The first 15 or so hours are magical. Then there's 30 more.

Breath of the Wild has a perfect opening couple of hours that give you these great physics tools and quickly set you loose in the open world. All of its intuitive physics and weather systems, as well as the controversial weapon durability system provide you with these great moments of thinking on your feet and out-of-the-box problem solving. Exploring the landscape and the flora and fauna that reside there is fun for its own sake, and the music and general atmosphere is enchanting enough to make simply being in the world enjoyable. I really think the vibe and beautiful art style of this game alone are what give it such a legendary reputation, rather than any kind of revolutionary game design. Nintendo knows how to nail the presentation of their games better than anyone, and it gives them the illusion of being groundbreaking and artfully designed. I really felt that way at the start of this one.

But after building a near-perfect open world experience in the first act, Breath of the Wild spends the rest of the game tearing it down through sheer tedium and repetition. Fighting the same three enemy types with the limited combat system (and being interrupted by the same combat music track), constantly breaking your weapons (which serves as no more than an annoyance once you build up an armory of weapons), doing dozens of nearly identical shrines and korok seed puzzles that just feel like chores... All of this is fun and fresh at the start, but the novelty wears off fast, and then the game just keeps going. Eventually you realize there is nothing mysterious or novel to be found in this world, really; Every cool place you find is just a container for a shrine or a korok seed. The first labyrinth you find is exciting. Then you realize there are three of them and they're all just shrine puzzles. Breath of the Wild is the joy of discovery turned into a formulaic, easily digestible skinner box.

The memorable moments that the game does manage to nail, like reaching Kakariko Village or Zora's Domain, fighting the first Divine Beast, finding the Master Sword, and fighting through Hyrule Castle are all spread too thin across so many hours of the same skinner box slop endemic to open world games. And soon, most of the systems that make the moment-to-moment gameplay interesting early on become irrelevant. Eventually you'll just be teleporting across the map, using abilities like Revali's Gale to skip the climbing, wearing clothes to ignore the weather, using food to ignore the stamina system, and using regular weapons to ignore the shiekah slate and physics system in combat. The gameplay can literally only lose depth as you go; your reward for progression is that you get to engage with the game less.

Getting a non-linear, open world game right is hard; I think very few games have managed to live up to such massive scope and breadth of possibility. Breath of the Wild has been hailed as the solution to this problem, but far from being a revolution in open world design, it falls into the same trap of wearing you down with hours and hours of the same copy-pasted activities. It has some ideas that show amazing potential early on, but in the end the experience reverts to the player turning their brain off to wade through a sea of filler content along the path of least resistance. Just like every shitty Ubisoft open world game that Breath of the Wild is supposed to be the answer to.

Reviewed on Jan 27, 2022


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