curl-6 said:
They're of paramount importance to the exploration and dungeoneering; by exploring you encounter new situations and elements through which you discover the game's physics and chemistry systems, while the dungeons revolve primarily around the use of said physics. The simple fact is, BOTW is not meant to be a traditional Zelda. After so many years with minimal change, traditional Zelda had grown stale. The whole point of BOTW was to reinvent the series and make it fresh and relevant again, and given its stellar critical and commercial success, it's hard to argue they didn't succeed. I get that you would've rather it stayed the same, but its impossible to please everyone. |
BotW "dungeons" revolve around runes that you get in first few hours of playing - there's nothing really that you learn much after that helps you in said dungeons. I stopped using any of the runes after 10-15 hours, unless some shrine or "puzzle" forced me to.
Only thing I had to use was climbing, the game simply forces you to at certain points - and you know what I think of climbing in BotW.
I wanted it to change as well - just that I wanted it to have better designed open world and to keep classic dungeons. It failed me in both.
As for stellar critical and commercial success - Skyrim had it as well. Yet, it's generally regarded among TES fans as the worst TES ever (aside from maybe Arena).