Reviews from

in the past


meu jogo fav de todos os tempos fodase tudo

Rating this game and then discussing said ratings for this game always feels like an intensely difficult thing to talk about without anyone from any side of the scale looking at you like you're batshit insane.

Personally, I really loved this game as of finishing my first playthrough. I was able to confidently say it was a 5/5 without doubt. Seeing the sights, completing shrines, fulfilling NPC quests, and overall just appreciating what goes into the game all around. It was quite the experience. Opening that map for the first time and getting hit with a wave of sheer excitement, wonder, and intrigue. For me, imagination has always been my driving factor for finding interest and gleaning enjoyment from the game. How could I not? This is the first truly open-world Zelda, for crying out loud, this shit was ground-breaking. Unlocking towers and scouting out the area looking for as much stuff to do before setting off and envisioning what crazy adventures await me next was definitely a HUGE motivation.

Unfortunately, this is where my enjoyment with the game staggers a bit.

Once I had completed the game, I sat on my thoughts of it being perfect for a LONG time. I had no reason to revisit for any reason, and I never really paid it much thought to think of the game in its totality. That is, until, Tears of The Kingdom's release date drew near. I immediately hit the game up and created a new save file to start all over again. As I progressed through the game, it became blatantly obvious just how much of the game relied upon my own imagination to theory craft about what could possibly come next. Knowing the limited enemy variety, tiny boss variety, and limited combat ability left me a bit perplexed as to WHY I enjoyed the game as much as I did. All of this, in conjunction with the sheer scope of the world and other various mechanics, it became obvious that the game is—for the most part—a one and done deal for me. Exploration is a key part of the game, to its own detriment, and I see it as a main source of enjoyment when I put the pieces together. All other aspects of the game pale in comparison. The story is cool, the combat is alright, etc. etc. but I truly think none of it compares to the feeling of exploration on a blind playthrough. When the learning phase finally reaches its conclusion, all that you're left is with a set of OK mechanics that aren't quite exactly shitty, but they aren't the cream of the crop either.

Don't misunderstand, I love this game. But it's hard to say that without a plethora of problems spawning in my mind. I am proud to say that I still regard my first playthrough of the game to have been a 5/5 experience. Unfortunately, I am unable to say the same when it comes to revisiting the game or looking at it as a whole retrospectively. I'm still able to appreciate this game for what it manages to accomplish as it is the first truly open world for the Zelda series, and I can definitely understand why others are able to regard it so highly. I am unable to say the same on retrospection.

“You can't expect to be surprised by a mystery novel twice.”

Breath of the Wild ist ein großartiges Open World-Spiel und ein grandioses Zelda-Spiel, keine Frage.

Meine Sorge betrifft aber die Zukunft der Zelda-Reihe. Wo wird sich die Reihe in Zukunft hinbewegen? Mit dem Wegfallen einer ganzen Nintendo-Platform (Handheld und stationary sind mit der Switch verschmolzen) verlangsamen sich die Zelda-Releases ungemein, und gleichzeitig hat Breath of the Wild die Messlatte verdammt hoch gelegt. Tears of the Kingdom bleibt uns die Antwort schuldig, da es ein echtes Sequel zu Breath of the Wild ist - womöglich müssen wir also wieder 6 Jahre warten, um eine Antwort auf diese Frage zu bekommen.

A minha volta ao universo de Zelda não poderia ser melhor.
Esse mundo, essa Hyrule, essas criaturas e essa missão do herói adormecido foram cativantes e, de certo modo, me trouxeram sentimentos e me deixaram com ainda mais vontade de conhecer um pouco mais do resto dos jogos da série.
O que eu posso dizer? Um dos melhores jogos que eu já tive o prazer de jogar.

