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- better and way more consistent physics
- more enemies, suited to region and with different resistances to certain types of damage
- more weapons with clearly defined type(s) of damage they deal
- no endless slate powers, especially bombs are ridiculously overused - "magic" needs meter/"mana" like in previous games
- weapon and shield wear and tear is fine, in fact armor should have it as well - it's just they all need some sort of gauge to show its condition, as well as ways to repair/fix them, either in shops (especially for heavier armor) or with tools
- underground locations - every time I ran into some destructible rock formation I was hoping it will be entrance to some underground dungeon...no such luck...which brings me to:
- classic 3D Zelda dungeons sprinkled with classic RPG dungeons...game really needs them...no, Divine beasts are not good replacements...they are fine, but they are too easy, too short, and too few...which leads to:
- no shrines...they are really poor replacement for dungeons - there's nothing more boring than solving neat environmental puzzle and getting yet another orb (and potentially some breakable weapon/shield)...this leads to:
- proper and much better rewards should be really high on their to do list for next game - among other things, it's about time that LoZ gets rings and amulets - jewelry in Gerudo Town was step in the right direction, it just needs to be rings and amulets, so that they do not take up armor slots
- no Korok seeds - most of those "puzzles" are boringly repetitive and it's really silly mechanism to enhance your inventory space...this leads to:
- inventory really needs fixing - sorting is terrible, ingredients are not marked with icons indicating their special properties and limited weapon/shield space makes no sense whatsoever the way it's implemented; also all gear/ingredients need weight
- pausing game while going through inventory and healing yourself is really, really bad design - game is already very easy, this makes it at times ridicioulosly unchallenging
- no towers - I honestly see no purpose in them, other than getting a map - for me it's much more rewarding to seek vantage point somewhere in lansdscape and I'd rather that maps of different qualities are sold at the shops or with NPCs, in addition to being auto generated as you explore (in latter case, names of locations would appear on map only if you acquired that knowledge in some way)
- climbing - this is one of my pet peeves with a game - while I like that there is climbing in game, its implementation, for me, breaks the game in so many ways - Zelda is not RPG, so attributes, skills and other modifiers are not to be expected in future instalments, but something like encumbrance should be a thing - wear heavy plate armor and have ton of loot and see how good you are at free-climbing 90 degree (or even more, which is even more ridiculous in BotW) vertical cliff - this would at least make current very basic hearts/stamina upgrade path somewhat more interesting and make different playstyles necessary, depending on personal preference
- no such thing as Blood Moon - enemy respawning should be tied to the story progression
- better world design with more locations, BotW feels very much copy/pasted after a while - also world that nudges player to certain paths, thus giving designers ability to make better main story arc.
- better side quests - while there was enough of them, most of them are quite simple and forgettable...it is, after all, post TW3 era.