled-based battle from my view but at least I can say I didn't press on the attack when he started to approach me. Sometimes he used the shield and sometimes he damaged me. Pretty much luck based. I take that back since at least he had a pattern. Midway through the battle it seems he used a pretty interesting attack and if it stopped there then happy end but no. He mixed attacks to the point it was pressing random buttons and hope to the best. The worst part is that even with Mipha's Grace and 2 fairies it took me many attempts. Also Mipha's Grace is an apologise while Urbosa's Fury just reminds me of problem no. 2.

    Saying that the game is huge is an understatement since all of what I wrote here is very forgotten when it comes to the good stuff (Especially since most of the time I play pacifist so problem no. 2 is meaningless).

  11. I don't really care for this game but what i hate more is that it brought out the worst in the community. You can't critique this game at all without getting death threats from immature cancer fanboys. I've seen several cases where people critique the game, get attacked, but when they try to have an intelligent conversation with the people who like this game, the fanboys just leave. They just talk shit and leave. Not to mention that Jim Sterling got his website hacked because he gave the game a 7/10. Strange, I read comments all the time about Nintendo fans who say they're more mature because they're Nintendo fans but this game comes out and they just bash other people's opinion. Kind of reminds me of how the Democratic Party acted during the 2016 Presidential campaign.

  12. Why not "love it"? Liked-it-a-lot seems so low. (See how your rating system is basically not different from a numerical one?)

  13. I can't wait to play Odyssey, but there is no way that it will be better than Breath of the Wild. Andre was way too nitpick with this game.

  14. When I saw this review I had no idea that you scored this two levels below the max. Honestly, you're wayyyy to critical of this game. It's amazing and easily the best game I've ever played.

  15. This guy is nitpicking but I’ve been playing this game for hours and hours and all I could say this game is amazing. I haven’t played a game like this that I put so much hours in a long time. Campaign is amazing I haven’t played a good campaign game in a long time. Idk what this guy is talking about with the story but again he’s nitpicking but this game has to be 10/10 it’s so much fun.

  16. I had literraly no issue with the menu. And I still don't understand what it's doing wrong. Everything is perfectly and clearly organized in it…

  17. I don't know, it seems you did more bitching and moaning about the bad parts than actually giving a review. Don't get me wrong, game reviewers should be allowed to give their opinions while still giving an objective overview, but the constant complaining about the menu was really unnerving. Sure, it's not perfect, but I the menu does its job rather well. For me, I'm willing to give the menu a pass since this is the first time the Zelda team has done this kind of open-ended adventure, and we know that making a game like Breath of the Wild more open-world than any Zelda game in the past was going to force them to change some things. In the end, I can be lenient towards it in saying it's a start. Maybe some improvements will be made in the next game to come. Until then, I wouldn't spend a good majority my time complaining about a menu when reviewing a game because that just seems petty. Overall, not one of GameXplain's better reviews.

  18. idk i find final fantasy 15 a fantastic story and very rich detail in the world and huge as well so id say this is number 2

  19. I unfortunately got this game on the Wii U, but it was great regardless… except for one thing; the fact that they stripped out the game-pad functionalities made it horribly inefficient at times. There were many instances where it would have been much more efficient to use the Game-pad rather than pressing select and stuff, such as fighting enemies and switching weapons, looking at my quests, looking at the map, looking at my albums, etc.

    Honestly, I think BOTW should have been released as a Wii-U exclusive on November 2016 or Nintendo should have taken the Twilight Princes route and orient the game for both consoles using their features (with a few-month delay between releases); I know that would have resulted in different experiences, but Nintendo had a game-pad for the Wii U, so why not use it?

  20. This was a good review of an exceptional, but not perfect, title.

    I'm about 60 hours in now and think it's about a 9/10, the good stuff overwhelms the negatives for the most part, but they are there.

  21. Great review, but I honestly really really am not a fan of the inventory gripe… You complain about inventory space, but then also complain that the quick switch menu has SO many spots to scroll through….So do you want more weapons or not? Plus you didnt even mention how one can EXPAND your inventory…. Sorry, I dont mean to come off as a jerk. Just wanted to give my 2 cents.

  22. I was playing the breath of the wild the other day (I have every korok seed and shrine) and I was STILL finding new things. It's astonishing to see even after my time with game capping at 450 hours that I'm still finding new things in the game.

  23. Good analysis and critique of the terrible inventory system. Many reviewers didn’t bother to mention it but it’s been a huge pain in the ass that slows the game down.

  24. I think I died literally once. Just have a couple fairies on hand, and if you get the Zora ability, it won't happen again.

  25. Horizon was gorgeous and the story was interesting but the combat was mediocre and boring. Zelda BOTW is a masterpiece. Good story with excellent gameplay.

  26. This is an awful review. If you think tropical freeze is an objectively better game than BOTW then you are kidding yourself.

  27. I have an issue with this game's lighting. When the sun is shining brightly, it can make the game look overly bright, washed out, and makes the character models look awful. The lighting could've been done better.

  28. I just hate how the lightning comes at you ever what? 5 mins into game play, it's pretty much the only annoying thing about this game, other then that, this game is deff my top favorites for sure

  29. Wow this game has got some of the highest reviews I've ever seen. Multiple 10 out of 10s and user reviews are all positive.

  30. Dude I've played this for like 60 hours and I didn't know you could use stasis on enemies. I had only ever used it in combat on enemy's horses

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