First Look: The Legend of Zelda – Breath of the Wild (Wii U, Switch)

The Legend of Zelda: Breath of the Wild has been in development since 2013 and was, for many, the deciding factor in purchasing a Wii U. Its release on March 3, 2017, will mark the end of Nintendo game releases for the Wii U and the beginning of the Switch’s lifespan as Nintendo’s flagship console. Marketed as a return to the design sensibilities of the original Legend of Zelda, Breath of the Wild is a new, enormous, and voice acted adventure in the Legend of Zelda universe. Ganon returns as the looming and spiritual darkness known as Calamity Ganon, and Zelda appears to reprise the powerful and central role she’s taken in the series along with characters of many familiar races such as the Zora and the Gorons.

Ever since The Legend of Zelda: Ocarina of Time catapulted the series into the third dimension, Zelda games have taken the same basic form. The player progresses through a mostly linear story with cleverly designed dungeons full of puzzles and enemies of every sort. Through this progression, side quests make themselves apparent, occasionally but rarely venturing beyond simple fetching mechanics or time consuming minigames. Some 3D Zelda games, such as The Wind Waker and Majora’s Mask, offered a different approach to this basic formula but did little to truly revolutionize it, falling back to old design strategies when the bulk of the game reared its head. Breath of the Wild is clearly different than the 3D Zelda games of the past in terms of philosophy and design.

Even in name, The Legend of Zelda: Breath of the Wild breaks tradition and forges a new path for the series. Instead of being named for an item or character like every other 3D Zelda game, Breath of the Wild lets you know it’s something different before you even open the box. For years Nintendo has commercially cultivated simple yet careful reconstructions of their classic designs, but now they’re ready to give us a taste of something new, a breath of fresh air. The many innovations we’ve seen so far in Breath of the Wild’s press releases include intelligent horses, a wide open world design, upgradable and exchangeable equipment, environmental hazards, a fully realized physics engine, crafting/cooking elements, and the Sheikah slate.

“Real horses don’t run into trees very often” was the phrase Eiji Aonuma, the producer of many Zelda titles including The Legend of Zelda: Breath of the Wild, used to help those present at the 2014 Game Awards understand how horse riding would work in the upcoming Zelda title. In Breath of the Wild, horses serve as a much faster way to traverse the enormous landscape, and the intelligently automated animals should make going from place to place and participating in horseback combat far less cumbersome than in previous titles. Another difference between Breath of the Wild and other Zelda games is that you can tame and ride a variety of horse of varying strengths, not just Link’s trusty Epona. From recent footage, it appears that five horses at a time can be assigned and called to Link through stables that double as inns and are spread throughout Hyrule. There has been no word as to whether the true Epona is available in the game, but all the horses we’ve seen so far can be named and Epona is more than a worthy title for your equestrian comrade.

The world of The Legend of Zelda: Breath of the Wild is said to be twelve times larger than than the map of Twilight Princess. This isn’t an incredible feat, Twilight Princess has a corridor-like map that it would be criminal to call expansive, but it does bode well for an open world experience. Climbing mountains, exploring caves, crossing bodies of water on rafts, riding through open fields, and hunting in dense forests are all possible in Breath of the Wild. According to Eiji Aonuma, this exploratory design isn’t simply smoke and mirrors; players are free to attempt the final boss of the game right from the beginning! The ability to play however you want to is definitely a fine addition to this Zelda title and a freeing addition at that.

Link is normally constrained to a few choice weapons, spells, and tunics, but The Legend of Zelda: Breath of the Wild allows Link to pick up the weapons of fallen enemies, similar to the mechanic present in the Wind Waker, and keep them for his own. This also means that weapons deteriorate, or at least ordinary weapons do because the most recent Breath of the Wild trailer revealed the resting place of the Master Sword. As for armors, we’ve seen a variety of different ensembles for Link to wear such as a full suit of armor, his blue tunic, and a chill resistant tunic.

The Sheikah Slate is set to replace Link’s traditional spells with runes that bestow different powers. The runes that have been revealed to us so far are magnesis, which allows Link to move metal objects with a magnetic power, remote bombs, which do exactly what they sound like they do, stasis, which freezes an object in time, and cryonis, which creates ice pilars. All of these runes are significantly less restricted than the magic in previous Zelda titles. This should allow the player to customize Link to their personal preferences as they explore Hyrule.

The environment of Hyrule is full of nourishing ingredients that Link can combine into helpful foods at certain campfires. These foods replenish just about anything when used through the inventory menu. Some can even help you withstand the cold and hot regions of the map Link has trouble surviving in without a certain set of clothes for protection. Other crafting and upgrading elements haven’t been confirmed although they might be in the game. One thing The Legend of Zelda: Breath of the Wild does include is a bonafide physics engine that lets baddies and Link alike flip, flop, and fall. Environmental puzzles involving pushable boulders, flaming grass, the classic exploding barrels, and rolling bombs are all also present in the game.

With all of the new additions to the Zelda franchise it’s important for fans to voice their opinions on the changes and what they want to see in the future. What do you think? Is there something you want to see in this Zelda that hasn’t been revealed yet? Will you attempt the final boss available for battle right at the beginning? Is voice acting the right decision for a Zelda game? Will you miss the linear designs of the past or are you eager to jump into Nintendo’s new Western gaming inspired masterpiece? Let us know in the comments below!

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Author: Shane Nichols

Co-founder and blogger at Birb Friends. I like a variety of games and celebrate game design that uses game mechanics to tell stories. You can catch me writing comparison posts, in depth game reviews, and game design articles, as well as with Noah Stites in our YouTube let's play show TheDPadShow.

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