Sometimes people want to be a part of the thing. Particularly, people want to be a part of the the BIG thing. Even MORE specifically, people want to be part of the CURRENT BIG thing. It is some sort of vital ingrained compulsion that those connected to the internet or larger social circles through whatever vector develop innately. A lot of people call this compulsion FOMO, but I think it's worse than that. I think it's a human colonial impulse to want to stake some kind of ownership on the act of being- to say "this moment in time is mine and I exist. No one can take away this moment that everyone experienced and since this moment is at least partially mine, I am important and relevant and wanted. There's nothing wrong with wanting to be on the same page as your friends or whatever, but I'm talking about something else.

Breath of the Wild felt manufactured with the intent to create vapid marvel movie spectacle and crossbreed it with this "of-the-moment" impermanent obsession; it became a hybridized experiencesociety chimera. You can see this in a lot of the marketing for Tears of the Kingdom: tweets asking "are you ready to join all your friends and play more Tears of the Kingdom after a day away?" posted on a monday morning after the game's weekend release run. They do the thing all too-big-to-fail mega titles do where they put up a screengrab of the world map, the sheer amount of game in the game, and say "here we stand, towering over everything else. Look at all these 10/10s. We are beloved. Come be with us in our belovedness."

Which is all not a criticism of the game as much as it is a consequence of what the market generates. They want you to want them, like Fiona Apple wants you to love her on that one song where she starts making sounds like a gibbon. The difference is that Fiona Apple is a particular human being and BotW is a product and Link doesn't make funny gibbon sounds.

This game does initially feel magical and mystical, widescreen and arresting. It then quickly descends into a directionless IRS collection call job, running the world and ripping up its stones for your precious prizes with no real purpose other than the vague sense of seeing the number go up. Which is my main point of criticism for this game: it is an idle game that requires fantastic amounts of input. The gameplay loop is shallow and one dimensional, recycled challenges ad nauseum with nearly no shift in basic theming or even challenge. Everything is about as hard as everything else, the dungeons are footnotes at best, and the story borders on non-existent. None of these things are damning on their own, but combining them with the now ubiquitous presence of mechanic imitators and the virulent breathless exaltation of the game atop every possible "cool thing" list, and the fact that it seems to have earned this status for simply being unobtrusive, inoffensive and obscenely expansive in its vanilla nothingvoid- it makes me start to wonder if a lot of this weird culture was a deliberately induced by nintendo.

Maybe that's nuts. Maybe it's crazy to assume that Nintendo is happily creating a culture of expensive and time-consuming mediocrity to bring in the largest audience, to create some sort of universal group think that makes the property unassailable and infinitely valuable. Maybe that's nuts.

I think Link should be a girl


But when is Zelda Wii U releasing?

