Let’s
start with the good stuff. Breath of the Wild is a fantastic example
of open world done right. I talked a little about this in my
First Impressions post, but it’s something worth repeating. With so
many recent open world games adhering to such formulaic structures,
BotW is an incredibly refreshing experience.
After
an initial tutorial zone, you can go anywhere in the world that you
wish and you can tackle the core content in any order you choose. The
only restrictions to your exploration are enemy strength and
environmental hazards – but with careful planning, even these can
be overcome. BotW offers a remarkable freedom to explore that puts so
many recent ‘open world’ games to shame.
And
this is a world worth exploring. As vast as the game map may
be, every piece of it feels meticulously crafted. No matter where you
go, how far or how high you climb, you’ll always find something
on your travels. There will always be something to see or do.
The
world of BotW is the real star of the show. But as large as it is,
it’s not the size that’s truly impressive. It’s the small
details that really matter. BotW is packed full of small details.
Small details that bring the world to life in a way that the
artificially structured zones of other open world titles nearly
always neglect.
These
details range from enemy animations and behaviour, to npc
interaction, to wildlife, to environmental details . . . every piece
of the world feels carefully considered. This isn’t just a
collection of assets haphazardly thrown together to fill out a
needlessly large map. This world feels real. It’s one of the
most immersive open worlds you’ll ever experience and it’s an
absolute joy to explore.
But
not everyone may like this open approach to design. As I said in my
post about the durability system, Breath of the Wild represents a
significant departure from the formula of previous Zelda titles. In
those, exploration was gated and progression structured by way of key
items.
But
in BotW, your key items – runes – are all unlocked after the
initial tutorial zone. This a necessity to give the player the
freedom to tackle any of the content in any order they wish. But if
you’re a player who prefers a sense of progression similar to past
Zelda titles, that’s not what BotW is offering.
Instead,
its sense of progression comes primarily from your exploration, and
the expansion of your map as you enter new zones. It also comes in
the form of upgraded health and stamina bars, as well as new weapons
and armour. But there’s no real progression in terms of quests,
story or key items, even items as important as the iconic Master
Sword.
You
could, if you wanted to, head straight for the end boss after leaving
the initial zone. The game gives you the freedom to do so, with or
without completing the four main ‘dungeons’, any of the shrines,
or even knowing the Master Sword exists. And I can understand why
some people may not like this completely open approach to
progression. For those expecting a more structured experience in
terms of narrative and gameplay, you won’t really find that here.
So
once you’re out in the world, free to go wherever you wish, what is
there to actually do? There’s no template to zones in the sense
that each has a set number of core and side objectives. In fact, some
regions of the map will go entirely unexplored if you stick to purely
‘main’ quests. But each region does feature a variety of side
quests and shrines to discover and complete.
The
shrines are essentially puzzle rooms, based around the use of your
runes. A few do offer combat challenges, but these are actually the
most disappointing, as they’re all exactly the same, only with
varying difficulty. In terms of quality, the puzzle based shrines are
somewhat mixed. There’s over 100 shrines to discover in the world,
the majority of which can be immediately accessed upon arrival, but
others which may require a quest to unlock.
Some
of them (including the associated quests) are very simple, easy and
straightforward to complete, whilst others offer a genuinely clever
and elaborate challenge. I completed over 60 of the shrines during my
time with the game and overall, I’d say I enjoyed the shrines a
lot. But I also can’t deny that there’s nothing particularly
special about these ‘mini-dungeons’ either.
I’d
have much preferred if they’d strung say, 5 or 6 of these puzzle
rooms together. We’d then have less shrines, but perhaps more
meaningful and challenging shrines. Another issue with the shrines is
the disappointing reward they offer upon completion – a Spirit Orb
which, when you have 4 in your possession, can be used to upgrade
your health or stamina.
One
of the joys of previous Zelda titles was completing challenging
puzzles and dungeons and feeling that you received a unique and
worthwhile reward for your trouble. But there’s nothing unique,
surprising or interesting about the rewards for completing shrines.
I’d
have loved it if they’d not only combined the shrines into more
substantial experiences, but also provided more meaningful and
randomised rewards – such as heart or stamina upgrades, armour
pieces or unique weapons. Here’s the thing – I enjoyed the
shrines, but there was no sense of mystery to them. I always knew
exactly what to expect and exactly what I’d be getting at the end.
Side
quests are also mixed in terms of quality. I completed so many I lost
count, some of which were short and easy, whilst others featured
multiple stages and were far more elaborate. I’m pleased to say
that on the whole, very few fall into the tedious ‘go fetch X
number of Y’ style quests, and the majority have some kind of
narrative drive. The personal highlight for me was the side quest for
purchasing and decorating my own home, which then branched into a
lengthy secondary quest of helping to construct an entire town and
recruiting new residents.
And
then we have the main quests, although only one of these is
technically required to complete the game – defeating Ganon. The
others involve recovering your lost memories, finding the Master
Sword, and freeing the Divine Beasts from Ganon’s control. And
although none of these things are strictly necessary, you won’t be
getting the ‘full’ experience if you don’t. This is especially
true of the ‘lost memories’ quest, which you need to see the full
‘true’ ending to the game.
That’s
something that kind of irritated me though, because one of the
memories is actually located just before the final boss, but you’re
then required to leave the area in order to complete the quest. It
feels pretty silly fighting or sneaking your way to Ganon, only to
turn around and f**k off at the last moment. And then you have to go
all the way back again.
