Overdue Review: The Legend of Zelda: Breath of the Wild

I’ve been a big fan of the Legend of Zelda series since I played the Ocarina of Time back in the late 90’s. I spent plenty of time playing through several of the Zelda titles that followed, but at some point I stopped playing on Nintendo systems and missed out a couple entries, including Breath of the Wild

the wilds

With a new Switch in hand I finally got around to see Breath of the Wild, the series first foray into open world gameplay. Breath of the Wild fits into the genre perfectly and improves upon open world mechanics by making the world interesting to explore. And how it implements it’s post-apocalyptic setting into the gameplay and very detailed world is impressive though slightly flawed in some areas of said gameplay. 

 

Link awakens 100 years later to lost memories and a Hyrule that has been left in ruins for some time. It isn’t a desolated, burnt out landscape. The wilds have reclaimed much of the ruins that are now left behind. Princess Zelda’s failed plan to stop Ganon a century ago left it in ruins and now she is being held captive by Ganon. And in typical Legend of Zelda fashion you need to save Princess Zelda from Ganon’s clutches. And to do so Link must now challenge four divine beasts and help free the four guardian’s he worked with 100 years ago.

 

Breath of the Wild even takes deeper glimpses into Links personal history with the four guardian’s. It’s interesting to see Link having actual close relationships and friends beyond Zelda. This adds a whole new layer of depth to Link as a character and the whole story in the game.

divine beast puzzle solving

But as cool as the story is there is a whole host of new gameplay mechanics introduced in Breath of the Wild.  The most important of them all being the sheikah slate. This little trinket is a multi purpose tool. It acts as your map, camera, and an item tracker for crafting materials. Also, it allows you to access several terminals throughout the game world, which are for, most importantly, accessing the shrines.

 

The sheikah slate’s most important use though is for the four physics bending tools you use in dungeons and shrines. You’ll use these to solve puzzles in both area types. They’ve effectively replaced the general puzzle solving from other Zelda games. And they’re a nice cool twist on those traditional puzzles. Also acts as an excuse to use the switch’s motion controls to physically move things around.

 

Shrines act as little dungeons to test your puzzle solving skills. You use the different sheikah slate powers to solve different physics puzzles. At the end of the shrine you the shrine’s monk offers you a spirit orb. Collecting four of these orbs and returning them to the Temple of Light allows you to either get a whole new piece of heart or extend your stamina meter. The shrines are great puzzle solving challenges with an excellent award at the end. And one essential to becoming stronger in the game. 

botw combat
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Combat is still very classically Legend of Zelda with some small differences. You can still target enemies, dodging, and attacking. There are now a variety of weapons at your disposal. Bow and arrows are now provided immediately, but can’t seem to be used while targeting an enemy. You have to manually target with it and this can be mildly annoying when trying to switch to melee combat. It isn’t difficult to use, but switching viewpoints is slightly jarring. Also, two handed weapons are introduced to the game.

 

While this variety is cool there is a breakage system attached to them. I have slightly mixed feelings about it. I’m not usually a huge fan of these types of systems in the first place. And I’m not 100% on it, but I see how it works in the Breath of the Wild’s world with surviving in the “wilds” of Hyrule. Having to go from weapon to weapon to survive fits the game and its aesthetic. However it does back fire when you receive weapons that belonged to notable characters. Knowing that these important weapons just break in the end makes them feel less meaningful to use them.

 

Steeds and mounts are included to get around. Now instead of having solely Epona (as far as I know) you will be able to wrangle wild horses throughout Hyrule and tame them. You can take them to stables in each of the regions to have them saddled and held there. I’m not sure if Epona is in the game, but as far as I had gotten into the game I had not run into her.  

more divine beast puzzle solving

The most interesting and hands down my favorite of the new mechanics introduced to Breath of the Wild is cooking. Cooking is essentially crafting. You can harvest several food ingredients from the environment and animals to make delicious food. Delicious food which provide health and even different buffs. You can boost your speed, defense, attack, resistances, and even temporary health. Aside from food you can also gather monster parts, insects, and lizards which help with making elixirs which offer the same buffs as food. 

 

The traditional dungeons are now all placed within the four mechanical Divine beasts you are tasked to save. Much like the shrines there is next to no combat and are mostly puzzle focused. You’ll still be using your sheikah slate to solve puzzles, but you will also be able to manipulate certain parts of the divine beast themselves. Which really makes for some puzzling, well, puzzles. Like using a one divine beast’s water spewing elephant trunk to put out fires and spin mill wheels. Another had me spinning three parts of its cylindrical body to line up power lines to other parts of its body. 

 

The only combat in the divine beasts are the bosses. These are unique to each divine beast, but fighting them doesn’t quite have the same level of strategy that enjoyed from other Zelda titles. Zelda bosses of past games had little weak points and gimmicks to fight them. Strategizing a bit was important to beating them. Breath of the Wild’s bosses do still require some strategy, but it feels a bit more clumsy and less precise defeating bosses. A bit more hack and slash.   