Gameplay:
The Legend of Zelda: Breath of the Wild received wide acclaim at release and has largely remained as popular since then, as evidenced by how many “game of the decade” awards it received. While it is not my absolute favorite game of the 2010s, it is pretty close in-large part because of just how fun this game is. I can safely say it’s one of my most played games of all time; I’ve finished it seven times as of May 2023. And as one might expect, the main reason for all that praise, both from critics and myself, is because of the excellent gameplay.
The core concept of Breath of the Wild is that the player faces no barriers that cannot be overcome if they are willing to put in the time, resources, and creativity to pass them. A giant mountain or a big pit is in the way of where the player wants to go? They can just climb it or paraglide over it, assuming they have the stamina to do so. An enemy seems too powerful to defeat? Trying different types of weapons on them might reveal they have a specific weakness that makes them no trouble to beat. This design philosophy pervades every part of the game, making it one of the most liberating experiences I have ever come across in any video game. I can see why some might not like it; it can be overwhelming at times, and it is rather at odds with the old-school Zelda formula. Many “puzzles” are just the natural result of exploration and needing to find a way to get somewhere or get some sort of reward, so the solutions are similarly freeform.
Exploring the vast world of the game is not all there is to the gameplay, however. In fact, what makes the gameplay loop work so well are the various things scattered throughout the world. Enemy camps can be found all over, each offering at minimum whatever monster parts and weapons the denizens within have. There are also the Koroks, which can be found by solving small puzzles in the overworld. Each gives a Korok seed, which can be put towards expanding the capacity of Link’s inventory. There are sidequests, flora to gather and fauna to hunt, people to talk to, and a million other little things to occupy the player. The most important part of all, however, are the shrines. Each shrine is a small mini-dungeon, offering a short puzzle to solve. They also function as fast travel points once activated by Link and reward him with a Spirit Orb—when the player has four, they can be traded in for an extra heart or piece of the stamina wheel. Therein lies the genius of Breath of the Wild; exploring rewards the player with all sorts of new ways to continue exploring. Of course this sort of basic gameplay loop is not unique to this game, but the developers managed to distill it so perfectly that the game really just never gets old for all the time it takes to complete it. Even after having done everything there is to do, just running through Hyrule is a blast because the Breath of the Wild is just a fun game to play.
One thing I gestured to before but have not really mentioned too much is combat. Much like the rest of the gameplay, it is a very open system. There are three melee weapon types, as well as bows and shields. Each offers some interesting but relatively simple wrinkles to the combat. What makes it stand out is how all that interacts with Breath of the Wild’s robust physics engine, plus the four Sheikah Runes. Each rune is a special ability Link can use at any time: bombs can blow things up, stasis can freeze objects (and later enemies) in place to be smacked away with charged kinetic force, magnesis can move metal objects, and cryonis can create pillars of ice from water. Taking advantage of all the runes in conjunction with Link’s weapons gives a player near limitless ways to approach every combat.
As I wrote that last section, I realized just how much breadth there is to the game. I have not even touched on upgrading armor, or the dungeons, or towns, or the side quests, or a ton of other little things. There are some problems, like the dungeons (the Divine Beasts) being rather short and simple, or the enemy variety being somewhat lacking, but neither of those can take away from the fact that Breath of the Wild is just a fundamentally fun game.

Story/Characters:
Due to its highly open structure, Breath of the Wild does not have much of a traditional story. There are main quests to complete, but technically they’re all optional. If the player wants to, they can go fight the final boss right after finishing the tutorial area (which is exactly what I did on my most recent replay). While I appreciate the attempt at a nontraditional story, I do think that it falls flat in a lot of ways. It is mostly told through memories Link can experience, showing a bit of the relationship between Zelda, himself, and four of their allies known as the Champions. I like what is there, but honestly there just is not enough to tell a particularly compelling story. Zelda is the only character who gets any real development, and while it is good, it can still feel disjointed because every memory save for the last can be experienced in any order (since to watch them Link has to go to a specific location). And since I mentioned it in a lot of my other Zelda reviews, I also would like to mention that there is not nearly as much interesting subtext to the story in my opinion, which I find to be disappointing since that tends to be where Zelda stories shine.
Though the main story is ultimately just okay, I do think that the environmental storytelling of Breath of the Wild deserves praise. The Great Calamity 100 years before the story ravaged most of the land, and it is visible through the various ruins that can be found. I appreciate how there are also some much older ruins too, like those of ancient Hyrule and the Zonai. It gives Hyrule a very lived-in feeling that just makes it that much more fun to explore.

Presentation:
Breath of the Wild has some of the most stunning visuals of any game I have ever played. I know it’s a bit trite to say at this point, but it really feels like playing a Studio Ghibli movie. So far it is my favorite in the series, and I am honestly not sure that will ever change; I just love the more anime-ish look that still retains mostly realistic proportions. Even though the actual textures are generally quite simple, the way everything comes together is nothing less than stunning. My only real critique is that the game sometimes looks a little bit too washed out, but honestly it’s not usually noticeable enough to bother me. The technical aspects are pretty standard for a game of its scale on the Switch, I believe it’s 720p 30fps but it maintains that pretty consistently outside of a few rare exceptions (mostly dense forest areas are where the frames drop a bit).
The legendary, bombastic soundtracks of the series also disappeared with Breath of the Wild, replaced by one which I feel suits the game much better. Most music is rather subdued, and often when exploring it is hardly noticeable at all. That is not to say all the music is like that; each town has a great theme that sells the atmosphere of the locale perfectly, and I think that is generally what makes the game’s music work so well.

