![]() Once Link leaves the Great Plateau, in short order he finds the heart of his quest: to find and free the four “divine beasts”, techno-magical creations that are key to defeating regular series villain Ganon and saving Princess Zelda and the land of Hyrule from destruction. ![]() Let’s pull back for a second, though, and look at the overall structure of the game. In fact, I can’t think of a previous Zelda game which gets the core gameplay loop so right. Thankfully, that’s not a problem Breath of the Wild has. Yes, there’s a lot to do, but that’s meaningless if doing it isn’t fun in its own right. There’s a danger, when describing a game of this scale, to get lost in the checklists. And then there’s the other stuff dotted around the place that defies categorisation: the Great Fairies, the rare non-boss monsters, the small hints at the past of the world of Hyrule, and the strange characters you’ll sometimes meet, half way up a mountain playing an accordion or in the middle of a ruined castle being attacked by Bokoblins. He can also find, hidden or in plain sight, shrines which expand his life pool for each four completed he can attack, or be attacked by, boss-level monsters wandering around the world, and solve environmental puzzles to collect Korok seeds that will expand his inventory. He can break in wild horses and ride them, collect foodstuffs and cook them, collect new weapons and kill new things with them. He can find and climb towers to mark new areas on the map and travel at speed between them. After completing the small starting area (and these things are, of course, relative: that area feels about as large as the entire Hyrule Field from Ocarina of Time), Link is thrown into a world scattered with quests to complete, people to meet and monsters to defeat. At its heart, Breath of the Wild is an open-world exploration game, in the vein of titles such as Skyrim, The Witcher 3, and FarCry 4. ![]()
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