Yet Another Breath of the Wild Retrospective

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In this footage you're seeing here, I'm trying to  track down the Ghost Ship in The Legend of Zelda:   The Wind Waker. In order to know which island  it’ll be at, I need to make sure I’ve charted as   many islands as I can, and refer to my Sea Chart  and pay attention to the landforms I’ve marked   down. I’ll need to find the Ghost Ship Chart,  which requires paying attention to the hints from   Fishmen as you chart out the Great Sea, and most  importantly… just exploring the ocean. The entire   game was driven by exploration, and the things you  could find across its distinct islands made you   stronger for the battles ahead. The game balanced  the established formula for Zelda with something   that had been tied to its core essence since  the very beginning. This quest made me realize   that I was playing my favourite game, as it led to  other discoveries in the world and charting more   islands. It was a freeform open-world with purpose  in all facets of its design. When I finished this   game for the first time, I was experiencing  what I consider to be the happiest, simplest,   and most carefree days of my life. I had no  reason to believe that things would ever change. But they did change, and they changed fast.  I became very sick, and although I pulled   through after three years of treatment, from  then on I was constantly living in fear that   any moments of peace were fleeting, and that  I'd be confronted with yet another setback soon   enough. There was always the chance that  the next moment would change everything.   And usually, those anxieties  would end up being validated. One year, when I was feeling well  enough, I chose to take part in a   three-day canoeing trip from one end of  a long river to another. Along the way,   we’d stop at different, tiny islands to  have lunch, take breaks and set up camp,   as well as explore those islands and find things  out in the forests. We’d catch fish, play games,   go swimming, find other islands, and at one point  I distinctly remember finding a formation of rocks   so comfortable that I just sat by the river for an  hour and watched the sunset. It was the furthest   away from everything that I’d ever been, and  at that particular moment - it was just me.   No one else was around. I was out in the middle  of nowhere, going on an adventure. I didn’t have   to think about anything else other than enjoying  what was around me. It reminded me of how I felt   playing Wind Waker as a young kid. Such awful  circumstances eventually led to me experiencing   something evocative of the happiest times of my  life. I never thought I’d get back there. I never   thought I’d be that happy again, and yet - I was,  even if only for a little while. In hindsight, it   was a clear representation of the fact that things  can and will get better, and that life will go on. Around the time that all of this was  happening in my life, the Zelda team   had processed the feedback on Skyward Sword, and  had announced that the next Zelda game was going   to be completely different from anything  we had come to expect the series to be.   It would be the exact opposite of Skyward  Sword - a nonlinear, open-world adventure.   That game came to be known as The  Legend of Zelda: Breath of the Wild.   Inspired by the original game, the team wanted to  recapture the “core” of the franchise, and prove   that Zelda was rooted in the emotions it elicits  in its players, rather than established mechanics. In this video, I want to give a lengthy and  passionate breakdown of why this game left such   a massive impact - an impact unseen since Ocarina  of Time - as well as a critique that sheds light   on how it can and has informed the future of  Zelda and open-world game design altogether.   At the same time, I also want to shed  light on how the game has served as a   meditation on life’s ebbs and flows,  anxiety, and the world at large. A   lot of people have made videos on this game,  but I hope I can offer a unique perspective. I’m Liam Triforce, and this is yet  another Breath of the Wild retrospective. Long ago, a childhood friend introduced  me to the concept of an “open-world”   through the Grand Theft Auto games  on PlayStation 2. I was completely   enthralled by the fact that I could  go wherever and do whatever I wanted.   The level of detail in its setting was staggering,  with every single game feeling like you’ve stepped   into a living, breathing world. It was a  big deal for me, as it was for many others.   When Grand Theft Auto IV came out, I couldn’t  believe how detailed its city was, and coupled   with the multiplayer suite - it seemed like the  adventures I could have in its world were endless. Ironically, these adventures I would have…kind of  betray the structure of these games. The missions   take place within the open-world, which creates a  beautiful sense of seamlessness and breathes life   into the locations that constantly pass you  by, and driving through the same streets in   which missions take place also serves as a vital  teaching tool for when good driving matters most.   However, the nature in which you complete the  game is decidedly scripted and linear for the   most part. Sure, you may have the choice of which  missions you decide to take on, but you’re largely   doing a lot of driving to and from missions  that are marked on your map, with no compelling   incentive to really dig into the world itself,  despite how incredible the concept of freedom was.   For an open-world that you are completely free  to explore, you’re following a set path pretty   often. Of course, driving is fun in GTA - it kind  of has to be - but it is kept interesting through   its missions and the wanted system. When you're  just trying to get from point A to point B while   uncontested, it gets dull. And this happens  a LOT. Of course, there’s nothing wrong with   taking some time to soak in the atmosphere as  you drive around, listening to the radio and   watching people go by - it’s one of the main  reasons Rockstar’s worlds flourish so often.   I remember the first time I entered  Mexico in Red Dead Redemption… It's a   transient but beautiful journey between one  phase of John Marston’s story and the next,   and it carries a lot of uncertainty and loneliness  with it. And what are you supposed to be doing?   You’re riding towards a marker on your map.  But that’s exactly why it works so well. Red Dead Redemption in particular managed to  find that perfect balance, complimenting the   structure of the GTA games through purposeful  exploration of its world. Everything you do out   in the desert - helping strangers, clearing out  hideouts, picking up materials, finding weapons,   completing challenges - all contribute to your own  ability to complete the main quest in small ways,   as money isn’t nearly as trivial as it can be  through GTA’s main missions. Everything feeds   into how you progress through the main story,  and how you fare in combat. On top of that,   you still have a great deal of choice  in how you complete certain quests,   weighing convenience over the morally correct  thing to do through the honor and fame systems,   and building significantly on Grand Theft Auto  IV’s choices and consequences. It’s an incredibly   well-realized world. You technically still don’t  have to dig into it, but there’s so much going on,   and such compelling reasons to do so, that  you can’t help but want to get out there.   Compare all of this to the Hidden Packages in  the PS2 GTA games. They were fun to search for,   but the amount of effort you had to put in to  receive permanent weapons and body armour at your   safe house wasn’t entirely worth it when you made  so much money from missions. With that said, even   Red Dead Redemption suffers from those age-old  structural problems. A lot of missions just have   you painstakingly riding over to your objective  with not a whole lot going on, and your horse is   obviously a lot less versatile than a Turismo  or Banshee taking shortcuts in Liberty City. There will always be a place for linearity in  Rockstar’s games, but what revisiting these games   has revealed is how utilization of an open-world  has always mattered most to me. An open-world can   be big with so much attention to detail, but it  needs density and engaging gameplay systems and   design to compensate. Otherwise, it’s nothing but  a backdrop to the game itself. An “open-world” in   a video game is merely a setting, and it’s a  setting that can be utilized in many distinct   ways. Ever since I first experienced Rockstar’s  most iconic game worlds and got lost in them,   I’ve always wanted a game that capitalized on that  sense of freedom. A game where there is no set   path. A world where you can go wherever you like;  a game that you can experience however you like. This is something I’ve thought about for a long,  long time; ever since I played the PS2 Grand Theft   Auto games for the first time, and felt that sense  of freedom. The freedom I’d been searching for did   exist in RPGs, especially in games like The Elder  Scrolls. And that made me wonder… Even in a game   like Skyrim, where a lot of its quests are all  denoted by markers and wandering over to them,   you still have a great deal of freedom to approach  the game world however you like. What if you were   to fully implement this freedom and nonlinearity  into a streamlined, open-world action-adventure   game? Something that doesn’t require management  of multiple stats, classes, skill trees,   XP systems or anything like that - something  tightly focused like Grand Theft Auto, or… Zelda? Part of the reason I love The Wind Waker so  much was because it offered players freedom to   explore the Great Sea whenever they wanted. Even  if they couldn’t investigate an island right away,   they could take note of it and come back  another time. Everything you did in the   ocean contributed to your ever-growing strength  in the main quest, and the ocean had plenty to   offer. It doesn’t rely on an abundance of overtly  number-based systems for the player to manage,   skill trees or anything like that; it has a  few streamlined ones like Heart Containers,   currency, and items with unique applications that  are fleshed out through the linear main quest. It   was the perfect balance of freedom and structure,  even if it wasn’t perfect overall. It proved to me   that the kind of game I’d always wanted wasn’t so  far out of reach, and Zelda was a great series for   that kind of game to take shape. Reinventing Zelda  Skyward Sword was released in 2011 to acclaim, but  retrospective opinions tend to critique its overly   traditional and linear utilization of Zelda’s  conventions. It was a complicated game for sure,   but moreover - it didn’t really pique  the interest of the general public.   It was released on a dying platform with required,  controversial motion controls that people had   largely lost interest in, and it had to go toe  to toe with Skyrim during its release window.   Nintendo also focused heavily on promoting the  Wii U at E3 that year, giving Skyward Sword little   attention in comparison. As a result of all of  these factors, the game ended up becoming the   weakest selling 3D Zelda game in history, falling  short of The Wind Waker despite the reservations   people had with that game initially. Feedback  on Skyward Sword would end up influencing series   producer Eiji Aonuma to think differently about  how to approach the creation of a Zelda game. In 2013, we received A Link Between Worlds,  which predominantly featured a non-linear   structure where players could rent items  and complete dungeons in any order they   liked. This nonlinearity did unfortunately  remove a layer of depth to each dungeon;   because players could be doing these dungeons  at any point, they could no longer factor in the   other items in your inventory in puzzle-solving.  Dungeons could only really focus on one item.   However, this doesn’t entirely  discard the utility of those items,   as they can both be used in combat, and in  emergent solutions to problems. The player   had an unparalleled level of freedom to  approach the game however they liked, and   people raved about that. It was such a refreshing  game after Zelda had consistently pursued a firm,   linear structure. Aonuma implied in a 2013  interview that this was only the beginning: “Our mission in developing this new Zelda  game for Wii U is quite plainly to rethink   the conventions of Zelda. I'm referring  to things like the expectation that the   player is supposed to complete dungeons in  a certain order, or that you're supposed to   play by yourself. The things that we've  come to take for granted recently. We   want to set aside these 'conventions', get  back to basics and create a newborn Zelda   game so that the players today can best  enjoy the real essence of the franchise.” Determining the “essence” of the franchise is  no small task. Like I said in my Ocarina of Time   video, a question as simple as “What is Zelda?”  has an answer that varies depending on who you   ask. Some people would even tell you they arrived  at the wrong answer in their most recent efforts. A while back, I put out a survey asking  people for their detailed thoughts on   the entire Zelda series thus far. One of  the questions asked was what people liked   most about Zelda as a series, and while  the answer already seemed clear to me…   it was reassuring to see a statistical  representation of it. Although each entry   is so distinct in terms of structure, central  mechanics and theming, there is always something   tying every game together in spirit - the sense of  exploration and adventure. Mechanics may evolve,   a structure may be in place, but that feeling of  adventure remains constant throughout every entry. The most profound example of this is without  question the original Legend of Zelda. It is   infamous today for how alien it feels in  terms of structure. In fact, when asked if   they still enjoy playing the original Zelda  today, Miyamoto and Aonuma had this to say. In the first Zelda, you receive very little  guidance in-game, and need to resort to the   manual and fold-out map in order to solve its  many mysteries. Figuring out which bush to burn   or which wall to bomb to find caves using nothing  but hints from the material provided to you   and your wits created this universal feeling of  satisfaction. Those moments where you realize what   needs to be done - especially ones that you put  together on your own - eventually became the basis   for the entire Zelda series. Every subsequent game  would be built to elicit those feelings. A Link to   the Past and Ocarina of Time established what we  know as the Zelda formula in an effort to bring a   more cohesive structure to those “ah-ha!” moments  from the original game. Majora’s Mask uses the   problems of the people of Termina, tying themes  of empathy and finality into the Zelda gameplay   loop. The Wind Waker had this giant ocean that you  could gradually untangle and chart as you explore,   collect items, investigate islands, and take note  of hints from the various fishmen. If anything,   having that tried and true formula in place  for so long was only inhibiting their ability   to deliver this feeling in new ways. While I  in no way consider Skyward Sword a bad game,   it was becoming evident that this formula was  limiting what was possible with Zelda. The   individuality of previous Zelda games came from  those unique gameplay concepts I just alluded to.   Was there really a need to keep  clinging to that formula any longer? Of course, that doesn’t mean we should abandon  every idea in place with that formula. That   formula was in place to begin with so that  it could more consistently provide those   feelings we associate with Zelda. A lot  of people responding to my survey still   cited dungeons as their favourite aspect, and  a lot of the questions featured in the survey   centered around the very things that the formula  utilizes. It would be very difficult to disconnect   all of those things from the next game and still  call it Zelda. Difficult… but not impossible.   As I just laid out - Zelda is and always has  been about a sense of adventure and exploration,   as well as the satisfaction in solving mysteries  - no matter how it decided to present itself. The   development of the next game would be predicated  on the idea that Zelda is rooted in a feeling, not   game mechanics, and it was a revelation that was  necessary for the series to keep moving forward. Throughout 2014, we received brief glimpses  into how the game was shaping up. Our first   look was at E3 that year, wherein we laid eyes  upon the game’s world for the first time. This   was actually the first Zelda game to be presented  in high-definition, as the Wii was only capable of   outputting up to 480p. As such, the game demanded  a lot of fine details, and just this shot alone   was impressive enough. Of course, this shot  was specifically crafted for the presentation,   so as tantalizing as it was, it wasn’t what I  walked away thinking about most. When Aonuma   reinforced his goals for the game, and mentioned  wanting to break away from playing through the   game in a certain order, I knew this game was  going to be something special. That statement   alone had me salivating for more because if done  right, this would be the exact game I had always   wanted to play. Later that year, we saw about  four minutes of gameplay at The Game Awards, but   that 2015 release date they’d been teasing didn’t  stick. The game was delayed early that year, with   Aonuma stating the team came up with an influx  of new ideas as a result of the newfound freedom   of exploration. It was clear that the game needed  more time to be the best it can be, something that   he felt would exceed “even his own expectations.”  The game would receive another release date of   2016, only for that date to be moved to 2017  to match the launch of the Nintendo Switch. The game was re-introduced at E3 2016. In fact,   the game was Nintendo’s sole focus at the  expo that year, as we were experiencing   a very awkward transitional period for the  company. Let me briefly sum up the situation: The Wii U was in shambles. It had good games,  but the heavy hitters people wanted were not   always forthcoming. Its marketing was awful -  right down to the name itself - and third-party   support for the console was dwindling. The Nintendo Switch was in development,   and this new Zelda game was to be released on  two platforms concurrently, just like Twilight   Princess on the GameCube and Wii. Satoru Iwata had just recently   passed away. And lastly… This new Zelda game had several years   of speculation and discussion leading up to it.  As Nintendo was preparing for a complete reset,   the Zelda team was as well. It was going to  redefine the series, just as A Link to the   Past and Ocarina of Time had done two decades  prior. It had the lengthiest development cycle   of a Zelda game at the time, it was to take  full advantage of its open-world through   player freedom, and it had to be good enough  to sell Nintendo’s next console on its own. With all of this at hand, there  was a lot riding on Zelda at E3.   And they knocked it out of the park. Breath of the Wild’s first trailer - as  well as the gameplay demonstration that   followed - showcased what exactly they had been  focusing on after all this time. It wasn’t just   about how massive the world was, it was about  what you’d be doing in that world, and how you   could approach different situations. On top of  being able to go wherever and experience the game   however you like, you could deal with enemies  in multiple ways beyond direct confrontation,   you could create paths for yourself  through organic means in the world,   and approach problems from multiple angles. It was  hard to say because I hadn’t played it for myself   and it was framed in a manner that was clearly  designed to promote the game, but it seemed like   Breath of the Wild was going to be my dream game.  