Conclusion:
When Breath of the Wild released, the general sentiment seemed to be that this game had “redefined” the open world genre—thus, future open world games would mostly follow Zelda’s format. However, that never happened. Hardly any Breath of the Wild clones were made, and even general inspiration seems to be relatively uncommon. I used to find that baffling, but lately it has made more sense to me. The reason why almost no one has copied Breath of the Wild is because matching its level of quality is nearly impossible. Everything fits together so seamlessly that it seems effortless, but the reality is of course that it took years and years of hundreds of highly talented people working together to make it. Lifting elements from it and just dumping them in another game would not automatically make a good game because of all the hard work that went into Breath of the Wild. All of that is to say that this game is excellent. I don’t think I have ever played another strictly single-player game so much, and even now I find myself learning new things about it. Maybe Tears of the Kingdom will make it wholly obsolete, but even if that is the case, I can say I have gotten far more out of it than almost any other game I have ever played.

Score: 94/100

A great game though a tad undercooked in areas like how the Rito questline gets the short end of the stick and an over-reliance on the "Minor/Modest/Major Test of Strength" shrines. Wound up shedding a lot of my prior hangups on this playthrough. I also had the pleasure of really treating this like a Nintendo Switch game with plenty of time spent home and at work sinking into this game, and it was a real joy to fully utilize the console in such a way I haven't done since Mario Odyssey. Why am I only finishing this now? Ending could have been done better. The final boss is very easy! But maybe that's best to be appreciated in a less completionist run

This game may even be good, but it's not a masterpiece as everyone says, I've only played one Zelda in my life (a link to the past) so I can't say if this is a good Zelda game, but as a game in general it is very repetitive. The game encourages exploration but after a while it loses its fun, this happens because all you get as a reward is a korok seed or a shrine, which loses its fun after a while, the weapons and combat in general are weak, the technical part is outdated the art style carries the graphics of this game on its back, Ost is perfect like most nintendo games, the horse mechanic is horrendous, but overall it's a good game but it's very repetitive, without much depth in the combat and with a shitty story. But Link feboy saves that game.

Uno no esperaría que un triple A mundo abierto de 2017 fuera capaz de generar la misma sensación tan absurdamente satisfactoria de “burlar el diseño” que grandísimos juegos como Super Metroid (best wall jump ever) o Umihara Kawase (best grappling hook ever) lograron hace casi 3 décadas atrás.

Pero aquí está, un videojuego que se siente absurdo porque impresiona lo mecánicamente profundo que termina siendo, y más tomando en cuenta su tremenda escala, manteniendo ese espíritu de “diversión instantánea” que tanto se extraña en obras del estilo.

una superproducción que realmente se siente como una superproducción (o al menos una donde los millones los percibes interactuando con ella) y que, irónicamente, deprime porque te recuerda todo el dinero y esfuerzo que se traga la escena triple A actual para dar estancamiento a cambio.

zelda is always fun, but puzzles and difficulty were disapointing.

É simplesmente o jogo perfeito. esperando os emuladores ficarem mais estáveis pra jogar essa belezura

Four years later and with the launch of Tears of the Kingdom I finally managed to come back to BoTW and finish it.

The game is still an incredibly fun experience, there's a bunch of cool things to do, but at the same time I also just don't care as much about Zelda's world as I do about some place like the Mojave. I guess I prefer my open world games to be a bit more upfront in being lore driven experiences with interesting narratives.

Combat is fine, though I will say the Ganon bosses (strictly the Divine Beast ones and the DLC Rematches) kind of just suck. They're either just super easy and boring or have a gimmick that is incredibly annoying to deal with.

The final area/boss was definitely hype and doing all the Divine Beast stuff before that point makes it feel extremely rewarding.

What didn't feel rewarding was doing the DLC. It kind of just sucks. Champions Ballad is way too bloated even if I think the actual upgrades you get (and the motorcycle) are cool. Starting with 4 trials you have to do while having only one hit point, and then having to do 12 more trials followed by a final dungeon and a boss fight against a Shiekah Monk is just excessive and doesn't really feel like a natural way to add more content.

