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

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It took me over four months to finish it but I finally reached the end of The Legend of Zelda: Breath of the Wild. I’m not 100% done with the game — there are so many shrines, side quests and a true ending to see – but I’ve played more than enough to render a verdict. There was so much to love and a handful of design decisions that assaulted my patience but in the end I ended up enjoying my time with Breath of the Wild and intend to return to Hyrule. 
  
There’s a level of expectation that comes with Nintendo first party efforts with regards to polish; everything needs to work well. Cramming a bunch of systems into the game and having them all interact with each other seamlessly may seem like a simple expectation but when I see the likes of Skyrim, Fallout, The Witcher 3, and other open world games mill about with its share of “jank”, I know it’s not so easy. 
  
The very fact that Link can climb anywhere and nearly anything was a mind blowing addition. He’s only restricted by his stamina gauge and if I decided that I didn’t want to wait until I leveled up my stamina gauge to climb a tower, I could cook cup a bunch of stamina food or potions and brute force my way up tower or mountain. It may seem like I’m pulling a fast one on the designers, but they really did fabricate a game where Link and I can go or do anything we want however we want.  
  
The unfortunate side effect to this open ended approach was the less than optimal experience for me early on. I ignored the Kakariko Village objective and bumbled my way through the most punishing Divine Beast who dwelled in Gerudo. I didn’t have any meaningful armor, didn’t realize I could parry attacks, didn’t get the camera, missed the ability to unlock additional inventory spaces, missed out on armor enhancements, and missed out on easy shrines to bolster my health and stamina. I may have made it more difficult for myself by ignoring the main objective for so long but I’m so glad Nintendo allowed me to make the journey so arduous for myself.  
  
Setting things on fire is fun and it’s about time Nintendo embraced that past time. I don’t think setting wooden weapons or arrows on fire and subsequently using them against Bokoblins ever got old for me. I also loved the fact that if I equipped a fire sword, it would keep me warm in the frigid lands of Hyrule. Systems like those kept me on my toes. What did wear out its welcome quickly was the weapon breakage and cooking.  
  
I felt weapons shouldn’t have broken so easily on the flesh of Moblins or other fleshy enemies. If I were striking rocks, shields, or the undead, I can see why my swords and spears would shatter in time. Thankfully as I unlocked more and more weapon slots, I was no longer fumbling around for weapons as frequently.  
  
Unfortunately there wasn’t much of a reprieve from cooking. I understood the need to combine different ingredients to create a dish or potion for Link to consume but it wasn’t necessary to force me to do that each and every time. If I discovered the recipe once, I should be able to select it from cookbook and be able to create whatever dish I had ingredients for with a press of a button. I wasn’t being more creative with my cooking as time wore on; I was becoming lazy and just tossing in the same ingredients over and over again.  
  
I cannot say I had a consistently enjoyable time with Breath of the Wild but such is life in the real world or Hyrule. For every piece of meat that I had to roast there was an awesome moment of floating through the sky or shield surfing down some slopes in Hedra. For every broken sword, there was a brilliant little puzzle shrine to be found and unravel. These aren’t the gives and takes that I’m used to encountering in a Legend of Zelda game and that alone makes it very special.  
 
Verdict: 
I like it 

Ratings Guide
 
 

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