It’s been about a month now, and the love for The Legend of Zelda: Breath of the Wild shows no signs of slowing down. Critics and fans are in agreement that the game is one of the best in the series, but even the most ardent supporters agree that there are some things about the game that could use some tweaks (*cough* item breakage *cough*).

We view our favorite games holistically, knowing that their flaws could be minor, acceptable, or even endearing. Still, sometimes it would be nice to play the Song of Time and go back to make some changes. Whether it’s fixing a bugged sidequest, improving a plot point, or even revising a gameplay mechanic. The good news is that over the last few years, console developers have taken a page from PC games and can now patch or fix things in the games that would normally stay “as-is” back in the day.

We’d like to hear from you! What part of Breath of the Wild do you wish was just a little bit different? Maybe it’s something that could be changed down the line, or who knows, maybe it’s already on the developers’ roadmap. Not a fan of the Blood Moon mechanic? Cursing how often and quickly your weapons break? Are you upset about the almost criminal lack of Tingle? Let us know in the comments below.

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  • Vance

    My least favourite part is that I don’t own it yet.

    • Dylan

      ^this

      • Great_Scott

        Sorry Dylan. 🙁

        • Dylan

          its cool. one day I shall get it!!

        • Dylan

          its coolio bromigo.

  • Andy Spiteri

    THE RAIN IS THE ONLY RIGHT ANSWER

    • Christian Beach
      • I love that there’s a forecast for the weather and no one pays attention to it.

        “Oh hey it’s gonna rain in a minutes… better start climbing this mountain right now”

        I’ll give a pass to anyone playing Pro HUD mode though.

        • Bacon Informer

          Sometimes when you change into a new area though, the forecast will change and rain will come immediately. Also there are the occasional short rains during sunny times.

          • The short summer rains are super easy though. You just stop moving for those 10 seconds. Can’t slip down if you don’t climb.

            As for when you change to new areas, that doesn’t happen when you are climbing. That happens when you cross a region boarder. Crossing a border requires some horizontal plane movement… climbing is a vertical movement.

            You shouldn’t be crossing any of those boundaries while vertically climbing up a wall. The only shift that would happen while climbing would be from rain to snow or snow to rain, depending on your elevation. And well climbing into snow would be a blessing because that doesn’t make you fall as you climb.

        • pro mode master race

        • Christian Beach

          Played normal mode in my first play through (which I’m still playing), but I’m thinking of going Pro Mode in my second one.

          • I played Pro HUD quite a bit, and although I collected all the Spirit Orbs I didn’t cash them all in. Same with armors. Felt really unnecessary to fully upgrade them. Since it reduces damage a lot.

  • ???

    I think that my least favorite thing is that the bosses are almost too easy(don’t say anything of Calamity Ganon because I haven’t reached that part yet), Windblight Ganon was barely a challenge, Stone Talus is easy, Hinoxes are easy pickings, and the only ones that add more challenges than any of them are the Lynels, if only they added more complex and stronger bosses that don’t immediately give off their weak point, or maybe some more sword fighting enemies like, I don’t know, Stalfoses, Darknuts, OR EVEN FRICKIN’ DARK LINK, please, more harder bosses. But, moving on, I think they should’ve also added some more complex or classic dungeons, I want to go through the same or more type of confusion that I felt in the water temple, or maybe I just want some more temple-like dungeons back. Other than all of these problems, the game and story are still cool.

    • Great_Scott

      I’ve beaten the game already, though I won’t comment on Ganon, but I will say that I’m still too chicken to attack a Lynel. I’ve killed one with an ancient arrow, but when I did, it disappeared along with all the spoils so it kind of defeated the purpose. I just don’t think I’m coordinated enough to avoid its attacks based off all the YouTube videos of the pros who beat the character… (One of which did so without a weapon, shield, or bow. They just used magnesis and a giant metal bolder… showoffs :P)

      • Kaine Morrison

        Stasis is your friend, as well as strong armour

  • john ross

    I wish i could repair weapons with mats and fire…that would be cool.

  • Christian Beach

    It’s a toss up between the lacking story and the heavy amounts of filler content.

  • Anonymous

    Not even a question. Rain is easily the part I hate most about this game. I’m still baffled that at the very least, there isn’t a piece of equipment that you can find that stops you from slipping. Hell, you can find equipment that nullifies the effects of lightning. You can find snow boots and sand boots to nullify the slowing effects of those. There are clothes that help with extreme heat and cold. Hell, you can find equipment to swim faster. But rain? Absolutely nothing for rain? It boggles the mind!

    • richa

      Indeed, they should had give that as a set bonus to the climbers gear, when fully upgraded or anything.

      They do have something for lightning. That thunder helm, you will still attract lightning but it wont touch you.

  • Bob Aquavia

    I stand by my annoyance with the item breakage mechanic, mainly because there was no meter or number on the inventory so you could easily track which ones were close. I also wish (SPOILERS) that they carried over how they got around it w/ the Master Sword to some of the other one-off weapons/items.

    • Bacon Informer

      I partially agree.
      Also protip: a little shining animation is displayed next to items that have not been used yet.

      • Bob Aquavia

        Oh snap, I never noticed that! Thank you!

        • Bacon Informer

          Your very welcome

      • And an item that is near breaking will flash red in your inventory as well. Although that warning comes pretty close to the actual breakage. So I assume most people just make it break on purpose byt hat point rather than having an almost broken weapon take up inventory space.

  • Great_Scott

    The Blood moons, I have experienced multiple occasions where I get several (4 or 5) in a 10 minute window. Not that it makes it more difficult, I just find it excessive and annoying.

    • JessterK

      I lost a star fragment on account of a blood moon popping up just as I was about to grab it.

  • Marshall

    Hmmm, I have a couple.
    Weapons breaking, however this annoyance pails in comparison to my other complaints.

    Story: oh my, talk about a missed opportunity Nintendo! Sure there is an outline of a story. Link almost died, wakes up, find divine beasts, get master sword, go fight ganon (haven’t done that yet) and game over. I feel ZERO attachment to any of the characters. I’d be fine with Link feeling alienated IF HE FORMED A BOND WITH ANY OTHER CHARACTER IN THE GAME! I mean I get it, of course everyone he knew is now dead because it’s been 100 years so that is fine.

    The over world is EMPTY. Like for real, there is nothing in it. 6 or so populated villages and everything else is in ruin and there’s not even any lore to any of it. Sure there’s the Ranch, temple of time, the lost woods and a few other things. All of the other ruins are just set pieces.

    All in all BoTW is a good game I’d say 3.5/5
    I just can’t get over that they spent 5 years on this and it’s as empty as it is. Sure it’s massive but it’s empty. If you can’t tell, I’m very annoyed at the emptiness. I remember in all the trailer and game play previews I kept saying “oh they are keeping everything under wraps”. Nope, everything we see from the great plateau footage and the footage from other small locations is pretty much the whole game.

    All this being said, as annoyed as I am, I’m not ungrateful. Video game design is an art and it’s not our place as fans to moan and gripe because it wasn’t what we expected. Nintendo worked hard on the game and it shows.

  • Kaine Morrison

    No “Random” caves
    No ending. The game restarts just before the final confrontation… again.
    Too damned easy… again!
    Nearly everything is generic. Nothing except, maybe, Hyrule Castle “feels” like it belongs to Zelda.
    Kakariko has been generic since Ocarina and gets more so with each game.
    No place feels special in this game.

  • The final phase of the final boss fight. Simply put the only thing to be disappointed by proper.

    I assume they intended it to be more a cinematic experience than a real battle, but it’s still disappointing after the boss fight that came moments before.

    • My biggest issue with it is that it doesn’t do much. I had an idea where you could fix that by downsizing the model and maybe moving the fight to a large wooded area so the final fight of BotW can play out as a hunt. Seems fitting thematically for the game.

      • There was a lot of things they could’ve done.

        1. Don’t have Zelda tell you what to do. There was little challenge to this final phase to begin with, it’s adding insult to injury when the game feels the need to tell you what must be done. It also goes against every other part of Breath of the Wild, where you are, for the most part, free to do what you want, how you want to and not be held by the hand.

        2. Could’ve just added some obstacles. Maybe some protruding growths on the sides that shoot lasers as well to protect the weak points. Maybe those gross looking mouths that spit out floating skulls to get in the way of Link while trying to ride around.

        3. Why not have weak points in hard to reach areas? On his back, upper shoulders, and you have to use other updrafts to reach those points…. or maybe shoot out his legs so he collapses down and they are within shooting range. Or maybe Link has to climb to the top, but in order to climb he needs to weaken the beast and make glowing pure light surfaces that he can in fact touch in order to climb to the top before being shaken off (incorporating ideas from both Divine Beast battles and Talus battles)

        And these are all ideas that fit with stuff taught to the player in game, that doesn’t require them to change Ganons model or attack patterns, just modify the elements going on around him and what the player has to hit.

        Not against the hunting idea and having the battle take place in a dark forest. It’s a great one thematically when you started the game hunting boars. I’m just thinking in the confines of the existing boss bottle that can just be modified.

  • Sentinel

    Well let’s see..

    1. The lack of good music
    2. Anticlimatic final boss/ending
    3. Lame dungeons
    4. The fact that Zelda hogs all the spotlight in the memories and leaves very little room for the Champions to be developed.
    5. FREAKING RAIN!!!!

    I could go with any of these.

  • asdfghjkl

    1. No way to fight unarmed (you used to be able to damage enemies by jumping on top of them but it looks like they patched it out)

    2. The story (all the main characters are dead before the game starts, ganon has been reduced as a character [thanks SS!], don’t care about Link and Zelda’s relationship)

  • Darkstar

    I’d say the breakable weapons. Although there are the higher attack level ones that last a bit longer, there should be a few more swords, spears (at least 5 or 6 stronger weapons in each category) that is unbreakable besides the master sword. Also, the order of the memories are numbered, but their corresponding picture in the Hyrule compendium are not, and therefore can be activated in any order, which screws up the story for me.

    However, I really like the gigantic overworld to explore. It feels almost (or just) as big as Mira in XCX. I love all the Easter eggs via the location names and ruins from past games that intertwine with the events of the timeline. Sometimes the world does feel a little too big, especially traveling by foot as opposed to a skell, which I’ve become accustomed to thanks to 270-ish hours of playing Xenoblade X. I really like the puzzle shrines as they have some very clever enigmas that really got me thinking. Hopefully the DLC for this game will have an interesting “new story” and other treats for us to explore.

  • I could probably complain about how the dungeons weren’t to my preference or that the overworld felt one note once you realized it was only surface and didn’t contain cave systems to explore (I know that’s what the shrines were but it’s not the same), but honestly I’m gonna throw the English voice acting under the bus for this one. I NEVER thought English voice acting would be a good idea for a Zelda game. I only ever wanted these characters to speak their own elfish speak because the idea of seeing fantasy elfin creatures speak recognizable English was something I’ve always thought would take me out of the world. And that’s kinda how I felt about the voice acting. At best it was passable but at worst it was Mario Sunshine levels of localization. I also noticed that during cinematic cutscenes some characters were forced to speak their lines in English at an unusually fast pace to keep up with the fact that the models are paced to speak in Japanese, a language which is able to say a lot more in less time. The best way I imagined voice acting to go down in Zelda is if they followed Team Ico’s example and just create a fake language based in either English or Japanese. Honestly this could have been fixed for me if it had an option to switch languages, but it doesn’t.

    • Jessa Staszak

      The main thing I’m just not that into is the weapon system. I would rather have more of a challenge in finding good weapons that I can collect, sell, upgrade, than have them break. Constantly. Also I was a little disappointed by the sound track. With Zelda I’ve come to expect really memorable music and I feel like Breath of the Wild didn’t quite deliver. I was hoping for more throw backs to the original sound tracks as well as updated music to add to the atmosphere. And just as a little side note, it’s not really a problem or disappointment so much as I wish there was a few darker vibes to it like Majora’s Mask had, or that eerieness you’d get to feel when you visited the grave yard in Ocarina. I loved finding Poe. Otherwise I have so much fun with BotW, even the little things I mentioned pale in comparison to how much I enjoy playing this game. (Link is such a fashionista in this and I have so much fun with that)

  • richa

    Rain and disapointing story.