I didn't bother with Trials of the Sword outside the beginners one because it's A. Pointless by Endgame and B. Incredibly tedious.

Fundamentally though you can't go wrong with BoTW, this game has been a therapeutic experience for me coming back to games, a palate cleanser after my awful experience with FE Engage. I don't think it's the greatest game ever made (I am also tentatively not into Zelda), but it's a good time and not hard to see why it has become so influential.

Anyways sorry this review wasn't deep, I'm just now getting back into the swing of things.

I love this game to death and also hate it and think it's overrated and lame. Cannot elaborate further but now that Tears is out and pretty much did everything better I think I'll just like this one less over time

amazing gameplay, beautiful graphics, great storyline. what more could you want?

Loved this game back when I played it. Very fun to explore.

this game was really fun for the first 5 hours and then the rest of the game was like the first 5 hours but again so i didnt like it as much

Never have played a game giving more freedom than this 10/10 gaming experience. PS: Zelda still looks great 😏

A good game but nothing necessarily groundbreaking . I’ve always been a person who preferred linear compact games over open world games with barren landscapes with sparse interesting gameplay beats sprinkled across the map . I enjoyed my time with it but if it wasn’t Zelda I’m 100% certain I would’ve never played this and even then it only barely feels like a Zelda game

Overall, Breath of the Wild is a great game. In some respects, it brings Zelda back to its NES roots, while in others, it doesn’t really feel like a Zelda game at all. For me, it would have been perfect if there were traditional dungeons as the Divine Beasts were not particularly fun to play through, and while I think weapon durability is a cool idea, it would’ve been nice if weapons didn’t break so quickly. Lastly, I hope to never see another shrine with motion-control elements. Outside of those complaints, I really enjoyed my time with the game. Leisurely exploring Hyrule over the course of ~120 hours was time well spent.

Most overrated game of all time. Still very good just not the best game ever.

Truly the open world game of all time. It feels like a world screaming to be explored, to be lived in.. but theres no real reason to. No interesting NPC questlines, no cool minigames besides the survival island, no real reason to go out on a looting run considering you can't even repair your stuff, and a storyline that makes me wish I could simply cook the fish/bird guy so they could finally be useful. Atleast the shield snowboarding was cool.

Still can't believe all I got for getting all the koroks is literal shit

This game owes a lot to Genshin Impact.


Eh it was alright. Open world is impressive, but shallow. Felt more like half a game. I prefer older Zelda's personally.

i forgot to log this one but its an incredible game even if the new one already feels like its better

On first take i was not impressed. Second approach was different - really unique take on open world genre. This game is like big adventure with your best friend. Great interactivity.

Booting into ‘The Legend of Zelda: Breath of the Wild’ for the first time, it’s immediately obvious why this is one of the most discussed games of the last decade. The mysterious world you step into, the massive and diverse landscapes in the distance, slowly uncovering the mechanics of this complex but intuitive sandbox feels like the beginning of an incredible game, but I’d quit this one twice before.

Back in 2017, I’d played it on the Wii U but put it down around the first Divine Beast. Still, I remember frantically informing my friends in school how I learned to start a fire and cook food, praising the sandbox for its mind-blowingly intuitive design.
My second attempt, in 2019 on the Switch, ended only a few hours after where I’d quit the first time, so I made sure to play it all the way through that now. Those first 5 hours combined with the interesting sandbox gave me the gusto to finish this game, and I’m glad I did.

The overall gameplay feels amazing. The simple sensations of movement sink deep into your unconscious mind. Jumping off a hill, climbing a cliff face, working your way towards a distant location, are all magical. I can still feel my Link avatar dashing across the vast green fields of Hyrule, shield-surfing desert sands, and trudging through snowy mountaintops. Rain and lightning are often a bother, but when the sun starts shining, the wind starts blowing, and those ambient piano notes start playing, you truly get that breath of the wild you signed up for. This- dare I say, strand type gameplay loop provides a beautiful, zen-like pleasure. It didn’t have me fiending to grind all day, but each time I booted back on it instantly reminded me of it’s simple pleasure.

