curl-6 said:
I still don't see how that's "broken" since the world isn't meant to be tackled in a linear fashion. There is no "correct" path through the game, it's designed in such a way that climbing is a viable method of exploring providing the player makes sufficient investment into building up their stamina, so it works much the same as levelling up a skill in an RPG. Same goes for the Master Sword; it doesn't matter how you get the 13 hearts so long as you get them, that's not "broken", it's simply the game giving you options. To "break" the game implies a violation of the rules; BOTW doesn't do that, it simply make the rules loose and flexible in the first place. The shrines weren't particularly difficult, that is true, but honestly, I liked that. Nothing kills the fun for me like my progress being ground to a halt by an obtuse puzzle. The ones in BOTW were logical and intuitive enough that I never got stuck, yet every one of them was clever enough that I got a little mental buzz from solving them. Random thought; if the next Zelda does follow the template of BOTW and does not meet your criteria, might I suggest trying out Darksiders III? That's a series that draws a lot from the Ocarina-Skyward Sword school of Zelda design, maybe that will hit the spot for you. |
You pretty much nailed it.
When compared to other Zelda games, Breath of the Wild is significantly more difficult in the areas where it matters. You're probably not going to die more than a handful of times in any other Zelda game - minus the two NES titles - because there's not much in those games that can actually kill you; and probably not at all on a replay. Breath of the Wild will kill you often unless you keep yourself very well stocked - and it's likely that this game kills the average player many more times than the others.
With past (3D) Zelda games, the difficulty has always been with obtuse puzzle design - and it's not that they're difficult, but that they're spread across gigantic areas, so you kind of have to comb for things. I don't even mind that when it is done within reason - if I am already an hour and a half into a dungeon, and I have this huge area to uncover some small switch or find some key; then that's no fun.
And I agree, the next Zelda will follow the BotW template, and they really should, it's what's going to bring in the money and the high review scores. I think where they can improve is on the thematic aspect - and while cosmetic, really does add a nice touch for players. The overworld was BEAUTIFUL, bring some of that into the shrines in the next game.
I like the ratio of about 1 larger dungeon per ~30 shrines. Not that I was doing 30 shrines per large dungeon (it was more like 10-12), but the knowledge that there are THAT many out there makes me really like to explore around to see what I can find and where I can reach.
On the climbing element. The very idea that if you can see it, you can go there, is one of the major draws of Breath of the Wild (and similar to Xenoblade Chronicles X, being probably the main reason I still like that game the best in the meta-franchise since Xenogears). I don't think removing that element will do anything to improve the game, rather, it goes back to the old/stale linear handholding game that we get FAR too much of. The freedom of Breath of the Wild is one of the major reasons so many people are saying this might be the best game you can play right now. It's not the blocking of areas that is the progress, it's the massive world to explore and uncover - and you can do it in any order you want. Few people's orders are going to be the same, and even fewer people are going to tackle each point in the same way; this isn't your grandfather's Zelda (actually, since I'm a longtime fan, that grandfather would be me, since I began playing Zelda back in the 1980s when I was around 7).
I describe myself as a little dose of toxic masculinity.