Zelda Breath of the Wild Is Flawed (And That’s the Point)

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Summary

A retrospective look at The Legend of Zelda: Breath of the Wild, exploring its art style, music, combat, open-world design, and its unconventional approach to dungeons and bosses, ultimately arguing that its perceived flaws are intentional design choices emphasizing player freedom.

Highlights

Engaging Enemies and Open-World Exploration
00:04:45

Breath of the Wild's enemies, such as Moblins and Lynels, are designed to feel alive and dynamic, adding charm and complexity to encounters. The open world itself is praised for its constant sense of discovery and genuine exploration, where players never know what they might encounter.

The Evolution of Breath of the Wild's Art Style
00:00:10

The video revisits The Legend of Zelda: Breath of the Wild, highlighting its massive open world. The game's distinct art style, a blend of Wind Waker's cell-shading, Skyward Sword's vibrant colors, and the proportions of Twilight Princess, emerged from early 2010s tech demos and experimentation, creating a visually stunning and artistically acclaimed look.

Breath of the Wild's Unique Gameplay and Openness
00:01:03

Unlike previous, more linear Zelda titles like Skyward Sword, Breath of the Wild embraced an open-world design, prioritizing player freedom. This shift was a direct response to criticisms of earlier games feeling too 'handholdy'.

The Game's Atmospheric Music
00:01:34

Breath of the Wild's soundtrack is characterized by its minimal, serene, and atmospheric qualities, contrasting with the more epic scores of past Zelda games. While not the most memorable Zelda soundtrack, it effectively enhances the game's mood, particularly in emotional moments and intense battles.

Combat Mechanics and Weapon Durability
00:03:01

The combat system in Breath of the Wild features a parry system with Flurry Rushes and Shield Parries, offering satisfying and strategic engagements. The controversial weapon durability system, while forcing players to adapt and utilize various weapons, is argued to be a crucial element that encourages resourcefulness and tactical decision-making.

Shrines and Divine Beasts: A New Take on Dungeons
00:05:53

Instead of traditional dungeons, the game features numerous shrines and four Divine Beasts. While shrines can be visually repetitive, many offer clever puzzles and some stand out with unique challenges like Eventide Island. Divine Beasts, while having strong build-ups, often have weak puzzle execution and a bland aesthetic, though their boss fights are generally enjoyable.

Hyrule Castle and the Final Boss
00:08:19

Hyrule Castle is highlighted as the closest thing to a traditional dungeon, offering extensive exploration and challenges. The final boss, Calamity Ganon, has a solid first phase, but the second phase (Beast Ganon) is criticized for its lack of difficulty, seemingly designed to allow players to end the game as they wish.

Freedom Over Depth: The Core Philosophy
00:08:53

The video concludes that Breath of the Wild's design prioritizes freedom and player agency over traditional depth in individual elements. Shrines are ubiquitous for exploration, Divine Beasts are flexible for accessibility, and weapon durability forces adaptation. This philosophy, allowing players to forge their own paths, is what ultimately makes the game special, despite its perceived flaws in specific areas.

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