Legend of Zelda: Breath of the Wild Breathes New Life into Open-World Gaming

<p>&OpenCurlyDoubleQuote;Endless possibility” is the phrase that comes to mind when I consider of <em>The Legend of Zelda&colon; Breath of the Wild&period;<&sol;em> Nintendo’s first truly open-world experience&comma; <em>Breath of the Wild<&sol;em> boasts a world of over 5000 acres of land &lpar;<a href&equals;"https&colon;&sol;&sol;www&period;reddit&period;com&sol;r&sol;NintendoSwitch&sol;comments&sol;5w55og&sol;zelda&lowbar;botw&lowbar;is&lowbar;approximately&lowbar;14&lowbar;the&lowbar;size&lowbar;of&sol;">according to Reddit user Noob10<&sol;a>&rpar;&comma; which is bigger than even the most impressive open-world games&comma; including both <em>Skyrim <&sol;em>and <em>The Witcher III<&sol;em>&rpar;&period; What makes this so remarkable though isn’t just the size but the sheer possibilities within the game&period; This is what makes it so incredible&comma; with a truly gigantic map to explore and hundreds of weapons&comma; enemies&comma; animals&comma; and edibles to collect&period; It&&num;8217&semi;s for this reason that <em>Breath of the Wild<&sol;em> is the single most extraordinary open-world game I’ve ever experienced&period;<&sol;p>&NewLine;<p>The newest adaptation of Hyrule is more than enormous – it’s gorgeous&comma; too&period; The beauty surrounding each individual part of the game brings the enormous environment to life&period; Colorful&comma; detailed landscapes stretch further than the eye can see&period; From mountains to lakes to forests to deserts&comma; almost every kind of climate and weather awaits you in <em>Breath of the Wild<&sol;em>&period; Hills and valleys are filled with Bokoblins&comma; Chuchus and Wizzrobes&comma; and the ruins strewn about Hyrule are patrolled by vigilant Guardians&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter" src&equals;"http&colon;&sol;&sol;media&period;nintendo&period;com&sol;e3&sol;e3-assets&sol;images&sol;games&sol;the-legend-of-zelda-breath-of-the-wild-wii-u&sol;screenshots&sol;screenshot&lowbar;4-768&period;jpg" alt&equals;"Image result for breath of the wild" &sol;><&sol;p>&NewLine;<p><em>Breath of the Wild<&sol;em> doesn’t hold your hand&period; In fact&comma; you’re thrown into the familiar-but-new landscape with hardly any direction at all&period; Going back to the roots of the original <em>Legend of Zelda <&sol;em>games&comma; the player is given only the most necessary exposition&period; This leaves the rest up to you to discover through exploring the landscapes&comma; towns&comma; and dungeons that are strewn throughout Hyrule&period; The story and the reason for Link being the &OpenCurlyDoubleQuote;Hero of Hyrule” isn’t fully explained through the main quest alone&comma; which leaves plenty for the player to discover&period; The concept of recovering memories with the use of Link’s &OpenCurlyDoubleQuote;Sheikah Slate” is introduced early on&comma; which adds even more possibilities and capacity for detail in rediscovering the story&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter" src&equals;"http&colon;&sol;&sol;media&period;nintendo&period;com&sol;e3&sol;e3-assets&sol;images&sol;games&sol;the-legend-of-zelda-breath-of-the-wild-wii-u&sol;screenshots&sol;screenshot&lowbar;1-768&period;jpg" alt&equals;"The Legend of Zelda™&colon; Breath of the Wild screenshot 2" &sol;><&sol;p>&NewLine;<p>This is also one of the more difficult <em>Zelda<&sol;em> games I have played&comma; right up there with the originals on the NES&period; During my adventures&comma; I found myself dying a <em>lot<&sol;em>&period; From falling in battle to monsters to slipping off of cliffs&&num;8211&semi;or even from my own bomb explosions&period; Nintendo has done a great job of keeping the difficulty high&comma; but not punishing the player for taking chances&period; When I die my game will load back to only a few moments before&period; This allowed me to tackle difficult situations without worrying about my progress&comma; which made me feel that Nintendo wanted to keep the idea of adventure and