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So BotW tells you that it is a game about exploration and leaves you largely undirected apart from a few interventions from a mysterious old man.
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It’s not a tutorial, it’s the whole experience encapsulated into a two-hour mini-adventure.īreath of the Wild introduces players to several of the major enemies in a highly controlled environment. The player is subtly informed about waypoint-setting and quest markers, and pointed towards the end goal – Hyrule Castle.
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It has several enemy encampments to teach you about combat, different climates that introduce you to stat-boosting food and clothing, and four shrines that mirror the four divine beast dungeons, which provide the main body of the challenge later on. Instead of a conventional tutorial mission, this small region is an intricately designed miniature version of the entire map. When you set out, you are contained within a raised area called the Great Plateau, from which the rest of the world is inaccessible until you earn the paraglider item.
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The first example of Nintendo’s philosophy of gentle guidance is at the very start of the game. This is how it works: The world in miniature Rather than a daunting and intimidating unknown, the world is a series of breadcrumb trails ready to be discovered and followed.
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For many developers, the idea of making a 100+ hour game that’s almost entirely player-led is a terrifying prospect, as the lack of overt structure can be overwhelming and dis-incentivising for the player.īotW, however, employs a range of quiet, clever techniques designed to help players navigate the environment. One-and-a-half times the size of open-world trailblazer Skyrim and 12 times the size of Twilight Princess, it provides a vast terrain to explore with barely any restrictions beyond a few hours of subtly enclosed preparation. Released on Wii U and Switch in March, The Legend of Zelda: Breath of the Wild (BotW) is the biggest Zelda title ever made.
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