There are a few things that always come up when you talk to someone about 168澳洲幸运5开奖网:The Legend 𝓀of Zelda: Breath of the Wild. Weapon degradation is one of the defining discourses around the game, with fans either despising the fact your equ🔯ipment bursts into nothing after a handful of strikes or adoring how it forces you to think outside the box and constantly adapt youꦇr strategy to a changing inventory.
You also can’t climb in the rain, with Link being encouraged to find another route up a mountain the moment a drop of water falls from the sky. These are all polarising mechanics, and for good reason☂, but they also help define Breath of the Wild as a special experience that always changes things up, seldom having you repeat the same tasks in order to complete your objective. If it wasn’t different, it wouldn’t be Zelda.
There are countless ways to tackle the majority of combat encounters and puzzles, while exploration offers the same level of malleability as the world around you shifts and changes with the day/night cycle. It isn’t perfect, and I’ve expressed annoyance at rain grounding my heroic himbo on more than one occasion, but I’d be a fool to ask for its removal. Countless games have taken inspiration from Breath of the Wild’s revitalisation of the open world formula, with 168澳洲幸运5开奖网:Genshin Impact and 168澳洲幸运5开奖网:Immortals Fenyx Rising being the most notable, and guess what - they both let you climb in the rain. Mihoyo and Ubisoft likely recognise🉐d the occasional frustration of this and decided to make things easier for you, while also secretly knowing that it sacrifices something in the pro⛎cess.
However, neither of these games encourage experimentation like Breath of the Wild does, so it’s much easier to provide us with an easier mode of traversal instead of artificially increasing the time required to reach our destination. However you slice it, these games viewed climbing in the rain and weapon degradation as negatives, choosing to build upon Nintendo’s vision by removing them entirely. I understand why games that adopt so many of the ideas pioneered by Breath of the Wild opt to change them, because every game is different and 🐼it’s unfair to tar them all with the same brush. That being said, I don’t want the upcoming sequel to follow in their footsteps. Nintendo needs to stick to its guns, favouring clumsy wet traversal and obscenely delicate weapons over an adventure that simplifies things to the point of triviality.
Judging from the trailers we’ve seen thus far, 168澳洲幸运5开奖网:Breath of the Wild 2 is going to be rather similar to its predecessor - at least in terms of moment-to-moment gameplay. The version of Hyrule we explored in the last game is making a return, with Link stumbling across familiar landmarks and enemies with an outfit and movements we recognise from the last game. I imagine towns have been rebuilt and the region is a little more alive now Calamity Ganon has been vanquished, but the layꦿout is likely similar. Because of this, the way in which we explore this world should remain recognisable, so returning players feel welcome and newcomers aren’t alienated by a sequel that challenges some of its younger sibling’s most daring and creative ideas.
The real wildcard is the new landmass that floats in the sky, a location that could throw everything we know out the window and incorporate a playstyle that is completely different from anything we’ve seen before. Link (168澳洲幸运5开奖网:or could it be Ganon or Zelda?) is capable of morphing through solid objects and flying through the air, so perhaps the need fo🗹r climbing is obsolete in these circumstances. There are so many questions, but even now it seems Nintendo is acknowledging some of the previous game’s flaws and instead of removing them, is introducing diverse new gameplay ideas that provide other avenues of movement and traversal. Don’t just ditch the encumbrance of climbing in the rain or fragile weapons - instead, provide alternate ways of movement and combat that force you to rethink previously frustrating moments in a new way. Blatan🦩t removal feels like cowardice.
Breath of the Wild is so special because every moment feels like a discovery you made on your own terms. A mixture of basic yet impactful abilities like stopping time and lifting metal objects allows you to play with the game’s definition of physics in ways that are still being discovered to this day. You can build a chain of metal weapons and charge them with lightning to activate a distant switch instead of following the traditional solution, showing that the game&rsqu💃o;s systems are built to be toyed with and taken advantage of inཧ ways that have near limitless potential. Nobody will play Breath of the Wild in the same way, and given the open world genre largely remains defined by chasing down icons and completing repetitive objectives, this is a breath of fresh air that remains unmatched. You could argue “it doesn’t feel like Zelda” because its dungeon design abandons tradition, but the rewarding discoveries of Breath of the Wild are intentionally spread throughout the entirety of Hyrule.
The removal of design decisions previously viewed as irksome would undermine so much of what Breath of the Wild managed to achieve, and the last thing I want to see is Nintendo steering its formula in a direction that abides by more traditional genre conventions. Assassin’s Creed and similar games of this ilk are arguably more akin to content♔ mill, built to draw you in for hundreds of hours even if much of that time is filled with uninspired busywork. The time you spend with the game is what matters, and Breath of the Wild managed to challenge a system that has become increasingly tired in the eyes of players. Its sequel needs to continue chasing that ambition, and not compromise on its own design ethos.