By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Wright said:

Watching the beasts was cool indeed. It reminded me of Majora's Mask, where you can always see the impending doom above your head, and the townsfolk also references it. But whereas getting to the moon was actually a very weird and unique moment, Divine Beasts felt too same-ish for me at the moment of tackling them. They also didn't allow much room for freedom beneath their dungeon structure, on detriment of Breath of the Wild's philosophy, but also on the series' general way of designing dungeons. The same goes for shrines in this case.

Taking a different path doesn't make Zelda games bad. Pretty much every Zelda iteration has taken a different path, or added a design twist to its foundation. It's just that the strongest elements of Breath of the Wild as a game itself struck me as neglecting the elements of what made other Zelda games great, just like the Resident Evil 4 example I provided to Veknoid. Resident Evil 4 took the franchise in an entirely different path, and for many people it was the best RE game, but I always felt the franchise was never truly the same after it. This doesn't necessarily has to be the case with Breath of the Wild, as it maintains some of the franchise's staples still. I'd love a hybridation of both models and see the result. Maybe it doesn't mesh as good as I would be expecting, but one never knows.

Actually you're a bit off here as Shrines allowed for a significant amount of freedom in how many of them are tackled I suggest you watch several speedrun categories as they show case this even the beasts themselves offered more freedom than what you'd find in other Zelda game's dungeons.

What made other Zelda games great was the adventure the player had not what you're suggesting, what you're talking about is structure which by the time BOTW had arrived had become the thing limiting the series appeal and progression this also goes for RE4 as well.