I’ve
played The Legend of Zelda: Breath of the Wild for just over 20 hours
now, but I feel like I’ve barely scratched the surface. I thought
I’d write an initial impressions post to talk about my experience
so far.
The
main problem I’ve had with the game isn’t so much an issue with
the game itself, but with me. Muscle memory is a funny thing,
and switching from a 360 controller to a Wii U controller has proven
troublesome. But I’m pleased to say that after 20 hours of play, I
can now reliably press at least 3 of the 4 face buttons. Give me
another 10 and I’m confident I’ll be able to press all 4.
Graphically,
Breath of the Wild is gorgeous. It has a lovely ‘watercolour’
aspect to it. Still images of the game really don’t do it justice.
When animated, the world of BotW is beautiful to behold. Sound design
in terms of ambient audio is excellent, but there’s been a
noticeable lack of strong musical tracks – at least so far.
Playing
BotW on the Wii U, I’m actually surprised by how impressive it
looks and how smoothly (overall) it runs. The frame rate does suffer
in certain locations, particularly in the two villages I’ve
visited. It also takes a hit when multiple explosions occur. It’s a
noticeable drop, but far from unplayable.
I
found it strange when I saw articles talking about Zelda ‘going
open world’ because all of the previous Zelda titles were
open world to a limited degree. And BotW is the most open yet. It
doesn’t quite strike you at first, even after an initial panoramic
reveal. But as you begin to explore, it dawns on you just how vast
the world of BotW really is.
What’s
impressive isn’t so much the size, but how everything feels hand
crafted. It really does feel like a real world you’re
stepping into, as opposed to a collection of copy pasted zones. Yes,
I’m looking at you Ubisoft.
Ubisoft
took the concept of the open world and refined it into a very
‘efficient’ (and successful) formula. But it’s a formula that
I’ve (and I’m sure many others) have grown considerably tired of.
Playing BotW feels like a breath (!) of fresh air in comparison.
It’s
a fantastic example of how open world should be done. After
departing the initial ‘tutorial’ area you really can go anywhere
you want. You see that mountain? You can climb it! And you’ll
probably find something really neat at the top when you do.
There’s
no ‘zone’ check lists to complete before moving onto the next.
Your progression through the world and the design of the world itself
feels very organic, as opposed to the artificial and structured
experience of the Ubisoft Game Template.
Breath
of the Wild, quite refreshingly, doesn’t hold your hand. It
provides enough visual clues to prod you in the right direction but
it never treats you like a fool. For example – in an early tutorial
mission, you have to enter an area of extreme cold. The game doesn’t
‘tell’ you how to survive it as such, but you do find a journal
that hints at a recipe for a cold resistant meal.
It
provides the clue, but it doesn’t use quest markers to point to key
ingredients or shove ‘collect 3/6 peppers’ on your screen whilst
you do. The game gives you enough information for you to figure it
out on your own. It trusts that you’re not a complete moron who
needs to be led every step of the way. I’m looking at YOU Ubisoft.
It
also doesn’t feel the need to shove all its CONTENT into your face.
LOOK HOW MUCH CONTENT THERE IS. LOOK AT ALL THESE QUEST MARKERS AND
COLLECTIBLES. Once you enter a new region you can climb a tower to
‘unlock’ the local map. But that’s all it does. The rest
is up to you to explore and discover on your own.
And
if there’s one thing I’d advise when playing BotW, it would be to
switch off the mini-map and other HUD elements. You honestly don’t
need them. The problem with mini-maps in general, is that you
sometimes end up watching where you’re going on them as much
as what’s before you on the screen. Turn that shit off immediately.
There’s
lots of little things I’ve experienced in my time with BotW, little
stories I could talk about all day. Like when I climbed a mountain
and found three round boulders perched on top of a small hill. I then
noticed two trees, standing apart, at the bottom. The game didn’t
tell me what to do. I just knew.
The
world is full of lovely little touches and animations. The attention
to detail is quite remarkable. Entering a village at night or during
bad weather is a different experience to during the day or when the
sun is shining. Characters change their routine or even their
dialogue as appropriate. Many games simply don’t bother with these
little touches, but it’s these small moments that massively
enhance the overall experience.
Combat
in the game is fairly simple, but fun. Unlike previous Zelda titles
you don’t have ‘set’ weapons or gear, but instead continually
cycle through new equipment as you progress. Weapons break over time
and must be replaced, which can be annoying if you’ve found a
weapon you really like, but you soon learn not to grow attached. It
does provide a nice degree of variety to combat as you’re forced
into using different types of weapons, each with their own attack
style.
If
there’s one thing the Zelda games have always done well, it’s
provide this wonderful sense of adventure – and Breath of the Wild
may be the best yet in that regard. Exploring the world is a joy.
You’re never far from something to see or do. And because the game
never tells you exactly what you’ll find or where, it
maintains this wonderful sense of mystery.
Which
wouldn’t work at all if there wasn’t anything interesting to
actually find – but there nearly always is. Every time I saw
something that looked interesting at a distance, I was never
disappointed by what I found, even if what I sometimes found was a
world ‘boss’ who one shot me.
That
doesn’t mean the game doesn’t have any structure. It does. There
are ‘main’ quests on which to embark and different side quests to
undertake. But you never know when or where you’ll come across
them, and how you approach them is entirely up to you.
If
it wasn’t already clear, my initial impressions of Breath of the
Wild are extremely positive. I played for 20 hours over two
days which probably wasn’t very healthy, but it was honestly hard
to stop. I can’t remember the last time I lost myself quite so much
in a world.
It’s
a game with a true spirit of adventure and I hope the next 20 (or
however many hours it takes to complete) are as impressive as the
first. Don’t expect a full review any time soon. I’m taking my
time with this one.
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