Why Legend Of Zelda Breath Of The Wild Haters Are Wrong
Seeing the same types of cutscenes play out for shrine exploration or the blood moon sequence, having problems with the stamina wheel forcing players to limit their exploration before finally being able to build it up themselves, and finally, perhaps most crucially, the weapon system.
Collectibles Are Linked To Upgrades
A common complaint you’ll hear from hardcore Zelda fans is the fact Breath of the Wild has changed the series into a Ubisoft-style collect-a-thon. This is patently, a lie. People say this is the case because of the 900 Korok seeds (in total) used to gradually upgrade the inventory, but they’re not even required to enlarge the inventory to the maximum number of slots.
Let’s remember Wind Waker: a game that had collectibles including Joy Pendants, Skull Necklaces and Gold Feathers (plus many more). They were useful but not really connected to the main abilities in the game. And these collectibles were a long time before Assassin’s Creed and Far Cry took over all elements of map design with feathers, diamonds, flags, Masks of Yalung and lost letters from Lord knows who.
At least with Breath of the Wild, players can have some choice about how to expand their inventory when they spend their hard-earned Korok seeds with Hestu – adding a larger number of bows, shields and weapons that Link can wield, rather than being for the sake of achievement or trophy hunting.
The largest number of things you’ll gather in Breath of the Wild are materials and ingredients for food. These are not limited in any way inside your inventory.
What is limited are the slots for melee and ranged weapons, bows and shields. It can be a minor annoyance opening a treasure chest only to be told your inventory is full; but all you have to do is drop the weakest weapon from your stash and swap it out for the new weapon.
What’s more is it’s not hugely cumbersome either: in some games you have to load a menu, choose the subsection then start fiddling with the items you want to. With this new Zelda you can press one button, scroll through tabs or pages with the right stick and easily find what you need.
When it comes to weapon, shield, bow or run selection, however, it’s all mapped to shortcuts anyway with the Wii U d-pad on the gamepad and the Switch on the Switch. It takes seconds once you get used to it.
It’s true that weapons do break frequently but it’s also true that there are a ton of weapons out there for players willing to discover them.
From the very first tree branch that you pick up on the Great Plateau to the Master Sword itself, combat in Zelda is faster, more brutal and far more intense than ever before. It’s like playing the original Legend of Zelda on the NES with a little bit of Dark Souls and Bloodborne added for good measure.
You’re no longer confined to one parry move and a few dodges based on jumping away from the enemy with Z-targeting. Now, there’s the freedom to thrust with your shield to proactively defend, make jump attacks that vary based on the weapon you’re carrying and counter attack in slow motion because of the Flurry Rush.
What’s more, stealth attacks are now part of the repertoire Link has where crouching, and hitting a sleeping or unaware enemy with a Sneakstrike can deal critical damage like a proper RPG should.
Unlimited bombs, environmental hazards and the object-flinging magnesis power also say hello, too.
Finally there’s the rather excellent ability to slow-motion fire arrows off in mid-air. Gliding from a great height – whether from mountain plateau or Sheikah tower – down to a devastating attack with your bow is incredibly satisfying.
Better Game Than Ocarina Of Time
It’s been twenty years, and about time everybody got over Ocarina of Time.
In truth, the 3DS re-release has been awesome – there’s no denying that. Improved graphics and streamlined mechanics have made both OOT and the re-release of Majora’s Mask far more enjoyable than what they were on the Nintendo 64. Touchscreen inventory management and smoother graphics have made the games feel less like relics and more like classics.
But despite the huge changes Breath of the Wild has made to the entire series, it’s broken free of the restrictions placed upon it back in 1998 and 2000 with Ocarina of Time and Majora’s Mask.
Without linear maps, set paths making players move through set dungeons in a set way, and the fact it abandons the concept of key items blocking off parts of the world, Breath of the Wild has become a far freer game than anything before it.
There’s no following vague directions from a character you don’t care to interact with: You get to define your own goals and have a quest log to guide you towards main quests and side quests. It’s comprehensive and user friendly: far better than the (sometimes deliberately confusing) Ocarina of Time.
Source – Whatculture
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