Breath of the Wild is a game of absolute extremes. It shows total understanding and mastery over the craft, but it also shows fundamental misunderstandings of them at the same time. It gives you so much and then tells you to put what it gave you aside. It is a struggle between game designs.

Zelda has always been a series of exploration. It has always known how to make you feel wanderlust even when you're exploring relatively linear worlds, but in most cases, that feeling was more aesthetic than actual, which is fine, of course, but Breath of the Wild sought to be able to give the most authentic sense of wanderlust a game can give someone. Now let's talk about how it goes about accomplishing that goal, the flow of the game, the gameplay loop.

In a word: contradictory. And not the fun kind. Self-sabotaging may be a better word for it, but Breath of the Wild portrays a very simple gameplay loop on its surface. You explore, you find something, you explore. But when that "something" is a shrine or dungeon, which it is most of the time, you run into issues. The biggest issue of Breath of the Wild. The dungeons, the second half to any Zelda equation, are horrid. There are 120 shrines dotted all around Hyrule and they usually hold one puzzle idea in each of them. Or they don't and you just have to fight something, or you just don't have to do anything, and the puzzle was getting to the shrine itself. This is awful and shows a basic misunderstanding of what dungeons do in Zelda games. Dungeons are never about a puzzle, it's about the puzzle of puzzles. Dungeons in Zelda are a collection of interlocking puzzles that in themselves form one puzzle. It is tedious and ruins game flow to be exploring the gorgeous open world only to be rewarded for that by being taken out of that open world into one of many homogeneous boring rooms to do a puzzle that is completely disconnected from everything else. What makes dungeons in Zelda so fantastic is how they work with the overworld. When I was going through Faron Woods in Skyward Sword, I was excited to see how this location's most pivotal point, its dungeon would be integrated with it, and Skyview Temple feels like something that I was exploring for. It feels like an ancient ruin deep in Faron Woods, it feels like part of the overworld. The shrines and even the divine beasts don't. They all look the same, and trust me, while it does look nice, seeing the same exact aesthetic over and over and over again with no major changes to it gets really grating when there's such a beautiful and diverse overworld I could be exploring instead. And when I overcome a shrine or a divine beast, I don't feel like I accomplished much. Instead of giving you an item half way through a dungeon, divine beasts give you control over one aspect of the beast once you get the map. This is so under developed and the dungeons aren't even that intricately designed that you ever need to use those controls in inventive or unique ways. And after you defeat the divine beast, instead of having a new tool that you could use to access more of the overworld like in most zelda games, you're given a spell that is either completely useless, barely noticeable, or a huge convenience that makes the other three spells look actively terrible in contrast. (I'm talking about Revali's Gale of course. In a game about exploration, the one spell that explicitly helps you do that is so obviously better than the two that are focused entirely on combat, and one that is just a recharging fairy.)

Oddly enough, these problems could be solved easily. Just have typical dungeon structure. Have around 9 dungeons sprinkled around the map and have them be traditional Zelda dungeons. When you first get to Lurelin village, have the locals tell you of the old abandoned temple that's on an island off the coast. Have a dilapidated old mine in Eldin where the Goron chieftain's father went to combat a great monster decades ago and never came back from, just anything that feels like it's part of the world and not some weird abstracted separate realm where nothing you do in it feels like you're exploring a part of the world you want to explore. They don't even need items in them or mini bosses or a map and compass like most Zelda games. Just a location in the world that feels like it fits where it is and isn't just home to the same reused assets over and over again. And have the puzzles have meaning. Have each puzzle in the dungeon come one step closer to unraveling the whole puzzlebox. I have no motivation to solve Breath of the Wild's puzzles. They mean nothing to me after I get my stamina maxed out, which is usually fairly early into the game for me, I might add. They don't mean anything if all they do is give you a heart piece. Heart pieces that have two loading screens you need to sit through in order to get it. They don't help unravel one big puzzle, they don't feel rewarding after you get all the useful stuff from them, and they all look the same and have no individual personality to them.

Now you may say that that's because the dungeons aren't meant to be as important as they were in previous Zelda games. I'd then ask why then they're absolutely everywhere. You can't go thirty minutes without finding one, and that's due to another of Breath of the Wild's contradictions.

I want to get lost in Hyrule. Nintendo wants me to get lost in Hyrule. It is then really annoying when they drag me out to make me climb a Ubisoft Tower. These towers are there to give you a mission when you enter a new region. They are huge, you can see it from all over the region it gives you the map of, which goes against the wanderlust of the rest of the exploration. When I wander, I want to wander. I don't want a giant glowing beacon to tell me that I need to get to it. This is baffling to me. Design wise it goes against exploration. You do not explore to find the Ubisoft Tower, you can see them from across the map. I think either you should fill out the map of where you've been, or there should be map merchants like in Majora's Mask wandering around Hyrule or at inns. They would then sell you a map, and the closer to where you currently are, the more expensive the map is. Or the map of each region should just be hidden somewhere in that region, and thorough exploration of the region would then be rewarded with the map. In a game about the whimsical mystique of exploring the worst thing you can do is give the players a map too early. And this leads us back to the shrines. The contradiction of Breath of the Wild I mentioned before that led to the shrines being absolutely everywhere is that they are your fast travel.

