Nintendo drags the Zelda formula kicking and screaming into 2008-era open world design to create something that's mostly okay and mostly empty.

I'll open by saying that I have zero love nor nostalgia for Zelda as a franchise, nor do I hold Nintendo in any high esteem. The general consensus for decades was that Ocarina of Time was the single greatest game ever made; I played it and wasn't especially impressed. Two and half decades later, and history is repeating itself; Breath of the Wild has now been accepted to be the single greatest game ever made, and I'm again not especially impressed. It's not that I can't see what people enjoy in these titles, but more that I don't see how anyone believes any of this to be unique. Everything that's here has been done before and better in games two decades this one's senior, and adding meal prep and pretty graphics doesn't change the fact you could describe this as "Assassin's Creed with Half-Life 2 physics puzzles" and barely even be wrong.

I've heard from a few people with positive opinions on this that the main draw and appeal is the exploration, and that wandering around in search of new things is fun. In this, I disagree. The game is incredibly open in the literal, physical sense; there are a lot of big, green, empty fields with literally nothing in them. You can sprint for two straight minutes down a dirt path and see nothing, find nothing. I intentionally went off the beaten path several times in my twenty-hour playthrough, and I only ever found three Korok seeds. I never even met the broccoli man who lets you cash them in for inventory upgrades. Why bother trekking around when there's so little to actually see, and so little to do? A tiny tile with a ruined building on it every three miles doesn't make for an interesting overworld. It's so sparse, seemingly in service of just being capital-B Big. The world is so Big! The map is so Big! You can climb up a hill and then go back down again, what fun! Your reward for exploring this empty world is that you get to be in the empty world for longer. I imagine the people who love wandering through the map are actually enjoying the Shadow of the Colossus movement and climbing mechanics more than anything pertaining to the actual map that's here. Moving Link around feels good and smooth, but I think people who are in love with the traversal would be just as happy running through gm_Flatgrass as they are with the entire Kingdom of Hyrule. Hell, the greater density of the former might even be better.

If you're lucky, you might stumble into a Moblin camp every couple of minutes, but these act as annoyances more than anything else. Whatever items you'll get from defeating them are almost always strictly worse than whatever you walked up to them with, and the gear durability system means that you'll walk out worse for wear than if you hadn't bothered. I really don't mind the weapons breaking anywhere near as much as most of the detractors seem to, but that's because the game is so ridiculously easy that I was never in danger of running out of equipment. My weapons were always overflowing, I always had shields, I always had bows and arrows, I always had two pages of cooked meals that would heal me to full and stuff me with bonus yellow hearts. Thunderblight Ganon was the only thing that ever posed even the slightest challenge, and that's because he was capable of blasting through one-shot protection and his ragdoll kept flying out of the boss arena whenever I downed him. Bosses are the only forms of combat that you can't just walk around, which means that the optimal strategy is to ignore every camp or roaming enemy you see and save up your best weapons to wail on the Ganon forms. When the best play is to run past everything, ignore repairs/upgrades, and sprint to the bosses who die way too quickly to high-tier gear, you have created a world that is not fun to explore; you've created a world where there's a lot of fucking empty space between the glowing marker where the boss is and the indicator of where you are currently.

So much of this feels like a complete and utter waste of time. You can't cook food in bulk, meaning that in the early game when you're making nothing but three-apple meals, you have to do them one at a time. You can carry hundreds of resources at once, and something like eighty cooked meals, so it's going to take a lot of time to stock up on your functionally infinite healing for no good reason. Selling and buying items from shops is just as slow, traversing over flat plains with nothing to do is boring, and tons of the shrines have timed puzzles with sliding platforms and rolling balls that move at a glacial pace to ensure that players on the clunky-ass gamepad have more than enough time to react. What broke me was the fact that you're gated from pulling the Master Sword until you have an arbitrary number of hearts; after clearing out all four of the Divine Beasts and about 30 shrines, the game told me that I needed to go do at least another 24 shrines and dump all of my Spirit Orbs into HP if I wanted the sword. I decided that I had spent way too much time getting here to be turned away and told to grind for a single weapon, so I went straight to Hyrule Castle to end the game. Some friends of mine who were watching me play admonished me for "rushing" through it, which is a sentiment that I imagine many who disagree with this review are going to share. "Only" twenty hours, "only" thirty shrines, "only" three Korok seeds. The irony of a game that's celebrated for allowing you to play however you want apparently having a correct way to play it shouldn't be lost on you.

