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Legend of zelda breath of the wild case
Legend of zelda breath of the wild case














Very few enemies drop Rupees, leaving only chests and sold items as Link's primary income source. Link's crouched speed is far too slow, and the small handful of moments that call for stealth are frustrating. Link can crouch down and move slowly to limit the noise he makes, but the in-game execution feels iffy even at the best of times. The stealth mechanics feel undercooked, for one. The badĪs impressive as it is, perfection eludes Breath of the Wild. Each dungeon is a self-contained puzzle box unlike anything you find elsewhere in the game. Zelda games have always toyed with letting you manipulate the physical makeup of dungeons, but never on the level or in the manner that it's done here. They feel smaller than they were in past games but more focused.

legend of zelda breath of the wild case legend of zelda breath of the wild case

There's also the more familiar style of dungeons with bosses at the end of them. Each Shrine you unlock adds a fast travel location, and completing one earns you the currency needed to obtain more stamina bars and heart containers. Many of them now take the form of mini-dungeons called Shrines.

legend of zelda breath of the wild case

Puzzles are still a huge focus of the game, thanks especially to your core suite of abilities. Or that other time when a giant rock monster appeared out of nowhere and I suddenly found myself in a knockdown boss fight smack in the middle of the open world. Like the time I got the drop on a pack of Bokoblins, quite literally, by rolling a boulder down a hill and into a nearby explosive barrel. There is a story here - it's the usual Link/Zelda/Ganon triangle with a few noteworthy twists - but more meaningful than that are the stories you create for yourself. Best of all: these are your most basic abilities, unlocked in the opening hour or two. The rules governing the world, coupled with Link's array of special powers - series-standard bombs as well as the ability to manipulate metal objects, conjure up ice blocks, and even freeze time - feed puzzles that foster true critical thinking. Later, after you get your hands on some flint, you can drop it on the ground near a wood pile and smack it with a metal weapon to start a campfire - useful for passing the time. An early teaching moment tasks Link with using an axe to chop down a tree, creating a makeshift bridge across a ravine. In this Hyrule, physics and logic matter. You can climb on just about any surface you see, provided you have the stamina. You don't have one sword instead, your melee weapons, bows, and shields break down and eventually fall apart with use - then need to be replaced. This is also a Zelda game where you cook food and brew potions to heal, instead of collecting hearts dropped by downed enemies. It's a welcome feature that helps balance the steep difficulty. What's more, you also have the ability to manually save anywhere. The penalty for dying is rarely terrible - you typically lose very little thanks to aggressive autosaves. This is a Zelda that kills you frequently, and often without warning. If Skyrim is our touchstone for the depth of variety in the world, Dark Souls sets a blueprint for the perils that await. It's easy to suddenly find yourself without weapons and surrounded by far more powerful enemies. The only difference here: there's nothing to stop you from actually visiting these places. That same feeling returns when I pan around Breath of the Wild's extensive map. I still remember reading about seemingly magical places like the Cliffs of Insanity and the Fire Swamp, and the feeling of wanting to explore these fantasy locales myself. It all takes me back to my childhood experiences with The Princess Bride. This is a new version of Hyrule even familiar locations are fresh discoveries. Many of these are familiar names from previous Zelda adventures, but familiarity only gets you so far. As you reveal more of the world - by climbing and activating Assassin's Creed-style towers - an increasing number of proper names draw the eye.īottomless Bog. Breath of the Wild's sprawling map is dotted with points of interest that have nothing to do with the story. You'd also die very quickly, but that's not the point.

legend of zelda breath of the wild case

In Breath of the Wild, you can march right up to the final boss chamber within 30 or 40 minutes of starting. It's nothing like the "faux-pen world" of past games, where you needed an assortment of tools and doodads to empower exploration. This version of Hyrule is built for discovery.

LEGEND OF ZELDA BREATH OF THE WILD CASE FULL

Those comparisons have already been drawn in preview looks at Breath of the Wild, and they bear out across the vast expanse of the full game. I'm referring to blockbusters like Dark Souls and Skyrim. This isn't a Nintendo Switch review, but it'll help you decide about buying one














Legend of zelda breath of the wild case