The
Divine Beasts are essentially the main ‘dungeons’ of Breath of
the Wild, but if you’re expecting anything similar to previous
Zelda dungeons you may be sorely disappointed. Each Beast is pretty
much just a large puzzle room with the odd (and pointless) enemy
thrown in, based around a mechanic that lets you reconfigure the room
on the fly.
And
they’re . . . not that great, to be honest. I really don’t mind
BotW doing something different with its approach to dungeon design,
but given the top quality of the open world, the Beasts are rather
disappointing in comparison. They’re all very short, basic and easy
to complete. They all share the same aesthetic and the same puzzle
mechanic.
They’re
not terrible. Don’t get the wrong idea. A couple of them are
actually quite clever. But in many ways, they’re less interesting
and elaborate than some of the shrines I completed. And when compared
to dungeons in previous Zelda games, they lack variety not only
visually, but in terms of design, challenge and puzzles. There’s no
unique theme or puzzle mechanic requiring the use of a particular
skill or item. Also, the bosses
kinda suck.
Each
Beast ends with a boss fight, and this is the other major issue I
have with BotW. The bosses are weak. Like the Beasts, they’re
fairly short and easy fights. And both visually and tactically,
they’re all essentially the same. If you’re expecting unique and
varied boss fights, requiring clever solutions to defeat, then you’re
going to be very disappointed.
And
this sadly applies to the final boss fight which, due to the open
nature of progression, has no real build up. There’s no sense of
achievement at being ready to face the ultimate foe. Instead, it just
involves running into a room, watching a cut scene as the big bad
arrives, followed by a rather anti-climactic battle and a somewhat
abrupt and unsatisfying ending.
It
feels like the game would have benefited by dialling back the freedom
just a touch, to help build that tension, that sense that you’re
preparing for the ultimate battle. If it made securing the Beasts a
necessity. If the bloody Master Sword was actually vital to
victory. But it’s not.
It
can’t be, because they’ve purposefully designed the game
so that nearly everything you do is entirely optional. But when
everything is optional, none of it feels important. As a
result, when you do find the Master Sword, it’s incredibly
underwhelming – especially when you realise you could have just as
easily gone into battle against Ganon wielding a bokoblin club and
prevailed.
It
almost feels like BotW forgot about the Legend part of the
title. The Legend of the Chosen Hero. The Legend of the Master Sword.
Except in BotW, you can run straight to Ganon and start smacking him
with a soup ladle. So much for the legendary ‘sword that seals the
darkness’! I can see why some people might see this as a positive,
but to me, it’s more of a negative aspect.
I
missed that sense of needing to go on a grand quest to unlock the key
items that are required to defeat the ultimate foe. In BotW, you
don’t really need to
do anything because it gives you all the necessary tools right at the
start. So why bother? What’s really at stake? Where’s the sense
of purpose and drive? I know there are those who will think this
silly, that there’s no more incentive to doing these things just
because they’re mandatory and it’s actually better if they’re
not.
And
I can’t quite disagree with that. I guess I’m kind of torn on the
matter. I enjoyed everything I did to prepare for the final boss,
choosing my own path and tackling each Beast in my own time and way –
but when I finally reached Ganon and realised none of it really made
any difference, it all felt a bit hollow.
In
terms of story, I actually really liked BotW. It’s surprisingly
bitter sweet. Essentially, the first battle against Ganon was lost
and everyone died. But now you’re back to take one final
shot. I liked it, and I liked searching for my lost memories to piece
together exactly what went down. I just wish the gameplay progression
more appropriately reflected your story progression.
Also,
the ending. It’s so short and abrupt and then just kicks you
back to a save prior to fighting Ganon. I’d have loved an
‘epilogue’ style post-game world and final quest where you
recruit the other races to help you rebuild the castle or something.
This would have been the perfect title to offer a meaningful
post-Ganon experience, because there’s still so much to explore,
discover and do.
Combat
in the game is simple, but effective. I’ve already touched upon the
durability system, so I don’t so again here. When combined with the
environment and runes, the combat in BotW offers an enjoyable, varied
and creative experience. Alongside the open world, it’s one of the
highlights of the game. There’s so much to do, so many creative
ways to combine your skills to explore or just f**k around.
It’s
easy to lose yourself in the world of Breath of the Wild because the
world is so damn fantastic. But I think you need to step back and
look at the experience as a whole. Look at the real key elements of
the game – those elements that push you forward throughout the
experience. And those key elements – the core quests, the Divine
Beasts and the boss fights – are all a little lacking. They almost
feel like an afterthought, as if they were tacked on at the last
moment.
They’re
not bad – they’re just not as good as everything
else in the game. But, for me, they are the
most important elements of the experience – and ultimately,
they failed to provide the quality, variety and challenge I expected.
It’s such a damn shame, because if they’d nailed those aspects as
fantastically is they nailed the open world, then maybe we really
would have the perfect game.
Despite
my criticisms and odd irritations, there’s no denying that the
overall experience of playing Breath of the Wild was incredibly
engaging, engrossing and most importantly – fun. It’s one
of those rare titles that comes along and reminds you why you love
video games so much. Breath of the Wild was a joy to play. I highly
recommend it.
8/10 (Updated Score - 9/10 - Switch Version)
No comments:
Post a Comment
Note: only a member of this blog may post a comment.