discovery at the forefront of player minds&period;<&sol;p>&NewLine;<p>The gigantic open-world allows for the ability to choose what you do&comma; and when&period; There’s no pressure to pursue the main storyline – in fact&comma; I’m more than 50 hours into the game&comma; and I haven’t done anything to complete the main quest outside of finding memory locations&period; I’ve spent my time hang gliding over beaches&comma; conquering mini-dungeons&comma; and taming wild horses to ride over the vast terrain&period; I’ve found dozens of different weapons and shields&comma; traversed mountains&comma; islands&comma; and villages&comma; and met more Koroks than I can count&period; Finding the edge of the map is possible&comma; but it takes a long time&period; Nothing is off-limits – there is no area you aren’t allowed to explore&comma; no enemy you aren’t allowed to face&comma; and no absolute order to anything&period; You can immediately run around the map and discover everything&comma; or complete the main quest out of order&period; If the first thing you want to do is to face Calamity Ganon and beat the main quest&comma; you can &lpar;though I wouldn’t recommend it right off the bat&rpar;&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter" src&equals;"https&colon;&sol;&sol;areajugones&period;sport&period;es&sol;wp-content&sol;uploads&sol;2017&sol;01&sol;CrlyyLTWgAAOd01&period;jpg" alt&equals;"Related image" &sol;><&sol;p>&NewLine;<p>This ability for creativity is what keeps me coming back&period; If I find a camp of enemies&comma; my options are endless in how I vanquish them&period; I can hack and slash&comma; or play the role of silent archer&period; Running in gung-ho will likely result in several broken swords&comma; but if I also have the option to use my tools and abilities to creatively kill my foes&period; I can roll boulders down the hill&comma; use balloons to bring in an air assault of bombs&comma; or even coax mother nature into striking them down with lightening&period;<&sol;p>&NewLine;<p>Hyrule is absolutely <em>dense<&sol;em> with things to do&period; The world never feels closed or boring – in fact&comma; Nintendo has perfected that side of open-world gaming&period; I haven’t met a mountain&comma; ruin&comma; or other hard-to-reach area that hasn’t rewarded me handsomely for my trek&period; Locations&comma; quests&comma; dungeons&comma; and even interesting side-characters seem endless&period; The &OpenCurlyDoubleQuote;Blood Moon” resurrects fallen foes and replenishes harvested ingredients&comma; which means there will never be a lack of enemies to fight or combination of foods to cook with&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter" src&equals;"http&colon;&sol;&sol;media&period;nintendo&period;com&sol;e3&sol;e3-assets&sol;images&sol;games&sol;the-legend-of-zelda-breath-of-the-wild-wii-u&sol;screenshots&sol;screenshot&lowbar;7-768&period;jpg" alt&equals;"The Legend of Zelda™&colon; Breath of the Wild screenshot 8" &sol;><&sol;p>&NewLine;<p><em>The Legend of Zelda<&sol;em> series has always set the bar high&period; <em>Breath of the Wild<&sol;em> came to being in a world of disadvantage&comma; with a community already saturated with open world games and 3D graphics&period; Even still&comma; somehow this game has managed to produce the same feeling of excitement I had as a kid when my mom and I found the secret entrance to Hyrule Castle in <em>A Link to the Past&comma;<&sol;em> or the sense of anticipation that filled me as I first stepped foot onto Hyrule Field in <em>Ocarina of Time<&sol;em>&period; <em>The Legend of Zelda&colon; Breath of the<&sol;em> <em>Wild<&sol;em> strays from the linearity of earlier games in the franchise by taking risks&comma; letting go of the player’s hand and introducing a brand-new open world in which a player can do whatever they want&period; For these reasons&comma; Breath of the Wild is not only one of the best open-world games of the year&comma; but one of the best open-world games ever&period;<&sol;p>&NewLine;

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