It not only carried over the spirit of Zelda,   but also crafted the type of game I’d always  wanted to play. And that day, they’d only shown   a small fraction of what was possible, focusing  solely on the Great Plateau - the “tutorial” area,   so to speak. Needless to say, I was excited,  and the anticipation only grew from there. Time marched onward. The night before Breath  of the Wild launched, I could hardly sleep.   The embargo had been lifted, the reviews heaped  outstanding praise on the game - everyone that   had already played it seemed to hail it  as this shining example of magnificence   in open-world game design. Zelda had usually  seen unanimous praise like this in the past,   but Breath of the Wild was another beast entirely.  The love was everywhere, and it was overwhelming.   It was hard not to buy into the excitement.  After dreaming about what this open-ended   Zelda would be like for so long, I would finally  be able to play it once I woke up the next day.   Four years since the announcement that the next  Zelda would be “open-world,” and nearly fifteen   years since I’d first set sail in the Great Sea  - the Zelda game of my dreams was on the horizon. Like clockwork, my anxious, intrusive thoughts  returned to cloud my excitement for the game.   What if I didn’t enjoy it? What if it  wasn’t what I thought it was going to be?   And even if it is - I’ll eventually have to  pull myself out of it and return to reality   to face my problems. The game wouldn’t  be a permanent, magical escape from them.   Eventually, I was able to ignore  those thoughts and get some sleep.   I woke up early, picked up the game,  and began playing as soon as I could. Of course, there were a lot of valid questions  floating around in my mind as I booted the game   up. With Aonuma’s goal of rethinking the  conventions of Zelda, would banking on its   core essence in this nonlinear game be enough  to call it a Zelda game? It felt like every   single idea in this game had to play a small  part in a satisfying answer to that question.   There’s a lot to unpack here, and I suppose the  best place to begin is where everyone else did. The game opens with no context or explanation.   You’re in a dark chamber, and you have to  pick up a mysterious slate and move forward.   You can choose to open these chests before  proceeding onward, and as you’re told that   you are the light that must shine upon Hyrule,  you take your first steps onto the Great Plateau.   This moment held so much weight because we  knew exactly what this game was aiming to be,   and we were able to forge our  own path from the word “go.” The original Legend of Zelda began the same  way. You’d enter the cave on the first screen,   get your sword, and from there - the rest of  the world was yours to discover. The manual   and map did help you get your footing, but  past a certain point - it was up to you to   solve Hyrule. On top of that, you could  go wherever you wanted in order to gain a   better understanding of the world, entering  dungeons and caves at any point in time,   so long as you had all eight Triforce shards  by the time you reached Death Mountain. Breath of the Wild aims to emulate the  spirit of that game through nonlinearity,   though it was important to have an introduction  in place. Zelda was a much more complex series   of systems than Super Mario Bros. back  in the 80s, and you couldn’t exactly   rely on invisible tutorials for its secrets. The  manual was an integral part of that experience,   as it informed players on virtually  every aspect of the game’s design,   without explicitly telling them what to do. If  you’re going to create a truly freeform world,   it’s important not to overwhelm players with  too many options and little explanation.   This is where the Great Plateau comes in. This  diverse and dense, yet comparatively small plot   of land is your tutorial, and it’s one of the  greatest tutorial sequences I’ve ever experienced. The game first guides you towards a mysterious  old man, but you don’t necessarily have to listen.   You can wander around, pick things up, and  interact with stuff at your own discretion.   You might get into trouble when doing so, but  this was incredibly refreshing after previous   Zelda tutorials asked you to complete a specific  series of events. Every time you perform an action   for the first time, there will either be a text  box giving you more information about something,   or there will be a little blurb in the top-right  of the screen giving you a bit more information   about what you’ve just done. It might sound  like standard fare, but when you consider   the amount of systems that this game balances -  it’s surprisingly subdued and not ever intrusive. Eventually, you’ll hear a voice telling you to  head to the point marked on your Sheikah Slate,   and in doing so you’ll be able to activate a  tower that gives you a map of the Great Plateau,   as well as awaken all other towers and shrines  across Hyrule. Your ultimate goal becomes clear as   the Old Man swoops in. In order to leave the Great  Plateau with that paraglider of his, you need to   collect the runes from all four shrines on the  Great Plateau. The Old Man’s mystifying presence   is not only a direct callback to the original  Zelda’s assortment of secret old people, but also   your only lead as you try to piece together  what the heck happened before you woke up. From here, the Plateau truly opens up.  You have complete freedom to tackle each   shrine in any order you like, and you can  reach each shrine in a multitude of ways,   from a multitude of different angles. Every  situation can be approached differently,   and every route has something in store for you.  Along the way, you’ll learn nearly everything   about the game’s core mechanics, without the  sequence feeling like an explicit tutorial. The design flow of the Great Plateau is  commendable, as it always manages to intrigue   and inform its players at the same time. As soon  as you wake up, you’ll be able to investigate a   nearby pond for a Korok and a Rusty Broadsword,  as well as ruins of nearby buildings for enemies,   weapons, treasure chests, and more.  Below this broken bridge, you’ll be   able to spot an enemy base. You could just run  in flailing wildly, but without any gamesense,   your death is almost certain. But in this  game, there are many ways to solve a problem.   Soon after taking your first steps on the  Plateau, you can find a giant boulder that   you can push down the hill. Near the base  are a few Bokoblins, about to chow down.   Atop a ledge is an all-too convenient boulder,  and there are a few explosive barrels below.   You can probably figure out what to do next. This  is a small example of how you can use your wits to   create your own solutions in combat. That boulder,  as well as a torch dangling above a base filled   with explosive barrels are very explicit examples  of how you can avoid unnecessary confrontation,   and from there - you might start thinking about  other options. If you sneak up on an enemy,   you can instantly kill most of them with a  sneakstrike. If you shoot an explosive barrel with   a Fire Arrow, it explodes, obviously. Maybe you  could land headshots when you have a clear shot to   take care of enemies faster. Maybe you shoot down  a beehive and have the bees chase after a Bokoblin   so you can steal its weapons. You might even start  thinking about how runes could come into play. Each Shrine requires you to navigate  through a distinct portion of the Plateau,   and each route presents distinct challenges.  The Magnesis trial shows you how the rune can   be applied in the world itself, and its  surrounding area is filled with puzzles   and little uses of Magnesis for treasure.  Nearby the Magnesis trial are a few Bokoblins,   as well as metallic objects that are begging  to be used. It’s not explicitly stated that   you should use Magnesis here, but it’s something  that I think the designers wanted players to try,   especially if they just came from the Shrine. If  you swing or drop a metallic object on enemies   with enough force, they will be injured  and sometimes even killed from the impact,   so I tend to use Magnesis whenever possible. In  order to reach the Bomb trial, you’ll have to   walk through a field of deactivated Guardians-  JUST KIDDING, they’re still active. Thankfully,   they’re stationary, but getting shot by one of  these things is a death sentence. You’ll have   to avoid and evade by using the walls of these  ruins to take cover. I love that they introduce   you to these enemies here on the Plateau, just  to give you an idea of what you’ll be up against. In order to reach the Stasis trial, you’ll have  to climb a mountain. Now, you will have tried   climbing briefly in the Shrine of Resurrection,  and you might have climbed the Temple of Time,   but trying to climb an entire mountain with  what little stamina you have is ill-advised,   even if the most reliable path up the  mountain does have footholds when you   need a break. Trying to go around in order  to reach the Shrine means braving the cold   when you might have no idea how to do that  if you haven’t reached the Cryonis trial yet.   The Great Plateau gathers solutions to both of  these problems in one single area. Of course,   you can learn about them in other ways, but this  was what always stuck with me. At the Old Man’s   house, you can read about a recipe for something  that can help you traverse the snowy mountains,   and his willingness to reward whomever can  brave the cold with a warm doublet, which   protects you from those freezing temperatures  to an extent. This diary seemed to be a bit too   conveniently written, didn’t it? I love how the  Old Man messes with you in the Great Plateau. This entry in the diary presents you with  the solution to reaching the Cryonis trial,   as well as the mechanic of cooking altogether,  which can also be used to help boost your speed,   stamina or whatever you may need to conquer the  mountain. The cooking mechanic is driven by player   experimentation, essentially combining ingredients  for meals or elixirs that may go well together,   and then just seeing what shakes out when  they throw things into the pot. You can   create meals that temporarily benefit you in many  different ways - attack, defense, heat resistance,   stealth - in this case, I happened to make  something that would protect me from the cold,   as well as a speed-boosting elixir that increased  the swiftness of all my actions, so that I could   climb the mountain, and then not freeze to  death once I reach the top. In order to find the   ingredients necessary, you have to hunt for them  yourself and discern where they might be growing.   You can only have one effect in play at a  time, so you can’t stack them and become   an all-powerful being. The mechanic is all  about creativity and exploration - both core   elements of this game - and it’s an astounding  method of implementing a crafting system from an   RPG without it feeling too complex or obtuse.  It’s just about putting ingredients together   based on the descriptions, and figuring out  what works best for you. It’s brilliant,   and we’ll expand on how this mechanic  affects more areas of the game later. On the way to each Shrine, you’ll no doubt  run into several secrets, as the Plateau is   as dense and as detailed as any other area in the  game. The game conveys that you can create your   own paths over chasms, bodies of water, or other  roadblocks through your runes and the things that   surround you, such as using metallic objects with  Magnesis, cutting down a tree to make a bridge,   using a leaf from a tree to sail on a raft, and  using Cryonis to make platforms for yourself,   just as some examples. One of my favourite secrets  happened to be this cave I found after sailing   down the river. It’s behind a waterfall, and it  contains materials and powerful weapons. These   weapons might be used to fight bosses, which you  can also stumble upon when wandering the Plateau.   You can solve little puzzles to find Koroks,  preparing you for the kind of thinking necessary   to find them in the first place, deal  with Bokoblin camps, find treasure chests,   collect food and ingredients, and so much more.  This is what I mean when I say that The Great   Plateau - though it is a tutorial - it never feels  like one. Every mechanic is learned organically   through practical application. Every Shrine on the  Plateau makes it clear what can be done with each   rune without any long-winded explanations.  Although you are learning to play the game,   in practice - this is just a meticulously  curated microcosm of the rest of the game.   Thanks to everything I’ve mentioned,  I believe the Great Plateau is one   of the most liberating and exciting  tutorials a video game has ever seen. After completing all four Shrines, the  old man will appear and congratulate you,   before instructing you to head towards the point  on your map where the four Shrines intersect. He   then dematerializes. Once you’ve figured out that  you’re supposed to head toward the Temple of Time,   you can then exchange your four Spirit Orbs for  a Heart Container, or an upgrade to your Stamina   Wheel. This means that for every four Shrines you  clear, you have a choice between upgrading your   health (and therefore your resilience against  attacks), or your ability to climb, run, swim,   and charge an attack - among other actions. The  Old Man reveals himself to be King Rhoam, ruler   of a kingdom that no longer exists. Every time  this guy swept in with his paraglider, you were   hearing the beginning of the king’s melody. King  Rhoam informs you of what happened a century ago,   when the Great Calamity devastated Hyrule,  and what you now must do, despite having no   recollection of these events. After recommending  you seek out Impa in Kakariko Village, he finally   hands you the Paraglider so that you can leave  the Plateau, and he fades into nothingness. From here, the world is yours. There are no  restrictions on where you can go, or what   you can do. You can heed the king’s words and head  straight to Kakariko Village if you so desire, but   your ultimate task is to destroy Ganon. You can do  this at any point, so long as you feel prepared. So why don’t we put that to the test? Here I am,  commandeering a nearby horse and riding toward   the castle just after leaving the Great  Plateau. If this game is truly nonlinear,   I figured this would be a good way  to see how far I can push things.   In response, the game basically says “well,  you asked for it,” and makes the castle and   its surrounding areas relentless to traverse.  If you walk through the ruins in Hyrule Field,   you’ll almost certainly come across Guardians,  which are abundant and they can be stationary,   have legs and move around, or even fly, and they  all really want to kill you. Their lasers can   one shot you for a good chunk of the game, and  are still brutally damaging even with a large   amount of Heart Containers and beefy armour.  You have to keep moving to dodge the lasers,   and hope that you can escape if you have multiple  Guardians locked onto you. It never really lets up   until you reach the castle, and even the grounds  inside the castle wall are swarming with them. So why would I want to do this  early? Well, I have a few reasons.   The first is that I want to push myself and this  game’s nonlinearity as much as possible. How much   can my own skill challenge an unrelenting force?  The footage you're seeing is not from my first   playthrough, and I had a great deal of knowledge  about the game’s mechanics. I wanted to see if I   could truly finish the game as soon as I left the  Plateau. Ultimately, it proved too difficult for   me to survive, as I had to face each enemy  knowing that a single hit could kill me,   and that includes all of the dungeon bosses in  a row before Calamity Ganon, but as speedrunners   and enthusiasts have proven - it can totally be  done. The endgame being accessible whenever you   like is compelling, because it allows you to make  the decision to challenge Calamity Ganon when you   feel adequately prepared. Regardless of whether  or not you want to max out your Heart Containers,   Stamina Wheel, or clear all of the dungeons,  or recall all of Link’s memories - you can   play the game your own way. Of course, I think  most people like to experience a good chunk of   what this game has to offer before taking on  Ganon, which brings me to my second reason: The rewards are overwhelmingly awesome. The  surrounding area’s ruins already yield decent   enough weapons and materials, but the castle  itself - as you could imagine - is brimming   with things to collect. Weapons that  deal incredibly high amounts of damage,   valuable materials, rupees, and even quest  and story-related items. A nearby stable   has a few NPCs that will offer rewards for  bringing the Royal Guard line of weapons,   as well as rewards for baking stuff by  following the recipes found in the castle.   There’s also journals that give a significant  amount of context to the decisions and thought   patterns of certain characters (which we’ll  discuss much later), and you can even find   a Shrine and the Hylian Shield if you search  thoroughly enough. There’s so much detail and   purpose packed into Hyrule Castle, which  brings me to my third and final point: Hyrule Castle, in Breath of the Wild, is one  of the greatest areas ever constructed for   a Zelda game, and it is designed to be visited  multiple times. You could consider it a dungeon,   but not in the traditional sense. In addition  to having some of the most detail and purpose   out of any area in the game, progression through  Hyrule Castle is entirely nonlinear, and I do mean   entirely nonlinear. You can approach the castle  itself from any angle; you don’t have to storm the   gate to get in. In order to reach the final boss,  you have to climb all the way up to the Sanctum,   but you can do this in any way you like. Following  the path outside, going through the inside,   a mixture of both, climbing the walls, swimming up  waterfalls with the Zora armour - it never ends,   and there are reasons to take different routes  beyond reaching Calamity Ganon, as we discussed.   It is a spectacular representation of this game’s  non-linear nature, and the unyielding difficulty   in traversing every inch of the castle grounds  make sure that any route you take will be tough,   but correct. There are no wrong ways in Hyrule  Castle, or in Breath of the Wild altogether. Visiting the castle early also presents you with  a lot of emotional weight. Early on, you won’t   have a full grasp of the context surrounding this  observably devastated castle, but I still feel it   succeeds in affecting and empowering players  no matter how much of the game they’ve seen,   through both its level of detail,  and respect to the spirit of Zelda. That’s enough for now, though. I’ll come  back to Hyrule Castle when I’m ready. A fantastic, underrated creator and friend  of mine that goes by “LambHoot” mentioned   something in a video of his that always stuck  with me. When discussing video games in reviews   or retrospectives, we tend to isolate specific  elements of games to discuss them individually,   even though that’s not ever how we experience  them. All of those elements are consumed at once,   as they all come together to make a video game  what it is. This is why it has been especially   difficult for me to deconstruct what makes  Breath of the Wild such a captivating game.   