I guess I'll make a great big followup post on what I think about the game now that I've finished the main story.
First of all it's still really damn good. No other open-world game really comes close to capturing the feeling of adventure and discovery in a huge, wide-open world quite like this. What helps is that the game is very minimalistic. You never really get waypoints, or marks on the map for finding the game's towers. You have to forge your own paths and use directions from characters in order to find your way in the world, but what works is that you can forge any path you want. So many games use mountains as walls, passes as hallways, funneling players through chokepoints and directing where they go.
In this game? If a mountain's in your way, you can just climb over it. And when you get to the top, you can survey the landscape, place your own markers, and then go to town exploring all that you just saw. And on the way to whatever marker you may have placed, you could run into something else, be it a band of monsters attacking innocent people, or another Korok puzzle, maybe even some wildlife you can hunt for food or an enemy with a cool weapon to steal. It really does feel like a grand big ol' adventure.
I like that at the beginning of the game, you get your goal - defeat the Calamity Ganon and save Hyrule. And if you so choose, you can attempt it. I also like that you get the "items" of the game right off the bat, so that you know how to use them and the rest of the game is all about the adventure, not "well, to get here, I gotta get the bombs".
The main dungeons are cool. The mini-dungeon Shrines all provide fun little puzzles, usually with a little side-path for some treasures, or straight-up combat challenges. They all wind up feeling like rooms from one of the Temples in Ocarina of Time and the like, but all separate from each other. They're neat, but the real treat are the Divine Beasts. Each one has a unique mechanic to modify the dungeon itself. You get it pretty straight away, too. They end up making the dungeons feel like a large and complete whole, as opposed to a disparate group of rooms like some of the poorer dungeons in series past. They may be short, and the bosses at the end of every one pathetically easy, but they're really quite fun and the boons you get for completing them... kinda break the game. They make the game a lot easier.
The game's challenging. I've actually died quite a few times on my quest because enemies get pretty powerful pretty fast, and it takes a while to build up hearts. I'd imagine that's why the game has the temporary hearts mechanic for eating food, but you can't really sleep through the combat like you could in Ocarina.
One part of the game in particular made me extremely happy: in the southeast there's an island that strips away all of your equipment and forces you to solve a puzzle. I loved this because it was a fantastic extended reference to Link's Awakening, and there's quite a few more references throughout the game. Separate spoiler 'cause it's a big deal: Hyrule Castle's music even features the Ballad of the Wind Fish. Words cannot describe. The music for Hyrule Castle's incredible, by the way.
There's a lot of downsides, though. I've already mentioned the framerate issues, which are a problem. Especially when the game soft-freezes for a second or two, or even gets some nasty screen-tearing. I love the visuals, I just wish the game could handle them.
Second, perfect dodges and parries are a little too difficult to get consistently. Sometimes it feels like the game activates them at random. I'll be completely out of range of an attack, jump to the side, and discover I've suddenly entered Witch Time, whereas other times I'll dodge right in the middle of a strike, and get nothing, when earlier I did. I mentioned Witch Time - Bayonetta 2's dodge mechanic felt much more solid and responsive than this game's. In that, I could usually tell when Witch Time would activate. (Not in the first game, which for some reason had some attacks negate Witch Time which was weird.) In this game? Seems to be a bit of a coin toss. Every once in a while I'll get a chain of them, and then the next fight I get nothing. Parries also feel a little off, which is disappointing, because they were pretty much perfect in Skyward Sword. This makes it super-frustrating when the second phase of Calamity Ganon requires you to make these perfect dodges and parries! Combat feels great... when it works.
