Breath of the Wild Review
Video Statistics and Information
Channel: Matthewmatosis
Views: 856,014
Rating: undefined out of 5
Keywords:
Id: LRA1QTTAxys
Channel Id: undefined
Length: 54min 45sec (3285 seconds)
Published: Wed Feb 27 2019
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I see his point about how restricting your world-traversal options just a little bit would make things a bit better and more engaging, which I would agree with, it's way too easy to just go around any imaginable obstacle, but I hope they keep climbing and paragliding in in some form, because it's just so much fun. I especially used BOTW as a mountaineering simulator almost as much as a fantasy adventure. I feel like this really ties into the "intrinsic motivation" point.
My idea would be to take the climbing system currently in place but nerf paragliding, at least at the start, to make it more like his idea of having it be more of a parachute, then give out the full paraglide as an upgrade late-game.
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When this game came out I loved it and considered it to be my favourite game of all time, sharing a spot with Majora‘s Mask, but the ‚backlash‘ afterwards made me rethink that position quite often. Because, objectively speaking, the game has quite a number of remarkable flaws, yet those seemed to matter to me only in retrospect and not while playing; or, in other words, in thinking about the game ‚intellectually‘ rather than ‚emotionally.‘
So Matt‘s points (and thesis, basically) on how this game excels at providing so much intrinsic motivation and seems to actively devalue extrinsic factors to the point of seemingly intentionally downplaying or even discouraging them is amazing to me, and quite eye-opening. This difference is exactly what made this game so special for me. Not, for example, the chest you got at the end of a shrine, or the intended way of beating it, but thinking of ways to beat it that stray from the intended path; to decide for myself what a point of interest would be, plan out a path to that point and get distracted a dozen times along the way.
I don‘t think this ‚magic‘ can ever be recaptured in a repeated playthrough since the ‚intellectual‘ way of experiencing the game will now always come more into play than it did in the first, almost purely ‚emotional‘ playthrough, but man were those some memorable hours.
I adore BOTW (its probably my favorite game of all time), but this video really helped me understand why a lot of people just couldn't get into it. The most common criticism lobbed against this game is that the world is big, but "there's nothing to find other than Korok Seeds, Shrines, and breakable weapons, which makes exploration pointless." I could never get into that sentiment, because for me the act of exploring itself and engaging in the sandbox was rewarding in-and-of itself, and the little breadcrumbs were just that: breadcrumbs.
The reason for this big difference in perspective has to do with the whole "intrinsic vs extrinsic reward" system discussed throughout the video. I'm intrinsically motivated and play games for the act of playing the game, but a lot of people were "trained on" and enjoy extrinsic rewards. Its why I never could understand why every multiplayer shooter nowadays has to have some sort of progression system with skins, weapon unlocks, etc, when "back in the day" I would boot up Unreal Tournament or Halo and just play for hours on end without any of that stuff. Its the same deal here.
I usually don't typically like these long form videos, but that comment about how the only thing link can't seem to mount is Mipha was probably the best thing i've heard this year so far on youtube.
This is a fantastic review, and Matthewmatosis once again lives up to his standard of long form reviewing.
So many long form reviewers that get views on YouTube aren't even that good at it--most seem to just fall into the pitfall of "the more I speak, the smarter I sound." And so many of them devolve into nitpicking and measuring those nitpicks to be much bigger than they are by talking about them for longer.
What I loved about this review was that Matt wasn't afraid to critique the game where he felt it fell short, but he contextualized those critiques around what they might have stemmed from, or from the very understandable fact that several of them were gameplay design-based tradeoffs that were potentially inevitable (at least as a starting point).
Also, I love how he talked about the quantity of content thing not being a super legitimate critique if the quality is there. You can always ask for more, and it's pointless to compare enemy variety to past Zeldas when the depth of interactivity with each enemy is vastly higher than in any past Zelda.
I simply love Matthewmatosis. His reviews are fucking dense. One hour non stop of pure information. No overwhelming negativity, no time fillers, no jokes, no bullshit. Fucking one hour of quality content.
It is like the best wine of the world that took millions of grapes to produce a single bottle. But instead of giving you a glass, they give you the whole barrel.
Well shit. I didn't know if he'd ever do it, let alone so (relatively) soon.
EDIT: Having finished it now, I'm quite pleased with how this turned out. I think the point about the music is most appreciated. Of all the many takes on Breath of the Wild "no good music/not enough music" is always the one I've never been able to stand.
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