Every single individual element is  driven by player freedom and discovery,   and the relationships between all of these  elements are precisely why the game is so   difficult to put down, and why it has one of  the most fully utilized worlds I’ve ever seen. The primary thing that dictates all interactions  in Breath of the Wild - both passive and   player-driven - is the chemistry between  everything. In the Plateau, I touched upon needing   to cook up meals and elixirs to move faster and  brave the cold. This is but a small example of   how the game’s systems come together both on their  own and through the player’s own curiosity when   approaching a problem. Here is a long-winded  example of how everything comes together: Metal objects, while movable with Magnesis, are  also conductive to electricity, which means during   a thunderstorm, they’re dangerous. This is why  it’s important to have non-conductive weapons   on you at all times, like wooden or ancient  guardian weapons, as this also extends to any   metal on your body like weapons, but… ah-ha!  That also means metal weapons can be used to   solve electricity-based problems in shrines  and beyond. Thunderstorms also mean rain,   which means you can use shock arrows to cause  giant AOE damage, however this also means you   can’t climb without slipping. If you need to  climb a mountain right away, you can start a   campfire! You can cut down a tree, use a piece  of flint to create a spark with a metal weapon,   or use a fire-based weapon like a Flameblade or  Fire Arrow. But how are you going to do that if   it’s raining? Well, maybe you could find yourself  an overhang to set up your campfire. You could   also choose to shrug off the rain with stamina  and speed-buffs, as well as the set bonus of your   Climbing Gear that increases your jump height when  climbing. Armour can also be strategically chosen   for specific scenarios, as they provide permanent  buffs instead of temporary ones. The Barbarian   Armour gives you a nice attack buff, while the  Sheikah Armour is great for when you need to   use stealth to your advantage or move quickly at  night. The tradeoff here is that you need to find   and purchase each individual armour piece the  game has to offer, as well as upgrade them at a   Fairy Fountain individually with separate, unique  requirements. However, you can mix and match three   different armour pieces on your head, torso,  and legs if you’d like a bonus in raw defense,   attack, and stealth all at once. To upgrade them  you need to collect materials pertaining to each   armour piece, and spare materials can also be  sold for rupees, which are comparatively scarce   in this game. You have to earn rupees through  playing into the game’s economy, helping people   with their problems through sidequests, and if  you’re lucky - discovering them in the world.   Discovery and exploration are at  the root of all of these things.   It all comes full circle in the end, and  everything element feeds into another in some way. The physics engine also underpins a lot of  interactivity in the world. Previous Zelda games   have simulated physics for certain interactions,  but never have they let you have such a degree of   freedom with it; it was akin to Half-Life 2 in  how it let the player take full control of its   integrated engine. Rolling boulders and throwing  things is one thing, but how about gaining some   serious speed by shieldboarding down a hill? How  about launching things with stasis by putting some   sword strikes into something before it unfreezes?  How about drifting downstream on a raft? Even   small things, like the ways in which the wind  carries flames are factored into the engine.   This interconnectedness of game systems reminded  me of how I could put the pieces together in   previous Zelda games, and this is exactly how  Breath of the Wild so brilliantly evokes the   core essence of Zelda’s problem-solving in an  open-ended setting. In previous Zelda games,   you would typically find one single solution to  a problem through your own extensive knowledge   of items and situations. In Breath of the  Wild, you are finding one of many solutions   to a problem based on what works best for you,  or what your own intuition tells you to do. Speaking of which, this is core to the  game’s structure as well. Though you are   first pointed toward Kakariko Village, you  don’t have to do this at all. You can wander   out into the farthest reaches of Hyrule if  you’d like, and discover the Divine Beasts   and major towns of your own volition.  This was exactly what I’d always wanted,   and the game makes enthralling and often  ingenious efforts to manage this freedom. Each region in Breath of the Wild is  not only packed with things to discover,   but the regions themselves also offer vastly  differing gameplay thanks to its use of the   systems we discussed earlier, and I think this is  fundamental in injecting variety into exploration.   The center of the map - as well as Hyrule Castle  itself - could be considered the “plains,” which   is why it balances its manageable terrain  with a wide assortment of enemies. The   outskirts surrounding the central area are where  I think the designers wanted players to stick to,   as they have more beginner-friendly enemy camps  and challenges to take on. The further you go in   any direction, the more difficult and dynamic  gameplay becomes. Not only do the furthest   reaches of the map contain more powerful  enemies and higher concentrations of them,   but just basic traversal presents new  challenges (as well as new opportunities).   The far reaches of Hyrule contain a harsh  desert, a lake being fed by tall waterfalls,   multiple frozen tundras and snowy peaks to climb  and explore, an active volcano with magma lakes   and rivers, an autumn-like region with steep  hills above deep pits, a dangerous rainforest   full of waterfalls and incessant lightning, as  well as unique, smaller areas in between. You   can cross over from one region to another in a  seemingly infinite number of ways, and as you   could probably tell from my descriptions  - they offer unique gameplay scenarios. In order to get a clearer picture of each  area, you’ll need to locate a Sheikah Tower   and download a map to your Slate. Unlike  other games that utilize a similar mechanic,   the tower is never pinpointed on your map by  default. You always have to search for them   yourself, and they attempt to make reaching and  scaling these towers feel like actual events.   Once you obtain a map of the region from the  tower, that doesn’t mean that all of its various   challenges and goodies show up at once. One thing  I absolutely loathe about most open-world games is   when obtaining a map of a new area also means  revealing the location of every single little   challenge or collectible. You’re not discovering  things in the world at that point, you’re crossing   off items on a checklist. This game, however,  gives you important locales and a general overhead   view of the topography, but that’s it. It’s on you  to explore each region for everything it contains. First of all - Gerudo Desert. Entering this  region means either scaling tall mountains   and soaring into the desert with the Paraglider,  or entering by following the winding road that   snakes in between the mountains. No matter how  you arrive, you’ll quickly notice that trudging   through this much sand is arduous, and you can’t  even enter Gerudo Town without being thrown out   for being male. Their mistrust is understandable,  considering… y’know, Ganondorf, but in order to   free that Divine Beast, you need to find a way in  there. In addition to both of these things, you   also have to deal with the sweltering heat during  the day and the freezing cold during the night, as   well as the low visibility during the impenetrable  sandstorms in the further reaches of the desert.   So, with all of these problems lined up, what can  you do? Well, I think you know the answer to that   as well as I do. Explore. Find things, talk to  people, gather information from the world around   you. To enter Gerudo Town, you can purchase a  stunning disguise from Vilia in Kara Kara Bazaar,   which also protects you from the heat. To protect  from the cold without any warm meals or clothes,   you could sleep at the Inn until daytime and  replenish (and even overfill) your health.   To make the desert less cumbersome to traverse,  you can obtain Sand Boots from this pathetic   individual, as well as rent or procure yourself  a Sand Seal to fully explore the Gerudo Desert.   There’s so much more to do in the desert and its  surrounding areas that take full advantage of its   ideas, like this quest where you have to follow  the directions these statues point you in through   the limited visibility, or this quest where you  have to carry this block of ice through the heat   of the desert without it melting, using speed  and shadows to protect the ice from the worst of   the sun’s effects. Yet another brilliant example  of the chemistry between elements in this game.   Also, if you explore the desert long enough, you  might even run into its unique boss - Molduga. As I briefly mentioned, you can actually stumble  upon bosses in the overworld, and each of them   have their own unique properties and benefits  to fighting them. A Stone Talus rewards you   with a wealth of Gemstones, which are valuable in  crafting and upgrading armour, as well as making   money outright. There’s never really a reason  not to fight them if you see one, which is why   the game balances this in a few ways. First of  all, they usually don’t make themselves obvious   until you accidentally walk over them. A Talus  is usually just a pile of rocks on the ground,   so they can often take you by surprise. Sometimes  you might find yourself looking for them, only to   realize that you’re just walking on a regular pile  of rocks. It keeps you guessing. The other things   that keep these encounters fresh are the elemental  Talus fights. Igneo and Frost Talus both shake   things up by making you unable to walk on them  without cooling them down or defrosting them,   respectively. You can also wear armour that gives  you the fireproof or unfreezable set bonuses   to counteract them. The elements give these  encounters some variety in how you approach them.   The other boss you’ll likely run into is a Hinox.  Usually, it’s about shooting them in the eye when   you have a clear shot, and then doing as much  damage as possible while they’re down. Killing   these enemies reward you with valuable Hinox  materials, as well as an assortment of weapons   for your troubles. Stalnox also aims to add some  variety to these encounters by only allowing you   to attack its eyeball once you’ve knocked it out  of place. It’s funny to see how they’ve put a spin   on the “giant eyeball” trope Zelda has had for a  while. Although there are only four random boss   enemies to encounter in the overworld itself,  they have their own role in the balancing act   of filling this game’s world, as their rewards  can be important to so many other interactions.   There’s also one more powerful enemy I want  to talk about, but I’ll save it for later. Molduga, however, is my favourite of the three  I’ve mentioned. It takes full advantage of   the unique gameplay in Gerudo Desert, and  the way it sneaks up on you and attacks,   as well as how you need to deal as much  damage as possible before it swipes at you   and burrows back into the sand make  it a really fun boss to deal with.   You can use a sand seal to stay on top of its  movements and shoot as you move through the sand,   or you could find high ground to stay out of its  path and strike when the time is right. It rewards   you with a ton of expensive materials, as well  as a treasure chest. I’m kind of surprised that   other regions don’t have their own unique bosses  like Molduga. Having a boss in the snowy mountains   of Hebra or thunderous cascades of Necluda that  specifically take advantage of those region’s   attributes would’ve been cool to see. There are  still plenty of great things out there, though. When proceeding with the main quest in the  Gerudo Desert, you’ll have to infiltrate the   Yiga Clan’s Hideout. You might have run into  a few of these individuals around Hyrule,   and they are hellbent on killing you.  Progressing through the hideout means   tiptoeing your way around Yiga Clan members,  unless you really want to get trapped in with   a bunch of powerful enemies at once. You  can use Mighty Bananas to distract them,   as well as sneak up behind unsuspecting  enemies and kill them with a sneakstrike.   You could also find a way to not interact with  enemies at all. It’s all about experimentation;   it’s a confined area that still plays into  the open-ended problem solving of this game. Now, let’s talk about the snowy regions,  specifically Tabantha, Hebra, and the Gerudo   Highlands. With the exception of the grassy plains  encircling Rito Village, as well as a few paved   roads and other distinct landmarks, these regions  are almost entirely composed of exploring vast,   mountainous tundras, and the Gerudo Highlands  are mountains that exist on the outskirts of   the desert. These areas bring with them the  challenges of climbing and stamina management,   low visibility in snowstorms, extreme  colds, freezing lakes that drain your   health swiftly if you swim in them, and deep  snow, which you can mitigate with a pair of   snow boots from our friend in the Gerudo  Desert, or from a shop in Rito Village.   These challenges also present new opportunities  for exploration and problem-solving. For starters,   while the mountains may be steep climbing up, this  also naturally means that they are steep going   down, making for perfect shield surfing routes,  minigames and unique puzzles involving snowballs   getting larger and larger rolling downhill. There  are two shrine quests here involving that idea,   with both of them asking you to somehow maintain  a snowball large enough to smash your way into a   cave with a shrine, but one of them in particular  has multiple paths to take. There’s even a shrine   quest that has you carry a snowball over to a  pedestal, and it has to be the right time of day   for the shadow of that snowball to align with  the center of the pedestal. The high altitudes   of the mountains present colder temperatures, and  those extreme colds might seem like they force you   to swap to warm clothing, but you can also cook  meals instead so that you can wear other armour   with higher defense values, and you can even equip  a flameblade or Fire Rod to keep yourself warm!   Speaking of fire, there are puzzles involving  melting large amounts of ice, and you can use   campfires and fire-based weapons to speed up the  process. My absolute favourite puzzle out in the   mountains, however, is this one involving a shrine  in a cave surrounded by a freezing pond. It’s a   simple setup for a shrine, but it has multiple  solutions that can be tricky to figure out. Much   later in the game, you can actually use your high  number of Heart Containers to just brute force the   freezing waters, though you will lose a LOT of  health in the process and still risk death if   you aren’t quick enough. The path I think the game  recommends you take involves cutting down a tree,   and riding the log downstream and entering the  cave from the other end. It’s very dangerous, but   entirely possible, and exemplifies the beauty of  the physics engine and the way you can play with   it. The way I found, however, involved climbing  around the side wall with careful and patient   stamina management, and then jumping off at the  right time in order to make it to the shrine. The things that differing regions and their  effects enable seem endless, in part due to their   individuality, but also the ways in which they  play into Breath of the Wild’s systems. Eldin is   a unique region for its magma and its sweltering  heat. And when I say heat, I’m talking HEAT. Like,   you will catch on FIRE if you don’t pack an  elixir when entering this place. Not only will   you burst into flames without Flame Guard, but  you’ll also run into occasional eruptions from   Death Mountain. You can also play around with  minecarts here to cross large amounts of magma,   and the steepness of Death Mountain itself can  play a part in keeping traversal interesting. The   main quest has you using cannons to take out enemy  camps, as well as escorting Yunobo up the mountain   and avoiding the Guardians looking for you. Like  the Yiga Clan Hideout mission, there are multiple   ways of dealing with enemies (my favourite  being bombing them while paragliding overhead),   and you actually use the cannon once more to shoot  Yunobo at the Divine Beast. Necluda, specifically   the rainforest area, is dangerous due to the large  amount of thunder, its general topography, dense   amount of trees, and multiple waterfalls that  all ask players to dig for discoveries. Akkala   is an absolutely gorgeous and colourful region  that neighbors Eldin and Lanayru. Akkala itself   plays with verticality and hills in cool ways, and  its proximity to those regions can make for unique   entrances if you’re willing to climb over some  mountains. In regions with large bodies of water   and waterfalls, particularly Necluda and Lanayru,  you’ll have to find ways to cross like Cryonis,   sailing with a raft, or even finding a mountain  to climb and then paragliding over the water.   When you enter Lanayru, you’ll be faced with  an endless downpour due to Ganon’s possession   of the Divine Beast. This means that you can’t  actually climb up and around the mountains to   reach Zora’s Domain - at least, not without facing  a lot of trouble. This presents an interesting   dilemma - you are essentially funneled into this  narrow river, forced to deal with enemies and   potentially spend resources doing so. There’s also  a lot of secrets and alternate paths to discover   in this area, and if you’re clever enough  with the tools at your disposal - you may   be able to pick and choose your battles at your  discretion, and reap the rewards. The main quest   here revolves around collecting a large amount of  Shock Arrows, both cluing the player into their   potential during rain, as well as pointing them  towards a fearsome opponent. But again…we won’t   be talking about that just yet. In proceeding  with the main quest (as well as exploring Zora’s   Domain and its surrounding areas for secrets  and sidequests), you’ll obtain the Zora armour,   which is a godsend because you can swim at the  cost of much less stamina, and you can straight   up climb waterfalls. It’s awesome to have on hand  not just in Lanayru, but anywhere that has water. Side quests and shrine quests can be found in  a region’s major city, stables, or even out   in the middle of nowhere, and they can revolve  around the goings-on in the cities themselves,   the gameplay offered by the region you’re in, or  they can go beyond the scope of the region and   act as an overarching quest that you can work on  as you progress. Nearly all of them involve some   level of problem-solving akin to Zelda games  of old, and they significantly flesh out the   locations that you visit. It feels like every  single location in Hyrule is alive, thanks to   impeccable design and art direction, as well as  the ways in which you can get involved with them. Take Kakariko Village, for example. Unlike  previous takes on the village, this one leans   heavily into the Sheikah culture for its look.  It demonstrates an eastern influence through   the art design, the music, and the villagers  even follow customs reminiscent of Buddhism.   