![]() Some of the combat tests are good though but even those are repeated quite a lot. Those can be quite fun but there aren’t as many of those as I’d hoped, so it then goes back to the mini puzzle solving. Now, the game does try to mix things up with Shrine Quests, where you have to complete objectives in the game world to reveal a hidden shrine. The latter isn’t inherently a problem but when you apply those simple rule sets across over a hundred Shrines, you spread your options quite thinly as a result. Much of the problem with the level design in the Shrines is that are all very short and mostly based around simple physics puzzles.Īfter a short while, the puzzles get rather similar because the core physics mechanics are obviously straightforward. This is because the game lacks any real dungeons to speak of and each of the Shrines have to make up for this in a piecemeal fashion. However, after the first 50 or so things start to get very repetitive. To be fair I have done all of the Shrines in the game and this is something most people probably won’t bother with. You unlock the classic green tunic from the old 'Zelda' games after completing all the Shrines. That said, the initial part of the game can be very brutal and that feels out of character with the series as a whole. You do eventually get used to this and after upgrading your armor as well as acquiring more hearts you survive longer. ![]() Even in the end game, if you haven’t upgraded your outfits enough then you will take horrendous amounts of damage from what appear to be fairly standard enemies. While the context and trappings are very traditionally Zelda oriented, such as the story and characterization, the game itself is built around the kind of mechanics in most early access survival games on Steam. The process of replacement often requires fairly rare materials as well, which is quite annoying.īreath of the Wild feels much more like a survival game first and a Zelda game a distant second. You also have other similar Champion related weapons that, while potent, can break and need to be replaced. This means taking on Guardians with the Master Sword is a very good idea, as you can hammer away at them quite happily without fear of the sword breaking. However, if you use the Master Sword near enemies that are possessed with Ganon’s aura, then it glows white, does double damage and is invulnerable. In most areas of the game, the Master Sword can still break but you then have a 10 minute reload period before you can use it again. There is one major exception to all this and that is the Master Sword. This is compounded by not knowing when the weapon will break and the lack of status again really feels like a major oversight here. While I can see the fragility of the weapons forces you to use a variety of different items throughout the game but in all honesty, it’s hugely annoying to have to switch out weapons as you are fighting. ![]() Compared to games like Dragon Quest Builders, another game I ensured to play thoroughly, the status of each item is clearly shown and the majority of the weapons can endure most fights. ![]() To make matters worse, the game lacks any meaningful status on each of the weapons, so it makes it difficult to gauge their utility in any given fight. This is the big one really and even after playing this game thoroughly, the fragility of the weapons is still an issue. However, I have tried to be careful in terms of giving away anything major. It’s also worth stating for those that are allergic to all forms of spoilers that this breakdown will touch on elements from the latter parts of the game.
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