    Just think back about the endings of previous zelda games and then breath of the wild.
    There is are like no surprices or interesting elements.

  • Max Savage

    The game is pretty fantastic, Nintendo went after a giant open world and achieved it pretty darn well! … But I think it’s a little too “open air”. My least favorite part about the game is there aren’t really a lot of interior spaces. It might not seem that important but it’s not something your really miss until its gone. I kinda miss Goron city and Zora’s domain being built inside caves or volcano’s, or finding yourself lost deep underground in some claustrophobic temple. I hope we see some of that come back in the next one

  • ben wills

    My least favorite part is also my favorite part, the climbing. I LOVE the mechanic more than you can imagine, being able to scale anything you want, but you just move too damn slow doing it.

    Somehow my favorite part of the game is going to make it hard for me to replay it 🙁

    It just needs TPHD treatment.

  • Robert Goode

    Weapons breaking and all the motherducking Korok seeds.The seed quests are such a freaking chore.

  • Zurg

    Final boss = worst final boss in a 3D zelda ever. Rest of the game was fantastic.

  • Codster9

    Final boss was a letdown.

  • SpaldzWood

    Overall, I loved the game. The weapon breakage, rain, etc is all just another challenge to overcome and find new ways around it.. however, the story was very scarce and vague, I didn’t feel like there was any relationship between link and any other character.. he just seemed to be the best knight in the minimalist army of zelda.. but what I really did not like is the bosses and dungeons.. they were way too easy, where was the challenge!? The most difficult was thunderblight ganon because of his speed, the rest were simple!!! But the dungeons, you just flick a few switches that are highlighted for you and you are done, these fully spoonfed dungeons were boring! The shrines are more exciting because it gives you a vague title, then just lets you go and figure out what you have to do, which i think the dungeons should’ve too! Incorporate part of the atmosphere around the divine beast, but overall tell you basically nothing and make you figure it out.. thats what I loved about previous games, you found your own way, got some kind of item that made it a but easier and then fought a boss. Perhaps you could’ve recieved a rune from each beast that made it easier.. (SPOILER) like magnesis to fight thunderblight, etc, its a tiny part of the fight, but it would make more sense!

    • Every boss in Breath of the Wild could be beaten with either brute force (either by increasing your stats, using better equipment, loading up on special arrows) or by smartly using your runes. Every boss had a rune weakness if the player is willing to take the time to figure it out instead of just wailing on them (which takes much longer).

      I still prefer these boss battles over how predictable and easy most of the past Zelda boss battles had become in the past. Save for say A Link Between Worlds, A Link to the Past and say the original Legend of Zelda… most of the Zelda bosses had become “Land Three Hits to defeat the boss” sort of things. Although it’s more like expose the weak point with the dungeon item you got minutes before 3 times and then go to town.

      Worse in the case of Twilight Princess which reduced boss battles to QTE’s basically where you latch on and wail away to some upped up music (like in Morpheel or Argarok) or worse could kill some bosses with a single Finishing Blow or Mortal Draw in a single hit.

      Breath of the Wild’s bosses have the potential to be either the hardest bosses in a Zelda game ever, or perhaps some of the easiest (well save for the fact you can’t one shot any of the bosses). Depending on what stage you the player are at. Did you use your runes to expose their weakness? Did you go into the boss fight with 60 stat boosting meals? Did you upgrade a set of armor to the highest level before the fight? Did you fight the boss with Travelers Sword or did you fight the boss with a Royal Claymore? Did you use regular arrows or the ancient arrows?

      • SpaldzWood

        Personally, having just restarted the game and fighting windblight ganon, i can say I used a farmers pitchfork and a 20 something bow with single shots and normal arrows.. So no crazy advantage there.. However my main thing is that aside from one or two mini guardians, the “dungeon” is incredibly straight forward.. you don’t have to fight your way through it, you literally flick a few switches and run off to fight a boss..

  • The choppy editing on the voice acting. I didn’t have a problem with the idea of having it in the game, but in some scenes it just doesn’t sound… quite right? I mainly noticed it with Zelda, Mipha and a little with Daruk. The voice actors themselves did a great job, but certain parts of their speech sound unnatural. There’ll be a part where, in English, you’d naturally expect a pause to convey the correct effect or emphasis. But some of them are just plain missing. I get that it probably had to be cut short to fit the cutscene that would have been originally recorded in Japanese, but it comes across as a half hearted, makes everything seem rushed and removes some of the drama from certain scenes.

    • Dylan

      pretty much needs a better voice director and fighting up the writing.

      something like this: https://vid.me/cmY7

  • Mayor of Kekitopia.

    After starting my second play through I’ve noticed there is a lot about this game I don’t like and a couple of things I even hate about it.

    The weapons breaking like there made of paper,
    Lack of any meaningful places to visit,
    Terrible dungeons (although the build up to them is great)
    Huge world with vast emptiness in most areas,
    Lack of variety of Monsters and awful boss fights,
    Un-balanced difficulty,
    Dreadful voice acting that sounded more like a PS2 era game.
    Average music (suits the mood of the game but very poor for a Zelda game)
    Side quests are a complete joke and would be better off without them.
    Shrines have replaced the dungeons yet only about 15 of the 120 are any good.

    I could go on. However, I don’t think it is a bad game, in fact it’s the most fun I’ve had with a Zelda game since Twilight Princess. The problem is, the game has many faults and flaws but because reviewers have been kissing Nintendo backside and saying the game is perfect and nothing is wrong, the problems won’t get fixed in future games in the series. Breath of the Wild is a great leap in the right direction but it is still way behind many other open world games and Nintendo needs criticism to improve it.

    • rebirfh

      Everyone praised Skyward Sword at the time and we still got BotW.

      • Mayor of Kekitopia.

        Yes but there was a large negative feedback from the fan base about the game being liner, having too much hand holding and motion controls that split the players down the middle.
        As a result of that, all three were dumped and for the better.

  • Mozzi

    To be perfectly honest, I hate that you can’t use the sheikah sensor to detect koroks

    Also a mechanic where you could find the overworld bosses more easily, mainly near end game. I have 39 out of 40 Hinoxes and 39 out of 40 Stone Taluses found! Grr

    Basically mechanics for the player to more realistically do a 200% run such as myself

    • Christian Beach

      Totally agree with the part about the Koroks. The fact that there’s 900 of them all over the world should be merit enough to let us use the Sensor to find them. Otherwise it’s just a pain in the butt.

  • Óskar Vázquez

    Korok Seeds. Just thinking about them makes me cringe with disdain.

  • Peace Boy

    Dunno, can’t think of anything.

  • Nothing really, just the left analog stick of my Pro Controller that I bought for 70 euros. It’s been very creaky from the start, which makes it feel like a cheap controller. The right analog handles smooth and silky.

  • Taipan

    My least favorite part was collecting all 900 Korok seeds and then after spending probably 70 hours collecting them, all I got was a piece of shit.

  • rebirfh

    People didn’t grasp the concept of korok seeds… They weren’t meant to be fully collected that’s why you don’t earn anything after collecting half of them, I’d say with 1/4 you have plenty for your needs. They were used to fill the world with small snippets of content to break monotony and reward people that decides to explore the huge world. If you’re not feeling rewarded by them, there is absolutely no reason to look for them.

    • Theodore Homdrom

      You’re right, but it’s also important to think about other player’s playstyles. For the completionists out there, the 900 Korok seeds are a necessity, and in that respect, can be very frustrating. I’m not that kind of player (I only ever have managed 130 seeds in a playthrough, and that’s fine with me), but recognizing different playstyles is important both for developers and critics. For most players, the seeds make a lot of sense and it’s great there are so many. For completionists… yikes.

      • Completionists got their prize. The satisfaction of saying they completed the game and found everything and that little 100% marker that means nothing other than they found everything. With the Golden Piece of poo representing the fact that they collected the most shit of anyone else. Literally.

        I consider myself a completionist but not enough that it keeps me awake at night if I haven’t done it. I like that even after completing the shrines and the game as a whole there’s still little things to discover and find.

  • Chris Jagucki

    Nothing really. I’m glad you can make a new champion weapon if one breaks.

  • Ciano Cianuz Launius

    The staff roll music. It should’ve been epic, it’s own song, insteadinstead of fragments of songs in the game.

  • Ashleigh-Olivia Tbc

    Just like in the real world there is always something beautiful to be seen.

    This game is the best open world adventure game to date.

    This being made for the Wii u and ported over to the switch you have to remember that the wii u was a system that only draws 33w yet pushes the envelope of what can be done.

    Weapons breaking is a great addition but they should have included a blacksmith and allowed you to sell weapon and purchase weapons.

    It’s a proper adventure and the weather adds to the dynamics perfectly.it starts raining so you can stop and find somewhere for shelter and start cooking and take a break. The other addition missing is camping equipment.

    The engine is made now and it will easily last 10 years due to diminishing returns. The art style is beautiful and my partner who hates video games has started her own save on a new profile else Couldnt help herself it’s so pretty and wondrous.

  • Dennis

    the voice recording in the german version is pretty lame

  • AnonymousGX

    First, that nobody/a high percent of those who want the game still can’t find a Switch in-stores and don’t want to buy a dead console for it and a couple games already being ported over.

    I’m in that category. So the following is based on Twitch viewing:
    Second, Skyward Sword had breaking equipment (Shields) before Breath of the Wild, and it even had a repair Blacksmith. Yes, I can understand that not all Hylians would know how to fix ancient/guardian equipment, and you likely can’t fix Deku Leafs. But have a few general blacksmiths for era-typical weapons, and specialists for unique weapons; Koroks for the leaves/nature-flimsy stuff, Paya or her group for ancient weapons…

    Third, you can’t mix dub and sub languages.

  • Theodore Homdrom

    The combat as a whole.

    There are some good ideas – dodging and guarding at the right time giving you opportunities to do super cool attacks on your enemies are fantastic in concept. Being able to reflect Guardian lasers is tight. Having special explosive moments when your weapons break and do extra damage is really cool.

    But combat as a whole is brought down by a lot of factors, that only really become apparent after you play the game for a long time.

    1. You don’t even have to be in danger to trigger a Flurry Rush. Dodge at the right time, even if you’re starting out of the attack’s path, and you still trigger the rush – sometimes to hilarious results. If the placement and timing were stricter, it would feel more rewarding and be more believable and balanced as a mechanic. I’m rarely one to say “this game should be harder” because I don’t care how hard a game is, but the Flurry Rush just doesn’t make sense as-is.

    2. Weapon durability is interesting in concept and creates some interesting scenarios, but most players will likely end up in the same situation as I did – rather than being encouraged to try out new weapons, they’ll end up using all of their weak weapons first, and since weapons can’t be repaired at all, will use up a weapon completely before switching to a different one. Rather than encouraging experimentation, it encourages sticking to one weapon until it breaks before switching, which is a distinction that makes a big difference. The game is clearly designed around durability, which was smart design in that sense, but if they didn’t have weapon durability, the potential needed changes to the entire game’s design would have arguably created a far more compelling and worthwhile experience.

    3. The lack of enemy variety really wears on the combat after a while. It’s fascinating and absurd that the biggest Zelda game EVER has the least variety of enemy types since… well, maybe the least of any Zelda game ever made. It’s completely ridiculous, and it makes combat ultimately wear thin after a while unless you make it fun for yourself (which I do quite often, but still). Where are Darknuts? Iron Knuckles? Leevers, Like-likes, Skulltulas, Gohmas, Manhandlas, and actual enemy dragons like Volvagia or Aquamentis? Where are Dodongos? Stalmasters? Wallmasters? There are so many enemies they could use, especially for world and dungeon/shrine mini-bosses (which are sorely lacking). I love Hinoxes, Taluses, Lynels, and Moldugas, but if each region had its own variety of enemy, rather than just a variation (like elemental Taluses and different colored Hinoxes and Lynels) that would make the regions feel that much more unique. And regular enemy types ultimately boil down to Bokoblins, Moblins (bigger Bokoblins in any gameplay sense), and Lizalfos. It’s pathetic.