It has its own distinct artistic flourishes  though, particularly through the buildings   and the clothing the villagers wear. The village  itself has conveniences for the player as well,   as it has an easily accessible shrine for gaining  Heart Containers and stamina from Spirit Orbs,   and it’s right next to a Fairy Fountain  if you need to upgrade your armour. You   can also purchase the Sheikah armour here, and  although it is expensive, the stealth bonus,   as well as the set bonus increasing your overall  speed at night, make it feel more than worth it.   The quests were so entertaining, and  sometimes even touching. One of the   first quests I stumbled across in Kakariko  involved a man beholden to his cuccos.   If you gather all 10 in the village, he’ll give  you 50 rupees. You can find a journal of various   worries in the village that both hints at the  things you can help people out with, as well   as read into people’s circumstances a bit more.  Cado, the man I helped recover Cuccos for, says: “Well, my wife left me today. The  last thing she said to me was:   "What's more important, the Cuccos or me?!" I chose the Cuccos.” Once you’ve done enough quests in the village,  something will happen. This is Paya, by the way.   She’s a fan favourite character due to her timid  nature and… intense journal entries discussing her   crush on Link, and her routine involves keeping  watch over this Sheikah heirloom. Despite this   unchanging routine, somehow, the heirloom  is stolen, and in continuing on this quest,   you’ll learn that Dorian - one of the people  guarding the temple in which Impa and Paya   reside - was involved with its disappearance. As  it turns out, Dorian was a spy for the Yiga Clan,   who fell in love with a woman in Kakariko  Village and started a family. Once the clan   discovered this, they killed his wife, and out of  fear for his children’s safety, he begrudgingly   performs reconnaissance for the clan, which is  how they found out about the heirloom…and Link.   Thankfully, you can end this cycle by defeating  the Yiga Blademaster and summoning the shrine.   With this quest completed, Dorian can finally  have some peace of mind regarding his family.   Oh, and you’ll finally be able to  learn where Paya’s birthmark is! But what of Dorian’s family? His  daughters are named Koko and Cottla,   and on any given day - they’ll run around  the village doing different things.   During the day, you can help Koko cook specific  recipes, which allows you to learn of meals you   may not have thought possible - a testament to the  depth and creativity of this system. The further   you get in helping Koko, the more you learn  about her deceased mother, but there are optional   dialogues you can seek out from her and her sister  that expand more on their feelings. Because Dorian   is naturally busy guarding the temple, Koko has  taken it upon herself to cook like her mother   used to, but she is usually too exhausted to  stay awake in time for her father to come home.   Though Dorian hasn’t told them about the death of  their mother, Koko has figured it out, and in the   mornings she’ll stand by her grave and mourn.  It’s tough, but she says she has to be strong!   Cottla is too young to understand what happened,  and at one point she’ll even say “Mommy’s hiding,   but I’ll find her!” This is a deeply  heartfelt narrative that you don’t   necessarily need to interact with at all,  as the rewards aren’t terribly important,   but it’s an example of the storytelling  prowess of this game’s world. Need I remind you, all of this stuff comes from  one town. It is a sampling of any given town,   and I didn’t even go over everything it has to  offer. Every single town has compelling stuff   to dig into. Hateno is even bigger than Kakariko,  with a place to dye your armour different colours   using materials, more armour to purchase, a place  to essentially respec by temporarily trading your   stamina for hearts and vice versa for a small  fee, a place to upgrade your runes with Purah,   and a handful of quests involving  the quaint lives of its residents.   It also has my favourite quest reward in the game.  There’s a house that’s about to be torn down that   you can purchase for a discounted price and 30  bundles of wood. After purchasing the house,   you can decorate it, give it a bed, and best  of all - purchase places to store your weapons,   shields and bows. It was so nice to  have a home base in a game this vast,   and a customizable one at that - all in one  of the most tranquil areas in a Zelda game.   The music is so peaceful and…optimistic,  so far removed from any danger or tragedy,   and that’s something that I came to  appreciate the further I got in my journey. Gerudo Town is also calming, especially at  night. In fact, all of these areas seem to pop   out at night, and I love wandering around in them.  Though the town is not exactly welcoming to voe,   certain Gerudo vai have taken the necessary  steps to find one to fall in love with. You   can actually sit in on a class that teaches  vai how to interact with and attract voe,   which is about as amazing as you’d expect. You  can go sand seal racing to unlock a shrine,   you can find a password to unearth a  secret armour set, you can stay at a   spa wherein a Gerudo woman will comment on  your…muscular physique for a Hylian vai.   If you solve enough of the problems in Gerudo  Town, Lady Riju will actually allow you to keep   the Thunder Helm, a treasured Gerudo artifact.  As the name implies, it makes you invulnerable   to electricity. Perfect if you want to  use metallic gear during thunderstorms. The towns are just an absolute delight to be in.  Zora’s Domain, as you’d expect, is an alluring   blue wonderland, and I honestly think this game’s  depiction of this place is one of the best we’ve   ever seen. The abstract art design is elegant,  reflective of the Zora themselves, and it’s a   joy to just converse with people and learn about  the relationships there. Rito Village sits on a   spire in the middle of a giant hole, and the town  is intentionally annoying for you to traverse,   as the Rito can fly and have no need for stairs.  They even have balconies that they can take off   from and fly away. It’s a cool concept for sure,  but what hit me hardest on my first playthrough   of this game was its music. It carries with it  a touching rendition of the theme for Dragon   Roost Island, from the game where the Rito made  their debut - my favourite game of all time. What I love most is not only how the quests and  interactions enrich the culture of each location,   but also how the gameplay uniquely factors  into certain quests. Zora’s Domain has you   swim downstream to find someone’s missing spouse,  as well as scour the path you entered the domain   from originally to find Zora monuments, which  sheds light on the story of Zora’s Domain as   you decipher them all, and it even hints at where  to find the Zora Helm! Rito Village has a quest   that features a unique application for wind,  gives you a new recipe for a meal, and reveals   a shrine when all is said and done. You use a  Korok Leaf to blow wind through these stones as   you would when sailing, and you can play the tune  that the children are singing to make the shrine   appear. The shrine itself even has a wind-based  platforming challenge, playing into the core theme   of the area. Carrying that gourmet rock up that  hill and doing that good old Gut Check Challenge   made me feel just as stubborn and hardheaded as  a Goron, and I think that’s all the designers   wanted to go for, as a reprieve from some of  the tragedy and dark storylines in other towns. Of course, you also have the optional towns like  Lurelin Village, a lovely seaside retreat that   also has its own culture and happenings to get  lost in. There’s also so much respect paid to   Zelda’s history, even if it is chronologically  confusing. There are areas named after so many   different places and characters across the entire  series. Linebeck Island is clustered together with   a bunch of islands named after places from  Phantom Hourglass, Gorko Tunnel honours the   Goron that destroyed save files around the world  when Skyward Sword came out, several bodies of   water around Zora’s Domain honor the names of  beloved Zora from the Zelda series, like Ruto,   Lulu and Ralis. There are also heartfelt tributes  to major areas when appropriate. The remains of   Lon Lon Ranch by Hyrule Castle are haunting. You  expect to see Malon and Epona running around,   or maybe Ingo standing in front of the horses…  but there’s nothing left here. Well, except for   a Korok. But that’s the thing - investigating  this area still rewarded me with something! If you ever want to do more in the world, you  can learn a lot from just talking to people.   Hearing rumours at stables and in towns,  reading about them, collecting quests,   gathering info. There’s so much going on in  this world and so much history imbued into every   facet of its design. It feels alive. Even if you  aren’t necessarily rewarded with meaningful items,   it’s worth it just to see what you might  learn. You might gain practical rewards,   but you also might gain an emotional  payoff as well. I always want to complete   quests due to the potential of there being  something more, no matter what that may be. There are still so many details and  discoveries about these places to highlight,   and I wish I could mention them all. Did you  know that Riju talks to her stuffed sand seal   in her room at night? She has a lot of fears  and anxieties about being leader of the Gerudo,   and you could completely miss this fun detail.  Some of the most memorable stories in the game   can come from the most obscure of places, like  when I was able to find a horse resembling   Princess Zelda’s near where a memory can be  recalled. This is a side quest you can receive,   but because the whole of this game is nonlinear,  I was able to just stumble upon it and tame it. One of my absolute favourite storylines in the  game involves the fabled “Lord of the Mountain.”   It is a profound tribute to someone that helmed  the team behind Breath of the Wild, as well as   many other projects from the Wii to the Nintendo  Switch. The man that gave Nintendo a newfound   sense of identity in the video game industry,  and put his own passion for the medium above all   else - Satoru Iwata. He died from bile duct cancer  in 2015, and his death was mourned worldwide. When   Breath of the Wild released in 2017, many quickly  discovered that the game paid tribute to Iwata   “directly” through gameplay. On certain occasions,  you can observe an odd light emanating from a   mountain west of Hyrule Field. In true Breath  of the Wild fashion, I think most of us would be   immediately compelled to investigate. If you don’t  make it in time, however, the light disappears   from the mountain, and nothing will be there. You  can find a shrine to warp there later, though.   If you need information on when you might be able  to see that light again, you can ask Quince or   Botrick at the nearby stable, the latter bearing  a striking resemblance to a certain someone… Once the light appears once more,  you can investigate the mountain.   If you sneak in carefully, you can catch  a glimpse of the Lord of the Mountain,   and even mount it if you get close enough. If  you read its compendium entry, you’ll learn   that it is said to be a “reincarnation of a  sage that died on the lands it now protects.”   It’s sometimes known by its other name…  Satori. Satori is a Japanese buddhist term   for “awakening,” derived from the Japanese root  verb…Satoru, meaning “to know” or… “understand.”   His spirit watches over “all animals that  make their homes in the forest,” so to speak. The most poignant and emotional detail about  the Lord of the Mountain is that if you try to   register it at a stable, the stable will refuse.  The Lord of the Mountain is not a permanent mount.   Its stats are unbelievably good, with practically  infinite stamina, but the Lord has to return to   its duty. You can ride around and spend some time  with it before you inevitably have to move on.   In this moment of realization, I stood  before the creature, fed it an apple,   and took a brief pause before the Lord  of the Mountain rode off and faded away. Farewell… Satori. As you can probably guess, there are an abundance  of awesome discoveries to be made throughout the   world, and those discoveries come in many forms.  These discoveries once again play into Breath of   the Wild’s systems, creating an engrossing  and magical gameplay loop that games have   seldom been able to replicate. To me, this  is how an open-world should be utilized. Link can wield a variety of weapons in this  game, but considering how prominently the   Master Sword is featured in promotional material  (and the game’s logo), I initially found myself   wondering where it was. The Master Sword is  usually found resting deep in the Lost Woods,   or the Temple of Time, and it was something you  would eventually come across to further the story.   That is not the case this time around; it’s an  optional discovery now. Seeing as the Temple   of Time is now mostly rubble, that must mean  it’s in the Lost Woods, right? Well, where are   the Lost Woods? Upon activating the Woodland  Tower, you will no doubt receive your answer. The Lost Woods has seen many interpretations over  the years, but Ocarina of Time has always reigned   supreme for me. Players had to listen and follow  a now iconic melody in order to reach Saria,   but it also had alternate paths that led to  secrets, as well as shortcuts that connected   to other parts of Hyrule. And while other games  like Oracle of Seasons and Twilight Princess   had their own memorable takes on the area, only  Breath of the Wild has been able to do something   truly distinct that breaks away from what Ocarina  of Time accomplished. The Lost Woods’ mystifying   atmosphere is led by this roundabout piano melody.  Upon entering, you’ll no doubt notice the wind   blowing the flame from the torches in a specific  direction. Most people will innately think to   follow in that direction, but eventually, you’ll  run out of torches. So, now what? Running off into   the mist and taking a chance means getting swept  away and having to start over. With the flames   conveying direction and the torches and wooden  spears you can find lying around, the game really   wants you to figure this out. Just because you’ve  run out of fire to guide your way doesn’t mean   you can’t make your own! If you light a torch or  wooden weapon on fire, you can actually follow the   flame on that weapon to reach the Korok Forest!  The Lost Woods really bank on players realizing   what needs to be done, which is intrinsic to Zelda  as a series. There are also, of course, treasures   to be found if you veer off the path a bit, but  not too far, as you risk getting…well, lost. The Korok Forest is indeed the resting place of  the Master Sword, but you need to have a certain   amount of health in order to pull the sword from  its pedestal. Just the notion of discovering the   Master Sword on your own is incredible, and  what this game is all about. We’ll talk more   about its utility later, but the Lost Woods and  the Master Sword are emblematic of an important   distinction Breath of the Wild makes from its  contemporaries - simply making your way over to   a marker or location designated on your map does  not mean immediate progress. To even reach that   marker means conquering challenges first, and that  means exploration, combat and problem-solving that   play into the game’s systems. And in the end -  there’s always more to each area you investigate. The Korok Forest is also home to the Korok  Trials, which upon completion reward you with   three shrines, and when combined with the shrine  in the Korok Forest itself - that’s a full heart   container or stamina wheel upgrade. One trial has  you following the illuminating gaze of Magnesis,   as it highlights magnetic objects, and the game  uses that as a tool for navigation through the   Lost Woods, as well as a couple of puzzles, like  finding a Rusty Shield in order to proceed, and   then sailing over to an island to place a chest  in this tree’s mouth, because “the shield-eater’s   brother stole it” from him. I’d been using  Magnesis near water to search for treasures   already, and this was a really clever use of  that specific application. Another trial has you   carrying brittle wooden gear to the end without  it catching fire or getting destroyed in some way,   and the third has you following behind a lone  Korok as he attempts to brave the elements and   complete the trial by himself. It’s just nice to  keep an eye on him while he summons his courage. Speaking of getting lost, you might notice  some of these miniature, maze-like landforms   when you activate a tower. There are three of  these labyrinths across Hyrule - one in Hebra,   one off the coast of Akkala,  and one in the Gerudo Highlands.   They are giant mazes that have multiple paths to  take, a plethora of treasure, and they each have   unique methods of being solved. You might need  to find paths through hidden nooks and crannies   in the maze, or burn the bramble hiding in  certain crevasses. You might think to climb   above the maze and survey each path from above,  or look at the minimap, and while that can help,   it usually won’t make the solution apparent. It’s  just as much fun to dig into these areas as it is   to solve them, and your reward for clearing each  of them is a piece of the Barbarian Armour set,   with each piece having an attack up buff,  and they stack when worn all together.   There are other surprises to be found, of  course. After you clear the shrine in the Akkala   labyrinth, areas that were once gated off are made  accessible, and if you drop down into this hole,   you can find a treasure chest with a Diamond  Circlet in it, which is great against Guardian   attacks. Normally, crafting this piece of armour  at Isha’s shop in Gerudo Town is a tall order,   as it requires diamonds. What a nice  bonus for clearing this labyrinth. The Barbarian Armour set is one of my favourites  in the game thanks to its stacking attack buffs,   but like with any armour, you need to  upgrade it at a Fairy Fountain for it to   stand a chance in the defense department.  How do you upgrade this particular set?   Once again…you’ll have to wait and see. These labyrinths, as well as the Barbarian set,  can be traced back to an unseen and unspoken   tribe called the Zonai. Players have to put  the pieces together about them on their own,   and most might miss them altogether. Only the  supplementary material, mainly the “Creating   a Champion” art book recounting the game’s  development, mention them outright. The only   way you can learn of the connection is by noticing  their distinctive crest, which is also visible on   the Barbarian set, and even some of the stones and  metal blocks that form Korok puzzles in the world.   I love how this connection led to so  much discussion after the game came out,   and piecing this together reminds me  of how people solved puzzles when the   original Zelda came out. The best part? Senior  lead artist Makoto Yonezu stated in “Creating   a Champion” that their name is an anagram  for the Japanese word for “puzzle” - nazo. To be honest, there are a lot of discoveries  to be made in Breath of the Wild, but the most   prominent mechanic that drives these discoveries  are shrines- Wait, is that a DRAGON?!! Hold on,   we need to talk about these things first. Though  you can stumble upon a quest in a mountain near   Hateno Village that will reveal the existence of  the dragons to you, it’s more likely that you will   just happen to spot one of them flying in the  distance, and that moment is one I will never   forget. So what do dragons do? Well, if you  shoot one of them and depending on where your   shot lands, you can obtain a shard of its horn  or claw, as well as a scale from its body. Not   only are they valuable, but they are also required  to fully upgrade certain armour pieces, like the   Barbarian Set, the Snow Boots, or the Champion’s  Tunic, which has a higher base defense value and   can see enemy health values. This means that  if you really want that edge in combat, you can   choose to seek out the dragons and memorize their  routes through Hyrule. Most NPCs in Breath of the   Wild follow a routine, much like Majora’s Mask or  the residents of Windfall Island in Wind Waker.   