curl-6 said:
[Copy-pasted from a recent thread where I was asked the same thing] For me, what makes it so much more appealing than a typical sandbox game is the amount of thought and nuance that's gone into the world and how you interact with it. Vegetation can be set on fire, which creates updrafts you can ride with your sail cloth and is influenced by the wind. You can even set a wooden club on fire then hit enemies with it set them on fire, though doing so will degrade the club until it is destroyed. Trees can be felled for firewood, and if cut down into a river will float downstream on the current. Temperature varies not just by area, clothing, and time of day, but with altitude and proximity to fire; the peak of a mountain is colder than halfway up, and you can start a fire and stay by it to keep warm, except if it rains, the fire will be put out. The skeleton enemies will pick up their comrade's severed arms to use as weapons. Bokoblins can leave their weapons lying unattended while lounging around camp, and you can sneak up and steal them before engaging. I could go on and on, but I honestly can't think of many other games that offer so many creative ways to interact with its world. |
And not only that, usually open world rpgs are slow games full of convoluted menus where you spend a lot of your time and the gameplay is mostly based on reading the insane amount of text the npcs gaves you and then go to fight against enemies with a combat that feels pretty meh. In comparison a Zelda game is way more dynamic and fun to play, combat is fun, controls are good, menus are simple and intuitive, no walls of text around every corner and more variety on the gameplay thanks to the items and the dungeons full of smart puzzles, then there is the special degree of freedom that the interactions with nature gives you in this new one, there hasn't been an open world of this kind before, it may be a combination from thing we have already seen, but we've never seen it this way in one game.