    I love Breath of the Wild. The world is gorgeous and such a blast to explore, there’s such a pervasive atmosphere of melancholy and loss, I love the music and Divine Beast dungeons, the story is fascinating and the characterization of Zelda is absolutely incredible. But the combat wears thin over time, and after that, the most disappointing thing is the ending – not just the boss fight, but how abrupt the final story scenes are and how little things are pulled together (even the final scene for getting all of your memories, while nice, doesn’t tie together a lot of the threads of the story, which is a shame).

    • Kaine Morrison

      No tektites either!

  • Johnny

    WOW. You guys are saying what I said a month ago but when I said it I was called a “hater” even though Zelda has always been my favorite series.

    So now that you can see the light, lemme take it a step further. This is not a Zelda game. Be real. You know it’s not.

    1. Worst “dungeons” ever. 120 shrines and 4 dungeons that all looked identical. Not one lasts over an hour. The majority 30 minutes or less. ZERO ENEMIES INSIDE THEM. With the exception of the 4 weak bosses, stupid eyeballs and a robot here or there. All of them beaten in the exact. Same. Way. Hit it. You don’t prefer the excitement of putting a new item you found to use against the boss??? Cuz i sure as hell do. I call that Zelda. This is not Zelda. This is lame.

    2. Enemies. Wtf? What is this 1999 Mortal Kombat? Why are we recoloring enemies and calling them stronger? Huge game with no variety. Like 10 different enemies? At most? Absurd. Lazy.

    3. Empty world. From the start you knew this. There is nothing there. Whoa we can climb death mountain?! What’s up there?! Nothing. Meh here’s a Korok though kid go buy yourself a candy bar.

    4. All the new ways to play given to you at the beginning. ZZZZZZZzzzz good night

    5. Lack of music. I thought this was a Zelda game…you gotta try hard to mess this one up.

    6. You waited 30 years of no talking and built up…to THIS? Embarrassing. Renaissance fair people aren’t as cringey. They probably smell worse though.

    7. No way to do the story in order on your own. I’m using weapons with 70 strength and I get to the Rito and they’re handing me a spear that does 10. Whoops. Probably should’ve been here already? And damn to get here I was walking through a tundra with nothing but a Warm Doublet (a defense of 1) and a Fire Rod strapped to my back for warmth. I finally arrive and they’re like hey we got armor to keep you warm! WELL IT’S A LITTLE LATE BIRDBRAIN I DIDN’T KNOW I WAS SUPPOSED TO COME FROM THE OTHER DIRECTION.

    8. To sum everything up, everything leads to nothing. For all your work you will be rewarded with a shrine, a korok seed or a weapon. Korok seeds are just to hold weapons. Weapons don’t last so when they break it’s as if you got nothing. The shrines? Well the shrines just blow. Even the minigames and side quests are just pointless rupees. WHY AM I STILL PLAYING THIS.

    9. Hate hate etc hate please stop saying it’s good or they’ll give us more of this hate hate hate, not zelda, hate etc etc

    10. Have a great day. *sits by campfire* DAMMIT WOKE UP TO A THUNDERSTORM

    • Johnny

      SPOILERS the only parts that were amazing to me were the part where you curve around the snow mountain and there’s an effing ice dragon curled around that thing and then you glide all over the universe shooting arrows at it in slomo dopppeeee and the part where Hatori mountain was glowing and you’re like great a stupid star frag and you get there and it’s like glowing rupee bunny and centaur adult activities going on and you’re all like DO I SHOOT THEM OR RIDE THEM OR EAT THEM coolest thing ever

      • Johnny

        I think I just like things that glow I bought a house and hung up the ice fire and thunder blades + the guardian shields…. Hmm I’m just gonna sell this game and buy a lava lamp later haters

        • hyrules

          You probably wont get a lot of love on here, but I agreed with everything you said. all of it occurred to me during my play through. They need a 2.0… a redo. but they never will.

        • rsanchez1

          Bye Felicia.

          • Snizzy

            bye felicia hahahaha what a clown

      • Oscar Yasser Garcia Juallek

        The power of an insular mindset

      • Ian

        So basically, everything was awesome? I agree! The first time my sister saw Farosh weaving around a big bridge in southeast Hyrule, she called everyone over to just gawk at the sheer size and majesty of that glorious beast. Then I tried to land on its back. Long story short: that was a bad idea.

        I like how this game lets you figure out what’s a bad idea by letting you die for trying it. Get good enough, though and you can do it right the next time. With proper timing, there are very few things you can’t handle with a bundle of big sticks and a magic iPad.

      • Dany36

        You’re getting hate for speaking the truth. I also thought the overworld was lame and empty AF, and the music freaking sucks (including the ones in towns). I hope Nintendo only perfects the formula and that future games don’t have the same bland, uninspiring overworld/dungeons that BotW introduced.

  • asmith

    Rain.

  • Nick

    story story story story story.

  • UnknownHylian

    Not enough enemy types. They’re all fought the same way.

  • The Triforce of Shadow

    Thus, it has begun. Everyone was so in awe of the game when it was released. Then people started saying that the game was great, but it still had some big flaws. Now I’m seeing people say outright that it is bad, and it isn’t a Zelda game. In a couple of years, it will go the way of Skyward Sword. We will then have to wait ten years before those that grew up with the game come into the community and restore some of its former prestige. This cycle will continue just as incessantly as the cycle of the hero Link fighting evil in the game’s lore. As time has passed, it has made me realize that Zelda fans will never be happy. What began as the greatest game of all time is now being accused of not being Zelda at all. Whether it be the handheld DS titles, Skyward Sword’s linearity, or Breath of the Wild’s story, Zelda “fans” will always complain about something. I feel sorry for you guys. Me, of all people should be over-analyzing the game, being a game designer in training. I should be acting just like the rest of you. Yet, in my exploration of the game’s design, especially from watching Nintendo’s GDC panel, I have found that everything in the game’s design (yes, especially the weapon breaking) is carefully thought out and well executed. I’m just … disappointed in the Zelda community. I can almost get the reasoning behind why people hate my first game in the series, Phantom Hourglass, but I am unable to fathom how the community could turn so quickly against the game it once loved. No Zelda game is perfect. We laud Link to the Past and Ocarina of Time, but they still possess many archaic design practices. Does this mean that they are horrible? Not in a million years. Zelda fans seem extremely intent on raising games up on a pedestal because they were the games they grew up with, while the games that aren’t like the ones they remember are disgraced.

    It makes me sad to see extremely healthy game communities, like that of the game Planet Coaster, where all the fans recognize merit where it is deserved, and the fans have great interaction with the devs.

    The Zelda community however is one of the most toxic I’ve ever seen, second only to the vast array of FPS games. I recognize and commend those that would rather just have fun playing the games and share the fun they’ve had with the members of the community, but they are overshadowed by those that promote intolerance of stuff they don’t like. If someone likes a game that they don’t, or they don’t like their favorite game, they’re obviously stupid. When I’m older and making my own games, I pray that I don’t have a community like this. If I do, I will never listen to what it wants, even at the cost of losing sales.

    Because Zelda fans don’t know what they want. They cry for innovation, for a fresh Zelda game. They get it, and they are angry that it isn’t like those that came before. With this philosophy, you will never, ever get what you want.

    • Ikewise

      Nah, I think skyward sword will always be a terrible zelda game.

      • Christopher Pitts

        I liked Skyward Sword.

      • The Triforce of Shadow

        I hesitate to call any game a terrible Zelda game. With other franchises like Roller Coaster Tycoon, we have three legendary games and then four games that are some of the worst I’ve ever seen. With Sonic we he three games that are a revolutionary evolution of platforming, a bunch of games that are pretty good, but then some games like Sonic Boom and Sonic 2006 that are insulting the intelligence of the player. I don’t understand how people can insult one of my favorite games, Phantom Hourglass. Some people may not like the controls sure, but I never saw any glitches, I never felt like the game was being was being unfair, the story and characters were enjoyable, and I overall enjoyed it. It is actually a pretty unique game in the series. In my least favorite game in the series, and I will admit I have not played it, but even though I don’t like the bizarre story in Triforce Heroes, I recognize that it had great multiplayer mechanic, and the costume mechanic was great, if a big too strange for me. The point is, every Zelda game made by Nintendo is very well done. The only Zelda game I could not even get through was Hyrule Warriors, which was probably because it just wasn’t my type of game. We should be grateful that our series is so spotless, unlike, oh I dunno, Metroid fans who have to turn away from Metroid Other M. If you don’t like a game, that’s the end of it, move on. I can’t stand these daily debates, because it encourages Zelda fans to get angry at each other.

    • Christian Beach

      I agree. Most of the Zelda community is quite toxic. They whine and cry because they wanted this and that and got it, but not in the way that they wanted it. Then they complain and complain for a long time, hating on the game years after its release. Poor Skyward Sword.

      Yes, there are flaws that I don’t like in every Zelda game. The motion controls of Skyward Sword. The lacking story of Breath of the Wild. The emptiness of Wind Waker and Twilight Princess. The list goes on. Do I hate these games because of one little flaw I don’t like? Not at all. I’ve replayed Wind Waker, Twilight Princess, and Skyward Sword more times than I can count because, despite the flaws they have, I still enjoy them.

      And then there are those people who hate on Breath of the Wild because “it’s not Zelda”. I’ve never understood that mentality. You play as Link, solve puzzles, defeat enemies, and save the land. That’s about as Zelda-like as every other game in the series.

      • DoombotBL

        The very thought that people think BotW isn’t a true Zelda game is laughable, instantly dismissed. I think every main line Zelda game has great things and not so great things, and some cater to certain tastes more than others. It’s just how it goes, I had my gripes with TP and Skyward Sword but ultimately I’m glad I played them. What I’m really happy about is how they’re breaking convention with BotW, now hopefully they take this success and build upon it and introduce more traditional stuff and flesh out the story and characterization even more. Use the music in a more cinematic way even.

    • K2L

      Sad, but true.

    • Ben H. Clément

      I agree with you, I thought the game was awesome, but I’m still somewhat disapointed. I had REALLY an amazing time playing Breath of the Wild and it IS a zelda game and anyone saying otherwise is totaly in the wrong. What disapointed me is the lack of story, yeah there is a great lore and people saying that you have to find it ( by speaking to npc and all ) are right, but when I say story I mean more like a linear path for the principal quest that is saving hyrule. If this had been my first Zelda, I would barely know who ganon is and woudn’t care that much about him other than knowing that I have to kill him. I really like this game and doesn’t regret playing it at all. but it lacked a real storyline to me.

      • The Triforce of Shadow

        I think I’m starting to see where this story criticism is coming from now. It isn’t that the story itself is lacking, it is the way the story is told. The story is the same old Link and Zelda versus Ganon we’ve been getting for thirty years. If we look at other games in the series though, they did something with it. With Windwaker, Link wasn’t a chosen one, Zelda was a pirate, and Ganon was actually a redeemable villain. With Ocarina of Time, there wasn’t too much variation with the story, but they executed it so well, to the point that every time you interacted with Ganon, you were either immediately defeated or barely succeeded – even when you succeeded it was only his shadow. Thus when you finally go after him, climbing the spiral stairs of his castle, you feel the weight of it being the final battle. With Breath of the Wild though, it is going more the route of the original game’s story. With Zelda I on the NES, Ganon was such a mystery, he wasn’t even shown in the instruction booklet. Breath of the Wild fails in this regard unfortunately too, because we know about Ganon from the very beginning, and pretty much see what he looks like too.

      • DoombotBL

        The story trailer really made me think we would get an almost cinematic level of story telling but all we got was literal clips of what happened in the past, and they’re itty bitty clips that don’t last very long or reveal much. I really loved this iteration of Zelda and I really really want more of her. I hope they use DLC to somehow expand on her character, hopefully the post ending Hyrule.

    • All the people I see complaining about the game now are the same people who were complaining about the game at launch.

      Also when a site (I won’t name one, but there was a reason I preferred Zelda Dungeon back in the hey day before it got rolled in here) is constantly writing articles on the negatives, and doing daily debates that are clearly meant to bring out the complaints more, then that’s all you are gonna see and hear.

