<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Malstrom's Articles News]]></provider_name><provider_url><![CDATA[https://seanmalstrom.wordpress.com]]></provider_url><author_name><![CDATA[seanmalstrom]]></author_name><author_url><![CDATA[https://seanmalstrom.wordpress.com/author/seanmalstrom/]]></author_url><title><![CDATA[Email: BoW Thoughts]]></title><type><![CDATA[link]]></type><html><![CDATA[<blockquote><p>I finished BotW a while back, and it&#8217;s definitely my favorite 3D Zelda<br />
at this point. But it&#8217;s not just a good Zelda game &#8211; I think it<br />
completely destroys all the other modern &#8220;open world&#8221; games on the market.</p>
<p>Things I liked:</p>
<p>&#8211; Freedom right from the start. The Great Plateau was the best tutorial<br />
I&#8217;ve ever played because it wasn&#8217;t linear and rarely interrupted the<br />
gameplay with exposition. Not much is explained to you at first, and<br />
you&#8217;re given the freedom to explore the entire plateau with no limits.<br />
It&#8217;s not a safe training ground either &#8211; monster camps are scattered<br />
about, the cold weather in the southern plateau can kill you, and the<br />
guardians to the east can one-shot you.</p>
<p>&#8211; The world is dangerous and is often out to kill you, which places a<br />
premium on any upgrade you can find. Hearts, stamina vessels, armor<br />
upgrades, and inventory expansions are so satisfying because of how<br />
dangerous the world is. 3D Zeldas became so easy that heart containers<br />
and other upgrades felt like empty collectibles. BotW gave me the<br />
feeling of a world out to kill you that I haven&#8217;t felt since the dark<br />
world in ALTTP.</p>
<p>&#8211; This game seriously respects the player&#8217;s intelligence. It&#8217;s up to you<br />
to explore whatever interests you. Side quests require you to figure out<br />
where you&#8217;re supposed to go, and without any map markers or a fairy<br />
partner nagging you the whole time, your only help is your own wits and<br />
the occasional clue given by an NPC. The open world helps a lot here,<br />
since you can easily skip most tasks that have stumped you. You&#8217;re<br />
driven by your own curiosity and ingenuity, not by tons of pre-placed<br />
map markers and heavy-handed explanations every step of the way.</p>
<p>&#8211; While the story wasn&#8217;t mind blowing, I enjoyed piecing together the<br />
pre-calamity events by uncovering memories out of order.</p>
<p>&#8211; The Divine Beast boss fights aren&#8217;t the lame puzzle bosses from<br />
previous 3D Zeldas. You know, you solve the puzzle, stun the boss, then<br />
whack away until it gets up before you do it two to four more times?</p>
<p>&#8211; Hyrule Castle kicks ass.</p>
<p>&#8211; Calamity Ganon was a fun battle.</p>
<p>&#8211; There&#8217;s some really good music in this game, despite how most of it is<br />
subdued due to the very bleak situation the game takes place in. I love<br />
the Korok Forest theme, the Hyrule Castle themes, and the Vah Rudania<br />
(lizard divine beast) theme.</p>
<p>Things I disliked:</p>
<p>&#8211; Breakable weapons is a fine mechanic as a whole, but I find it clunky<br />
in the early game and late game. I was irritated early in the game when<br />
I came across some enemies that I couldn&#8217;t kill before all my weapons<br />
broke. Later in the game, easy enemies do nothing but break your<br />
powerful weapons while dropping weak-ass spears and clubs, which is why<br />
I started running past them.</p>
<p>&#8211; The combat system feels clunky compared to previous 3D Zelda games.<br />
Telegraphing is very inconsistent, and the camera often fucks you over<br />
once the action gets hectic. This is puzzling because the combat<br />
controls way better in Wind Waker and Twilight Princess.</p>
<p>&#8211; Armor upgrading was done all wrong. It&#8217;s a pain in the ass to keep<br />
finding obscure ingredients to upgrade armor, and it&#8217;s a pain in the ass<br />
to keep going through the great fairy dialog for every piece of armor<br />
and every upgrade tier. This wouldn&#8217;t be so bad if the armor calculation<br />
in the damage formula was percentage-based instead of subtractive. This<br />
means that you get punished hard for not upgrading your gear.</p>
<p>&#8211; The shrines were a nice break from the overworld at first, but they<br />
really started to ruin the adventure after a while. The combat shrines<br />
are lazy copy-paste content, and the non-combat shrines are condensed<br />
versions of the exact shit I hate about 3D Zelda games.</p>
<p>&#8211; The divine beasts aren&#8217;t real dungeons. They&#8217;re 3D spaces that can<br />
spin around for puzzle-solving purposes. The only thing they did right<br />
was the boss fights.</p>
<p>&#8211; This is weird but&#8230; I think the world was a bit too big. I have no<br />
logical explanation for it, but near the end I started getting this<br />
feeling that the world didn&#8217;t have anything new to show me, and<br />
exploration was feeling like a drag. This might be because the shrines<br />
are so hollow as content, as are the divine beasts, so there&#8217;s nothing<br />
to do but explore the overworld in this game. The overworld is very<br />
strong, but it shouldn&#8217;t need to carry the entire experience.</p>
<p>My last criticism is the most important imo because it&#8217;s something the<br />
Zelda team needs to address in the new game they&#8217;re working on. They<br />
know how to get the overworld right. Now they need to add meaty dungeon<br />
content that doesn&#8217;t ring hollow like the shrines and divine beasts. I<br />
want dungeons that are dangerous. I want dungeons that I can get lost<br />
in. I want dungeons that have secrets that need to be discovered. I even<br />
want there to be some mysteries or mechanics that need to be solved or<br />
mastered. I just don&#8217;t want more puzzle gauntlets. I&#8217;d rather be an<br />
adventurer.</p></blockquote>
<p>I&#8217;m not a fan of the bosses because I am not a fan of boss battles in general. The bosses were all the same &#8216;akira&#8217; themed &#8216;corruption&#8217; which got old to me. I also despise timing puzzles which Nintendo loves to put on every boss encounter. I think the game would be more interesting if you could leverage the terrain of the overworld for the boss battles. For example, lead the boss to a certain place that makes it easier to kill. And why weren&#8217;t there overworld bosses roaming the map? Opportunity lost. The closest we got were the dragons which were quite annoying to shoot due to how time sensitive they were.</p>
<p>Anyway, emailer, you need to play the game in Master Mode. It&#8217;s worth the DLC payment. The game world feels smaller because the graphical arc of &#8216;I&#8217;m too weak&#8217; to &#8220;I&#8217;m too powerful&#8217; encompasses most of the world. You become overpowered much faster in normal mode.</p>
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