 

Breath of the Wild is filled with many of traditional Zelda sounds, songs, and noises we’ve come to know and love. Opening chests and item discovering jingles are still lovely to hear. But new sounds stand out, too. The jingle when you cook your meals and potions will be immediately stuck in your head. Monsters have their own distinct groans and screeches. The sound of nature’s whipping winds and birds chirping. And massive thunderstorms and their vicious rolling thunder cut through the air when they move over the land. 

hyrule view

And said land is absolutely stunning to look at as it is to listen to and explore. I was prepared for how beautiful of a world I was going to be invited into for Breath of the Wild, but actually playing in it has left me beyond impress. It is a massive beautifully rendered world. The landscape is varied and vast. Plains have sweeping grass. Mountains tower overhead with snowfall. Towns are set into the world perfectly. They are nestled into the landscape without feeling forced in. 

 

Character models are all varied in size and shape. Classic Zelda monsters have different, but familiar looks to them. Some with wonderful new looks and takes. The same can be said about the races as well. Especially, the Zora. They’re most recent take on the Zora looking like a mix of shark and fish. They look the most badass they have ever been in a Zelda game. The Rito, the bird-like folk, also look far more amazing than some older iterations. Their bird image is even more leaned into looking like colorful, buff birds and I am here for it. The Goron’s and Gerudo look very similar, but still more improved looking amazing as ever. Goron’s now stand tall and massive, while the Gerudo have more color and desert flair. 

gerudo chats

Breath of the Wild is a fantastic open-world game. It takes many of the issues other open-world games run into and manages to make them more interesting. The things you can find throughout the world are interesting and fun to get involved in. None of it seems generic or bland. Weapon breaking limits are a little annoying, but I see how they fit into the game’s mechanical themes of surviving in the wilds. Still doesn’t make sense for certain key story weapons you get though. They lose their significance when you realize they are going to just end up breaking.

 

But as a Legend of Zelda games there are some things I do kind of miss or feel like Breath of the Wild fell short. I miss gimmicky dungeon bosses. Being able to figure out how to fight the boss and expose its weaknesses felt so satisfying. After the two bosses I faced, even though strategy wasn’t entirely lacking, it just felt more clumsy than older Zelda title bosses. 

 

As much as I dislike some of these small issues, Breath of the Wild is still a stand out game as a Zelda title and especially an open world game. Exploring the world of Hyrule itself has never been more enjoyable. Interacting with its residents and different races and locales, exploring dungeons, and saving Hyrule makes Breath of the Wild one of the best entries in the Zelda series.

Outer Wilds Review

OW_Campfire

When I first started playing Outer Wilds I knew exploration was going to be a big focus of the game,  but I did not expect how focused and well implemented exploring would be to its entire gameplay. Every tool you use from your space ship to a fancy alien translator is essential for discovering the mysteries hidden in the Outer Wilds beautiful and dangerous solar system. And be warned: time isn’t on your side.

You take control of an unnamed blue skinned four eyed alien on a planet with fellow aliens like yourself. It’s the day of your first flight day into space. But strange things begin happening after the discovery of a statue of a long dead alien race, known as the Nomai. As soon as you take off a time loop occurs. When you die or go through the universe’s 22 minute time limit the game returns you back to the beginning, after the sun goes supernova, waking up looking at the stars again. 

There is a lot going on in Outer Wilds gameplay-wise. First and foremost, is the time loop mechanic. It is very reminiscent of Majora’s Mask time travel mechanic. You retain what has happened in your last run and you sort of maintain the “progress” you make. And your main form progress in the game is information gathering. 

OW_Translator

You can gather said information with the help of three very handy tools. A Nomai translator to read the experiences of a small group who have explored the very same solar system you live in. Much of the information you find is through these translations. 

You are also given a signal scope to pick up on different frequencies you find throughout the solar system. Some of them belong to the fellow travelers of your space organization. Other sounds and signals are of a mysterious rock shard associated with a strange moon that disappears and reappears throughout the solar system.

Lastly you can use the scout launcher, a launchable camera to take pictures of distant places and things. It is particularly useful for places you can’t reach and survey the area. You can explore some even further places and areas of mystery if you find the right clues. 

All of these tools are easy to use and control, comfortably allowing you to explore the solar system. 

OW_ShipInterior

They also all help you find information which get added to your ships log. Each discovery you make adds a new ship log entry. These entries are organized into the specific discoveries you’ve made like specific quest entries in other games. Much like real life discoveries and exploration you follow the thread of information to expand each log entry. Outer Wilds is very helpful guiding you subtly to the next clue with notifications and highlighting certain sentences in orange in the entry. 

It’s a very compelling and immersive way of getting the player to explore the world. Seeing the branching connections of your discoveries helps to provide depth to the solar system your exploring and gives you the sense you are uncovering a deep mystery. And with each discovery more questions rise making you want to eagerly explore the next clue to find out more.

I love this method since it helps you when you’re lost, but doesn’t shove a marker on the HUD in your face. This makes less clutter on your HUD and gives you the freedom to switch up priorities, letting you explore as you please.

OW_Moon

Outer Wilds solar system is wonderfully rendered in a cel-shaded, cartoon-y look. And well made cel-shading. Each planet is well crafted and unique in its look, making for a small, but well lived in solar system. One planet is cracking apart with a black hole at its core. Another is wracked by storms and covered in oceans. Several of the planets even feature well constructed and beautiful Nomai ruins. 

Outer Wilds is wonderfully successful at using all of its mechanics to make exploration highly rewarding. It makes the moments of discovery on each planet and object in the solar system unique, awe inspiring, chilling, scary, or even perplexing. Outer Wilds maintains such a great level of mystery to its universe it makes you want to explore every bit of it. And it is worth bit of your time to do so.

Image source: mobiusdigitalgames.com press documents