      It isn’t what most people are thinking and certainly even if they have complaints they are probably minor in the grand scheme of the game.

  • Ikewise

    Koroks being everywhere and rain affecting climbing.
    Also the game having voice-acting and supporting amiibos.

  • Gary Gazu Thake

    I’m loving the game persoanlly but the only things thst hsve bugged me so far have been the Rain, Weapon Durability and combat timing.
    The rain seems to always come about when I’m about to climb something big, maybe make it so it’s still possible to climb but not so much stamina and height lost.
    I’ve had this discussion about Weapon Durability with people several times, there should be a Blacksmith in every major town (Zora, Goron, Rito, Gerudo) that uses materials to repair existing weapons much like making of the Champion weapons except the better the weapon the more materials you need to fix it up.
    Combat Timing reall get’s on my nerves, maybe make it so it’s easier to perform a flurry rush or deflect lasers with a sheild parry.
    Other than these points I’m loving it 😀

    • rsanchez1

      The reason the blacksmiths repair the Champion weapons is because you can’t get them any other way. Every other weapon you can get a duplicate.

  • K2L

    You know how much of a toxic scum the Zelda fanbase has become when even this game fell victim of the long-denied Zelda Cycle. And they all thought Skyward Sword was “the real bottom of the barrel”

    The series is doomed if it does and doomed if it doesn’t. Perhaps people should just stick to the old games if they think they won’t be surpassed no matter what. At least I am still waiting for a next Zelda game to come, because I already knew all along that this game wasn’t going to justify its obscenely long delay.

    • Oscar Yasser Garcia Juallek

      B*tch please. You’re one of the most toxic, self indulgent little f*cks of this site, little right you have to try and claim of being the voice of reason here.

      Saying there are bad things about the game doesn’t automatically translate in the Zelda Cycle for crying out loud

      • Christian Beach

        At this point I’m surprised he’s still on this site since everyone hates him so much, and a lot of people have blocked him.

      • K2L

        Well, all games have flaws, that’s for sure. But since OOT each and every subsequent game has gotten increasingly shunned for their respective flaws. It’s funny how MM and TWW had been seen as weird travestites compared to OOT, then TP came out and it was just “an OOT clone”, then SS came out and was seen as the “real” bottom of the barrel…. until BOTW which has now been called “not even a real Zelda game”. Apparently, it IS possible for this increasingly whiny fanbase to think that the series can get even worse.

        But hey, keep telling me I’m the only toxic one here, that’s surely easier than blaming a whole community.

        • Oscar Yasser Garcia Juallek

          Dude, a lot of people around here hates you, you entice toxic comments before any en masse toxicity starts or is even considered(before ANYBODY had any complaint about the game they just finished you were already for MONTHS PRIOR b*tched your *ss out about how the delay wasn’t worth it), and are overall unpleasant to the point it’s hard to pin point why you still bother coming here.
          The community could be a perpetual source of cancer akin to Undertale’s first year, and it wouldn’t change you’re an awfully toxic individual. You’re the worst.

        • Oscar Yasser Garcia Juallek

          Dude, a lot of people around here hates you, you entice toxic comments before any en masse toxicity starts or is even considered(before ANYBODY had any complaint about the game they just finished you were already for MONTHS PRIOR b*tched your *ss out about how the delay wasn’t worth it, and I don’t know how many other repulsive crap you have said around here), and are overall unpleasant to the point it’s hard to pin point why you still bother coming here.

          The community could be a perpetual source of cancer akin to Undertale’s first year, and it wouldn’t change you’re an awfully toxic individual. You’re the worst(You just don’t wish other death).

    • To be fair, I don’t think that most people who complain about one game are the same people who complain about other games.

      I mean, I’ve only complained openly about BOTW, TFH, and ALBW, while loving every other game to death. I was even just like you when SS came out and people were complaining about, as I too brought up the “Zelda cycle.”

    • Remember that whole bit where you said “Your damned if you damned if you don’t?” (or well I believe that’s the saying you are referencing).

      For you the obscenely long delay (what 5 months more than what it took to produce Skwyard Sword) wasn’t worth the wait. But for everyone else it was more than worth it since it was everything they wanted after Skyward Sword.

      I doubt the next Zelda title will satisfy you either though. I mean when the next game comes out it will have been what…. 10 years that you were waiting to play a new Zelda game? I doubt there is any way the next Zelda game will make up for not playing a new Zelda for that long.

      • K2L

        If the next game takes as much as if not longer than BOTW, then 11+ years of wait it’ll be in total. And mind you, since SS took longer than TP to come out (4 years), then those 5 extra months are very significant indeed, so you’re kinda proving my point further.

        The good thing is that Aonuma and Miyamoto are both mortals, so both of them have to die someday. That day, maybe, we’ll have a development team who’ll be able to make games faster than these two old, senile Japanese men.

        • What point of yours am I “kinda” proving?

          Like I said it wasn’t a significant delay, and games simply take longer to develop… to be honest most development teams take 5 years to make a game today. That’s pretty average if you follow any game development.

          That said, you truly are a wormy piece of shit. I don’t think I’ve ever called anyone that, but honestly it’s well deserved and earned.

          What kind of petty little worm revels and hopes for the death of two men. Especially ones who created a series they claim to love. Not to mention, you should probably wish death upon the 300+ people who worked on the game. Cause if it only 2 people worked on it, then I think they did a fantastic job of getting it out in 5 years.

          • well put TheMaverickk

          • K2L

            I’m not “hoping” them to die, I’m just saying that someday they will stop working for the series for a reason. If all else fails, it’ll be for something as natural as death. Miyamoto’s design philosophies have been long outstayed their welcome, which is evident with the fiascos we got in the form of Sticker Star and Star Fox Zero. Aonuma needed 5+ years to make a game that is remotely close to being as open-ended as the very first title…. and still has fatal flaws (very few dungeons, and they’re all lame and pathetic; frame rate issues; the obnoxious weapon breaking mechanic; and so on). If you call that a “fantastic job”, then at least I hope the next Zelda game (if there is one) keeps the good things from BOTW while fixing the bad ones.

          • I’m sorry but “Good thing they are mortal, so both of them have to die someday” is literally hoping for them to die.

            You are basically saying “Good thing they will eventually be dead“… and anticipating and looking forward to the day when two people are dead, is “hoping” for it to happen… probably sooner rather than later… . so that you can get your wish of a new Zelda game made by someone other than them. And for that, you are yes, a wormy piece of shit.

            Could’ve said “I can’t wait till they retire because they are getting old and I don’t agree with their game design” but no… you went the “hope they die soon” route.

            It’s funny cause a lot of what BotW is, is because of them involving and taking the ideas of all the members of their dev team, and not strictly Aonuma and Miyamoto. Not to mention all the fan feedback from previous Zelda entries, like having Zelda game that is more open ended, with more player choice, less hand holding, and gating in order to protect the player.

            As for all the “fatal flaws” the game has… the dungeons bring lame and pathetic, and the weapon breaking being obnoxious are both subjective and based on ones personal tastes. Which honestly I don’t think you have any right to criticize since you don’t even know what it’s like since you haven’t played the game. Frame rate issues were never as bad as people made them out to be, and after one patch was not an issue any longer.

          • K2L

            ‘ Could’ve said “I can’t wait till they retire because they are getting old and I don’t agree with their game design” ‘

            If Iwata didn’t retire from presidency while he was alive, there’s no reason to believe Miyamoto or Aonuma would. Hence why I used the “die” argument instead of the “retired” one.

            Thing is, sadly, that Japanese people tend to be extremely stubborn and proud, which is a trait inherited from their ancestors over the centuries. Miyamoto is the kind of person who wants people enjoy the same things he enjoys, hence his “my way or bust” mentality when making games (let’s not forget that he strongly disagreed with using the DKC engine to make the first Yoshi’s Island game, so he used a cranyon-like art style for it instead). And while this destructive habit paid off from 1980 to 2012 (and to diminishing extents 2013 and 2014), starting from 2015 we’ve seen that its effectiveness was finally lost. The deliberately gimmicky Star Fox Zero, his insistent request to make Splatoon a Mario game instead of something new, and Color Splash being just a relatively better Sticker Star are consequences of this.

            And given than BOTW is the first game in a long while made by Nintendo that isn’t linear, it was to be expected that they would have lots of trouble making it. The “amazing new ideas” garbage Aonuma said to justify the delay? Clearly a lie. It was the physics engine that wasn’t working which led to the delay. And God forbid if Odyssey has the same issues, because its potential success is CRUCIAL for Switch to have a long-term prosperity.

            And frankly, the fact you’re just dismissing my issues with the dungeons and weapon breaking mechanic as “subjective opinions”, makes me realize that, sadly, these 5+ years of wait for a new Zelda game went indeed into waste. IF there’s a next Zelda game, it should preferably bring back the quality AND quantity of previous games’ dungeons while keeping the positive aspects of BOTW.

  • Weapon mechanics, story presentation.

    • burchdude65

      Those are among my favorite parts of the game. I guess we just have different tastes.

      • To each their own, really. I personally just don’t like losing weapons I like, and the presentation of the story (while interesting) comes with too much of a disconnect.

        Oh yeah…the lack of a lot of music is disappointing too.

        • DoombotBL

          The lack of the story trailer theme is my biggest let down. I was looking forward to hearing that in game and finding out how it fit into it. Sheesh

          The weapon durability mechanic could use tweaking but I think it’s ultimately a great feature that encourages the use of various weapons out of necessity and not just convenience or taste.

          The story could have been handled better, maybe incorporating time travel instead of memory fragments so that you could experience the imminent revival and sudden attack of Ganon in person. Maybe prevent it from happening instead of saving the ruined Hyrule from the impending threat held back by Zelda? Lots to think about. They did say they faced a big challenge since the world was open and you could go anywhere. They’re used to leading you in a linear path from one dungeon to the next, and let’s be honest, story was never a Zelda game’s strongest point.

  • burchdude65

    This is my favorite game of all time. I’m having a hard time finding a least favorite part.

    … Rain (even then, only when I’m climbing)?

  • Timothy Dolan

    I would say that the 3 most irritating things about this game to me have to be the Lionel vertical lightening arrow that can somehow come through multiple ceilings and still hit you, the platforming controls on small platforms (like when you make and cross ice pillars under chests), and finally the rain simply because it happens far too often in a game where half of your travel is vertically through mountains and such.

  • rsanchez1

    I woulda liked more involved side quests with cutscenes and diverging player choices.

  • Piccolo113

    #1 least favorite thing in the game: The anticlimactic second half of the Ganon fight.
    #2 least favorite thing in the game: The fact that if you do what you’re supposed to do, the first half of the Ganon fight is severely shortened for you.
    #3 least favorite thing in the game: The fact that the Master Sword was not excluded from the durability mechanics.

    • Christopher Pitts

      #1. This. The epic combat of Ganon fights from previous games made this Ganon fight a disappointment by comparison. The boss fights all around were a little disappointing because the game took so many amazing leaps forward in almost everything else.

      #2. Yeah if #1 hadn’t been a problem I would have been more OK with this. My preferred solution would have been to have the divine beasts make Ganon more vulnerable to certain weapons or special attacks instead of just taking a set percentage if his health.

      #3 I can’t agree as much here. The survival aspect of BotW made me feel much more engaged an challenged. It’s part of the way the game really respected the intelligence and challenged it’s players, and one of the things I consider to be the game’s best strengths. The mechanic wouldn’t work in other Zelda games, but its perfect for this one, in my opinion.

    • BravestWarrior

      On your 2nd point- I actually handicapped myself after hearing that the fight was easy. Took him down with a royal broadsword and no shield.

  • Valwin Mediaz

    is not really a zelda game is a open world game with a zelda skin also those damn shrines

    • Christian Beach

      How is it not a Zelda game? You play as Link, solve puzzles, fight monsters, and save the land. Can’t get anymore “Zelda” than that.

      • It’s got Zelda enemies, Zelda items, Zelda characters…

        Literally everything in the game is a reference to Zelda.

