this post was submitted on 22 Oct 2024
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Considering in prior Zelda games you didn't have to worry about your sword being unusable or your shield breaking (inb4 "what about...", there's like three circumstances in a dozen plus games, cmon.), I can understand why folks weren't so keen on it in the new ones. Yeah you could run out of magic, arrows, or bombs, but that boomerang wasn't going anywhere.
Tbh, if I had a boomerang as a weapon, I'd get precisely one throw out of it (whether I hit anything or not).
BotW is just not a Zelda game at all. It is a very mid outdoor walking simulator with fetch quests. I don't care about the breakable weapons, even. I want the collection of tools, the long dungeons with puzzles using those tools, and the bosses vulnerable to those tools.
It has dungeons: The four divine beasts.
IMO It put a lot of the "Use a particular tool for this" puzzles into the shrines to scratch the puzzle solvers itch, (along with some of the Korok seeds.) but even those still gave leeway to not having to use those tools at all.
That is why I wrote specifically "long dungeons," yeah. Those are simple and short, all the same little floating skulls, maybe one treasure that is a mild head-scratcher to get at. The boss fights in there are barely distinct from each other. It feels cheap compared to previous releases.
They did put all those tool puzzles into shrines. But they are one-offs and simplified. It takes longer to find a shrine than to solve it. And too many of them are just "fight this same little spidery guy again."
The whole experience strikes me as Zelda for people who hated the majority of the content in previous games.