For as much as the developer foresight of allowing you to solve puzzles unconventionally gets celebrated, there were far too many instances where it felt like I was outsmarting the game and it couldn't keep up. I prepped for Fireblight Ganon by coming in with an ice rod, and it just didn't work on him in the fight because the game hadn't accounted for it; ice arrows still worked just fine, so it's not like this was intentional. Metal weapons and shields will get struck by lightning, but you can't pile them up onto a conductive switch to complete a circuit; switches that need to be weighed down can be weighed down with any random garbage in your inventory, so I don't know why this wasn't accounted for also. One puzzle in the Goron Divine Beast required me to block off jets of fire with a physics object, so I used a ball and crouched under the fire; it wasn't the correct physics object, so the game pushed me back against gravity and walled me off even though there was more than enough space to get through. The Zora Divine Beast that requires the Zora armor to get to features a sequence where you need to get to the tip of its trunk, and the trunk is spraying water down onto you; for some reason, this doesn't count as a waterfall. In any other game, this would all be fine, but Breath of the Wild's proudly-touted unconventionality is in actuality only limited to a scant few shrines where the solutions are so simple that there's hardly any urgency to break them. I feel the exact same way that I did when I played Ocarina and fire arrows couldn't burn down walls but Din's Fire could, except this came out two decades later and has no excuse.

I'm left without much to like. The combat is serviceable, but mashy and easily broken; the difficulty in the puzzles and the combat doesn't really exist because this is a game intended to be beaten by children; there's little intrinsic reason to explore, and I didn't get enough enjoyment out of the process to do it for its own sake; all of your abilities are unlocked in the first couple hours, leaving virtually no feeling of progression outside of numbers arbitrarily going up or down depending on the random loot you find; the story is the exact same that it's always been, which is to say completely mediocre and nothing more. It's a very pretty game, with a very pretty soundscape. Conceptually, I like the idea of delivering on Todd Howard's promises of being able to climb any mountain that you can see. I can see the appeal, but I can't think of a reason why anyone would consider this to be the greatest thing ever made — barring the idea that they simply don't play many games, nor have they really experienced a lot of media. This is all very unique for Nintendo, so if you only play what they put out, you're probably going to be blown away. If you've seen much of anything else, you'll probably only manage to be slightly more impressed than I am.

With the fact that what was hailed on release as being a breath of fresh air for the Zelda franchise has now been confirmed to be the model that the series will follow going forward, I'm left to wonder how long it's going to take people to get as sick of it as I already am. Tears of the Kingdom seems to be going as strong as this did at its peak, but I can't imagine that the momentum is going to last until the time Nintendo drops the third entry six years from now.

Reviewed on May 21, 2023


14 Comments


11 months ago

@casey_ to be completely honest i have negative interest in playing TotK after this, because i feel like i've seen more than enough here that i don't need more of it. the addition of more refined systems and extra gimmicks really don't draw me in to something whose core i feel is this intrinsically hollow

11 months ago

Think you touch on a lot of my issues here. It's big but it has no scope. I grew incredibly bored of hunting for scraps of gameplay in this massive void, of seeking out mini-dungeons that only offer minor variations of the same tired puzzles, and my breaking point was slogging through the first actual dungeon only to find out that even those are derivative of each other.

I differ in that I do have a lot of appreciation for the Zelda franchise, and it bums me out that I'll not only see a traditional Zelda until this formula ceases to be profitable (which sure seems like never) but that the same model of gameplay is seeping into other series I care about and robbing them of their own uniquely identifiable attributes.

11 months ago

I have never played BotW, and am also not the biggest Zelda gamer. I try not to backlash too much on what's considered amazing in this day and age, especially when I never experienced it firsthand. From everything I've seen the last six years though, it just seemed like every beef I have ever had with open world game design. All scale, very little anything else, and I fail to see what makes "open air" much different than Elder Scrolls or even Lego Island.

11 months ago

Fantastic review. As someone who is a mega fan of the series, the existence of BOTW infuriates me to no end.

For years i had to hear people who don't play Zelda complain and moan that "the series never evolved" cause to Capital G gamers, a franchise can't have recurring elements for some reason.

Nintendo foolishly caved to this audience, and now the same people that claimed the series "Never changed" (Cause I guess 2, LA, MM, The oracle games, FSA and TFH never existed) love them for doing the exact same things as everyone else.

Aounuma is a sell out, and I stand by that assertion. One day I will review this, but it will be a very long time from now.

11 months ago

BOTW felt more archaic to me than Ass Creed 2, a game a decade its senior. Breath of the Wild was entirely riding on the Zelda name and that a lot of Nintendo fans haven't really actually played any other sandbox games before BOTW.