The dragons do as well, as they have to be  traveling somewhere, right? They aren’t just   random occurrences with no meaning. At one point,  I was trying to solve a puzzle in Necluda, and I   opened my rune menu just as something rumbled in  the water next to me. I turn to look and what do   I see? It’s Farosh! I also learned from a quest  that Naydra will encircle the Spring of Wisdom   at certain times of day, so I actually camped out  and waited for the thing to show up, and there it   was! Same goes for Dinraal, I found the perfect  place and time of day to catch a glimpse of it.   To me, the dragons combine the magic of  discovery with the importance of the game’s   systems perfectly. They are a beautiful  example of the balance this game strikes. The way I chose to introduce dragons in  this video is representative of how it   feels to explore in Breath of the Wild. You set  a course for one thing, find six other things,   and suddenly you’re involving yourself in  a million different things in the world   at once. There’s so much to do, and it’s  so much fun to find those things that I   could be playing for hours… HOURS on  end without wanting to put it down. Anyway, as I was saying… Shrines are key in  driving a lot of Breath of the Wild’s foundation.   As I touched upon in the Great Plateau, you  obtain Spirit Orbs from shrines, and four   of these give you a choice between a new Heart  Container or an upgrade to your Stamina Wheel.   In essence, these replace Pieces of Heart.  Shrines, as a method of managing non-linear   progression - as well as implementing  discovery and satisfaction in exploration   of the world - are a commendable effort, and I  believe they succeed in what they strive to be.   In addition, there are a lot  of genuinely brilliant shrines,   and shrine quests that utilize the world  in such thought-provoking, beautiful and   memorable ways. I’ve already mentioned some in  this video, but let’s talk about a few more. One of the most famous series of shrines involves  the Dueling Peaks, which King Rhoam points you   towards when talking of Kakariko Village. The  Dueling Peaks are these massive mountains that   are home to a pair of shrines, and the solution  to one shrine depends on the pattern in the other,   meaning you have to scale both peaks to claim  the Spirit Orbs. I think the designers really   wanted players to attempt to climb these mountains  early on, as they are placed along the path to   one of your earliest main objectives. Unlike the  mountain on the Great Plateau, there are rarely   any footholds for you to regenerate your stamina.  You might be able to find an incline gentle enough   to stand on, but that’s it. Even with high  amounts of stamina, it remains a challenge   to scale these things. You’ll need to prepare  stamina-replenishing and overcharging meals,   speed elixirs, and perhaps even other pieces of  the Climbing Set. You can also get a great look at   Hyrule from the peak, and use your Sheikah Slate  to mark the things that you want to investigate. This entire sequence brilliantly exemplifies  how stamina is universally applied across   all aspects of the game. Like I touched upon  earlier, it’s not just about running anymore,   it’s used for climbing, charging attacks, pushing  objects, swimming - it is an ever-present mechanic   that creates consistent engagement in traversal.  This is another reason why the general topography   of Hyrule being so diverse is such a beautiful  thing. While the regions require players to   strategize using the game’s systems, it also  asks them to utilize their stamina well. Anyway, the Dueling Peaks are great, but we’re  just getting started. Sometimes, the methods   of discovering shrines are small. Maybe you just  follow your Sheikah Sensor and have no clue what   to do next, but then you realize what needs to  be done, like that situation I mentioned with   the shrine on the icy water, or this one where  the trees seemed to camouflage the bombable wall   hidden on this mountain. Maybe it’ll be hidden  under a giant stone movable with a stasis launch.   Other times, they’ll be a little more involved.  Here’s a great one: While riding through Lanayru   Promenade, you may spot a peculiar orange light  reflecting on the water. There are a few ways   to get over there (like sailing, climbing, or  creating a bridge with Cryonis), but if you   manage to get behind the waterfall, you’ll find  that the orange reflection was from a shrine!   One of my favourites memories of discovering  a shrine was when I found one in the depths of   the Forgotten Temple. When you begin exploring,  it won’t take long to realize that it is filled   with Guardians, being left forgotten for a reason.  As you’d expect, there are many ways to go about   avoiding these Guardians, and my approach was  to use speed to my advantage. Thyphlo Ruins is   another awesome example. You can find this area  just off the edge of Eldin, shrouded in a thick,   dark fog. You have to navigate these ruins  in pitch darkness, with nothing but the items   and abilities you possess guiding your way.  You can use torches, flameblades, fire rods,   and even Daruk’s Protection and Urbosa’s Fury if  you have them. The beaks of the nearby statues   will help point you in the right direction, and  you’ll even have to fight a Hinox at one point,   steal the ball from its necklace, and carry  it over to the pedestal to access the shrine. Sometimes, you’ll find shrine quests that  will hint at how you can reveal them.   We’ve talked about a few already, like the quest  with the singing Rito, but here are some more. The   Ceremonial Song, taught to you by Laruta, has  lyrics that hint at how you could potentially   reveal the shrine. If you decipher those lyrics  and thrust the Ceremonial Trident into the   pedestal from above - boom. Shrine. Sometimes,  if you talk to Kass, he’ll give you some clues   towards shrines, and revealing these ones are  some of the most satisfying rewards in the game.   The Master of the Wind shrine is about returning  the disrupted flow of wind to the shrine’s altar,   wherein you can glide over to it “on  wings of cloth and wood entwined.”   Another one? “As light shines  from the northwest skies,   From the tower’s shadow an arrow flies.  Pierce heaven’s light to reveal the prize.” I believe the nature of discovering these shrines  channel the spirit of Heart Pieces in previous   games perfectly. Unlike other open-world games,  you’re not just walking over to a marker on   your map. You have to discover them, earn them,  and solve problems using both your knowledge of   the game and abstract thinking, which aligns  beautifully with the philosophies that make   Zelda what it is. But what about those shrines  that are placed as warp points, or those that   you can just stumble upon in the wild? The vast  majority of shrines are found in this manner.   Some may require you to burn some bramble or  bomb a hole in the wall, but a lot of them   can just be stumbled upon in the world, and  the real challenge takes place on the inside. Much like the trials on the Plateau, shrines  contain small-scale, self-contained little   puzzle boxes involving your runes, combat and  problem-solving skills that are applicable   across the game. You can’t climb around  everything like you can in the open-world.   Some of these shrines can actually reveal new ways  of thinking about the world itself. “The Water   Guides,” for example, not only shows you that  you can use Cryonis on waterfalls in addition to   horizontal bodies of water to create staircases,  and you can use that knowledge to grab a treasure   chest, as well as guide this giant ball. “Metal  Connections” asks you to create a path to the   Spirit Orb with a few climbable metal boxes,  as well as a door. “Trial of Power” is a really   cool way to combine multiple mechanics into one  cohesive puzzle - magnesis, stasis and even using   motion controls to swing a hammer - all designed  to demonstrate the power of forward momentum. Some of the shrines play with the elements and  core themes surrounding each major city to build   up to what you’ll be doing when you tackle the  Divine Beast. For example, some of the shrines   in the Gerudo Desert utilize electricity  for their puzzles, like “Electric Path.”   The shrine just outside Gerudo Town - “The  Whole Picture” - asks you to create a current   of electricity along multiple paths to unlock  various treasures. You have barrels and giant   boxes to cover multiple connection points, but  if you recall our discussion about the chemistry   between elements in this game, you might also  think to create paths with your metal weapons   as well. It’s how I’ve always solved this  shrine, and representative of some of the   out-of-the-box thinking that we’ll discuss later.  Multiple shrines around Rito Village use wind,   like this one based around using the paraglider  to platform and shoot arrows. Other shrines inform   you of other mechanics and elements that appear  not just in Divine Beasts, but around the world.   You might use water just as you would in Divine  Beast Vah Ruta, but you might also have to keep   the flames alive while avoiding water, which is  the case in “Five Flames.” Some of them can be   abstract by design. “Fateful Stars,” for example,  presents you with only a single clue: “Look to   the stars for guidance. The constellations are the  key.” Though vague, you’re supposed to eventually   realize that you need to count how many of each  constellation are on the wall in the distance.   There’s even an optional series of  constellations once you open the first   door that you can solve for a Knight’s  Claymore, a powerful two-handed weapon. As you can see there are some great shrines in  this game, and I’ve only selected a few examples.   While I do feel the sense of discovery in  unearthing shrines is a huge reason the world   is so fun to explore, I also feel that a lot of  these shrines you stumble upon end before they can   truly begin. “Timing is Critical,” for example,  is a really bite-sized challenge. First, you roll   a ball into a hole. Then, you roll it between two  platforms by stepping off of the switch. Lastly,   you fling the ball into the hole with timing,  and that’s the shrine. There are alternative   ways of using these platforms to open chests,  but it feels very compressed. Some of them are   really only nuggets of an idea. “Sunken Scoop” is  pretty pathetic; you deliver a ball into a hole in   this metal thing, then you place the ball on the  cage first before putting the bowl itself on the   switch, and the shrine is solved. That’s it, and  if you think shrines would get more difficult the   further out you explore in the world, you wouldn’t  always be right. “Stalled Flight” is up in Eldin,   and all you really have to do is launch on top of  the stone that powers the gate, and freeze it once   it reaches the top. Then, you’re done! I found  myself saying “...really? That was it?” after so   many shrines in this game. “Metal Makes a Path” is  just about you pushing things out of the way with   a giant metal ball. “Two Orbs to Guide You” is  just about fetching one orb with stasis in order   to grab another, and that’s pretty much it. Far  too many shrines are cut short in this manner. The apparatus shrines are by far the most  gimmicky challenges, essentially just being   gyro-based puzzles where you have to tilt  a platform or use physics to play golf.   On this particular shrine, I always just  flip the platform over and fling the ball   onto the platform in order to reach  the finish line. Which reminds me… Oftentimes, finding your own solutions to  shrines through emergent gameplay can be   more entertaining than some of the intended  solutions. The game has always encouraged   you to find these solutions, but in shrines  - where problem-solving is far more focused   and constrained to specific mechanics - it is  immensely satisfying to create your own path.   The runes in this game are so malleable and  so widely applicable that you can do basically   anything with them if you choose to think outside  of the box. Take the shrine “Shift and Lock” for   example. You’re supposed to rest this metal box  on the platforms above to give yourself some time   to retrieve the key by walking the box all the way  up, but I instead just used stasis before it could   cut off my access from the chest, stole the key,  and ran to the locked door before it slammed down.   In “Directing the Wind” and “Red Giveaway,” I  stood where the moving platform would elevate   me when the orb was to fall into the pit,  and then I just knocked the ball in with   this metal box using magnesis. Both shrines  solved, no need to use the wind at all! Breath of the Wild’s runes were crafted for  problem-solving in an open-ended world, therefore   they are also useful for crafting your own  solutions in shrines. Emergent gameplay in Breath   of the Wild doesn’t end there, though. I’ve jumped  and begun a shield surf to double jump over to   places I shouldn’t have been able to reach plenty  of times, and I’ve done my fair share of wind   bombing to fling myself across the world. I’ve  even made a flying machine to soar high in the   sky and across part of the world. Aonuma actually  saw a video of someone doing this shortly after   the game came out, and he and the development  team were left speechless, but they always   intended to give players this kind of freedom. To  me, shrines have kind of taken on a second life   because of this manner of thinking. Even when the  intended solutions don’t really impress, you can   sometimes create your own solutions instead. And  I intend to find more of my own as time goes on. I think one could argue that the compressed  length and design of shrines is intentional,   as they are a puzzling reprieve from the rest  of the game, and that’s fair. I agree with that   sentiment to an extent. But I don’t always find  the focused puzzle boxes of shrines nearly as   interesting as some of the organic problem-solving  you can run into in the open-world, nor do   the intended solutions always fully satisfy.  Ultimately, my favourite shrines are still the   ones that are rewards for completing integrated  puzzles in the world. These instances feel more   genuine and seamlessly fit into the world itself,  just as Heart Pieces in previous Zelda games did.   On top of that, a lot of the shrine  quests that I mentioned earlier just   feel significantly more fleshed out than  the truncated puzzles of most shrines. Allow me to demonstrate one last time why I  think integrating the philosophies of shrines   into the world is the better option with my  favourite shrine quest in the game. You may   spot a small island in the southeast corner  of your map known as Eventide, and if you make   the journey out there by sailing or paragliding  over, you’ll be stripped of all of your equipment.   You’ll be stranded, and you’ll find yourself in  a similar position to where you were on the Great   Plateau. You are starting from scratch. Granted,  you’ll have all of your hearts and stamina,   but nothing else. You have to scavenge for food  and weapons, and bring each ball to a pedestal to   reveal the shrine. This will take you through  enemy camps, a boss fight, and you’ll have to   use your runes both to solve problems and  fight enemies to preserve your resources.   Finding this shrine quest and solving it was one  of the most rewarding and subversive moments on my   initial playthrough, and it’s one I’ll never  forget. It serves as a prime example of the   beautiful sense of discovery in Breath of the  Wild, as well as the incredible weight of its   systems. It was so good, in fact, that it became  the basis for the major content in the first DLC   Pack - the Trial of the Sword. This entire quest  is built on the gameplay of Eventide Island,   and it’s amazing. You work your way up  from small enemy camps, to boss fights,   to harsh environmental effects that force you to  save ingredients and cook when you get the chance,   all the way to a room filled with the toughest  enemies in the entire game. Along the way, you   have to scavenge for items, strategize with your  ingredients and armour, and conserve your weapons,   and if you die at any point of each phase, you  have to start that phase over again. It rocks. If all shrines were implemented in the  world itself in the same manner as Eventide,   or Thyphlo Ruins, or that shrine behind  the waterfall, or the Dueling Peaks,   or the Forgotten Temple, or the many shrines  hinted at through Kass’ songs like threading   the needle through the rings on this grassy plain,  or the tower’s shadow, or creating a path with the   wind - this would have been perfect. It’s already  a joy to discover shrines themselves no matter how   you go about exploring the world, but often the  puzzle-solving is confined, their potential is   cut short, and it doesn’t always feel like there’s  a seamless connection between Hyrule and shrines. Really though, the worst thing a shrine can be  is a test of strength. Not because they are a   bad idea in isolation, but because there are  far too many of them in the world. 20 of the   game’s 120 shrines are tests of strength,  with some being right next to each other.   In every test of strength, you’ll  have to take down a small Guardian   that wields a few ancient weapons.  They come in three difficulty levels,   and they all largely play out in the exact same  way. These tests of strength shed light on both   the compelling strengths and glaring weaknesses  of combat, and the systems in place to balance   it will lead into an even bigger discussion  about this game’s identity as a Zelda game. Like any 3D Zelda, you can choose to lock on  to an enemy with ZL. You have a basic combo,   a spin attack, and a jumping slash. This, however,  is where the similarities fizzle out. Just as the   Great Plateau aims to teach you, you can also  use runes in combat. You can use magnesis to   turn metal objects nearby into full-on weapons,  you can shoot explosive barrels, stealthily kill   enemies - you can even use your upgraded stasis  rune to freeze them, hit them a bunch of times,   and then unfreeze them to watch them take all of  the damage at once and die before they’ve even   realized what’s happened to them. Sometimes, a  well-placed bomb is all you need to kill an enemy.   There are many approaches to combat that make  for dynamic scenarios, but let’s focus on the   many times when close-quarters encounters are  forced. If you dodge at just the right time,   you can go into a flurry rush and execute  a fast series of attacks for a short period   of time. It takes some practice to  memorize an enemy’s attack patterns,   but it’s always emphatically satisfying to  find an opening in those patterns and go wild. You can also parry enemy attacks like you could in  Skyward Sword with your shield. This could mean a   sword swing, or a Guardian’s beam. Deflecting  a Guardian beam is such a triumphant feeling,   and you can actually master it by the end  of your playthrough. Here’s how it works:   When a Guardian is charging its laser, the pitch  will increase when it’s about to fire. Then,   you’ll hear a distinct sound.  This is a crucial telegraph,   and with experience you’ll learn where you’ll  need to be standing so that you can use that   audio cue to time your parry. And by experience,  I mean destroying your shields and dying. A lot.   