        1. Lynels (NES), Moblins (NES), Lizolfos (OoT) Bokoblins (WW), Chu Chu’s (WW…. also Zol like), Octoroks, Stals (various games), Hinox (ALttP), Wizzrobes (NES), Keese (NES), … the new enemies are the Talus, the Gaurdians, the Yiga,

        2. The races. Gorons, Zora, Rito, Sheikah, Koroks…. all from previous Zelda games.

        3. Names and locations, all inspired from Zelda. Death Mountain was from past Zelda’s, Zora’s Domain, The Lost Woods, the Twin Peaks was a reference to the art of the classic LoZ art, spectacle rock’s there, Goddess fountains from Skyward Sword, Lon Lon Ranch ruins, Castle Town from TP in destroyed form.

        4. Music. People can complain all they like but there was music in the game, and a large of that is inspired from past Zelda themes. Whether the riding on horsback references Zelda’s Lullaby, or the original and iconic LoZ theme, or the Temple of Time theme, or Death Mountain NES theme, or Zora’s Theme, or Gorons theme, or Rito theme, or Ganon’s Theme…. lots and lots that sounds like Zelda.

        5. You travel a big world, you have dungeons, you have puzzles, you have horseback riding (like in OoT and TP) , you have wind gliding (like in WW), you have classic weapons like Fire and Ice Arrows, Fire and Ice Rods, Mega Hammer for hitting things, Bombs, Bow and Arrows, Boomerangs, a Torch (which ultimately replaces the usual Lantern), Boko Stick is similar to the Deku Sticks, you have claymores which are like the Biggoron Sword (hell you can get the Biggoron Sword as a claymore as an Amiibo perk).

        6. Controls. You have Z targeting, you have parrying basically, you have back flips, jump strike, you have side jump and side stepping, you have the spin attack, hell you got the beam sword even. It handles and controls like a Zelda game.

        The Green Tunic is there, the Hylian Shield is there. Even the new stuff references old stuff. Like the Sheikah Armor looking like Sheik’s outfit, the Champions Tunic has visual similarities to Wind Waker… with the Master Sword worked into it’s design, as well he wears Gerudo inspired armbands even.

        Basically even when you go past the basic game play stuff, the game is Zelda through and through. It literally screams Zelda at your face, but I mean some people are blind I guess.

        • Christian Beach

          People just don’t know what’s good.

      • Valwin Mediaz

        Solve 120 mediocre puzzles them repeat themselves

        • Christian Beach

          So because you think the puzzles are “mediocre”, this game automatically isn’t a Zelda game? Yeah no.

    • Christopher Pitts

      You never played the original Zelda on NES, did you?

      The original was really the first open world video game. The exploration and “survivorman” spirit of the game was actually a true return to form for the original game.

      Don’t get me wrong. I liked the previous games’ linear progression and using new tools and gadgets in progressively more complex puzzles. I hope future games find a way to bring back the intricate puzzle box dungeons without losing the open-world nonlinearity BotW gave to us.

      But BotW is not just a Zelda game by any standard. It’s closer to being the true spiritual successor to the original than any other game before it.

      If you don’t think BotW is a Zelda game, you’re too young to know what Zelda really is. 😉

      • Kevin Newman

        Recent games – especially Skyward Sword – had really overdone the linearity and hand holding. The first time they used the lock and key aspect of progression was in A Link to the Past (well okay, some in Zelda II), and it was done with the right balance in that game, IMHO. You still had plenty of random places you could explore, and locations to submit to memory. There were even a couple of things you could do out of order, which was nice. Skyward Sword was painfully constrained to the point where it lost all sense of freedom – almost a chore to get through. I’m glad they went back to more of an open world, and in a very successful way – but I still would have appreciated some more constrained segments with maybe some nice goodies at the end (except, not like the Yiga headquarters…). The trek up to Zora’s Domain was memorable, if you took the standard route.

        • Christopher Pitts

          Exactly. I think that’s the main criticism that took the developers down the path they took for BotW.

          I actually like the progression of BotW even better than LttP, and LttP is one of my favorite games of all time. Of course, that balance is a subjective thing, so to each their own.

        • DoombotBL

          Great post, when I played BotW for the first time I felt like this was the Zelda I had been waiting for since ALttP. Finally the hand holding was gone and the guided tour was no more.

      • While I understand your point, I think you along with many others perhaps need to replay the original Zelda. There are ultimately elements of BOTW that are truer to Zelda 1 then past Zeldas, but there are also elements that are lacking from BOTW, that are present in all other Zelda games.

        So, depending on how you approach it, BOTW could feel familiar or alien.

      • Valwin Mediaz

        This is not a argument the Series define itself on Snes

        • Christopher Pitts

          That’s certainly a valid opinion. Link to the Past was definitely a pivotal game in the series that heavily influenced subsequent games. Indeed it was probably my favorite game before BotW.

          However, you should Google the term, “No True Scotsman Falacy”, to see where the argument you are making falls a little flat. Just because it’s your opinion that the series was “defined” by LttP, even as valid and well-reasoned as that opinion is, doesn’t mean that it’s the only valid opinion, or that your opinion becomes objective fact. Indeed, many fans of the series lamented the turn LttP took to sequence the dungeons, and the progressively linearized nature of the series with each new game became an increasingly sore point for fans of the series who loved the free-roaming, completely unguided nature of the first game. Ask Metroid fans how they felt about how the newer games did the same thing with building so many guides and rails into the game, and you’ll see that there is a certain class of gamers that enjoys the type of game that respects it’s players enough to figure things out on their own.

          And it was that group of gamers that the Zelda team specifically set out to please with Breath of the Wild. They intentionally went back to the core mechanic of letting the player decide what to do, and Breath of the Wild is an absolute master class in how open world exploration and survival should be implemented in games.

          So I definitely respect your opinion, and I even agree with it to a point. I hope you’ll agree that my point of view on the topic bears it’s own subjective merit.

          Best regards,

          • DoombotBL

            Well said

    • DoombotBL

      Worst argument I’ve heard yet.

  • pedrobrvs

    My least favorite thing in the game is that you’re always traveling alone (unless you have the Wolf Link amiibo).
    My second least favorite is that the bulk of the story takes place in the past and those cool-looking characters are all dead and only appear in cutscenes.

    • DoombotBL

      Oh man this is one of my biggest gripes. The story trailer showed off all these cool characters I imagined I would be able to talk to and work with to beat Ganon but they all ended up being dead already or in Zelda’s case, stuck in the castle. I do see the challenge in making the open world game and a linear story at the same time though, that’s the best they could come up with in the time given. I was wondering if they included a story where Link had to travel back in time to prevent the disaster and save his friends and Zelda it would have been cooler? Of course getting the means to travel back in time would have him trekking across the post Ganon world and even assaulting the taken over castle to get the essential parts for the time travel device. I think that would have been very interesting.

  • I feel like it needs more blue haired anime sword fighters.

    • Coral the Llama

      Don’t worry, Fire Emblem is going to be on the Switch as well.

  • Christopher Pitts

    I’ll start by saying BotW is on my Mt. Rushmore of video games, possibly as George Washington. The overworld exploration and the physics and the “Survivorman: Hyrule” aspects of the game are absolutely tremendous. I love the weapon durability, and the need to live off the land with cooking, and the difficulty of the enemies, both in the beginning of the game as you struggle at the bottom of the food chain, and as you progress to the top.

    There are only a couple of things that disappointed me. If DLC and patches fix these things, I can see BotW becoming not just the greatest game ever, but a game that sets a new standard for pretty much everything that comes after.

    1. Dungeons.

    As amazing as the overworld is, and as clever and creative as many of the shrine instances were, I feel like BotW lost a big part of one of its most successful gameplay tropes in the implementation of its dungeons. Instead of the intricate puzzle boxes we all loved in previous games, we had this experience broken up too much, in my opinion, by having it spread out across 120 shrines. In hindsight, even as well made as some of the puzzles were, others were disappointing, and it almost felt like the choice to break up the puzzles was made because the developers spent so much time on the overworld, that they ran out of time to integrate all of their ideas for how to use their physics engine into more complex systems that would live up to the astronomical standards of complexity and immersion of previous Zelda dungeons.

    It could be that their amazing new physics engine was just too difficult to tame into a structure that was usable at the required complexity level to pull this off. Thats definitely possible. But I think it’s just because the overworld was so immense and beautiful and polished and amazing, that the team didn’t have enough left in the tank to take the dungeons to their full potential.

    But what most disappoints me about the dungeons, is that there was very little variation in theme and ambiance in the divine beasts, and particularly in the shrines. I think if the shrines had simply been more integrated with their geography instead of all being done in one art style, it would have added a richness to the experience that would have helped to make up for the lack of traditional Zelda dungeons. The divine beasts did a better job of adapting some of the environmental hazards associated with their surroundings, but none of the ambiance and atmosphere. We never had the feeling of being immersed in the elements the way the water and fire and forest temples of past games sucked us in. I think that was a missed opportunity.

    My vision for the next Zelda game is for the main dungeons in the game to be an extension and expansion of the concepts laid out in Hyrule Castle. I think the complexity level of some of the more challenging shrines could be a baseline to use, to create numerous smaller puzzles that when completed, interact with one massive puzzle on the scale of the divine beasts, or the temples of previous games. The larger puzzles wouldn’t even have to use the physics engine to be great (although seeing amazing creative tricks used to beat the dungeons would be a treat). But having the puzzles on a grander scale would restore a level of “Zelda” feel that some fans miss.

    2. Combat

    The combat in BotW is good. It’s actually really very decent. Zelda doesnt need to have a combat system as good as Shadows of Mordor to be the best game in the history of games.

    But dude.. If it had a combat system that even got CLOSE to SoM and other recent Arkham-style games in terms of engagement and pure entertainment value, it would have truly taken the combat to another level. Zelda games pioneered a lot of the counters and combat mechanics we see (or at least, kept up with the trends admirably), but this combat system lacked polish at times with shield parries sometimes not feeling as synched as they should, and dodges having some strange interactions, particularly while fighting lynels and other things that had rapid distance closers or ranged attacks. The glitches are extremely minor, and are hardly worth mentioning in such an amazing game, but I still feel like the combat system could be taken even further to add complexity and engagement.

    Please note that none of these flaws makes Breath of the Wild anything less than one of the greatest video games ever made. The good is so freaking good, that the “bad” is actually not even bad, it’s just not as spectacular and polished and perfect as the rest of the game. Breath of the Wild deserves every 100 rating it received, including my own personal 100 rating.

    But I do think that if future Zelda games take what BotW got right, while also drawing on more of what made previous Zelda games great, it will set an entirely new standard in gaming for what “perfection” truly means.

    • DoombotBL

      “But I do think that if future Zelda games take what BotW got right, while also drawing on more of what made previous Zelda games great, it will set an entirely new standard in gaming for what “perfection” truly means.”

      My thoughts exactly, just imagining it gives me goosebumps of excitement. I’m just sad that we probably won’t see this next game until the next Nintendo console/system.

  • Kevin Newman

    The Yiga clan headquarters was annoying – that’s probably my least favorite part of the game.

    The music was disappointing – that’s my least favorite aspect of the game. It’s not that the music was bad – it was just, forgettable. I get that they were going for a particular mood or atmosphere, but there just wasn’t anything catchy or memorable about it, except the more nostalgia latent portions, such as the score inside Hyrule castle, or the vaguely level 9-esque music of Death Mountain. I did like the funky music in the Akkala Ancient Tech Lab.

    Also, I HATE Octoroks…

    • DoombotBL

      Can you believe the fantastic music from the story trailer isn’t even in the game? I couldn’t believe it, I thought we would hear that piece in the middle of the final fight or something or in the build up to it. But no, nothing. The idea to make the music fit with the ambient environment is great but it doesn’t have to come at the expense of exhilarating scores at key moments. I feel it was a missed opportunity.

  • Aimee MacPherson

    I’m seeing a lot of hate here, and it’s fine to have problems with the game. I agree some fans will complain about anything and I’m not addressing those people, but just because you can say “I didn’t like aspects X Y and Z of the game” doesn’t mean you didn’t love and enjoy it. I think it’s an honest Zelda game and they did a fantastic job. Heck, when I started the game up for the first time I got a little emotional because it was so pretty and there was so much to do, I couldn’t wait. doesn’t mean I wouldn’t make some small changes in the future if possible.

