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HoloDust said:
CladInShadows said:
I might be in the minority on this one, but one of the big things missing in BOTW was progression tied to abilities/items. I don't want to be able to access the entire map right from the beginning of the game. Make certain sections of the map inaccessible without a hookshot, for example. Slowly open up new, more difficult/interesting places as your character grows. And tie this in with unlocking dungeons, which there should definitely be more of. Don't give me every ability at the beginning of the game.

I know this introduces linearity but I feel that open world games have become a dime a dozen these days and I like a little more structure in my Zelda games.

Yeah, I would prefer that as well, I don't think Zelda should be sandbox open-world, instead more of narrative driven semi open-world.
To add insult to injury, climbing, the way it's implemented, makes it even easier to bypass most of natural obstacles or passages guarded by tough enemies, so even that as usual way to nudge player into certain direction and story progression is negated in BotW.

That would re-introduce some of the major problems that past 3D games had. Notably, the “find the needle in the haystack in order to progress” stuff that plagued the 3D series since Ocarina of Time. The difference is that the much larger size of the game map would compound that problem meaning lots of people getting stuck due to simply not being able to find something - this already happened in much smaller Zelda games making going to Gamefaqs or quitting the only two steps for anyone who didn’t have several hours to work on trying to figure out one thing - part of the beauty of Breath of the Wild is that everything felt like progress, and if you felt like you were stuck at any point, you could skip it - come back later when you’re better equipped, or ignore it altogether since there’s a ton of other things you can do to build yourself up.



I describe myself as a little dose of toxic masculinity.