But once you land it for the first time,  it feels amazing. A parried laser kills   most Guardians instantly, aside from the walking  ones, and eventually - that audio cue, as well as   the distance between the two of you - will make  parrying them feel like second nature. It’s one   of the toughest things to nail down perfectly,  but it is a vital skill when storming Hyrule   Castle. It’s something that develops with good  old-fashioned experience, as is weapon strategy. As I’ve touched upon already, you can use  many weapons in Breath of the Wild. They are   typically divided in three classes - one-handed,  two-handed and long-range. You also have special   weapons like the elemental rods that allow you to  fling magic attacks at people, and boomerangs that   you can throw and catch as they come back.  Bows are also a collectible weapon type,   with arrows being something you have to carefully  conserve, purchase when necessary, and search for.   Each of the three weapon types have their  own charged attack - the one-handed weapons   have the traditional spin, the two-handed weapons  continually spin in accordance with your stamina   meter, which I absolutely love using to deal  consistent damage. Royal Claymore, my beloved.   The long-range weapons are fast and a charged  attack will deal a bunch of rapid-fire strikes,   which I also like to take advantage of.  There are also swords and spears with   elements fused into them, and you can use  them to solve puzzles when necessary. You   can even use them to keep yourself warm or cool  depending on the region, as I mentioned earlier. If you find you have too many weapons at once,   you can find Koroks in the overworld to  gather seeds and upgrade your weapon,   shield and bow stashes with Hestu. Korok puzzles  are abundant in the overworld and provide yet   another way to interact with and decipher the  world around you. There’s 900 seeds to be found,   and while I wouldn’t recommend you try to find  them all - they are another layer to exploration   of the open-world. The nature of their puzzles  get you thinking about patterns in the world   that may have a Korok hiding as a reward, and  some of the Koroks are actually pretty unique. Being able to collect weapons and  find them in treasure chests is a   massive departure from previous Zelda  games; that should go without saying.   But part of the reason they do this is to add  yet ANOTHER layer to constant exploration.   Filling the open-world with distinct weapon types  is something that has been done in multiple games,   but once you have the weapons you’d like to keep,  weapons begin to lose a lot of their purpose.   That’s why weapons can break. Weapons have an  unseen durability value that only becomes apparent   when the game warns you that they’re about to  explode. Some are more brittle than others,   and you can get clued into that based on a  weapon’s description. Once they’re about to break,   you can throw them at an enemy to deal a critical  hit, as if you’ve just shot them in the head. Now… I am well aware that this mechanic is  incredibly divisive. In the survey I ran in   preparation for this video, I asked people what  they thought of weapon durability in Breath of   the Wild, and the responses were all over the  place. I can’t really remain on the fence about   this issue. I have to take a firm stance,  and to be honest, I think weapon durability   is essential to this game’s combat loop, and  Breath of the Wild wouldn’t be the same game   without it. I would even go so far as to say  that I think it is a fun mechanic. That said,   it does introduce serious problems, and I’ve heard  very valid complaints about it over the years. By making weapons an expendable resource  and guaranteeing that weapons will only   last if used conservatively, players are  constantly forced to think about which   weapons they want to break first, and which  weapons are worth using on specific enemies,   based on the weapon’s strength and an  enemy’s health. Bows have higher durability,   but they require an external resource - arrows  - in order to be used often. This means they   need to constantly be looking for new weapons,  which involves them further in exploration and   seeking out treasure chests in shrines and the  open-world. It is not only an ever-present way of   managing combat strategy, but also an ever-present  reason to explore, and it’s an admirable effort.   I went on to master this mechanic, eventually  running into the issue where I had too many   great weapons and had to choose which ones to  do away with before picking up the next one.   If you didn’t have this problem, and were  instead faced with the problem of running   out of weapons to use on enemies… that’s a  skill issue. I don’t know what else to say.   Also, weapon strategy doesn’t always mean “which  weapon should I use?” It also means “how can I   avoid using weapons altogether?” There are many  ways to avoid weapons breaking, from dividing   your damage between all of your weapons to  using runes and the environment instead. That said… There are problems. In combat, you  definitely want to find a good balance between   spending weapons and receiving them. Breaking  weapons to kill enemies in the hope of finding new   ones afterwards (preferably more powerful ones),  in addition to the primary rewards that you’re   going out of your way to retrieve, like materials,  rupees, or sometimes even a Spirit Orb. When this   works, it adds a strategic layer to Breath of  the Wild’s combat system. However, the further   you progress in the game, the less reason there is  to raid enemy camps and fortresses for materials,   because any weapons or materials you retrieve in  there won’t be worth breaking your weapons for.   As such, it becomes much easier and smarter  to just avoid those scenarios altogether.   In Master Mode, this issue is accentuated, as  enemy health will regenerate if you aren’t dealing   damage often enough, making combat even harder to  recommend when otherwise avoidable. This is where   the tests of strength come back into play. Because  you have no choice but to fight these Guardians   raw, you will inevitably start breaking your  weapons, and this becomes even more of an issue   when taking on the tougher tests. Your rewards  as compensation will usually be brittle ancient   weapons that break quickly, as well as an item or  weapon in a chest that ultimately doesn’t compare   to the resources you spent killing the Guardian.  Sometimes, you’ll find some cool rewards,   and the Spirit Orb is always worth fighting for,  but these kinds of scenarios are why I think   people ended up hating the durability system  most, and I can’t say I blame them for that. It’s worth talking about where the Master Sword  fits in here. While the Champion weapons you   receive for freeing each Divine Beast can  be repaired in their respective villages,   the Master Sword is unique, as it is the only  weapon in the game that does not break. You might   think that this breaks the durability system in  half, but their solution was for it to require a   recharge time after extensive use. The durability  system has essentially mandated that the Master   Sword - the legendary blade of evil’s bane -  require a nap in between uses. This didn’t sit   right with everyone, and with its mid-range attack  stat - I didn’t always rely on it to take care of   more powerful enemies. It is still a great weapon  because it can always come back, and it even   becomes extremely overpowered when challenging  the Divine Beasts and Hyrule Castle thanks to   its doubled damage value, but it ultimately felt  like just another breakable weapon in the end. If anything, the thing that disappointed me most  is how this game’s survivalist mechanics seem   to dwindle as you proceed further into the game.  Early on, you’ll need to remember what the Great   Plateau taught you and scavenge for ingredients  and weapons. The notion that your effectiveness   in combat was limited without thorough exploration  was a really engaging way to give that exploration   purpose. However, as the amount of weapons you  can carry increases and you have more materials   and meals than you know what to do with, that  nervous survivalist philosophy just fades away.   It also probably doesn’t help that  any “Hearty” ingredients are busted.   You just throw a Hearty Truffle  in with some herbs or whatever,   and you have a full recovery on your hands,  plus some extras. Because of all of this,   that purposeful exploration begins  to carry less weight than it used to. With all of that being said… There  are encounters that manage to take   great advantage of combat and weapon  durability, whilst still tying into the   core theme of exploration that drives the  entirety of Breath of the Wild’s design.   You know where that balance between spending and  receiving weapons I discussed works best? Lynels. In the original Zelda, Lynels were the  most fearsome enemies in the overworld.   They could shred your health down in a  split second if you weren’t careful. You   had to prepare before facing them, memorize  their movements, and use items effectively.   Sometimes, they’d even block the way to a  crucial upgrade, like a new sword. Lynels   appeared on rare occasions throughout the series,  but they never really carried the same weight as   the original game. They were well utilized in  A Link to the Past as they blocked your path   through Death Mountain, but it wasn’t a staggering  discovery when you’d come across one. Not only do   Lynels make their 3D Zelda debut in Breath of the  Wild, but they are also at their absolute best.   Much like other boss enemies, shrines, quests,  Koroks, or any other discovery - they are secrets   to be found as you explore. Though it is possible  to sneak up on them, if one spots you from afar,   it will simply stare you down and wait for you  to make the first move, as if to say “Come at me,   if you dare.” You can back down if you’d like, and  return another time to challenge the beast, but   as soon as you get close or begin to attack, the  Lynel will retaliate, and the battle will begin. If their hulking size and health bars weren’t  enough, these things deal a ton of damage,   even with high-level armour and defense  buffs. It also has a wealth of attacks up   close and from a distance, it can roar like  a lion, and it can sprint like a cheetah.   In order to kill this thing, you  need to land critical hits with bows,   dodge its attacks perfectly to initiate flurry  rushes, and strategize with your weapons so that   you can deal as much damage as possible when  you find an opening. You can use runes to your   advantage to bomb and freeze them as well, which  I have taken full advantage of in most fights.   The rush of trying to bring this thing’s  health down at every possible opportunity,   whilst dodging and parrying its attacks, is an  unprecedented feeling. I’ll never get tired of it. Your rewards for bringing a Lynel down are almost  always well worth the effort. Its guts and body   parts are valuable armour upgrade ingredients,  and fetch a great price at shops. Its weapons,   however, are the real stars of the show.  The Savage Lynel weapons are some of my   favourites in the entire game, not just  in appearance, but also in practice. The   Mighty and Savage Lynel Bows alone are worth  it, as they fire three arrows at a time,   multiplying its damage value by three when all  shots land. The Savage Lynel Swords and Crushers   are also some of my favourite weapons in the  entire game thanks to their high damage values,   and the shields they possess can also injure  enemies quite a lot when you parry. All in all,   you really can’t go wrong fighting these things,  and when the blood moon comes around to respawn   enemies and bosses, you can come back and  fight them again whenever you like. This   is why the Zora’s Domain quest brings you toward  a Lynel as you collect Shock Arrows. They really   want you to engage with these beasts, not just to  challenge yourself, but also to reap the rewards. Another thing - Breath of the Wild has a hidden  difficulty scaling system that decides what weapon   drops you receive and which enemies appear in  the world, which is a small but effective and   necessary way of dynamically managing difficulty  progression in a non-linear game of this scope.   The system is governed by points, which you  receive based on how many of each type of   enemy you defeat, and tougher enemies garner  you more points. This also applies to bosses,   and…you guessed it - Lynels. You’ll go  from Blue and Red-Maned Lynels to Silver   and Gold-Maned Lynels, and their health bars  and damage will only increase. To compensate,   the game will begin to apply ridiculous modifiers  to your weapon drops, like “Durability Up Plus”   and attack buffs and whatnot. Therefore, tougher  Lynels mean better rewards, and if you’re up to   the task - it’s so much fun. Lynel hunting is one  of my favourite ways to accumulate weapons and   rupees late game. The Lynel pitted near the Great  Plateau in the Colosseum Ruins is not only a fun   discovery, but it can also lead to you finding  multiple weapons littered across the colosseum,   which is helpful if you’re struggling with  your weapons breaking. One of many examples   of how using weapons as a resource  just meant more rewarding gameplay. Lynels exemplify the precision, strategy and  unorthodox thinking that you can employ in   Breath of the Wild’s deceptively simple combat  system, and they also yield fantastic rewards   for your troubles. It’s so much fun to mess around  in combat that people have been able to discover   all kinds of advanced techniques. While I won’t be  breaking all of this stuff down (as even I don’t   fully understand it), people who do understand  have been able to create artful combat clips,   all while killing Lynels as fast as possible.  This game’s life has carried on six years after   release, with people making new discoveries all  the time. This game enabled its players to play   however they like, and they took that to heart.  In every sense of the word, this game truly is   the most “open-ended” Zelda game we’ve ever had,  and naturally - this also applies to the dungeons. From A Link to the Past onwards, dungeons  in The Legend of Zelda were a series of   ideas that gradually became interconnected and  more challenging, presenting you with problems   that you later learn to interact with in  a new way thanks to the dungeon’s central   item. A progression in ideas is precisely why  they have always felt so compelling to solve.   For example - the Great Deku Tree has you jump  from a great height to break through a cobweb,   and then light torches with a Deku Stick, and  burn cobwebs that might be blocking your path.   But then - uh, oh. You have a cobweb  that you can’t break from above. So,   you find a nearby torch, stand on the cobweb and  fall through! In the Earth Temple in Wind Waker,   you use Medli’s harp to reflect light and  move mirrors to light the way, but then you   get the Mirror Shield, giving you even more  control over the light and involving you in   more complex puzzles. These are why dungeons have  always been a favourite design element for many,   and their linear structure would be difficult  to break away from. A Link Between Worlds   allows you to access dungeons in any order  thanks to its item rental system, but as I   mentioned earlier - this means dungeons could  only consider a single item in problem-solving. Breath of the Wild takes things a step further by  making dungeons themselves completely non-linear.   From what I discussed with Hyrule Castle’s  structure, this may seem like a promising idea,   but this game’s actual substitute for  dungeons are designed much differently. Enter the Divine Beasts. These majestic,  mechanical creatures were built by the   Sheikah millennia ago, but were possessed by  Calamity Ganon, and the blights that Ganon   created were used to foil and kill the  four Champions that piloted the beasts.   Scaling giant monsters, coupled with a  universal stamina mechanic? This sounds   a lot like Shadow of the Colossus, doesn’t it?  You’d think that this would be the perfect way   to incorporate that freeform exploration  and gameplay Hyrule Castle features,   as you could explore and solve problems as  they come. In practice, I think the Divine   Beasts have some cool ideas, but they are  devoid of strong theming in level design. There’s a shrine called “Build and Release” that  asks you to use stasis and the physics engine to   create paths through multiple areas. It’s a  fine enough shrine, but it is really only a   slight variation on the applications for stasis.  The problem is - runes ARE your items this time   around. They are extremely versatile and fun items  to experiment with, but there isn’t a whole lot   you can introduce and build upon when they serve  as your only items across the entire game. That   shrine - Build and Release - becomes the basis  for one of the five major puzzles in Divine Beast   Vah Medoh. This is a theme throughout pretty  much all of the puzzles in the Divine Beasts. The “dungeons” are essentially shrine puzzles  that play into the central mechanic of each   Divine Beast. Vah Naboris has those electricity  puzzles from shrines, Vah Ruta has you use   water to solve puzzles with your runes, Vah  Rudania uses fire, and Vah Medoh uses wind.   Things get more interesting thanks  to how you can pilot the Beasts.   In Vah Medoh, you can tilt the dungeon left and  right. In Vah Ruta, you can change the position   of its trunk to pour water into different  parts of the dungeon. In Vah Rudania,   you can flip the dungeon on its side. Vah Naboris  has the most complex moving layout of them all,   as you can rotate three pieces of the beast’s  midsection a full 360 degrees to solve puzzles.   All the while, you’ll have to avoid and take  care of the malice that has infected each beast,   just as you would in Hyrule Castle. They lean  into the core elements of each region to put a new   twist on how you solve these puzzles, in addition  to being able to move the dungeons themselves. That being said… the issue I brought up with the  central puzzles just feeling like mere extensions   of a shrine plagues each of the Divine Beasts.  Simply giving players a way to tilt ‘n tumble   around these things is not enough to flesh out  what are essentially just five shrine puzzles   per dungeon, with a new mechanic altering  the way you play with the physics engine.   The most underwhelming puzzles of them all don’t  actually play into the shrine concepts at all,   instead simply involving a shift in gravity  and momentum to reach a terminal. Vah Medoh   and Vah Rudania do this, and I couldn’t help  but feel disappointed. I think the biggest   issue overall is that all of the puzzles are  completely disconnected from one another.   Sure, the central mechanic in each Divine  Beasts governs how you reach and solve them,   but these puzzle concepts never  intersect as they would in a previous   Zelda dungeon. The areas are often their  own, isolated rooms; there’s no cohesion. The dungeon bosses are far more combat-centric  than your typical Zelda boss, aside from   Fireblight Ganon, which asks you to throw a  bomb during one of its charging sequences to   create an opening. They all use the elements of  each region to create unique combat scenarios,   like gliding through the air to fight Windblight  Ganon, or creating platforms on the water to   fight Waterblight Ganon. They were fun, but my  favourite by far was Thunderblight Ganon. Not   only does it move at the speed of lightning to  attack you, forcing you to either parry or dodge   to trigger a Flurry Rush and get some damage in,  but it also has a neat puzzle where it uses metal   poles as lightning rods to overwhelm you. You’re  supposed to realize that you can use magnesis to   turn its own weapons against it as it attempts  to shock you, and I always loved that moment. To sum the Divine Beasts up, from a gameplay  perspective - they’re fine. Shrines could   already feel like small samplings of ideas that  didn’t always reach their fullest potential,   and these dungeons accentuate that issue,  even if they are technically more involved.   