    • Christopher Pitts

      I’m not seeing that. I think most everyone agrees that BotW is outstanding. People are just sharing what they think could make the game even better for their tastes.

      • Aimee MacPherson

        There are a lot of comments like that but I did see some such comments from people I thought missed the point here. I just wanted to be clear that I had some issues with it but that didn’t mean I was hating on it and bringing it down as it’s claimed people are doing to fit in with the ‘zelda cycle’

    • BravestWarrior

      It’s too bad that whenever someone posts a caps-lock filled yelling bait about BoTW, nobody can comment except to agree with them, or we’re “blinded fanboys/girls”. People on both sides need to learn how to take constructive criticism.

  • Mario Gómez

    I was very disappointed with Ganon, so much hype during all the game, and at the end… Ganon was soooo easy! And the second part was very boring! Also Ganon itself lacked of a personality, it was just one more bad guy to defeat.

    • DoombotBL

      I was baffled that Ganon didn’t speak, no mocking, no boasting, nothing. Just a formless manifestation of evil without any personality. I loved the game but I think they just need to build upon this, they can make a great game even better.

  • spacefan1993

    I thought the difficulty of the game was a bit of an issue, as I found it right up there with Zelda II in terms of difficulty. Challenge is a good thing, but it should be given to the player in increments, and this game really didn’t. So when I find myself trying to fight a Lynel (already one of the toughest enemies in the game, even with Link using powerful weapons) early on using weaker weapons, I found myself dying a lot. Heck, I avoided the Major Test of Strength combat trials for this very reason until I had more powerful weapons and a strategy to beat them. That’s why I think that the next open world Zelda game should have a leveling system, where the enemies match Link’s level.

    I also found that the dungeons were a bit of an issue. I only count Hyrule Castle as a true dungeon in BotW. The Divine Beasts are too small and simple to be considered real dungeons in my book. The formula was the same for the Divine Beasts (activate the terminals and fight a Blight Ganon) and each Beast could be completed in about 30 minutes. My hope is that the next open world Zelda game has larger and more complex dungeons than what we got in BotW, also that there are dozens of these dungeons, each with their own quest (and doesn’t have to be related to the main quest).

    And then we get to the item breaking mechanic. Like many people, I found this immensely frustrating. Nothing is worse than when you are fighting a tough enemy, only for the item you are using to break when you are executing a Flurry Rush attack. I personally wish that Nintendo included an option to be able to repair your weapons and shields if they are damaged. On top of that, I was hoping that out of all the items in the game, that the Master Sword and Hylian Shield would be the only items that DON’T break.

    Yes, the Master Sword runs out of energy and has a cooldown period before you can use it again, but its divine status should have made it the only sword that couldn’t break or run out of energy, thus allowing you to use it forever. And I know that the Hylian Shield is the most powerful shield in the game and can take a lot of hits, but it too, shouldn’t have to break. Ultimately, I hope that the next open world Zelda game removes this item breaking mechanic (like what Skyrim did with the same mechanic in The Elder Scrolls games) or gives you an option to easily repair your weapons.

    Ultimately, I think BotW is a great Zelda game, the best in the series, well over OoT. But these issues can severely impact the gameplay experience. Every issue I brought up was not an issue in Skyrim, so my hope is that the next Zelda game becomes a bit more like Skyrim in terms of gameplay, with more and better dungeons, a difficulty system that levels up with you, and the ability for your weapons to not break. If Nintendo can do all that, as well as offer full voice acting and a more in-depth story (plus the ability to store more than a few weapons in your house), the next open world Zelda game can easily surpass BotW.

    • Christopher Pitts

      I agree with you on the complexity of the dungeons. The next game needs to bring the complexity back, along with the ambiance and uniqueness (and difficulty) of the bosses.

      On the other hand, I think they implemented weapon durability perfectly. It added challenge to the game, and the extreme durability of the hylian shield and recharging powers of the Master Sword made those items appropriately iconic without breaking the rest of the combat system.

    • Red-tuniclink

      Your other points are understandable,and I can sorta agree with the hylain shield one (I understand why they did it though. you can get it right at the start and it would make literally every other shield obsolete in every way) but your first point is flawed. You say that you avoided difficult enemies until you had the weaponry and strats to beat them and act like its a bad thing when its really not. You almost being forced to avoid these enemies at the beginning to being good enough to take them down is a sign of you getting better at the game as you progress. not to mention the game already kinda scales with you by replacing enemies with their stronger variants, with silver enemies being common by end game.

  • FLEMBOB

    The camera angle during Hinox and Talus fights can be pretty annoying.

  • Red-tuniclink

    1 – rain.
    everyone has complained about this but I’ll say it anyway. It’s really annoying and the fact that there’s no real way around it is stupid. I mean, you can get equipment to avoid much similar obstacles like lightning and sand/snow, but the rain has nothing.
    2. rito village
    really small village and probably the worst in both gameplay and story when compared to the other ‘main towns’, the other 3 have alot more meat to them, requiring you to go through some sort of unique gameplay section like the yiga hideout before you can fight the divine beast. rito village, on the other hand has a baby version of an archery minigame, where you have to hit 5 targets in 2 minutes.
    3. lack of character dialogue
    probably my biggest gripe so far, alot of characters don’t have much dialogue once you meet them the first couple times. I know this is sort of a problem with other zelda games but something about it feels more pronounced here? IDK, I feel like this is less the game and more the fact that i haven’t stopped playing it since it came out (150+ hours), but I’m still gonna count it as an issue.

  • Kevin Seiden

    1 – Koroks
    They would have been better if there was a tracking mechanism like everything else in the game.

    2 – Rain
    There should have been a way to circumvent the slipping while climbing (perhaps the set bonus of the climbing gear) In the end it’s just a game mechanic that forces you to sit and wait, which doesn’t make for a good game.

    3 – Cooking
    It’s a good start but needs more depth.

    4 – Story
    OOT and Wind Waker will always be top dogs in the Zelda world because of their engaging story line. The story draws you in and gives your mission a purpose. BOTW is definitely the best since those two, but that’s still 3rd place.

  • Optimist

    The boss battles I’m sad to say. Especially the last one.

  • Vados

    The demon statue. The way I play BotW is to increase stamina first, so having to go through selling all containers, getting hearts, selling hearts and getting stamina back is really annoying.
    Other than that though…I kinda miss rolling. I would’ve liked it, if sprinting while being locked on to an enemy were replaced by a short, speedy roll.

    • JasonBall

      Huh? The stamina… Just choose stamina at a goddess statue.

      • Vados

        I do. But somewhere along the line I trade stamina containers for heart containers, just to get the master sword. I usually run around with only a few hearts and 3 stamina bars.

  • Collin Cromwell

    First, I would like to say that many people’s two biggest complaints are not at all mine: Weapon durability and difficulty. I liked that I had to be smart about weapons and sometimes got to be liberal when there was a better weapon around and I had too many so I could just chuck low level weapons around. I also found the game to be largely way too easy.
    When I saw people complaining about the fights I was really confused because I know I am not a great gamer, but all the boss fights were super easy and fighting other enemies got boring fast once I learned their exploits. I only died to lynels when I was messing around and once you master those nothing is really a challenge. I also thought that the ancient arrows should not have been a one shot, just really strong. It makes the scariest enemy a joke. And the fact that you only got to “fight” one of the dragons and the only other purpose of the others is farming drops in a really irritating way was really a let down. When I saw one the first time I thought I was dead but they don’t give a damn about you and there is no epic fight besides the one. I found myself really struggling to complete the shrines and other stuff once I had beat Ganon because they were supposed to be making me stronger but I had nothing that I needed more strength to overcome.
    I also felt that not only were the dungeons short and easy, but they all were so visually similar that they all blend together and there is no distinct cool thing between them. I know they were all built by the same people and it makes since that they look the same, but some simple design differences or something would have gone a long way. This was really sad especially because dungeons are something Zelda gets so right and so many modern games are kind of weaker in. The shift away from linear hurts dungeon design, but I was hoping Zelda would solve the problem, but these were honestly a lot worse than even the simplistic dungeons found in other newer games. Shrines, for me, did not really make up for the weak dungeons, even if they were fun.
    Another classic Zelda feature I missed was a large cast of interesting characters. There were only a handful of interesting side quests and only really one that had reoccurring characters. With such a large world, they did not give enough to actually know or care about many characters and the ones that are most interesting and you want to know more are dead.
    Because this is long I will try to be brief with my last few points. Bosses and really enemies as a whole were disappointing, with the Ganon forms looking really messy and blah and the only cool form being a joke of a battle, the lack of mini boss variety and them getting easy pretty quick, and a small amount of regular enemies that just get recolored in each region and for difficulty. While I understand what they were going for, I do think the music was a bit too sparce for a series known for its amazing soundtrack. I know they were going for natural noise and a feeling of emptiness, but there are no tunes that really stuck with me like every single other Zelda game has.
    I did enjoy the game, but I honestly do not think it is a perfect game. It is a great step forward into a new style for Nintendo and Zelda, but needs some work.

    • Icizzle

      Couldn’t have said it better myself. Agree 100% they always use “hardware limitations” as an excuse but when they finally get a piece of hardware that can run it they waste space on korok seeds or other useless things. After typing that sentence I just came to realization that the Wii u is what killed this game. If this would have been Wii u exclusive it was of been best game every produced on Wii u. But to put extra material in the switch version would have caused an uproar. So as im sure a switch exclusive would give us much more to be happy about. I just hope it isn’t another 6 years before we find out.

  • Zayzay

    Definitely the story

  • I was gonna say the dungeons, and then I thought maybe I dislike how there’s no permanent weapons, bows, or shields which prevents any of them from being as memorable as past Zelda weapons, and then I thought:

    “No I dislike the lack of traditional items the most.”

    Then however, I considered the annoying repetitive koroks and even possibly just how bare the world seems when it comes to actual man made structures that aren’t the same set of ruins just flipped and rotated, but I think I could honestly deal with all that if the story itself didn’t suck as much as it does. I mean ignoring how bleak it is, it’s just so poorly written, and I don’t understand why they felt the need to distance it from the rest of the timeline while at the same time referencing Skyward Sword so heavily. Even if you follow the actual canonical path the story goes in which would be:

    Great Plateau -> Kakariko -> Hataneo -> memory 1 -> Rito -> memory 2 -> memory 3 -> Goron -> memory 4 -> memory 5 -> Gerudo -> memory 6 -> memory 7 -> memory 8 -> memory 9 -> Zora -> memory 11 -> memory 12 -> memory 13 -> MS -> Ganon.

    It’s just so…well boring. We never really get a good grasp as to what happened 100 years ago and it just feels kinda rushed. I mean I know there are diaries to find that explain things but they don’t add much. Plus I mean they really made Link blank in this game and that burns me up; you can’t have that and have voice acting, it just breaks each cutscene Link is in, and there’s no reason for him to even be blank as that didn’t harm any past game, and it makes no sense especially if you can’t name him.

    None of this is to even mention how cheap and unsatisfactory the ending was. If it was up to me, working with how they tried to canonicalize Link being kinda emotionless in this game, which is lame, and with how the game outright confirms that Zelda loves Link, I’d have had Link actually have a line or two at the end and have the final scene actually be Link and Zelda kissing.

    I really don’t understand Nintendo’s hesitation on this front, as every game since ALBW, bar TFH, has basically hinted strongly that Zelda and Link are into each other, with this game having several characters outright say that, yet Nintendo seems really hesitant for it go beyond that point for no reason at all.

    Also, it needed a timeline placement, I’d have honestly put it like at most 1,000 years after AoL, or something, but it being 10,100 years after a super highly advanced Hyrule which is likely at least a couple thousand of years since any given game on any of the three timeline branches is just ludicrous and makes the whole thing almost feel like it’s not even canon which makes me sorta not even care. The shiekah tech could have honestly have been written to be from before SS, and the game could have taken place maybe a hundred years after TP, or AoL, they chose the ridiculous route however and decided to come up with the most ridiculous amount of time they could just so they could cheaply distance the game from the rest of the timeline. So yeah, the story and how poorly written it is and how disconnected it is from the rest of the timeline is what I dislike most.

