![]() It beats the crap out of wrestling farm animals for an hour. While the first hour (or much less if you know what you’re doing) is technically a tutorial zone of sorts, you’re given a gigantic land mass to play around in, where the game proceeds to hand out most of your abilities - then sends you on your merry way to the true open world with no strings attached. I can’t tell you how many times other games have done this, where it feels like I’m stuck in one boring town or area while folks barricade the gate and yell “you can’t leave yet, your business isn’t finished!” Which leads me to Breath of the Wild‘s most paramount virtue: freedom. Thematically, the effort to turn it into a far future-type Zelda while still remaining true to the adventurous medieval roots is admirable.Īs more threads start to unravel, the narrative never feels overbearing and doesn’t overstay its welcome. There’s still plenty of “hooos” and “haaahs,” when speaking to NPCs - that adorable gibberish talk is alive and well. Voice acting assists this emotional angle, and no, it’s not overdone. Wild has some depressing moments that fit and accent the level of desperation that usually comes with being the Hero of Hyrule. It embraces the timeline theory without being held hostage to it, or being too tongue-in-cheek and meta about it. There’s a much bigger emphasis on your emotional connection to the world of Wild. It’s a weird relationship, I know, and it’s why I was so surprised that Breath of the Wild walks back a lot of the boring or bad strides respectively that the series has made lately. Yet, I don’t care for a number of games in the franchise, especially the last two mainline Zeldas: Link Between Worlds and Skyward Sword. The original was one of my first adventure games outside of Dragon Warrior, and subsequently, each release has bookended a specific point of my life. My relationship with the Zelda series is public record. ![]() The Legend of Zelda: Breath of the Wild (Switch, Wii U) To some degree Skyward Sword tried to marry the two styles, but The Legend of Zelda: Breath of the Wild rights so many of the wrongs that game committed. ![]() It sold well but many fans reacted negatively to it at the time, causing them to shift back into realism with Twilight Princess, which, subsequently, people also didn’t like, having finally come around to Wind Waker. Originally Wind Waker was going to feature a traditional “realistic” art style, but the creators got worried that in the increasingly competitive market they wouldn’t stand out - so Toon Link was born. For many years, Nintendo simply didn’t know what people wanted out of a Zelda game.
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