You’ve probably heard some things about Zelda‘s latest title, a little thing called Breath of the Wild, released for Nintendo Switch. No biggie.
It’s been covered to death, and ever since seeing the E3 2016 trailer (somehow I missed the first 2014 one…?) have been very excited for the game. You may remember the Twilight Princess reveal, one of the most genuinely enthusiastic responses of a video game I can think of; when BotW was revealed last year my friends and I basically lost it in a similar fashion.
As of writing, I have yet to finish the game, but I’ve put in enough time to free all of the Divine Beasts and reclaim all but one of my memories. I have also done a little over 50 shrines and unlocked the entire map. Before the summer ends I should be ready to fight Ganon; the only reason I haven’t done so is because the lead-up to Hyrule Castle has such a heroic soundtrack that I feel morally obligated to do the entire thing in one sitting.
Anyway. It’s tough to say whether BotW is the most like Zelda or the least like Zelda. On one hand, it takes a stark departure from the somewhat linear progression that the Zelda series has used in the last few years; on the other hand, it’s so close to the original Zelda that one might consider it the ultimate Zelda game.
By which I mean its completely open world. If you recall, the original Zelda game had no instructions whatsoever; you were allowed to go in any direction from initially spawning – technically you didn’t even have to grab the sword. You could tackle the dungeons in any order you desired and secrets were unlocked by using your brain. Conversely, Skyward Sword infamously had Fi, who held your hand at every corner and turning the game more into a list of chores to do.
BotW takes the best of the original Zelda and supports and structures it with modern technology. People drop hints but never tell you explicitly how to achieve a goal. The search for the Master Sword was particularly good; through talking to four or five people, you eventually synthesize information to realize it’s hidden in the Lost Woods, and in order to navigate the Woods you need to watch the wind.
I think the reason I love BotW is how it strikes a balance between abilities and mechanics. When you think about it compared to other open-world games, it actually features fewer skills that empower the player; much of what makes the game tick is under the hood. Tiny little details, really. Temperature, weather, a true, loading screen-free open world (save for dungeons and shrines), the ability to set things on fire, etc. etc. etc. Moreover, the game puts a higher emphasis on skill. People claimed that BotW took points from Dark Souls; the Souls guys replied by saying that they’ve been taking points from Zelda. While abilities help you solve puzzles, get around, and sometimes fight enemies, much of the game is based on your personal ability as a gamer to react, empowering you and making you actually feel like the hero of legend – especially if you elect to go with the reduced, “Pro” HUD (in settings). This is further seen in the different ways you can attack a challenge. With all four abilities plus the paraglider unlocked in the first half hour, failure at a challenge means you can hit from a different angle. Maybe a head-on rush against a monster camp doesn’t work, so try swinging giant metal boulders around, or gliding in from above, or lure a Guardian over or something.
That being said, I do have a minor complaint. Where is Hyrule? There’s a massive castle in the center of the world, but what is it ruling over? I realize that there are town ruins in the vicinity of the castle, but there appear to be very few citizens. It just seems strange to have a very large castle ruling over a very small amount of people, the Calamity notwithstanding.
Though I feel BotW would have been an incredible game no matter when it came out, I think it was released at a great time. AAA gaming is taking a far more businesslike model, and each day I’m losing confidence in the entire industry as a whole. I’ve long lamented how big developers seem to be putting in features for the sake of putting them in and not for fun (looking at you, Assassin’s Creed collectibles), but in BotW everything plays a part on the overarching story of Link trying to save a kingdom on the brink of destruction. Nintendo is usually seen as being somewhat conservative and backwards in terms of game development, but ever since Iwata’s tenure as president the company has almost always been experimenting with fun. They don’t always succeed (see: Star Fox Zero), and yet they are unique in their way of at least putting that first. In that sense, Breath of the Wild really is a breath of fresh air.