From the moment you step out of the resurrection cave, the massive landscapes of Hyrule radiate a deep sense of mystery. Is anyone alive? What else is out there? The opening sets up for an epic narrative, but it never advances the story even a step. No matter where you go in this world, over and over again you are told the exact same synopsis(that is probably on the back of the box); 100 years ago Calamity Ganon took back Hyrule. You were critically injured and put to sleep in the resurrection cave. Now you must save Zelda and Hyrule by conquering the four divine beasts and defeating Ganon. I mashed the A button through this pointless exposition dialogue repeatedly, impatiently waiting for the next quest marker or thing to do. Characters with narrative potential spew this exact same dialogue in your face over and over. 10 hours into this game I was groaning out loud every time they had to remind me of the game’s synopsis. The story is easily the weakest point of this game, not only on its own, but because the handcrafted world is constantly begging for narrative depth.

As far as the world design at large, there is ton of detail put into the nooks and crannies of Hyrule, but 90% of it revolves around shrines, which are frequently hollow in design, containing basic puzzles or repeat combat encounters. There are certainly some fun and interesting ones, but I felt the most bored when they were the main thing I was doing. Entering and exiting these things triggers the same tedious animations of Link opening the doorway and descending the elevator, artificial game lengtheners you’ll find a host of all around this game. Most shrines took me only a few minutes to complete, but contain maybe 30-40 seconds of forced animation, even when mashing the skip button. I found myself agonizing over this shrine to shrine gameplay before I realized this is exactly where I’d quit in my last two play-throughs, right after the first divine beast in Zora's Domain, and there was an obvious reason for that; the narrative simply dies out.
You are again where you were at at the beginning of the game, left to complete this divine beast checklist and take out Ganon. My quest to reach the Impa character unraveled into nothing besides the usual exposition and a new location-based quest for Link to recover his memories; short flashback cutscenes with no depth, corny dialogue, and horrible voice acting. Most of these scenes surround Zelda and her weight to bear as the princess, and how she is unsure of Link’s ability to face Ganon. The corny writing and voice acting comes to a peak as she monologues to a blank-faced, silent Link about her problems.

So after several hours of grinding shrines and climbing towers, I booked it towards the next divine beast in hopes of something fun to do.
Each of the four divine beasts occupies a unique, detailed city, with its own biome, race of people, and architecture. The craftsmanship here is fantastic, and every time I stepped into one of these cities I was inspired to continue grinding the game. They each have a nice charm to their respective people and environment, but consist mostly of fetch quests or shrine quests. The activities and abilities required to tackle these cities were unique enough to keep me engaged, but I wish there’d been some storytelling that made me want to save these places, something to actually make me care as a human being. Nevertheless, Gerudo Town is the standout here, with beautiful lighting, design, music, and engaging new mechanics involving the sand dunes. This is the one city with not only an intriguing setup and intro quest, but two memorable quests where you fight a giant sand worm and infiltrate a ninja base.
This area was so great it had me ready to give a close to perfect score, but the last hour proved to me how desperate this game is for some sense of narrative weight. As I approached Hyrule castle for my final confrontation with Calamity Ganon, it felt like the opposite of what every character in every location had told me repeatedly. This wasn’t a final, epic battle to save Hyrule, it was just a quest marker and boss that would trigger the end of the game.

Breath of the Wild’s cover art, opening, and concept all had a massive scope, but it relies on its fairy tale storytelling to spell out gameplay opportunities, rather than actually tell a story. I wanted so badly to get further immersed in this world but it failed to ever make me care, about Link, Zelda, or even Hyrule.
With that said, I still love this game. It’s hard to put into words the sandbox gameplay that makes it so good, and there’s a solid amount of surprises in the world that I’ve left out. The creativity this sandbox allows, along with the feeling of just being in the world, can only speak for itself. The flaw’s aren’t exactly small, but they pale in comparison to the overall experience of playing through the game.