Thirdly, weapons are just a little too fragile. I understand this is to keep the player cycling through weapons and using new things, but I understand when a Rusty Longsword breaks after five hits. I don't understand why a Knight's Broadsword breaks after fifteen. It'd be nice if you could modify the weapons, or even pick up the shattered pieces after they are broken and reforge them using your resources - combine weapon crafting with food crafting (which the food crafting in this game is genuinely fun and well done), let the player make a Thunder Rod that also acts as a Boomerang or something, I dunno. The Master Sword is also a bit odd - it breaks quickly but the way the game talks about it, it made it seem like it regenerated its health over time. Nope! It only regenerates after it "breaks" and then it takes ten minutes. I do like that when you hit with a shattering weapon, it counts as a critical, increasing the odds of the enemy dropping their weapon so you can pick it up right after. But combat rarely felt rewarding in terms of resources.
The few weapons you can reforge? Because everything in the game is so fragile, it's just not worth using them.
Fourth... the game ain't streamlined too well. I've been playing Horizon Zero Dawn lately, which is pretty similar to Breath of the Wild in gameplay and setting. Heck, you even get the slow-mo bow aiming when jumping off a ledge as an upgrade. But it feels like it does a lot of things better, with the caveat being some mechanics are gone... but it's not like I miss them? The only missing thing that Breath of the Wild definitely did better is the "climb anything" mechanic. In general though, the experience feels much smoother. (Which is probably helped by the more stable framerate and lack of screen-tearing have I mentioned those yet)
I like Breath of the Wild. I like what it did with Zelda's character, and we even get a little introspection into why Link's so quiet all the time as well which is neato! Exploring the world is super-cool and finding things is way neato and the few set-pieces the game has, it does them really really well. The soundtrack's amazing, the graphics are lovely, and the gameplay's pretty solid. But it's far from flawless, and ten-outta-tens across the board is really really pushing it.
I guess I'll make a great big followup post on what I think about the game now that I've finished the main story.
First of all it's still really damn good. No other open-world game really comes close to capturing the feeling of adventure and discovery in a huge, wide-open world quite like this. What helps is that the game is very minimalistic. You never really get waypoints, or marks on the map for finding the game's towers. You have to forge your own paths and use directions from characters in order to find your way in the world, but what works is that you can forge [i]any path you want[/i]. So many games use mountains as walls, passes as hallways, funneling players through chokepoints and directing where they go.
In this game? If a mountain's in your way, you can just climb over it. And when you get to the top, you can survey the landscape, place your own markers, and then go to town exploring all that you just saw. And on the way to whatever marker you may have placed, you could run into something else, be it a band of monsters attacking innocent people, or another Korok puzzle, maybe even some wildlife you can hunt for food or an enemy with a cool weapon to steal. It really does feel like a grand big ol' adventure.
I [i]like[/i] that at the beginning of the game, you get your goal - defeat the Calamity Ganon and save Hyrule. And if you so choose, you can attempt it. I also like that you get the "items" of the game right off the bat, so that you know how to use them and the rest of the game is all about the adventure, not "well, to get here, I gotta get the bombs".
The main dungeons are [i]cool[/i]. The mini-dungeon Shrines all provide fun little puzzles, usually with a little side-path for some treasures, or straight-up combat challenges. They all wind up feeling like rooms from one of the Temples in Ocarina of Time and the like, but all separate from each other. They're neat, but the real treat are the [ispoiler]Divine Beasts. Each one has a unique mechanic to [i]modify[/i] the dungeon itself. You get it pretty straight away, too. They end up making the dungeons feel like a large and complete whole, as opposed to a disparate group of rooms like some of the poorer dungeons in series past. They may be short, and the bosses at the end of every one pathetically easy, but they're really quite fun and the boons you get for completing them... kinda break the game. They make the game a lot easier.[/ispoiler]
The game's challenging. I've actually died quite a few times on my quest because enemies get pretty powerful pretty fast, and it takes a while to build up hearts. I'd imagine that's why the game has the temporary hearts mechanic for eating food, but you can't really sleep through the combat like you could in Ocarina.