    • randompissedoffchick

      Hey Mango!
      I agree with most of what you said, but I gotta defend the story a bit, as I did enjoy it.
      I dont care much about the timeline, so it doesnt matter to me, its interesting to know how it connects but ultimately the timeline is a headache if you truly think about it. I get if you care though, like you do, this games placement is frustrating.
      One thing that has helped is I have actually rewatched the memories quite a bit, since my children love watching them when I happen to put my controller down to handle some business.

      At first it is kinda hard to grasp the story, especially how disjointed it is and I think seeing it once in your playthrough is just not enough to fully take in what they were doing with the story. Now im not claiming you havent payed close attention to it since I dont know that, and you’re entitled to dislike it anyways so im not trying to convince you either, but I just want to point out that this truly was Zeldas story and I personally really like Zelda as a character and I thought her character development was very well done.
      Even her voice actress really conveys what she would be like and would feel at a certain time well imo. Shes a princess, so shes expected to behave with class and a level of sophistication at all times. Shes suppose to be emotionally strong, as its explained by the king in his diary, when Zelda lost her mother, she didnt even cry, yet shes emotionally vulnerable and weak by the time the calamity was suppose to strike from years of unsuccess and feeling pressured by everyone, especially her only family, her father. The contrast between her enthusiastic self and insecure self is apparent and they acheived this with only a few cutscenes. The diaries only help give the cutscenes more feeling behind them, I feel it was pretty relatable and did manage to elicit emotion from me unlike other Zelda games, the only other game that did that to me was majoras mask back when I was 13 and played it for the first time. Her pain is understandable and relatable once you get whats really going on.

      On another note, your criticism of Link being blank and having no emotion never bothered me either for several reasons.
      The fact that there are people that can have a very reserved and serious personality is believable. Thats just what this Link is suppose to be like in this particular story. Theres not much thats suppose to elicit a reaction from him and thats fine. Being a knight and not just some scholar, farm boy, or random kid from some village or place also would give him an edge the others dont have. Knights were military men, trained to be focused and calm, hes not suppose to be very expressive and being reserved and emotionless makes even more sense when you realize this.
      I personally know people that are very good at hiding their emotions and dont react to everything no matter how surprising or serious it is. This is more common in men and in zeldas diary it explains he purposely hides his thoughts and emotions as a way to hide how pressured he really feels as well and rather give off a strong image. Thats also very believable and relatable.
      So you have every right to not like it and think that sucks but I accepted that was who he was in this game and idk it makes sense to me so it never bothered me.
      I enjoyed how quiet this one was for the most part.
      And the only bit of personality they gave Link, which was he is a glutton and loves food, they actually show during gameplay. His excitement for his cooked dishes and drooling over a good one, is explained in zeldas diary, to serve as a contrast between his serious self and a more lighthearted side of him.

      Anyways I liked how the ending finished Zeldas story well. From losing her mother and being pressured by her father and feeling jealous and inferior to others fulfilling their destinies, to
      weilding the entire triforce in the end and finishing what she started with the help of the one who helped realize her potential in the first place.
      She is the one who ultimately saved her land and now moves on to put it back together with Link by her side, and I liked that they moved from master and servant to actual friends (or more as its implied) in the end.
      Her confidence in herself after losing a part of her she fought so hard to obtain for years made the ending solid for me. Had they left her character development hanging after defeating Ganon it would have felt off, but they finished it right. She may have lost her divine powers but she regained her true self once again.
      Could they have done more with it? Yea but it served its purpose and honestly its the best (Zelda) story to date.
      And while them kissing would have solidified their relationship, I dont find it necessary. The implication is enough. I personally thought it was sweet she asks him if he truly remembers her, its like, she actually knows him better than he knows himself and she has memories of them that he still doesnt and since she has feelings for him it makes her feel a bit unsure about him at that moment.
      The silence I never saw as him standing there saying nothing but more of an ending picture.

      The divine beast and calamity ganon felt shoehorned in honestly. I think they could have developed both stories but instead its clear they focused more on Zelda than they did on the champions and Ganon. And I thought that sucked too, wish they would have given more info on them as well.

      So….. sorry for the long a** post lol

      • There’s a lot of story in the game it’s just whether people really want to pay attention to it or not.

        I mean how much back story did we get on the Hyrule Defenders from Twilight Princess. I mean I don’t remember being told anything about Ashei, or Auru, or Rusl even (aside from what you learn about him from the early parts of the game and protecting Hyrule) … Shaddo probably had the more involved role out of all of them, and that’s nothing compared to say everything we learn about the descendants and relatives of the Champions.

        Each divine beast and race had heroes, and stories built around each one.

        • randompissedoffchick

          This game had more story involved than previous zelda games in many ways, especially twilight princess.
          Im actually baffled how anyone can say there is no story. Its one thing to not like it but its another to claim it has none.
          But even then, you cant say that the champions story was as elaborate as zeldas story.

      • So, yeah, I’ll admit that perhaps I went a bit overboard. I like your interpretations and I do think that what story that’s there is ok, there’s just a feeling of left over potential that weighs on me everytime I play the game. I’ll admit that Zelda is well written, and I honestly love all the voice actors and actresses, but there’s a lot of gaps too that makes me not like the story.

        Like, for instance, Impa says that,

        “The history of Hyrule is also the history of Calamity Ganon.”

        Which is a fine statement until you read Purah’s diary which says that the last attack from Ganon was the event from 10,000 years ago, and I don’t know about you, but I’ve never even assumed that the entirety of the timeline spanned 5,000 years let alone over 10,000, and regardless of where BOTW goes, there being no attack from ganon for 10,000 years kinda overrules the statement of Impa’s, because if he’s been building his power for 10,000 years, then there’s by default likely been more time in Hyrule without Ganon then with Ganon. Ultimately, that’s just one thing, but the story is really just disjointed in some areas. Also, I’ll admit, I like how they characterized Link, but I think it’s lame because it’s an excuse for the real reason, which we found out about before the game came out, in which they said they made Link deliberately blank so players would feel more like Link, and I’m against Link being an avatar, and would prefer he emote like he usually does. That said though, irl, I’m extremely awkward and such rarely say much or so much personality…so yeah, probably the most I’ve ever related to Link, but I’m not a huge fan of what they did when I consider why they did it.

        Anyways, to sum this up to prevent me from rambling anymore. I’ll admit that the story isn’t that bad, as I do like the champions and do enjoy the voice acting, I just wish there was more to it, and I wish it wasn’t so disconnected from the rest of the series. Though, the references to Fi, hit straight in the feels. I really liked Fi, shame so many people hate her.

        • randompissedoffchick

          This game made it clear that they were aware that Ganon has been around for a very long time, not just 10,000 years ago. When Zelda mentions SS, OOT and TP during Links ceremony, it shows they know about those time periods within Hyrule. Lets not forget that SS takes place even before Hyrule existed and im assuming they are linking Demise with Ganon.
          So it is accurate to state that the history of Hyrule is the history is Ganon, since going way back you cannot mention the kingdoms establishment and reign without mentioning Ganons presence, even from the very beginning.
          But I’ll give you that this is not mentioned and its only implied, very vaguely, within botw’s actual story, so really, unless you know about Zelda’s lore, this will be lost to someone who doesnt know the other games. They did mainly stick to talking about 10,000 years ago and 100 years ago so it can get confusing I guess.

          And about Link you’re right that it’s an excuse for making him so blank for the player, and you know im against him being an avatar too, but the fact they opted to even give an in game reason means they still thought it through, they could have easily left that alone and never given a reason, but I think its great that they did. I really like this Links background.
          and hey, im pretty reserved too irl, and takes me a while to really open up to others, but im also comfortable speaking my mind, I am talkative and admit im a b*tch at times too lol, but I tend to be more quiet and sweet by default around others I dont really know.
          My favorite type of people have always been the quiet ones.
          Chatty people drain me, so I have an appreciation for all those who measure their words or reserve their thoughts more and so, thats one thing I like about Links character, that hopefully if one day they take away his avatar status, they can still retain. I would hate for them to make Link into a chatterbox just because he has personality now. I hate the notion that if you tend to be a more quiet and reserved person you are automatically labeled as being boring or having no personality. Thats not true.
          Maybe it actually does work better if he stays half avatar half character lol.

    • Pretty sure this game is the closest we’ve ever gotten to a confirmed Link and Zelda romance. Like Zelda literally almost states it to the Deku Tree. And it’s at least outright confirmed from Kass and through her diary.

      Which is far more than they’ve ever been willing to give in regards to the Zelink ship.

      Ocarina of Time – Plutonic, Zelda knows she robbed LInk of his childhood and sends him back. As children it’s nothing more than friendship and well… Zelda for the most part using LInk to save Hyrule.
      Wind Waker – Plutonic (their still kids for the most part)
      Twilight Princess, Link and Zelda plutonic. hell more chemistry with Midna than cardboard cut out Zelda here
      Skyward Sword – Long term friend, implied feelings towards Link from Zelda and the unfortunate fact she must put duty first
      Breath of the Wild – Zelda nearly says it, and in game characters and dialogue confirm her feelings

      It’s a pretty huge step for a series that has always been incredibly vague and some what distant on the whole Zelda romance.

      • Christian Beach

        And then there’s Zelda 2, where they *probably* kiss behind the curtain at the end. 😛

  • The Triforce of Shadow

    I think these daily debates are really unhealthy for the Zelda community. More often than not, people are bickering about what makes the series good, and arguing why other games that many people like are terrible. I cannot count how many times I’ve been hated here for liking the DS games. Nothing good is coming out of these. Just a bunch of people arguing and never agreeing upon what makes Zelda good. I wish that these would be replaced with something else.

    • EsteemedAssociate

      We like to complain about things. And argue. That’s literally why we’re here.

    • Lifeoflink

      I agree, yet disagree a little bit. I feel that often times there is more complaining going on rather than constructive criticism. People sometimes get too emotionally or verbally charged in these conversations to the point it feels like an overwhelming wave of unpleasantness. It is very easy to pick out the flaws and negative aspects of anything in this world, but is a lot tougher to look at what the positive things that occurred. Now I am not saying that we should avoid a critical analysis of games, books, movies, etc. Acknowledging where we went wrong is the way to become better.

      A flaw of this debate is that the wording of the article makes it very personal and emotionally charged. It asks for “your least favorite part” of BotW. A better wording could be, “What can Breath of the Wild improve and how?” That should generate a possibly more productive conversation. I feel that people in this discussion may be unintentionally a little too forceful in their opinions.

    • I’m glad someone said it. ZI thrives on this shit.

      It’s originally why didn’t hang around here back in the day, but then they rolled Zelda Dungeon in with this site cause of the buy out… and unfortunately some of Zelda Dungeons better traits didn’t over power it. It’s always the same click baity flame war inducing articles. Your right it is tiresome and it is like beating a dead horse.

      But still come by just to watch the world burn, cause it’s entertaining and fun.

      • I miss content like Axle’s Dungeon Reflections. Wish that dude stuck around.

        • Axle’s articles were honestly the best ones. He could write an article that was thought provoking, started discussion and all with out necessarily just going for an easy flame war igniting “Should the Zelda series end?” title or “Are you disappointed with the New Zelda Amiibo?” or how about ” Why Ganon was such a let down” …. I often just see the controversial things mentioned in comment sections regurgitated and brought up again and again.

          He also usually stood as a voice of reason amongst some of the sillier and more unfounded complaints people would make against certain games.

          • I miss his perspective greatly. We never saw eye to eye in a lot of cases but I always found his opinion valuable and useful. I still reread his dungeon reflections out of nostalgia.

  • EsteemedAssociate

    I have a lot of complaints, but I’ve also never played a game for a month straight and still felt so engaged.

    That’s what makes a 10/10. If you had fun.

  • Marandahir

    Rain. Don’t get me wrong: I think it’s smartly used to make us think outside the box (especially in always-raining areas like Zora’s River prior to completing Vah Ruta). Rather than just climbing up a series of cliffs, you have to go around.

