Wright said: I've personally tried to sequence break shrines myself, but only found myself being able to do so in few shrines (especially those that use electricity, and you can cheese them by using metal of your weapons). Often I would just push through creative outcomes from the forced mechanic rather than freedom myself, such as using the gamepad ones and turning mazes upside-down to have a estable platform rather than finding the correct path. I've seen some speedruns, where they use the shield gliding + bomb explosion area to reach unreachable places, though I never use speedruns myself as a metric of anything because those players have perfected every single mechanic/exploit from games to achieve so. That being said, I've seen the any%, which surprisingly don't really use exploits but merely reach Ganon under 30 minutes by using the game's mechanics in their favor, and it's something I commend the game for. And the adventure given to the player in previous Zelda games certainly include tackling dungeons; a game's structure is also how the game presents the adventure to the player, and vice versa (that's how I see it). Breath of the Wild's structure is a huge departure from previous Zelda games, which makes the adventure palatably different because of it. I just found it contrasting to the usual adventure/structure I was used to because of the points I made in the post. I put the Resident Evil 4 example because I always found that game was a bad Resident Evil game, despite being an awesome game on itself; I understand the Resident Evil formula had become stale by that point, but I just didn't like that it sacrificed most staples of the franchise in order to renew and broaden the franchise. EDIT: I gotta say, some of the Main Quest speedruns are pretty amazing to watch as well. |
Being used to something doesn't mean its a good staple the structure in the series was a limitation as if you removed the dungeons from all the previous games only SS and maybe WW would have some semblance of what makes it good the rest would be pointless this is why the structure had to be overhauled as the dungeons were the games Hyrule was just a stop between them. In BOTW Hyrule now is the game the player now no longer needs to get to a dungeon to enjoy the concept of the adventure or require a said item to open up and progress the game they are given a definitive adventure in which the structure lets the player themselves dictate how the game plays out in the world.
That is what imo makes BOTW the best Zelda game as now it feels much more like a proper true adventure within Hyrule where you organically come across villages, shrines and such in a quest to find a solution to the problem as opposed to a sort of dungeon crawler where you're guided from A-B due to a limited structure and the world outside doesn't really matter.