The Legend of Zelda: BREATH OF THE WILD

Alin Pogan
Alin Pogan

Announced in 2013 and proposed for a launch at the end of 2015, Legend of Zelda – Breath of the Wild intrigued the fans of the franchise over 4 years. Since the disclosure, the game promised a lot and promises continued to grow with each deferral stinging. But with the launch of the new Nintendo Switch and the coveted title, which amounts to exceed their expectations and almost without any effort.

The Legend of Zelda: BREATH OF THE WILD Performance

Maybe not the best idea to start with an assessment of the performance review of the game, but do not want to throw away the look of it at the outset. Nintendo Switch console game runs in 900p when it played on TV in 720p if you opt for the tablet screen. Regarding the Wii U, we 720p and 480p on the TV screen tablet. Fortunately, here stop differences between the two versions. Graphically speaking the game looks identical on both: the same distance from “rendering” the same graphical effects and unfortunately the same technical problems. Both consoles when running the game on TV have trouble sustaining a constant FPS of 30. Because it uses a Double Frame Buffer – Vsync whenever FPS drops, it reaches an unfortunate and 20fps. Problems are exacerbated by the general visual effects (rain, smoke, fog, explosions) or in locations with many elements on the screen (forest, village temples, numerous enemies). For both consoles, the problem may be mitigated to some extent if the game is played on the device screen.

The Legend of Zelda: BREATH OF THE WILD Graphics

Speaking of graphics, Breath of the Wild is the best looking game that has “touched” to date Nintendo Wii U console and in many cases exceeding many current titles on consoles and present competitors. Even if vision is aided by an artistic style that tends more towards a cartoon does not mean that fails to impress from a technical standpoint, and the end result is nothing less than a visual poetry that makes you think Ghibli titles under outgoing.

Attention to detail and the sheer number of elements present on the screen is downright remarkable, what makes me wonder constantly what kind of tricks or magic runs behind the game is able to show so well, especially when running on a console which was already technically obsolete in ever since it came on the market. Under no circumstances should the game not compromising the lush vegetation and you will not have items that you appear suddenly in front, and the distance to where you can actually see and to discern features or points of interest on the map is almost unlimited. As long as a particular landmark would be visible from the location where you are, it will be visible even if the climb on top of a mountain.

Welcome to the “new” Hyrule!

Legend of Zelda Breath of the Wild is varied from geographically, with part of desert areas, where it is necessary to have you anything to get cool at the snow-covered peaks, where you will be forced to wear a thicker. The uniqueness of the game lies in the variety of architectural and animated characters or inanimate universe that recreates the Legend of Zelda. Each place where you walk your impression that has a history behind that has its unique place in that world.

Almost all games of the series Legend of Zelda were considered games open world, but in reality, they were more “pseudo-open”, they ultimately being constrained by equipment that the player had at one time or progress its narrative. So, you get a map that seemed accessible, but it was actually only accessible if you owned an object that allowed you to move on.

From this point of view Breath of the Wild separated from the rest of Zelda titles. The first section of the game is designed tutorial and still, there are somewhat locked it until you get everything you need to cross land Hyrule. Using your Sheikah-Slate acquire a limited number of skills that you will use everywhere, both in confrontations with enemies and solve puzzles classic. Objects or weapons in old titles were used to solve puzzles are still present in Breath of the Wild, just that the player has access to them from the beginning and who also find them everywhere, whether in chests, be in enemy hands.

Another new element to confer a degree of freedom unimaginable is the possibility of you climbed on almost any surface, except as altars where Link is subject to a set of tests. Initially, it seems exaggerated, almost comical, but with time becomes a mechanism that releases the game standards set by a multitude of games of the same type. I had similar items in other games, but there were always constraints too high and certainly you were not allowed to roost you anywhere you want – although producers boasted that game.

This mechanical adjustment period is one that will be up to you. you are the one who must change their perception of this kind of game. The way you approach every situation changes once you realize you can and otherwise. To give a small example, you can avoid a group of enemies climbing the mountain that separates you from your goal.

The game turns into chase markings on the map instead of enjoying the game itself. To my joy, and in this regard Breath of the Wild is separated from most games in the field, because the role of the towers is that you give the opportunity to teleport and you unlock visible a new section of the map, and this without you populate the map with points of interest or secondary endpoints.