    But later on, when I just want to GET somewhere, it’s infuriating.

  • Kaine Morrison

    Reposting mine from 2 days ago:
    No “Random” caves
    No ending. The game restarts just before the final confrontation… again.
    Too damned easy… again!
    Nearly everything is generic. Nothing except, maybe, Hyrule Castle “feels” like it belongs to Zelda.
    Kakariko has been generic since Ocarina and gets more so with each game.
    No place feels special in this game.

    • If this Zelda game is “too damned easy” then every other Zelda would be Baby Play Time.

      • Kaine Morrison

        They are.
        Zelda 1 and Zelda 2 are the only hard games in the series!

        • BravestWarrior

          Look out, we’ve got a badass on our hands.

    • Christian Beach

      Too easy? Have you ever tried to fight a Lynel? Or a Guardian without Ancient equipment?

      This game is far from “too easy”.

      • Kaine Morrison

        Yes. I have. I stormed Hyrule Castle with only 4 hears and took on both WindBlight and WaterBlight!
        I had crap equipment and very few arrows.

    • Sean Michael-Patrick Thompson

      Kind of in reply to you and the other guys that replied, but I kind of agree that it’s not a very difficult game. You die a lot at the start, but I would argue that that’s a learning curve rather than difficulty. After figuring out the weapon system and getting some better armor and more hearts, I don’t actually remember my last death. Plus dying never really slows you down anyway since the game autosaves so much you’re never losing more than five minutes of gameplay.
      I also agree that Zelda 1 was difficult, but Zelda 2 just blows.

      • Kaine Morrison

        Zelda 2 is great!

  • Schelm of the Realm

    I dont like the shrine concept and I dont like the fact that the Koroks are useless. And why is there no smithery in this game?????
    Everything else comes close to perfection.

    • Christian Beach

      To be fair, only half the Koroks are useless. The other half help you expand your inventory.

  • Felipe Jiyuu Hage

    I hate zelda’s english voice and teh fact that you cant craft arrows

  • Shaun Hall

    Definitely climbing all the way up a mountain only to get hit by a monster and falling ALLLLLL the way back down.

  • magmor27

    I loved most of the game, it felt like the master piece that the zelda franchise needed, however, there is one VERY big issue I had with it… (Spoiler warning now, stop reading to not have a spoil be done to you…) the final boss fight with Ganon, to me, was one of the worst in the series it really felt like all I was doing was fighting the blight ganons again, I was hoping for something involving maybe the castle crumbling down, you having to climb and para-glide across the collapsing fortress, do some slow-mo bow shots as he lunges at you to stop him from braking it anymore, maybe another intense game of tennis for old times sake, but all it was was the blight ganons put into one monster. Then when his final form came out, shoot some HUGE targets with a bow that has no arrow drop and infinite arrows, then shoot a big target on his forehead, all the while, dodging a beam attack, something you’ve been dodging since literally the beginning (ruined guardian on the great plateau) and by the time you get to ganon, you should have pretty much mastered the art of “run to the side” and made that attack incredibly in effective. It’s a good game as a whole, but the ending fight was just so bad compared to the others in the series, I actually find the Lynels to be more engaging enemies then Calamity Ganon was, having to dodge their arrow hail, their leaps, explosions, charges, and roars, all the while making sure you didn’t get put back into a corner, really made them feel like some kind of mini boss all on their own, like a Henox or Stone Talus, and I’m honestly surprised they’re not considered one

  • Kennya Tirado

    The ending. Felt like it could’ve been a bit better and they built up all this excitement with the memories just to have a scene that might as well have been a memory too. I know it’s very Zelda-like to not have a post game, but since Breath of the Wild was taking different ways to Zelda, i was hoping they would :/

  • SkyDrop123

    I have a few ,petty, problems with the game.
    1.)The lack of enemy diversity.
    There been over 15 Zelda games and there are only a bit more than 10 different types of enemies with archtypes in-between(colors, stronger versions, etc,)
    2.) Little references.
    There are many references in the game, but they only end up as PLACES (Lulu/Mikau Lake, Minshi Woods,etc.) Zelda almost always has past characters in a game to poke fun at players. So far the only ones I have seen are Epona and Beedle.
    3.) Difficult directions.
    Let’s be honest, when the game tells you to go somewhere, you have problems getting there. Other than the blinking dot on your map, only the roads will help you. If you don’t have the map for the area, you’re always lost.
    4.) Dungeon design.
    Plain and simple, its boring and boring.
    The game is not bad by any means, it just departures from the fantasy “Save the princess, fight evil, magic, swords, stuffzs” that makes a Zelda game Zelda and therefore, feels TOO different and weird.

    • Sean Michael-Patrick Thompson

      Specifically in reply to point 3, I think the lack of directions opened the opportunity to freely explore better that way. In Skyrim or something, if you were given directions for a quest, it would be like “Go North to the fork in the road and take a left, then turn right when you see the bandit camp and don’t go too close to it because they’ll kill you” etcetera. In Breath of the Wild, you get stuff like “It’s south of landmark X.” So you open your map, check out where that landmark is, and then decide if you want to scale a mountain on your way, go around, swim across the river, go a little out of your way to the bridge, or any number of other paths. This leaves it completely in the player’s hands how they discover the world, and leads to interesting things along the way, because literally no matter what path you take, you will probably find something interesting on it. On top of the mountain there is likely a hidden Korok seed, in the river there might be a hidden metal chest to Magnesis out for some rupees or a weapon, going to the bridge might lead you past a camp of moblins that you need to stealth around or fight, which either one of those could lead to yet another interesting thing, and etcetera once more.
      You’re looking at it the wrong way, I think. You don’t have problems getting there, you have an adventure on the way to your adventure.

      • SkyDrop123

        I took some thought considering that before making point 3. I thought that finding things on the way is fun, probably the most fun part of the game for me, but the fact that the only direction that if given to you is most likely a glowing dot gets rid of initiative aspect. Now, that, like you said, makes an adventure, but initiative is what makes a Zelda game a initiative game. What makes Link (or whatever name given to him) a hero is that fact that he(you) can focus on his(your) goal and find your way there, whether it is finding a place, a weak spot, item, or whatever. This game is relaxing and extremely fun, but loses the “Zelda” aspect because of not the “freestyle” gameplay that it offers, but the carefree aspect of the game itself. All in all, where you need to go and the urgency to get there is just as important as HOW you get there. Good examples are the clock and the Demon Death meanie Moon for MM. Or the fact that you can see Hyrule Castle from virtually and where, see where you need to go, how to get there, and say “Gosh darn the Castle needs saving. Lets go to the next place and save the (hylian part of the) World!!!”

        • Sean Michael-Patrick Thompson

          Interesting point. I do agree that a certain degree of urgency is expressed by many characters that makes it seem as though utmost haste is necessary in order to save Hyrule before Ganon breaks free of Zelda’s magic. The fact that you have as much time as you want is a point I’ve heard brought up before, but I have suspended my disbelief for stupider things in other media, so I don’t see what the big deal is.

          • SkyDrop123

            The problem, simply put, is that Link is not really Link (a hero) and a Zelda game is not a Zelda game without the sense of goodness that comes from doing tasks at a consistent rate. Having good direction is a part of that.

          • Sean Michael-Patrick Thompson

            I’ve always thought Zelda games were made what they are by clever balance of puzzles and exploration. That’s a thing I notice is that everybody has a different idea of what the Zelda series is and should be. That makes it so most people just won’t ever agree on some point or another, and it seems this is one of those cases. I think it’s actually pretty cool that every person gets something unique out of each game, but sometimes it makes these debates rather fickle. 😛

          • SkyDrop123

            True. Everyone has their own opinion about everything. I’ve been playing Zelda since I was 3 or 4 and I played the original Zelda 1 and 2 and N64 games on the The Legend of Zelda: Collector’s Edition game. Playing all of the Zelda games, Breath of the Wild came as a little weird, but its a good weird to me. 🙂

  • Stefan Scherbik

    I’m still not sure if there’s some kind of item or outfit which would help with this (trying not to consult walkthroughs), but the most annoying thing is definitely the frequency and duration of rain. It’s been too many times where I was either in the middle of climbing something or about to climb something, and here comes a ten minute real time rainstorm. Gotta put off my ultra fun exploration and sit on this ledge for the next forever. Really hoping to find a rain flute or some anti-slick gloves or something.

    I would also have really appreciated the ability to add custom upgrades to clothes. I’m tired of changing between the climbing gear and the hero’s tunic and stuff all the time. And I don’t really like the style of some clothes, so I’d prefer to wear one outfit and still be able to use a faster swimming bonus. Who wants to put on the Zora’s tunic just to get up one waterfall? While the realism of havung to use certain outfits for certain tasks is commendable, how realistic is it to don a full stone suit of goron armor in a millisecond anyway? The game sacrifices realism for convenience in numerous ways, so why not cut down all drudgery with time saving tricks instead of some of it?

    • BravestWarrior

      To your first point- If you really want to skip rain, fast travel from and back to your location or make a campfire.

      To your second- This is nothing new to the Zelda series, and upgrading your armor at the GFFs is pretty close to that. Since the days of OOT (At the latest) you’ve always had to change armor to do things.

  • Kaine Morrison

    Whatever happened to the Bulldog Moblins? Those were the best!

    Leevers, Tektites, Bits, Bots, Gels, Zols, Ropes, Rats, Aeroflos, Darknuts, Peahats, Like Likes, Aches, Ghomas, Armos Knights, Anti-Faeries, Bubbles, Deku Scrubs, Deku Babas, Skulltulas, Blade Traps, Wallmasters, Dodongos, Ghinis, Poes, Gibdos, Iron Knuckle, Helmasaurs, Lanmolas, ReDeads, Pols Voices, Zoras…
    These are most of the reoccuring ememies that are missing from this game…

    Gannon
    Blights
    Lynels
    Hinox
    Guardians
    Moblins
    Bokoblins
    Lizalflos
    Chus
    Octoroks
    Yiga Clansmen

    That’s it for the enemy list for this game.

  • Sean Michael-Patrick Thompson

    I really just wish the dungeons were nonlinear, labrynthine and enormous. I want Ganon’s Tower from Link to the Past to be the basis for all dungeons henceforth, only on a much bigger scale because they can now. And 16 floors was not a particularly small dungeon.

  • Kasparius

    It needs dungeons, sooooo bad.

  • Ian

    I think Hestu (the giant, dancing Korok who upgrades your storage space) is what happened to Tingle after kinda-sorta achieving his dream of being a fairy person. I’m not sure if this theory, if it’s true, makes me annoyed or terrified.

    • JasonBall

      I can’t forget this now.

      • Ian

        I know, right? I wish I’d never thought of it.

  • Ian

    There are a few materials you can’t ever buy from shops or reliably farm, such as dragon parts and rhino beetles. These things are needed to upgrade a lot of different clothing types, so I need a lot of them, and the beetles are very easy to scare away until the next blood moon even when I can find them. Make the beetles less jumpy, please.

  • Sean Michael-Patrick Thompson

    This is directed at everybody who’s complained about the Master Sword and Hylian Shield breaking:
    If they didn’t, there would literally be no point in using another weapon in any didn’t until you meet Calamity Ganon. 30 damage isn’t the best sword in the game by far, but it’s good enough to dispatch most foes with relative ease and would allow you to save your better weapons for the final boss when they matter most. Even then, once you beat him and reload your save, you save the better equipment for the next time you beat him.
    Moreover, I’d guess about half the treasure chests in the game have a weapon or shield, and immediately after finding these two items, every one of those would be just as worthless to you as an empty chest.
    If you don’t like the way they implemented breakable weapons in the first place, that makes sense and I see where you’re coming from. The fact that it’s there, though, means that any unbreakable weapon would automatically be used 100% of the time, so making the Master Sword invincible would kill a primary mechanic of gameplay and make half the game’s exploration meaningless.

  • The Hero of Rhyme

    I feel like they should have made a smithy or something so you can repair weapons if you have the right materials. Also I really wish that the sheikah slate kept track of recipes after you’ve eaten the food because trying to remember what I used was a real pain.