Wyrdness said:
The Beasts in BOTW are very much a part of the world you see them moving around and the effect they have on the world and even when exploring them you see the rest of Hyrule from them as opposed to other games where you enter them and it's a completely segregated area, dungeons never felt like part of Hyrule previously. In previous games one of the biggest problems with dungeons was that you get a load of items that have no use outside of the dungeons you find them and some items get replaced by others, essentially a load of clutter, in the end game it was only ever the bombs, bow and hookshot that were important throughout.
ALBW worlds suffered from the same issue as other games being dictated by dungeons you could just do them in any order provided you bought/rented the right item, it was minor freedom at the end of the day the only game that really detracted from things was SS which took a more Metroid like approach and is the foundation from BOTW's template. Aonuma has already said BOTW's template is what Zelda will be built on thankfully, taking a different path doesn't make it a bad Zelda game in fact this case it made it the best one solving a load of problems for the series and its future.
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Watching the beasts was cool indeed. It reminded me of Majora's Mask, where you can always see the impending doom above your head, and the townsfolk also references it. But whereas getting to the moon was actually a very weird and unique moment, Divine Beasts felt too same-ish for me at the moment of tackling them. They also didn't allow much room for freedom beneath their dungeon structure, on detriment of Breath of the Wild's philosophy, but also on the series' general way of designing dungeons. The same goes for shrines in this case.
Taking a different path doesn't make Zelda games bad. Pretty much every Zelda iteration has taken a different path, or added a design twist to its foundation. It's just that the strongest elements of Breath of the Wild as a game itself struck me as neglecting the elements of what made other Zelda games great, just like the Resident Evil 4 example I provided to Veknoid. Resident Evil 4 took the franchise in an entirely different path, and for many people it was the best RE game, but I always felt the franchise was never truly the same after it. This doesn't necessarily has to be the case with Breath of the Wild, as it maintains some of the franchise's staples still. I'd love a hybridation of both models and see the result. Maybe it doesn't mesh as good as I would be expecting, but one never knows.