One part of the game in particular made me extremely happy: [ispoiler]in the southeast there's an island that strips away all of your equipment and forces you to solve a puzzle. I loved this because it was a fantastic extended reference to Link's Awakening, and there's quite a few more references throughout the game.[/ispoiler] Separate spoiler 'cause it's a big deal: [ispoiler]Hyrule Castle's music even features the [i]Ballad of the Wind Fish[/i]. Words cannot describe. The music for Hyrule Castle's incredible, by the way.[/ispoiler]
There's a lot of downsides, though. I've already mentioned the framerate issues, which [i]are[/i] a problem. Especially when the game soft-freezes for a second or two, or even gets some nasty screen-tearing. I love the visuals, I just wish the game could handle them.
Second, perfect dodges and parries are a little too difficult to get consistently. Sometimes it feels like the game activates them at random. I'll be completely out of range of an attack, jump to the side, and discover I've suddenly entered Witch Time, whereas other times I'll dodge right in the middle of a strike, and get nothing, when earlier I did. I mentioned Witch Time - Bayonetta 2's dodge mechanic felt much more solid and responsive than this game's. In that, I could usually tell when Witch Time would activate. (Not in the first game, which for some reason had some attacks negate Witch Time which was weird.) In this game? Seems to be a bit of a coin toss. Every once in a while I'll get a chain of them, and then the next fight I get nothing. Parries also feel a little off, which is disappointing, because they were pretty much perfect in Skyward Sword. [ispoiler]This makes it super-frustrating when the second phase of Calamity Ganon [i]requires[/i] you to make these perfect dodges and parries![/ispoiler] Combat feels great... when it works.
Thirdly, weapons are just a little [i]too[/i] fragile. I understand this is to keep the player cycling through weapons and using new things, but I understand when a Rusty Longsword breaks after five hits. I don't understand why a Knight's Broadsword breaks after fifteen. It'd be nice if you could modify the weapons, or even pick up the shattered pieces after they are broken and reforge them using your resources - combine weapon crafting with food crafting (which the food crafting in this game is genuinely fun and well done), let the player make a Thunder Rod that also acts as a Boomerang or something, I dunno. [ispoiler]The Master Sword is also a bit odd - it breaks quickly but the way the game talks about it, it made it seem like it regenerated its health over time. Nope! It only regenerates after it "breaks" and then it takes ten minutes.[/ispoiler] I do like that when you hit with a shattering weapon, it counts as a critical, increasing the odds of the enemy dropping their weapon so you can pick it up right after. But combat rarely felt rewarding in terms of resources.
[ispoiler]The few weapons you [i]can[/i] reforge? Because everything in the game is so fragile, it's just not worth using them.[/ispoiler]
Fourth... the game ain't streamlined too well. I've been playing Horizon Zero Dawn lately, which is pretty similar to Breath of the Wild in gameplay and setting. Heck, you even get the slow-mo bow aiming when jumping off a ledge as an upgrade. But it feels like it does a lot of things better, with the caveat being some mechanics are gone... but it's not like I miss them? The only missing thing that Breath of the Wild [i]definitely[/i] did better is the "climb anything" mechanic. In general though, the experience feels much smoother. (Which is probably helped by the more stable framerate and lack of screen-tearing [i]have I mentioned those yet[/i])
I like Breath of the Wild. I like what it did with Zelda's character, [ispoiler]and we even get a little introspection into why Link's so quiet all the time as well which is neato![/ispoiler] Exploring the world is super-cool and finding things is way neato and the few set-pieces the game has, it does them really really well. The soundtrack's amazing, the graphics are lovely, and the gameplay's pretty solid. But it's far from flawless, and ten-outta-tens across the board is really really pushing it.
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Zero Kirby, your local psychic. Check out my game reviews! Latest review: The Legend of Zelda: Breath of the Wild
Falcon Punch is the result of the Sun heating fists. It drives the Blue Falcon. Heating causes destruction of water into the pain, where it then hurts, creating rain. Rain creates flowing water in tears, which can then be converted into other forms through more pain.
Mario's Sticker Stage - Finished adding Jump Stickers!, 26% |
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