The Legend of Zelda: Breath of the Wild was a massive change in structure for the franchise. After Nintendo was seemingly making the experience more closed-off and linear, this game bucked all of the franchise’s own trends to become not only one of the best Zelda games but one of the be🎉st open-worldไ games ever made.

While the game doesn’t necessarily reinvent the wheel, it builds on what others hinted at. It takes the tower system from Assassin’s Creed and makes it more exciting, it has combat reminiscent of Dark Souls with its use of dodging. There are many examples of this in the game, but with how much inspiration they took, it seemed that Nintꦿendo had created the perfect game (the revie🉐w scores certainly echo that).

That said, the game isn’t perfect (as much as we love it). Looking back on Breath of the Wild, there are a lot of issues and hiccups that are a bit weird in hindsight. The game is still great, but there are some flaws that pop up here and there that do tarnish it ever so slightly. Sꦇome 🍃of the design choices regarding enemies, bosses, and even dungeons haven’t stuck as well over time as Nintendo was likely hoping.

With that out of the way, we’re going to explore 25 weird problems with The Legend of Zelda: Breath of the Wild that true fans noticed. F🐻or this list, we are including the Expansion Pass content, so all DLC is subject to criticism hereꦯ as well.

25 No Environmental Dungeons

via zeldadungeon.net

There is something to be said about how well the Divine Beasts were designed. They served as massive titans in the world that beckoned players to explore them and figure out their secrets. They also made great use of the game’s physics engine. However, they all felt lacking in the design department and blended together. With a world as beautiful as the one in Breath of the Wild, it felt like there was something missing by not having environ🐠mentally based dungeons.

24 DLC Dungeon

via gameranx.com

The Champions Ballad DLC came with a new dungeon for players to tackle. While it came with the best boss fight in the entire game, it also had a bit of a problem. The big visual draw with the dungeons in the game was that they were all Divine Beasts. This final dungeon was not a Divine Beast. Instead, it was just a big chamber hidden in the Shrine ไof Resurrection. It was still well-executed, but it’s less memorable because it had no standout visual features to distinguish it from the rest of the dungeons.

23 Horses Are Pointless

via gamesradar.com

The idea of sneaking up on a horse and calming it down to then ride it across Hyrule is a fantastic idea, but the horses in Breath of the Wild don’t offer that much. They give players less interactivity with the world and can only be๊ called at certain distances. This made it easy to lose them and difficult to grab new items. For many players, it was easier to just travel on foot. The DLC tried to make the system better but introduced the Master Cycle Zero in the process.

22 Destruction Of Clubs

via ign.com

Breakable weapons were a new and controversial feature in Breath of the Wild. While we’re not going to argue that the feature was bad, theꦫre was one aspect of it that was just a weird problem. Players would often encounter Bokoblins and take their clubs to use in battle. Unfortunately, those clubs would last only one more battle (if that) before breaking. It was extremely frustrating considering wooden weapons were the only options while fighting in a thunderstorm. 💝They should’ve lasted a bit longer.

21 Rain At Inconvenient Times

via polygon.com

It’s a cool addition that rain makes it more difficult to climb surfaces. However, it’s not just difficult to climb things in the rain, it’s downright impossible. While it does enhance the realism of the game, it does present some problems in exploration. Breath of the Wild is a game that encourages players to explore the world vertically. If the weather system constantly inhibits that type of explorat🐠ion, though, it feels at odds throughout the adventure. T𝓡he rain always seemed to come at the worst times too.

via theverge.com

While attempts to give Link a voice in the past have been less than impressive, Breath of the Wild was perhaps the best opportunity to try again. However, Link was not given a voice, but every other major character was. It seemed a bit out of place to not have Link talking. While the game did try to give a reason as to why Link never talked, it ✅was still odd for all the Champions, Zelda, Impa, and the King of Hyrule to each have full voices with Link only grunting.

19 Bosses Were Easy

via wikia.com

One of the 🍸problems with the Divine Beasts is that the Blight Ganons at the end of them didn’t pose a serious challenge, particularly in the later hours of the game. Once players had all the right equipment, taking on these foes was easy. What made this a weird mistake was how punishing the rest of the game world was. Even the enemies scaled their difficulty as players would complete the game. However, the Blights never got harder and were just a simple obstacle.

18 Few Enemy Types

via zeldaspalace.com

Octoroks, Bokoblins, Lizalfos, Moblins, Wizzrobes, Stalfos, Lynels, and Guardians. Those are the only enemy types in Breath of the Wild. While that seems like a respectable amount on paper, some of them behave similarly, and the amount of these different types doꦯn’t spread well to the massive version of Hyrule in the game. By the time 💦players have explored a few different sections of the map, they’ve seen every type of enemy in the game and just have to defeat more of them until they face Ganon.

17 Korok Seeds Were Pointless

via polygon.com

Korok seeds originally had a purpose to being collected. The more players gathered, the bigger they could make their weapon, shield, and bow inventories respectively. However, at about halfway, it’s impossible to make those inventories any bigger. Instead, players only collect to get all of them. However, there’s no motivation for even doing that apart from ဣgetting 100%. Hestu only gives a useless gift, which looks and apparently smells like a pile of poo. It’s like the game gives completionists a big middle finger.

16 Frame Rate Dips

via polygon.com

When Breath of the Wild first came out, it had some f𝔍rame rate problems, particularly in areas where there was a lot of grass. Post-launch patches have come out to ameliorate that issue, but it still pops up. It’s still impossible to go through the beautiful Korok Forest without experiencing some frame r🦩ate dips, which is a shame because it prevents players from fully appreciating that location among others. It’s a bit baffling considering how good Nintendo usually is at hitting a steady frame rate with their major releases.