Elite Online Mag Elite 88 | Page 189

pretty much any surface, paraglide off tall mountains, swim across lakes, and even fast travel to important locations. An ever-present Stamina meter adds a survival element to these; run out of stamina whilst climbing and Link will fall, often to his death. Do the same whilst swimming and he’ll drown. Combine these with temperature and weather effects, a surprisingly deep cooking / potion brewing system, and weapons with limited durability and you soon begin to realise that Breath of the Wild can be a punishing experience for the unprepared. Combat can be equally punishing. The open nature of the game makes it easy to explore places where you probably shouldn’t yet be, and encounter enemies you probably shouldn’t be fighting. Some foes can insta- kill you with one hit, though as is typical with Zelda titles, enemy attacks are usually well choreographed, enabling you to react and respond to them if you’re thinking about what you’re doing. It’s quite feasible for a player without any upgrades to take on a powerful enemy like a Lyonel and survive - though not particularly recommended. This does give an unusual sense of danger to the world, which can seem harsh but generous checkpointing mitigates any frustration. That said, combat can feel a bit stiff at times, with dodging and sidesteps tethered to a not-always-reliable target locking system. There’s also the fact that your weapons break very easily, often after a handful of attacks - it’s not as bad as it sounds as this does force you to experiment with other weapon types, but it can be a cause of frustration. The inventory system - often a downfall of Zelda titles - is likewise rather clumsier than it needs to be, with limited slots for weapons and shields quickly filling up, but no quick way to discard current equipment without going into the inventory manually before you can pick up a new weapon. Cooking is similarly clunky; you can select a few items to ‘hold’ from your inventory screen, then drop them into a cooking pot, but given the importance of cooked recipes it would have made more sense to have a dedicated cooking interface, and maybe a menu of learned recipes. What makes the clunky inventory stand out is that everywhere else the game is so polished. The various systems running the world and the abilities and powers Link possesses segue together so well they feel like a natural fit for one another, even down to the unique way the game handles mapmaking (you have to tag your own locations on the map with stamps). The rune powers Link has access to - bombs, magnesis, freeze and stasis - all have their own clear uses in the puzzle-based Shrines, but can be applied liberally to encounters in the open world as well. Crushing a bunch of moblins with a hunk of metal dropped from high above, before they’ve even seen you, never gets old. When you’re not abusing your powers to blow up Ganon’s minions, you’ll be using them in the 100+ Shrines hidden around the game world. Each Shrine is like a mini Portal level, often with their own unique mechanics to contend with. They’re nothing to the main dungeons though, which are sprawling, intricate affairs up there with some of the finest the series has to offer, even if the boss fights aren’t always as good. What makes Breath of the Wild so impressive is that it manages to combine a string of influences into one cohesive whole, and yet still feel like a Zelda game - even if it doesn’t always play like one, or at least not one many modern gamers will recognise. If anything, Breath of the Wild owes much of its ideas to the classic NES and SNES Zelda games, divesting itself of the guidance-heavy gameplay that characterised much of Ocarina of Time and Skyward Sword and opting instead for something much more open, in keeping with its challenging roots. A fitting full circle for the 31 year old series, then, and a game that is likely to be every bit as important now as the Legend of Zelda was in 1986. 10/10 www.eliteonlinemag.com 189