Zelda: Breath of the Wild initial reactions
Breath of the Wild may perhaps be the most anticipated game in Zelda’s rich history. Many in the franchise have bared the weight of a new console on its back, but no game in Zelda history before has been so unique, been so different, or so open. Obviously listening to feedback from Skyward Sword, Nintendo have given the beloved series a breath of fresh air.
Breathtaking visuals and heart taking enemies
Zelda has always given players an open-sandbox setting. However the story usually demands that the player travels to a certain location, or even blocks off certain areas until later in the game. Breath of the Wild is a true open world experience, pretty much allowing the player to travel wherever, and whenever. Although Link’s abilities can restrict just how far the player can go. For example the player has to progress before Link has an increased stamina bar, which means that some locations are inaccessible at first. Likewise enemies in certain areas become much more powerful, sometimes taking over 6 hearts with just one strike, which means Link can’t travel that far into a certain area at first.
The setting itself is beautiful. Visuals are a treat to behold. Of course there’s not the realism in the graphics which certain other RPGs boast, but the style
of the game sets it apart. This is added to by the wildlife. Animals are everywhere, relating to the natural feel of the game. Moreover they can offer a chance to hunt, then cook. Cooking is a huge part of the game which allows Link to heal himself, or even receive extra hearts or stamina. Linking to before, these are the ways that the player can travel forwards into more dangerous or hard to reach areas.
Adding to the realism are the horses. Horses are free roaming within the game, and the player does not have one automatically to rely on. Link must capture, control, and then register the horse at a stable to be able to call upon it. Each horse has different abilities, meaning that finding the right one can give a much needed edge. Obviously horses are a staple of the Zelda series, and make it easier for the player to explore and adventure. Moreover Breath of the Wild introduces viewing platforms (think Assassin’s Creed, Far Cry, or pretty much any open world Ubisoft game for that matter) which encourage the player to travel the vast open world. These may seem like Zelda catching up to modern times, but it feels very similar to Wind Waker. One of the best aspects of exploration in that game was how the player could see land in the distance, and wanted to press on to discover a new land. Viewing platforms offer the same incentive to travel and discover new locations, also proving a unique view of the beautiful world.
Tri-and-force your way through the difficulty barrier
The biggest difference that many have noted so far is the difficulty. Breath of the Wild may be the most challenging game in the franchise’s history. Unlike previous instalments where the player can expect to not die much, certainly not at the beginning anyway, much of the upcoming release focuses on trial and error. Error means death. Previous Zelda games would give the player the ‘game over’ screen, that horrible music, and send Link back to the beginning of the dungeon, or entrance of his current setting. Breath of the Wild embraces this through transporting Link only just before where he currently was. This means gameplay is much quicker, and the player is encouraged to experiment more. Already there have been some comparisons to Dark Souls style of play, but just not as unforgiving.
Experimentation is a big part of the gameplay. Recipes are not provided for Link, so the player will have to rely on their culinary skills (or pure luck). Plus the weapons break after being used too much. This can alter the way that
Link will attack the enemies. Often in Zelda games the player can be confident of easily disposing of the attacking foes, but Breath of the Wild requires planning. Each weapon has specific qualities about it too, which means some are more appropriate for certain occasions. Apart from that combat feels very familiar: use one button to lock on to an enemy and automatically use the shield for defence. However now if the player times a perfect dodge then the world goes into slow motion, giving Link a huge advantage. Also the player may want to take advantage of this with the bow and arrow as there’s no more locking on or assisted shooting.
Instead of big dungeons to explore and a bosses to defeat, Breath of the Wild offers countless smaller shrines. Despite their smaller nature they offer just as much of a challenge. Puzzles are complex, yet feel realistic. Not every shrine links to the story either, some are left to be discovered at the player’s will. Similarly NPCs will often give side quests for Link to complete, which again can detour from the many story.
A series is reborn
Gameplay relates to the overarching feeling from many who have played the game: freedom. It seems Nintendo have been successful in creating a game which adds so much new to the adventure, but still feels typically Zelda. There are certain factors which worry me. I don’t play Zelda to play a difficult game, if I wanted that I’d replay Witcher 3. I want great storytelling from my games, which relates to my second worry: the openness. Of course there’s a great story (the trailer alone presents that) but the series is known for hand-holding the player through the great experiences. The freedom could be overwhelming. Finally, I really hope there are towns or villages. These often offered a relaxation from the dungeons and challenges ahead, which I feel would be sorely missed. For a list of characters who are included click here.
Despite a few worries it’s clear that Nintendo have successfully created a revolutionized and modern Zelda. Just like the jump that Ocarina of Time presented, Breath of the Wild will be the game to take the franchise to new heights.