11 months ago

Thank you for this. It's crap. Many have pointed it out but it bears repeating - if this and TOTK had any name other than "Zelda" on them, they'd get 7/10s and you'd never hear about them again.

I love comparing the totally barren, apocalyptically boring map of this game to something like RDR2, in which they went to extreme lengths to make basically every square inch have something unique or interesting in it just to reward any degree of exploration you're willing to indulge in.

11 months ago

I think the main problem is that BOTW and TOTK feels so empty and boring. Part of the first game’s overall aesthetic I know but the game wants you to enjoy the journeys across the land as much as the quests itself, and it falls flat in that area. @DJSCheddar has a great point and that without the Zelda name it would be extremely forgettable.

11 months ago

I never played BotW, but for some games you can't escape the hype and there was so much talk about its great open world, though in hindsight it feels like nobody actually explained why it is so great except "exploration good" + "much to do".
I mean, I believe it when players say they enjoy this world. I, too, have open worlds that I personally enjoy although I know they are not especially well designed and/or rather empty (FFXV). But it's different when (professional) reviewers expicitly praise BotWs design as groundbreaking and one-of-a-kind when that isn't objectively justifiable.

So, in short, I really appreciate your point of view.

11 months ago

I don't particularly agree with most of the points raised, but I appreciate an honest and well argued piece of criticism on a game I liked. I will say, spending 20 hours on the game (or even half that, honestly) and being done with it is entirely cool and something the game totally accepts and allows as part of its design, dont let anyone tell you otherwise

11 months ago

I love BOTW and am enjoying TOTK for the most part, but I definitely agree with the points you raised. The current design philosophy has a lot of cool features but many elements like the shrines, puzzles and "dungeons" feel underdeveloped and tired, especially compared to its executions in pre-BOTW Zelda. It does bum me out with this being the formula going forward and how people uphold it as peerless in open world design (or peered with Elden Ring at least) when it shares a very similar lineage with other games like Skyrim. Open world games and the discourse around it in games now are very weird.

11 months ago

suggesting that anybody who likes this game "probably hasn't played many games or experienced a lot of media" is incredibly condescending and the worst possible way to start any kind of dialogue. this review doesn't feel like it's coming from an inquisitive standpoint.

8 months ago

Nintendo adults are really something else. I can't believe how impressed people were by this Wish dot com version of Skyrim. Almost every other open-world game I've played has both better base gameplay and a more interesting gameworld.
@wondermagenta oh god that's horrible

2 months ago

It is good to see someone give their honest thoughts on a game.

With that said, I completely disagree with everything you said here. The idea of the world being empty is something I’ve never understood. Sure, there are many grassy plains, but there’s also tropical beaches, snowy mountains, Japanese-style villages, vast deserts, and flaming volcanos. And I found many things of interest by exploring off the beaten path (be it resources, one of the memories, or even a simple side quest).

As for the combat, I found that, at least when going up against stronger enemies engaging (as it almost requires you to master perfect dodges and find unconventional methods). Sure, some of the lower tier enemies may be a cakewalk, but I’m wondering if you actually fought enemies like the Lynels and Guardians, which drop great gear and resources, along with not always allowing you to just run by them.

Also, to me at least, many of the exploits that you claim where the game not catching up I find as simply the physics and chemistry systems working as intended, and on the whole, found it much better than you are giving it credit for. You work with the systems given, not unlike games like Deus Ex, Thief, and System Shock. And it should be noted that even those games placed limitations on the things you could do as well.

I’m also not going to say that you “didn’t play the game right” by only going for three Korok seeds or ignoring the Master Sword. That is a perfectly valid way to play the game. But while you can do it, it does mean you are missing out on a lot of the fun, so I don’t know what to say to you on that front. Seems like you ignored many of the fun parts of the world in your rush to get to the end. Again, viable, but not recommended.

That, and as for not being able to cook in bulk and the like, I say to just then focus on making the recipes that give the most hearts and the like, along with selling mainly just the items that give the most rupees. Much easier that way.

And before you accuse me of not playing much else or experiencing other media (which is extremely condescending, no offense), I’ve played many open-world games before and after this, like Far Cry 3, Skyrim, Witcher 3, Metal Gear Solid V, Red Dead Redemption 2, Batman Arkham City, and Just Cause 2. And even with all that, I still enjoyed BOTW more than all of them.

So while I respect your opinion, I’m sorry, but I find myself in complete disagreement with it.