Make no mistake, though - there is fun to be had  here. While the puzzles can be underwhelming due   to their resemblance to shrines, they can also be  pretty fun, in spite of everything. It’s not like   every shrine in the overworld was disappointing  or anything, a lot of them were really cool,   and puzzles utilizing those distinct Divine  Beast elements just make the good examples   that much better. I think Vah Naboris is by far  the best Divine Beast of the bunch, thanks to the   complexity of its central mechanic, and how the  electricity currents you create are contingent on   the positioning of the beast’s insides - therefore  actually making separate areas of the dungeon come   together. It’s a lot of fun to solve, and I  enjoy using that mechanic to reach different   areas as well. Running atop Vah Ruta’s trunk and  ascending with it as you change its position,   as well as using that trajectory to have it pour  water in the dungeon to solve puzzles was pretty   satisfying. But I don’t think this was the way  to design nonlinear dungeons, nor did they always   feel like truly fleshed-out interpretations  of the mechanics we’ve already been using.   I’ve always thought that the dungeons would’ve  felt more impactful if they all leaned into the   incredible and freeform design of Hyrule  Castle, but on the other hand - if every   dungeon was designed like Hyrule Castle, then the  castle itself would lose a lot of its own impact.   I think the Divine Beasts were a learning  experience for the team, and while I admire the   effort on display - there has to be another way to  go about creating dungeons for a game like this.   Just like the nature of Breath of the Wild  itself, there are always multiple approaches to be   discovered, and we can only wonder how feedback on  the Divine Beasts will inspire them going forward. The dungeon at the end of the Champion’s Ballad  DLC, though not technically a “beast,” fixes a   recurring issue throughout every Divine Beast.  All of its terminals and puzzles connect back   to the central mechanic, and they intersect,  making it feel more cohesive and seamless.   That central series of cogs connects  to different parts of the dungeon,   and you can use the controls to move  those different parts in several ways.   This is why Vah Naboris was the best of the  bunch to me, and why all of the Divine Beasts   should’ve had this sense of interconnectedness.  It even plays with all of the runes and elements   that were once individual to each beast, as a  culmination of everything you’ve learned. Also,   the final boss of this dungeon, Monk Maz Koshia,  is actually more fun to fight than Calamity Ganon.   There’s so much going on in this fight, and  all the while his size is comparable to yours,   so it feels like an extension of the everyday  enemies you’ve fought up to now. That is,   until he grows, and then it’s like fighting a  Hinox. It mixes combat and puzzle-solving into a   beautifully designed boss fight that represents  everything you’d fought up to that point.   And your reward? A freaking motorcycle. I think  this is probably as far as I’m willing to stretch   my suspension of disbelief when it comes to art  design in Zelda. This thing just barely fits   into the setting. I mean, it’s a motorcycle!  Look at it! It even makes motorcycle sounds!   Still, I appreciate the inclusion of  something like this because it’s as if   the designers knew that you’d be done with  the game by reaching this point. The game   engine can barely keep up with the speed  of this thing, and I think they knew that. It’s a shame that I don’t think the Divine Beasts  are always amazing in terms of design, because   from an emotional perspective, they’re absolutely  brilliant. In proceeding with each main quest,   you’ll recall Link’s memories of the Champions  that piloted the Divine Beasts - Urbosa, Mipha,   Revali, and Daruk. You’ll also be able to team up  with their successors to take back the beasts and   observe how Hyrule has been able to get by 100  years after the Great Calamity. While you don’t   get to spend a lot of time learning about them as  they died long ago, you can foster a connection   with them through what you do learn about them  in cutscenes, the various journals, as well as   supplementary material and stories you can find  in the towns they once called home, and through   the stories the Divine Beasts themselves  can tell. Here’s what I’m talking about: Daruk was a friend and reliable comrade to  Link, and his positive attitude is inspiring,   just as it was with Darunia in Ocarina of  Time. The entirety of Vah Rudania’s music   does not reflect that he met a tragic end  - he likely died protecting what he loved,   and met his end with a smile on his face. Each of the Divine Beasts also have an SOS  signal embedded into the music accompanying   them. Some persist throughout the music,  others become more audible at specific points.   Urbosa was very protective over  Zelda, caring for her like a sister,   just as she was protective over her own  people. She was a fierce warrior when alive,   but her SOS signal is drawn out and prominent  throughout the entirety of Vah Naboris’ music.   The music starts with a harsh piano hit, and  despite the instrumentation using her melody,   it is also somber throughout. She likely  suffered the most gruesome fate of all the   Champions, and Vah Naboris’ cry adds to  the unsettling nature of this revelation. From what we learn about Revali,   he’s kind of a jerk and is quite clearly jealous  of Link’s position as appointed knight to Princess   Zelda. He loves to flaunt the one thing he  has over Link - the fact that he can fly.   As you gradually clear Divine Beast Vah Medoh,  the music picks up more and more instrumentation,   and only later does the SOS signal become audible.   This can be interpreted as Revali finally  admitting that he needed help. Link’s help. My favourite of these arcs  told through music is Mipha’s.   She was renowned for her kindness,  and was a childhood friend of Link.   She very clearly has feelings for him in the  material we’ve seen, and that Zora armour I   mentioned you could obtain was meant to be  given to the man a Zora princess is sworn   to marry. She intended to give it to Link, but  she never got that chance before she was killed. Upon investigating Divine Beast Vah Ruta, you’ll  quickly notice how tragic the piano melody is,   and as you activate the first terminal - the  true nature of the composition takes shape.   Not only does it play into the tragedy that poor  Mipha faced in that beast, it also seems to paint   a picture of worry. The further Link gets in  controlling the Divine Beast and the closer   he gets to facing Waterblight Ganon, the more  hurried and frantic the music becomes. It was   a deeply emotional journey through this Divine  Beast, and even after you kill Waterblight Ganon,   Mipha takes a moment to mourn the fact that she  will never be able to be with Link and spend time   with him as they did in childhood, but she is  content now that Link has been able to prevail. Though you really don’t get to form a close  connection with the Champions as their narrative   took place prior to the events of the game, you  can still feel the weight of their impact in   the world itself, and the Divine Beasts that you  conquer. I feel the Divine Beasts are redeemed due   to their conclusion of each Champion’s arc, and  the abilities you are granted after freeing them.   You get Mipha’s Grace, which revives you once when  your health is depleted. Daruk’s Protection gives   you three free deflections if you take damage when  holding ZL, which is fantastic when you make a   mistake and gives you a free opening. Urbosa’s  Fury is so cool, just like Urbosa herself. If   you overcharge an attack, you can use one of  three charges to shock a wide radius around you,   damaging and stunning every enemy in its range.  While all of these are incredible, my favourite   ability is without question Revali’s Gale. It is  so useful that I always go for it first on repeat   playthroughs. When you hold the jump button, you  can create a powerful, upward gust of wind that   will carry you up into the sky. You can use it  three times before it has to recharge. The cool   thing about it is that although it is very useful,  it doesn’t go too high, and therefore does not   trivialize climbing or scaling tall mountains  and buildings. All in all, not only are these   abilities awesome tools in exploration and combat,  but it’s also nice to have a piece of those fallen   Champions with you throughout the rest of your  adventure. Gone, but never truly forgotten. Ultimately, I think the adventures leading up  to the Divine Beasts themselves, the regions,   as well as the sidequests and shrines that  make use of a region’s identity are far more   memorable utilizations of the mechanics  and ideas that drive each Divine Beast,   and the lack of impactful dungeons  unquestionably left a sour taste   in mouths of a few Zelda fans. Dungeons  are core to progression in a Zelda game,   they are central to giving players new ways of  thinking about and interacting with the world   around them. When the dungeons in Breath of the  Wild don’t really even resemble that philosophy,   that can also bring into question other aspects of  the game as a “Zelda” game. I’ve heard arguments   made against those disconnected puzzle rooms we  call “shrines,” and the same goes for the runes   we receive at the beginning of the game  and use throughout in place of gradually   received dungeon items, as well as the nonlinear  open-world and freeform structure. Therefore,   I want to pose a question that has been asked by  many, and one I believe I’ve found my answer to: Is Breath of the Wild not a Zelda game? Despite its problems, I believe Breath of the Wild  solves most problems open-world games have had for   many years. Every single mechanic it implements  it does so in the pursuit of player freedom and   creativity, cutting free the chains that have  held the genre back for so many years. Instead   of setting a linear adventure in an open-world,  it opens the adventure up and spreads everything   out so that you can forge your own path. Its  world is not made up of material supplementary   to the game - it IS the game. Instead of leaning  on experience points and RPG mechanics to manage   non-linear, player-chosen progression, it instead  tucks a simple difficulty scaling mechanic into   the background and implements systems that ask  players to… think. Cooking, weapons, armour,   status effects, the economy, shrines, quests from  the people of Hyrule, the puzzles that follow, and   just general exploration - they all ask the player  to think. The game is a world built on solving   problems, which is why I believe it is closer  to the spirit of Zelda than some like to argue. Obviously, Breath of the Wild doesn’t overtly  resemble previous Zelda games. It does away   with a lot of those series conventions. The  Divine Beasts observably suffer because of this.   Shrines all universally test similar concepts  because those runes are your items. There aren’t   any keys to certain areas in the world that you  acquire through the progression of the main story   like, say, realizing you need the Hookshot in a  previous area after walking past it so many times,   therefore a progression in ideas and a curated  experience for the player is far more difficult   to craft by hand. A linear structure isn’t  less valuable than a nonlinear structure;   it always depends on the kind of  game that you’re looking to make,   and clearly the Zelda team wanted  to try something different.   There has been a question of whether or not this  kind of game could potentially coexist with how   Zelda used to be designed, and while that would  be nice, I’m certain the team is just…done with   making Zelda games in that style, and I doubt  they’d want to give 3D Zelda to anyone else. I know a handful of people that have said Breath  of the Wild doesn’t really offer what they   personally look for in a Zelda game, and that’s  fair. I can’t really convince them otherwise.   I mean, when I first played Skyward Sword, I  felt the same way, even if things are different   now. I also don’t think that Breath of the  Wild is a perfect game by any stretch of the   imagination. But personally, I’ve always felt  that Zelda has never been stuck in one place,   even if it carries the same conventions each time.   The fact that each game has its own unique draw  and its own spin on those conventions is precisely   why I love this series so much. Think about how  different Majora’s Mask was from Ocarina of Time   in design and structure, or how different  The Wind Waker was from Majora, and so on.   This is why it irks me when people outright say  that Breath of the Wild is “not a Zelda game.” The original game was so impactful because of  the satisfaction it would elicit when players   discovered things and solved problems. The  rest of the series used those established   conventions we all know by now to elicit the  same feelings in different ways. Even if those   conventions are what defined Zelda for you prior  to Breath of the Wild, that does not inherently   mean Breath of the Wild is not a Zelda game.  The most important distinction here is that   problem-solving in previous games was contingent  on that moment of realization; that feeling when   you recognize what is needed to solve a problem.  Breath of the Wild may be nonlinear by design,   and it may lack that satisfying sense of  progression through items you get from each   dungeon, but it is built on these moments,  even if they are presented differently. Breath of the Wild has the sense of  discovery that made Zelda famous,   and has been carried on through each game in the  series. Those moments when you discover shrines,   towns, dragons, Lynels, and utilize everything  available to you from those discoveries to get   stronger - is that not at all like Zelda?  The shadow from the tower going over the   pedestal? The flames in the Korok Forest  subtly pointing you in the right direction?   Are these instances where you realize what  needs to be done not reminiscent of Zelda?   Those moments in combat where you use runes,  cooking, weapon strategy and multiple approaches   to come to a satisfying and creative solution  - are they not like the item-based combat of   previous Zelda games like Wind Waker? Those  moments where you solve a big problem in the   open-world to reveal a Shrine containing a Spirit  Orb - are these not the same as Pieces of Heart?   Is finding a solution not integral to Zelda’s  core? Is thinking differently about how to   approach a situation not what makes Zelda what  it is? I’m fairly certain the ingredients that   make up Zelda are all present and accounted for,  even if they don’t look the same as they once did. I know Breath of the Wild is missing  things that other Zelda games had,   and I understand if that disappoints you,  but if your definition of a Zelda game is   simply representative of what you’re doing, and  not how you’re feeling when doing those things,   then you are closing yourself off to  the possibilities of what Zelda can be. Toward the end of my sixth recording session, I  had to pause and reflect on just how incredible   my time working on this video had been. The times  where I forgot about what I needed to be doing   and just got lost in the world, wondering what  might be lying in wait anywhere and everywhere.   In the time I just decided to wander off, I  found a Lynel and 600 rupees on a cliff that   was named after Tarm Ruins (my favourite area in  Oracle of Seasons), I freed Naydra from malice at   the Spring of Wisdom, I solved a shrine quest that  reminded me of a Piece of Heart puzzle in previous   Zelda games that played to Breath of the Wild's  strengths, and I explored the Tingle Islands for   another shrine. This all happened across a very  small fraction of the world on the eastern shores.   Seriously! The density of the Great Plateau  was never a false start; it exists everywhere.   All the while, I was absorbed by the beauty  of the world. The quiet. The unknown.   There were things I discovered that contributed  to my many quests and overarching adventure,   of course, and that’s what gives all of this  purpose, but the notion of everything coming   together - game systems, combat, rewards,  strategy, overarching quests, challenge,   and world design and how it affects the way you  approach a situation - all of that in an organic,   seamless flow is absolutely breathtaking. This  is the chemistry between game elements that we   often break down into little bite-sized chunks in  game analysis, but we never consume video games   thinking about these things in isolation. All  of these elements come together effortlessly to   create an experience that you don’t think about  in the moment, but rather… you feel it. You feel   it as you discover things through curiosity,  you feel it as you approach scenarios with   your own creative solutions, you feel it as you  observe the diverse sights and sounds of Hyrule.   For the longest time, I felt Breath of the  Wild was a game beyond words. Something that   I didn’t have the ability to articulate, and that  intimidated me going into this project. But Breath   of the Wild proved to me that what I loved about  Zelda was not the definitions or structure, but   rather the emotions it evokes. And for all of the  reasons I’ve just stated, I believe Breath of the   Wild to be not just a “Zelda game,” but also one  of the best damn Zelda games I have ever played. With that said, I also believe my critiques of  this game are valid, and if you don’t like the   game… that’s fine. While I felt Breath  of the Wild was an excellent framework,   it had the potential to be even greater,  and we can only get there by discussing it. After all… this is “yet another”  Breath of the Wild retrospective. Five years after Breath of the Wild hit  shelves, FromSoftware released Elden Ring.   To preface, I want to say that  I am well aware of how touchy   these kinds of comparisons can be.  Despite it primarily being an RPG   and having much different ways of managing  progression than an action-adventure game,   I believe Elden Ring is essential to both the  open-world genre, and Breath of the Wild’s legacy. While Breath of the Wild’s open-world was  defined by many elements coming together to   make discoveries have purpose, Elden Ring is  defined by encounters, as well as the act of   finding them. The game took those immaculately  designed, detailed boss fights that you must   master in order to move forward, and made those  fights the discoveries. By opening up the Souls   gameplay loop in this manner - coupled with the  amount of customization and experimentation you   have when creating a build for your character  - you create so many possibilities for routes   through the Lands Between. Though bosses can still  be these grandiose challenges you throw yourself   at over and over again, you can always retreat and  explore the world to find more bosses to fight and   more runes to claim in order to get stronger.  