Having so many fast travel points in your game is baffling to me when the point of the game is to explore. It's saying that you don't think your world is good enough for people to want to see it a second time, which by the way isn't true. It's just another way this game's mechanics completely undermine its open world at times. You already have the stables, and they are all located in perfect locations to be your fast travel. Also I think fast travel should cost something. In a game where the main gameplay is exploring, getting to skip some of it should cost some currency. Which you can only make by exploring, so exploring, and exploring well, lets you skip some of it later down the line. I'm thinking carriages that take you to and from any stable in the game that is accessible at any stable.

But when this game lets you explore, it is breathtaking. I adore running through woods, stopping along the way to checkout a small cave, or a small abandoned shack in it. I love having to survive by hunting and gathering, I love having to constantly be scrounging up weapons, and I love when I discover something big. Be that a town or an old temple or a giant waterfall, it's all so masterfully crafted and truly does give me genuine wanderlust, it doesn't just imitate it. I love going to a stable, and hearing someone talk about a mythical horse roaming the nearby area, or have someone ask me to show them proof of the Great Fairy Fountain. But that's where the third part of the Zelda formula comes in. The sidequests.

Zelda games typically flesh out their world by having great sidequests. While most Zelda games don't have too many of them, they all have at least one quest in them that's remembered as one of the best in the series. Breath of the Wild has many sidequests. Many many more than Majora's mask even, which is THE sidequest Zelda game, but they're all so lackluster. There's no heart in most of them. This isn't helped by the game's equally lackluster cast. There is no Groose or Linebeck or Midna in this game. The closest is Sidon, who doesn't get enough screentime, and even then still can't match anyone from Skyward Sword. Or Majora's Mask. Or Twilight Princess. Or Windwaker. Or Link's Awakening. You get the picture.

The sidequests used to be what gave the overworld its life back in Ocarina of Time. When you first got to Kakariko in Ocarina of Time and saw cuccos running around and find their owner distraught over their escape it made the village feel like more than just seven polygonal houses and a windmill. It made it feel like people really lived in this village. Granted, those people never moved from their designated spots, but still.

Breath of the Wild doesn't need that. I don't need a sidequest for the game to tell me that people really live in Hateno Village, that's just self-evident from how they move around town and the town feels like it could really exist as a town, and not just an area for you to explore in a video game. But when I actually talk to people and do their sidequest and its all robotic and nobody feels like a real person, I am quickly reminded that I am not actually in a village with real people, but rather I am in an area that I'm supposed to explore because I'm playing a video game. Which wouldn't be so bad if that isn't what the game wants me to do, and likewise isn't what I want to have happen. Also like, the quests themselves aren't usually even that fun even if you are just treating it like a checklist item to do in a video game. Most of them just involve getting x number of items and giving it to the person that asked.

This game is very combat focused. Which is interesting, and the combat is very fun. The flow of it is basically the same as its been since Ocarina of Time, but with enemies that actually support the combat system like in Wind Waker and Twilight Princess. It's fun enough, but whenever I'd have to fight a lot in quick succession, I'd end up very tired of the combat. It works best when you've been exploring for a while and come across a group of enemies attacking a fellow traveler, or get ambushed by a yiga clan assassin, which is good because it means that it's a mechanic that actually positively flows into the games main mechanic of exploration.

Finally, I'd like to talk about the exploration. And only the exploration of this game. Ignore the things in the game that work against it and give it its proper due, because I am truly in awe of it. Breath of the Wild's world is one that I want to get lost in, I want to wander. I see so many different adventures in the distance and get excited to have them. I love stumbling upon a secret hidden treasure chest, I love that when I get lost I am rewarded. I am rewarded with treasure and beauty and the thrill of adventure. I love finding a town and buying new equipment at its shop and spending a night at its inn and then going on my way off to another adventure. I love gathering up local ingredients and sitting down to cook them all into what I think would be the best combination of dishes. I love seeing the destroyed world of Hyrule and the history it tells without any text boxes, it is truly a masterpiece.

Just not one that you get to experience to its fullest.

