<p><span style="font-family: Georgia; color: #333333;">Welcome to Games for Breakfast, a new feature series here on BagoGames!</span></p>
<p><span style="font-family: Georgia; color: #333333;">Games for Breakfast, written by Features Editor Angelo De Bellis, is a daily opinion piece of about 250-500 words—I gotta keep it brief—that engages topical game news. Every new post will go live at<span class="apple-converted-space"> </span>9am<span class="apple-converted-space"> </span>EST so that you can grab your cup of coffee and read a brief account of a particular gamer’s take on the latest goings-on in the industry.</span></p>
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<p>I bought a Switch last week, so naturally I&#8217;ve been playing quite a bit of <em>The Legend of Zelda: Breath of the Wild.</em> Amidst all the critical and fan acclaim it&#8217;s been getting for its return to open world design, its puzzle elements, and its many endearing surprises, I&#8217;ve come to realize something special about Link&#8217;s new adventure that I don&#8217;t think has been talked about much. I find the world traversal, the climbing in the game to be something unique, something that I haven&#8217;t seen a game before.</p>
<p>As far as my mind can take me, I recall Prince of Persia: The Sands of Time being one of the first games to introduce climbing mechanics. Since then we&#8217;ve gotten tons of games that include characters who can climb, leap, and use their bodies to perform a bunch of other parkour techniques. Games like <em>Assassin&#8217;s Creed</em> or<em> Uncharted</em> demand that players climb a series of structures to keep the game going, but have any of these games perfected it as I think Zelda has? Not really.</p>
<figure id="attachment_120836" aria-describedby="caption-attachment-120836" style="width: 1200px" class="wp-caption aligncenter"><img class="size-full wp-image-120836" src="https://cdn.bagogames.com/wp-content/uploads/2017/03/07230540/z2.jpg" alt="(The Legend of Zelda: Breath of the Wild, Nintendo)" width="1200" height="630" /><figcaption id="caption-attachment-120836" class="wp-caption-text">(The Legend of Zelda: Breath of the Wild, Nintendo)</figcaption></figure>
<p>The thing is with the latest <em>Zelda</em>, it gets around the trickiness of having to color interactable ledges or design architecture in such a way that makes it obvious to players that they need to press against specific structures in a predetermined order to progress. How does Zelda get around this design issue? In a rather Nintendo way, simple yet effective, Link can climb essentially anything and is only held down by weather effects or his heart when it&#8217;s unable to keep up with his appetite for adventure.</p>
<p>I&#8217;m not sure if many have thought of this, but it&#8217;s a great feeling to play an open world title and not have to fight with its controls. I find exploring a breeze in Zelda because climbing isn&#8217;t a hassle. Truly, in other games that require you to climb, I would be less inclined to see what waited for me over the other side of a mountain because it would mean fighting the controls to get my characters past the steep grades of ground or my eyes to locate the next ledge to grapple to.</p>
<p>How are you enjoying <em>Zelda</em>?<em> </em>Do you agree that doing away with the perhaps more realistic climbing mechanics used by the typical AAA titles makes Zelda a more enjoyable experience? Or what new feature or function are you most proud of in <em>Breath of the Wild</em>?</p>

Games for Breakfast: Climbing in Zelda: Breath of the Wild

- Categories: Opinion
- Tags: NintendoThe Legend of ZeldaTop StoriesUbisoft
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