This post contains minor gameplay spoilers, no story elements; but you have been warned. Also, this is a very long post.
Everyone is talking about different aspects of Breath of the Wild, either in a good or bad way, but there’s one key aspect of this game that does it exceptionally well that I haven’t seen mentioned often which I can’t pinpoint with an exact name but I call it:
Players learning through experience.
Let me put the best example of a game that already does this: Dark Souls.
Whether you like Dark Souls or not, one thing it does very well is teaching the player, through gameplay, how to approach a situation. You might start trying to kill everything in your way but after many deaths you realize that you might want to consider changing your strategy, maybe try to kill some enemies from a distance first, maybe try to sneak out and get a powerful hit, and at the end of the day, the player as it fights bosses and tougher enemies, gets better in combat as well.
Zelda: Breath of the Wild does this beautifully, and for an open world this is even more impressive.
When you start the game, you might want to just rush and kill everything is your way, this for the most part will end your life; large group of enemies can destroy you if you are not careful, for one they can hit very hard and second your weapons don’t do that much damage at the beginning, this encourage players to try different approaches, sneak out, killing from a distance, use your magnesis rune, use a cucoo, etc
By doing those other approaches you will fight enemies in a safer environment, maybe 1 or 2 at a time; since the game is so big, you will find tons of scenarios where the above happens and you will slowly start to get better and better in combat. You will then feel better in taking larger groups of enemies, because you have slowly been learning how to fight, learning enemy’s movements, how they attack depending on the weapon they have equipped, this will in turn help you get more flurry attacks.
I wanted to avoid the topic but is a perfect example of a good use of this system: weapon fragility.
There are basically 3 main types of weapons: spears, two handed swords and one handed swords. At the beginning of the game you might be good with one type but suck with the others; by having weapons break frequently you are encourage to use all types of weapons, making the player slowly get better with each one; as an example: how to handle two handed swords and not having a shield will make you better at dodging, which means more flurry attacks. I sucked with two handed weapons at the beginning of my adventure, but by the end I felt very comfortable with it plus the other types; in another game, I would have probably stayed with one type of weapon and keep it the whole journey, this adds a minor but very important aspect of variety to the game.
Another great example of this are the mini bosses throughout the world; while technically not a mini-boss (because it doesn’t have a life bar) but rather a very hard normal enemy, the best example is the Lynel. This dude will destroy you in a way Dark Souls bosses can, but similar to Dark Souls, by fighting it a few times you start learning his attacks and patterns, by getting flurry attacks and blocking his attacks you can get around this enemy; the first time I encountered one I got completely destroyed, but after some persistence and changing my strategy a bit (like drinking a defense elixir) I was able to defeat it, and I didn’t have to find a better armor or a better weapon, I used the same gear as before. I never felt so satisfied in a game in a long time.
Now, one of the reasons I think this is done incredible well is because enemies get tougher as you play; I believe it has something to do with the Blood Moon, though not 100% sure. The Blood Moon not only resurrects enemies you have defeated, but it makes them stronger, by the end of my adventure I fought White Bokoblins which can hit you very hard; and here precisely is where the magic comes:
Even though I was getting better armor, better weapons and special abilities I never felt overpowered in the overworld; I always found the game to be perfectly balanced, there was never a group of enemies so strong that I couldn’t take them, nor so weak that I could just breeze through it, even with my better armor and 15+ hearts I was still getting hurt a lot, making it still reliable to use other approaches other than combat and for the combat I already had 80+ hours of experience where I felt comfortable going crazy.
The only disappointing thing I can mentioned about this “Players learning through experience” is that unlike the enemies in the overworld, the main story bosses don’t get stronger as far as I know. I do feel I was a bit overprepared for most of the dungeon bosses except for one by the point I tackle them, and the final boss was a bit on the easy side, but in the grand scheme of things, it doesn’t take away how amazingly well the system is build. Plus, is fun to see, or maybe doing it yourself, challenges like beating the game in under an hour.
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