Reviewed on Sep 06, 2021


5 Comments


Great arguments! Nintendo really nailed the feeling of exploration, especially in the early game. I just wish there were more unique enemies, bosses, and dungeons to surprise players. I didn't have a problem with the Ubisoft towers since they weren't marked on your map by default, but I do agree that limiting fast travel would have been for the best. I actually think limiting fast-travel to the towers would have been a great compromise between immersion and convenience. Traveling across the same stretch of land would only be fun if you were encountering new challenges, such as new enemy types or a permanent geography change. This type of Zelda game has a lot of potential and I really hope Tears of the Kingdom realizes it.

2 months ago

I do see where you are coming from. I’d be lying if I said that I miss some of the more complex dungeons of the older games.

That said, I still enjoyed the Shrines, mainly due to the fact that, while they did have a recommended way of completing them, you were still more or less given freedom to tackle them in multiple ways, as opposed to the more strict manner in which the dungeons in earlier games were structured. Granted, not all the Shrines are winners, I admit, but I prefer the freedom presented here over the scripting of a longer one. Now if they could find a way to combine the best of both worlds though, that would be awesome.

As for the fast travel points, I mean, you still need to find them via exploration. And even the towers only give you the topography of the map, not what specifically lies in them, so I still found the exploration to not be hindered by them.

All just me though.

2 months ago

@LightDragonman1 As a life-long puzzle and point and click adventure game player I'm more than ok with trying to figure out the one solution to a puzzle the devs made instead of being given the freedom to find multiple solutions, but I feel like there's a pretty easy middle ground here. We don't need shrines, since the freedom you're given to solve them isn't inherent to them, you can still do a traditional Zelda dungeon if its individual puzzles have multiple solutions, and there have been puzzles in the past that had multiple solutions in pre-botw Zelda dungeon, even if they weren't that common.

I don't think just having to find fast travel points via exploration fits the open world very well. The whole point of the game is to explore, and so skipping the exploration should cost something, and also its not even like traveling through the game's map is a bad experience, in fact its easily the highlight of the game imo. So having fast travel be free and everywhere is actively undermining the exploration aspect of the game, which is a problem in a game all about exploration.

And with the towers, my problem isn't that they reveal too much, its that they're too easy to find. You shouldn't get a map too early if you want to encourage exploration, so telegraphing where you can get them so aggressively, whether or not they display detailed information, ends up clashing with the explorative wanderlust you're supposed to be feeling. It's more of a psychological thing where most of your players aren't gonna explore the new area they just got to, they're just gonna go straight for the towers and then, without even getting a proper feel for the area they get a map of it, which will further insensitive them from "getting lost" and properly exploring the area. It would be better if maps of areas where something you'd get much later into exploring them.

Basically I think that this game is too segmented. So much of the game design cuts it off and categorizes it when I think if you want a better feeling of exploration each section of the game should bleed together more and be more connected with each other. It's such an odd feeling to have such a masterfully crafted open world be so segmented off in a way that makes it not even feel like your exploring such a large place most of the time.

2 months ago

I see.

Personally, I didn't really get that whole feeling of it feeling too segmented. Given that each area revealed was huge in and of itself, there really wasn't all that much of a problem for me, though I can see where you are coming from. Just that I had a blast finding the points and the like as well, plus it gave me an incentive to want to explore more. Helps that they didn't reveal every secret or item of interest like so many open-world games do. It was more of an aid to help you get started.

I do agree though that combining the freedom of the shrines with the more expansive dungeons of older titles though. That would be quite awesome. Even still, as someone who isn't into the point-and-click adventure style (but who does still enjoy the older Zelda games), I just enjoyed that I wasn't confined to one specific solution in the shrines, as trying to find that in other Zelda titles could result in me being stuck without the use of a walkthrough. XD

2 months ago

@LightDragonman1 When you said "it gave me an incentive to want to explore more" that's really the main diverging point for our opinions, I think. For you exploration needed to be further incentivized while for me it was sort of self-evidently engaging, and so trying to make it more. I had genuinely amazing times exploring botw's world but every time the game started pointing me in a direction inorganically (i.e. not using the form of the world itself to guide me along certain paths) I got annoyed and every time it gave me more context for my exploring I got annoyed and every time it took me out of the world to do like two disconnected puzzles in a shrine I got annoyed, etc, etc, etc.

I suppose that's the difference between someone grown on point and click adventures and someone who wasn't, I just find exploration of areas inherently self-rewarding and don't need any prodding by the game to keep doing so or have it segment it to make it palatable. I've been pixel-hunting and backtracking and inspecting every corner of every area since before I could read lul. Not to try and insinuate anything about you of course, it's just how I interpreted your argument. I suppose in that way that botw is a game about exploration that doesn't view exploration as a reward, but as work to get to a reward, which is a very interesting interpretation. It's "inconsistencies" as I initially viewed them are actually more like concessions or respites. If that makes any sense, of course. Idk, though these are all very interesting ideas I wish I had thought about when I was writing this review lul.