The
Legend of Zelda: Breath of the Wild is the best open world game that I have
ever played. The preceding statement is a bold one to make, considering we live
in a world of Assassin’s Creeds, Shadow of Mordors, Far Crys and Grand Theft
Autos, but the latest of Link’s outings learned from them all and surpasses its
rivals by leaps and bounds, setting a new high bar for the genre that may be
unsurpassed for years to come.
It
is not surprising that I love this game, and many on the internet will agree
with me wholeheartedly when I say the preceding paragraph. So I warn any
readers now that I loved this game and I am still loving it, so my review of it
is more praise than critique.
It
is difficult to say what hasn’t already been said about Breath of the Wild.
While in sheer power the Wii U and Switch undoubtedly pale in comparison to
their contemporaries, the game looks gorgeous and, uh, breath-taking. I have
spoken many times about my love for aesthetics over graphics; while hardcore
processing power and technological leaps are impressive, making a game where graphics
are based purely on the technology of the time dooms it to looking awfully dated
years later.
On
the other hand, in Breath of the Wild, bright colours assault your senses with
sheer joy, the cel-shaded, anime-styled designs evoke emotions effortlessly and
everything about the game is beautiful, especially with the draw distance,
where players are baited into staring towards the horizon in wonder.
It
is a shame that at times, the technology of the consoles just doesn’t stand up
to the task. Frame drops are frequent, while not enough to ruin a gameplay
experience such drops are noticeable and jarring, at their worst in the opening
area. It will never live up to the 60FPS standard and here, I am afraid we will
have to settle for ‘good enough’.
Sound
design is not particularly pleasing on its own. The music just doesn’t quite
live up to the standards set by preceding Zelda titles, although popular songs
make cameo appearances, there just isn’t enough iconic music. Additionally, the
sound effects of the wildlife can be irksome at times, the mocking ‘hoo-hoo!’
of a distant owl being a constant niggle that makes me roll my eyes in mild
annoyance.
Gameplay-wise,
the game is wonderful. It is the first game that truly embodies the concept of
Zelda. While earlier titles in the series have tried, Breath of the Wild is the
first that succeeds in this vision, encouraging the kind of freeform
experimentation that the series has dreamed about since the days of the NES.
I
simply love how full the world is. While other games have issues with giving
players a big empty sandbox, Breath of the Wild is packed to bursting point. A
large part of the game is finding hidden shrines that reward the player with
tokens necessary for character development. It’s stated that they are optional
past the first four you must visit, but given the high difficulty level,
visiting at least a few of these shrines is pretty much a necessity if you want
to have any realistic chance of surviving in the new, brutal Hyrule.
Difficulty
is an important thing in this new game, in embracing its past, I feel that
Breath of the Wild took that intent one step further with a step back to the
hardcore roots of the first Legend of Zelda. You will die, and you will die
often. The game is packed with monsters armed to the teeth with ever-improving
weapons, not to mention the imposing Guardians that can hit you with an
exploding beam and kill you in one hit. Combat is rewarding and, while not as
deep as Dark Souls, deep enough to give players a layer of skill to master.
A
large part of the gameplay is in its survival elements. It is impressive just
how well the game has integrated survival tropes into its gameplay in a way
that is not to its detriment, but is a fun and enjoying metagame being played
throughout. Cooking food that Link can gather on his journey either by hunting
or foraging gives the player various buffs beyond just health recovery, and it
is an enjoying game of experimentation testing out all the different recipies
that one can make.
The
game is just so elegantly designed in that it presents Mother Nature as the
sandbox. The world operates to a set of consistent rules and just about anything
you can expect would happen will happen. The attention to detail is astounding
in that the player can manipulate the world around them to give them favourable
outcomes; you can go from simply rolling rocks down hills to smash into an
enemy camp, to setting nearby grass on fire, harnessing the resulting updraft
of wind with the paraglider to then get a birds-eye view of an enemy camp,
before dropping in using the slow-motion bow-firing mechanic and laying waste
to monsters with a hail of arrows.
The
world is truly your playground and you can attack problems any way you see fit,
even if the solution you come up with is not the one that the game intended. I
had fun with a motion-controlled ball-in-a-maze puzzle in one of the aforementioned
shrines, where instead of rolling the ball to the end of the maze I simply
flipped the maze upside down and back again to land the ball onto the right
point.
Using
your ingenuity to cheat a puzzle and then finding success is just about the best
thing that I find with this game. It does not follow the typical logic of other
games, where there are locked doors meaning you cannot access a room without a
key even though you pack enough firepower to blast the door to smithereens, in
this game, it’s a case of ‘if you can, do’.
It
is a shame about the weapon durability, however. Weapons break a lot, and it is
a very frustrating experience that one’s arsenal can be fully depleted simply
by going through a single camp. Many times I have been discouraged and made to
run away from combat not because I lacked the skills to win but because I didn’t
want to ‘waste’ my weapons on garden-variety mobs. This is somewhat improved
later in the game by weapons with better durability but it is a niggling
problem throughout that weapons just don’t last long enough.
In
addition, one of the most annoying things about the gameplay is the rain.
Hyrule seems to be made up of about 90% mountain and sheer cliff, and so you
spend a lot of your time slowly climbing. This is a bit of an annoyance in
itself, as I find the climbing just not entertaining in the slightest given
that every time you are slowed to a crawl as you painstakingly scale up a
mountain with no end in sight, but then the game rains. It seems that Hyrule is
located in Scotland, given that on any day you can expect at least about 23
hours of it to be a downpour. Normally this wouldn’t be a problem, but when you
are climbing the rain makes the task all but impossible, which is incredibly
frustrating given that the rain. Just. Never. Stops.
Don’t
let this issue rain on your parade, however, because taken as a whole the
package of Breath of the Wild is near-perfect. I have many, many niggles that
are simply cancelled out because the game has captured that sense of wonder and
exploration. I have a new game that I wish I could forget so I could play it
again for the first time.
While
it has many flaws as an open world game, Breath of the Wild is an important
leap forward for the series and for the genre as a whole, and I would
whole-heartedly recommend the experience, fantastic and powerful as it is, to
anyone. It is simply a masterpiece, although a flawed one. At first glance, the
niggles and issues of the game stand to make one dislike the game, it is
impossible not to love the overall package and sense of amazement and wonder,
and the realization of the sandbox in its purest form. The Legend of Zelda:
Breath of the Wild is the new high bar for any open-world game to come, and
possibly the greatest video game that I have ever played.
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