We’ve already seen numerous ways in which The Legend of Zelda: Breath of the Wild distinguishes itself from its illustrious predecessors, but one of the more controversial changes for some was how it handled “dungeons”.
Rather than unfolding through a progression of discrete, large, self-contained dungeons that become more challenging as the game progresses, Breath of the Wild instead provides you with 120 shrines to discover and solve, with each taking just a few minutes at most to get through.
It’s a markedly different approach to classic Zelda — but it fits perfectly with the game’s non-linear, exploration-centric structure. Let’s take a closer look.
Continue reading The Zelda Diaries: Part 5 – Indoor Play
One key way in which Breath of the Wild differs from its predecessors in the Legend of Zelda series is in how it handles protagonist Link’s core abilities.
In past Zelda games, Link would typically (though not always) gradually acquire a selection of useful items over the course of his adventure, and in most cases these would correspond to the challenges in the dungeon or situation in which he found them.
In Breath of the Wild, meanwhile, you get given all of your abilities almost from the very beginning of your adventure, and then it’s up to you to spend the rest of the game figuring out all the different ways in which you can use them.
Continue reading The Zelda Diaries: Part 2 – Toys of the Trade