Tower has a passive role, for simplicity utility that it has makes the game shine and envelops players into the environment; therefore you use tower height which he has, enabling you to observe what is around him. YOU have to look and to locate you’re interested, do not you nothing appears on the minimap, do not wake up with targets thrown crazy around you, but you have to put a target imaginary based on what you see and measure curiosity you. As mentioned earlier, the graphics engine manages to faithfully render the landmarks matter how far they are. Therefore, given tower can see some ruins that barely glimpse through the trees, or an altar in the distance, or a cave that raises your interest. Whatever you choose you’ll have an experience unique in its own way, but most likely not going to get there because you going to distract else on the road.

There are few games that manage to captivate the audience with mute character, represented by the world in which the action takes place. Locations created for this game plays a leading role in the captive players; every corner, building, village, canyon or if the lawn has a story to tell, a secret treasure hidden or undiscovered. All decor elements are visibly placed a greater role than to create atmosphere so that you will discover sooner or later, and the game does not try to explain it. Instead, it will refer to this subtle revelation.

The essence of what made the series Legend of Zelda games are so unique is still present and even enhanced. The game gives the large number of dungeons the player must solve a set of puzzles to get a weapon or an essential item, but in place of part of numerous altars with the same mechanics, only in a more concentrated the time required to complete a temple is very small. Some temples gives a typical Zelda puzzle to solve, which will put the gray matter to work, and others will have to fight an enemy

Another thing that is different from other games in the Legend of Zelda series is that you no longer have to run the entire map after fragments increase your heart to all life that you have available. The pieces of the heart were replaced with globes of mind, you give in exchange is to increase your life with a drive to either increase your vigor (required for climbing, running, special attacks, etc.). With each completed altar get a globe of mind, which makes it even more tempting premise to locate and complete as many altars.

Besides the applications present on Sheikh-Slate, the arsenal that you can handle consists of shield, bow and arrow, sword, spear and magic wand, offering a huge variety in battles with enemies. Weapons of short-range, such as swords, knives, and spears, are governed by a set of rules typical that offers some type of maneuverability – sword light can be used in tandem with a shield, while a heavy one is used both hands. Also, a sword that can be used with one hand will allow you to attack faster, while one heavy attack is slower, but with a much greater impact.

Weapons can have side effects caused by typical elements such as electricity, fire, and ice; impact they have in the battle varies depending on the enemy and situation. Some enemies are susceptible to fire, while others are weaker in the presence of electricity. An important detail is that all weapons have a very low durability. Once this was completed, the gun is completely destroyed. In addition, the weapons can not be repaired or improved.

Even if at first glance does not seem Zelda Breath of the Wild is a difficult game as possible; almost anything you want to commit suicide. In a lake you can swim quite well, but not the same when trying to cross a river; its currents will it question the confidence in your abilities.

An essential component of the game is the cooking or creating potions without which you could not survive. Compared with previous titles, you can not rebuild your life by collecting hearts in jars broken or killing enemies, but by consuming various foods that must gather, hunt or cook. The necessary ingredients you find everywhere, their properties are explained in the summary description of them and only if they are made in certain combinations can extract personal benefit to those properties.

The main story is typical, that good will overcome evil, and if it’s Zelda series millennial struggle of ultimate evil, embodied by Ganon and Link, who is helped by Princess Zelda. Breath of the Wild begins with Link wakes up from slumber 100 years without longer remember anything from his past. Following a disaster that has created Ganon, Link was forced to rebuild their powers for a century to be able to face him.

No title series Legend of Zelda was not as well appreciated as Ocarina of Time, which in its time has redefined the genre Action / Adventure, and since that time all the games Action / Adventure tried to reproduce not only the success that it had, and the secret recipe for a balance between story and game mechanics. Regarding titles Legend of Zelda series that followed after Ocarina of Time, all have been constantly under the oppressive shadow of its excellence. Behold Breath of the Wild exception, especially in that abandoned the old clothes and kept only what was essential in a Zelda title. He managed to redefine what constitutes a Zelda game and at the same time to show everyone how to make a truly open-world game.

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