You have a great deal of freedom to tackle the   game’s legacy dungeons and boss fights as you come  across them. Elden Ring also doesn’t use objective   markers in its main quest; instead, you have to  discover the bosses and dungeons necessary to   finish the game on your own by paying attention  to in-game clues, notes, and the dialogue NPCs   give you. There is also a line that guides you  from one Site of Lost Grace to another. So not   only does it seamlessly integrate guidance into  the game’s atmosphere, but it also makes a bold   decision in the modern landscape of open-world  games, as it essentially forces players to   explore and pay attention to its world, therefore  making them foster a deeper appreciation for it. The game’s legacy dungeons are all designed as if  they featured as areas in a previous Souls game,   and they’re full of distinct level design, enemies  and challenges. They also offer various alternate   paths to take, and feel like a more linear  adaptation of the feeling Hyrule Castle gave   me in Breath of the Wild. As you could imagine,  I absolutely loved these dungeons and they play   into Elden Ring’s nonlinearity beautifully.  The game also has its own solution to hiding   weapons as rewards in the open-world. They’ve  still implemented permanent, distinct weapons   as they would in any other Souls game, but now  you can apply different Ashes of War to each   weapon to vary your strategies and approaches to  enemies. This takes a lot more work to implement,   but it honestly resulted in a much better and  more rewarding system in regards to exploration.   That said, it also exists in a  completely different kind of game. To this day, I return to Breath of the  Wild and replay it from time to time.   As much as I loved Elden Ring, I still get  a huge kick out of the problem-solving and   core gameplay that drives Zelda  at its core, and I always will.   Pretty much every element in Breath of  the Wild is driven by that philosophy.   There is value in experiencing both games. But the  other thing that ties everything together is what   the game meant to me when it first released,  and what it serves as a reminder of now. The Nintendo Switch presentation took  place in January 2017, showcasing the   console’s capabilities, third-party support,  major software, and closing with a trailer   and the final release date for Breath of the  Wild. The first trailer was already a beautiful   summation of what was possible in the game, but  this trailer - which focused primarily on the   central narrative - is what I regard as one of  the greatest video game trailers of all time. This trailer premiered at the apex  of the anticipation for this game.   Scratch that - it was the apex. It’s hard  to really place yourself in that time if   you weren’t a huge Zelda fan, or if you  weren’t there for it, but I had to step   away after the trailer premiered just  to process everything. Whether or not   the actual narrative represented what we were  shown wasn’t of any concern to me at the time;   the trailer itself carried so much emotional  weight and kind of solidified that trailers   were a strong art medium on their own. I just  sat there for a while, taken aback by its beauty,   and thought about what the game was going to  be, and how much that trailer meant to me. When the game came out, the story itself was not  exactly framed in the same manner as the trailer.   The events of the game’s narrative take place 100  years before Link wakes up, and in order for him   to recall what really happened, he must proceed  with the main quest until he can discover the   pictures that Zelda left for him, and decipher the  locations of the pictures to recall his memories.   As a method of implementing a narrative into a  non-linear game, this is a remarkable method true   to the spirit of Zelda. It’s always so much fun  to decipher where exactly these places lie on the   map, and it also gives them an emotional purpose  whenever you find yourself moving through those   areas once again - just like a memory should. Not  long ago, I went for a walk around the area where   I grew up, and it felt like every place I visited  had multiple memories attached to it. The only   difference is that the memories you recall in  Breath of the Wild are not usually happy ones. The events that precede your adventures are  tragic. As foreshadowed by events from ten   millenia prior, the threat of Calamity Ganon’s  return forces King Rhoam to recruit four Champions   from each major region to control the Divine  Beasts, as well as appoint a knight to Princess   Zelda, his daughter, as she trains to awaken  her powers. Unfortunately, she tries time and   time again, only to fail. Hyrule’s fate rests  in her hands, and she is unable to utilize the   power that could save it when the time comes.  All the while, she is researching the ancient   technology that powers the beasts, shrines and  Guardians in an effort to better understand them.   In the end, Calamity Ganon reawakens and kills  the Champions and King Rhoam, destroying much of   Hyrule in the process. Link himself is gravely  injured, but Zelda uses her knowledge of the   ancient Sheikah technology and has him taken to  the Shrine of Resurrection, as well as hiding   the Master Sword with the Deku Tree and sealing  herself and Calamity Ganon inside Hyrule Castle   while awaiting Link’s return - a grand sacrifice  in the hope of things returning to normal someday. I never particularly had a problem with how  this game’s story was told, nor the actual   events themselves. In fact, I related immensely  to Zelda’s personal failings as protector of her   people, constantly dreading what would happen  in the future. You can also learn more about   the decisions King Rhoam made - as well as  why he relayed such harsh words toward his   own daughter - in Hyrule Castle, and the world is  made up of details like this. Urbosa has a journal   in Gerudo Town, and Princess Zelda herself has one  in her study, reflecting on her relationship with   Link and even shedding light on why he remains  silent - choosing to stay strong and bearing any   burden that comes his way. On the other hand, I  can see how it felt disjointed and jarring in the   face of such a monumentally emotional trailer.  I think a lot of people view the story as one   of the game’s weakest elements due to how it was  presented. It was a bold attempt, and it gives   context to several happenings around Hyrule in the  present day, but the narrative being disconnected   from what was actually happening in the present  - as well as the intrinsic lack of linearity in   how the story is delivered - made it difficult to  foster a powerful connection with its characters   and events for some people. The Champion’s Ballad  did attempt to alleviate this, and it gave some   closure to these characters in a meaningful way -  allowing them to do awesome things and giving me   a picture to keep in my house as a reminder of  who they were. Still, it didn’t change things. Only later did I realize that those past events  were only a small part of the story Breath of the   Wild is telling altogether. If anything, the  E3 2016 trailer, as well as the “Life in the   Ruins” trailer, were far more representative  of what Breath of the Wild is really about. At the Dueling Peaks stable, you can run  into someone that says: “You know, with how   peaceful it is around here, it’s sometimes easy  to forget that the world almost ended years ago.”   When you think of your fondest memories with  Breath of the Wild, you’re likely not gonna be   thinking about the events 100 years prior  to the game’s introduction. You’re most   likely thinking about how you felt when you  discovered certain things for the first time.   For the entirety of your adventure,  you’re exploring what is left of Hyrule.   The game is set in the present, not the past.  You can involve yourself in what’s happening now.   The Great Calamity may have been devastating,  and you can observe and feel the weight of its   impact as you explore, but you can also observe  how people have continued to live beyond tragedy.   Though you may not be able to properly connect  with those Champions Link once fought beside,   you can still see how they’ve left an impact.  Riju is constantly trying to live up to the   image of Urbosa as she anxiously guides her  people. Mipha continues to inspire courage in   her people as they move forward. Hyrule presses  onward despite the tragedy that befell them. So, no. The events preceding the game are  not what I immediately think of when I think   of Breath of the Wild. What I think of is what  those events eventually led to. I think of the   people of Kakariko Village, like Koko and Cottla  and the Cucco guy. I think of the house I bought   in Hateno Village, and the soothing atmosphere  of people going about their lives. I think of   Sidon’s positive attitude and the people of Zora’s  Domain. I think of the socially awkward Gerudo   women that are trying to find their soulmates by  attending dating classes. I think of the kids in   Rito Village that put aside their differences and  sang their song together. I think of the coastal   village of Lurelin and their peaceful lifestyle.  To me, Breath of the Wild’s story isn’t defined   by everything that was lost. It is defined by what  was built. And to me - this also encompasses what   the team has left behind in search of a new method  of creating Zelda. That was then… THIS is now. My favourite sidequest in the game, “From  the Ground Up,” is a perfect example.   Hudson here decides to break off from the Bolson  construction company to build a new life out in   Akkala. You always converse with Hudson by trading  single sentences, and it makes for some charming   dialogue. In order to help him build his new life  in his little old place called “Tarrey Town” and   form the Hudson construction company, you need  to search for people in the various regions with   names ending in “-son.” Bolson’s company had  that policy, and now it looks like Hudson is   carrying on the tradition. This is fun because  you not only have to pay attention to the people   you’re speaking to and explore populated regions  further, but once those people become established   in Tarrey Town, they offer purchasable items  that are usually well worth the effort you   spend looking for them. Grayson will allow you  to purchase gems with your hard-earned rupees,   rather than solely relying on drops from  ore deposits and Talus battles. Rhondson   will allow you to purchase the Desert Voe set,  and while it won’t let you into Gerudo Town, it   is actually upgradeable, and can be used to brave  the harsh temperatures underneath the desert sun   without worrying about your defense. Fyson offers  arrows purchasable in bulk, which became such an   incredible help throughout my playthroughs. You  will have to cut down a lot of trees in order   to create the necessary housing, but in the  end Hudson gets married to Rhondson, and the   ceremony - though odd - is touching. Hudson  even sheds a tear when all is said and done.   Not only are the rewards incredible for  this quest (which is why I love to tackle   it as soon as I can), the emotional payoff is  emblematic of what I think this game portrays   best - the fact that life can indeed  go on after such awful circumstances. Earlier, I mentioned having to pause toward the  end of my sixth recording session. As I said,   I felt the game was in its element at that moment.   Everything had come together, and I was just  exploring the Tingle Islands and enjoying my time.   Toward the edge of the island, I  found a lone Silent Princess flower.   I then turned to see the sun rising over the  ocean, which looked absolutely breathtaking. The Silent Princess is one of the game’s strongest  symbols, featuring in the game’s logo and being   the central focus in one of Link’s recoverable  memories. In this cutscene, any forthcoming   tragedy is cast aside in favour of Zelda’s passion  for her research, and this flower in particular.   She mentions the flower can’t grow domestically  yet, and the fact that the princess “can only   thrive out here in the wild.” She also says that  “we can only hope that the species is resilient   enough to survive on its own.” The main theme of  the game plays over this moment. This is one of   the simplest cutscenes in the entire game, and yet  it profoundly represents the game’s central theme… Life goes on. War can leave death and destruction  in its wake, you can lose the people you love, and   tragedy can take multiple forms…but time marches  forever onward. Even when it’s one challenge after   another and everything seems to be falling apart…  it’s always possible for things to get better.   The one thing that still stands after everything  else is in ruin are humanity’s own hopes for   something better on the other side, and that  shines through in Hyrule’s ability to persevere   after the Great Calamity. Even when that happiness  you once felt feels like a distant memory, courage   need not be remembered, for it is never forgotten.  And that is why I love Breath of the Wild. There’s just one more thing left to talk  about. As much as I loved camping and   canoeing down that river, there was  one part of the trip I was dreading.   Our trajectory down the river required us to  portage our canoes and carry all of our supplies   through half a kilometer of a mosquito-infested  forest…twice. It would be physically taxing for   most people, let alone a sick kid, but I knew  it was essential if we wanted to see the rest   of the river, and it wasn’t like we could just  turn around and go back the way we came. People   were depending on me. I had to move forward. And  so I did. I walked with that canoe over my head,   and that heavy backpack weighing me down, and  if I ever tried to stop, I’d become bug food.   It wasn’t easy for me in that state, but reaching  the clearing on the other side was so cathartic,   and the second time around - I had much  less of a problem braving the elements.   Looking back, those portages through the forest  taught me another valuable lesson - while things   that are out of your control can be bad, and  good things do eventually come along - sometimes   you have to summon your courage and be  the catalyst for that positive change. The music of Breath of the Wild is seen as one of  its more controversial aspects, but I’ve always   appreciated its bold direction. While exploring,  it doesn’t try to take a commanding presence   when music is not necessary. It uses subtle  instrumentation to symbolize the heat of the   desert, the frigid colds of the mountains,  and many more instances. Just as I value   the moment-to-moment exploration, I value how  well-utilized the game’s lead instrument is. The   piano is such a malleable instrument, and it takes  on so many forms in this game’s soundtrack. It can   shift octaves to heighten emotional moments, it  can symbolize the atmosphere of any given region,   it can pay respect to characters past and present  through a plethora of melodies, it can emulate the   feeling of being chased by a Guardian through a  frantic pace, and it can accompany the sight of   your horse galloping through a field. If you’re  riding your horse for a while, you might be able   to catch a glimpse of one of two melodies.  During the day, you’ll hear Zelda’s Lullaby.   And at night, you’ll hear a theme  that I’m sure you’ll recognize.   It’s inspiring to have these melodies  intersect as you ride through Hyrule;   a constant reminder that you and Zelda share a  connection, and these melodies intersect further   as you finally breach the gates of Hyrule Castle  in an effort to stop Ganon once and for all. The music in Hyrule Castle is possibly one of  the most incredible pieces ever composed and   performed for a Zelda game. It uses a new melody  representing the journey through the castle   itself, and Ganon’s theme is woven into those  strings. It also combines the Guardian motif   through its use of the piano, Zelda’s Lullaby when  exploring indoors, and the Legend of Zelda theme   when outside - all while utilizing percussion  to symbolize marching forever onward. It is a   heavy culmination of everything you’ve worked  towards, and it works unbelievably well. This   theme has so much history behind it, and  it is used as a tool to drive the player   forward. If you want to secure a brighter future  - this is your moment, and THIS IS YOUR THEME. If you’ve liberated the Divine Beasts, the  Champions will take away half of Calamity   Ganon’s health bar. In this phase, you can deflect  his beams, which come out much faster than any old   Guardian’s. But if you’re like me and you found  yourself shrugging off beams and destroying   Guardians like it was just another day of the  week, you should be able to manage this sudden   shift. The game even wants you to deflect here, as  it creates an opening where critical hits normally   would not. Calamity Ganon uses the abilities of  all the Blights; sometimes all at once! And when   he decides to crawl on the walls, that’s when you  can bust out that stasis rune and land the perfect   shot to knock him down. Later in the fight, he’ll  even put up his special armour, where you’ll have   to perfectly time a dodge or parry a shot in  order to get some damage in. It’s amazing how,   despite Breath of the Wild not carrying the same  sense of progression in ideas that a linear Zelda   game would, this boss still ended up being  a fantastic culmination of everything you’ve   applied throughout the game - whether you choose  to free the Divine Beasts or not. The final fight   with Dark Beast Ganon is just about finding that  perfect opportunity, and while it isn’t nearly   as mechanically complex as Calamity Ganon, the  spectacle is well worth it after everything you’ve   worked towards. I love how your horse is delivered  to you in this moment, that horse you’ve formed a   bond with along your journey is now integral  to this final battle. The music prominently   features some of the best pianowork in the game,  which still feels so defiant in the face of how   controversial the piano was in this soundtrack.  It’s here to stay. Finally, after bringing Ganon’s   health down, you use Zelda’s Bow of Light to  wait for an opening as the music straddles the   line between fighting and finishing, and shoot  Ganon in the forehead the first chance you get. I never thought I’d be as happy as I was back when  I was just a kid playing Wind Waker for the first   time, or when I was sitting on that island in the  river, but Breath of the Wild reminded me that it   was possible. Not just through its interpretations  of the spirit of Zelda, but through its message   that humanity will always find a way to live on,  even if life looks different than it once did.   In every way, it mirrors what the team wanted to  achieve with this game. Even though this game is   drastically different from what Zelda used to look  like… I would still wholeheartedly call it Zelda. This game helped me re-evaluate the way I view  life, and served as a huge influence on me in   my own creative endeavours. I was so caught  up in the past, the effects of what I dealt   with lingering on, and worrying about those  horrible things happening again that I failed   to take notice of what was happening around me.  Things were a lot better than they once were,   and right then was the time to take  advantage of that and start living again.   Sure, things will sometimes come crumbling  down, and there’s no telling when that next   moment that will change everything will  come. But I’ll always remember that it   is possible to bounce back, no matter how  long that takes, or what that looks like. I’ve been Liam Triforce. Thank  you so much for watching.
Info
Channel: Liam Triforce
Views: 803,639
Rating: undefined out of 5
Keywords: zelda, breath of the wild, ocarina of time, wind waker, majora's mask, twilight princess, skyward sword, wii u, switch, gamecube, wii, n64, nintendo, botw, the legend of zelda, tloz, review, retrospective, analysis, critique, liam triforce
Id: SmEhLwvHfAI
Channel Id: undefined
Length: 148min 36sec (8916 seconds)
Published: Sun Apr 30 2023
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