Captain Kinopio wrote:Interesting view on it.
However climbing and the freedom that enabled was the single best thing implemented in BOTW. That’s about as near enough an objective fact you will get when it comes to opinions on gaming, countless reviews and commentators have called it out as such. I cannot imagine what a staggering step backwards it would be to take it out of the game.
I think there’s potentially an argument for obstacles geographic, environmental and physical becoming ultimately more or less meaningless as you progress through the game and a sequel needing to improve on that. How you do that with the go anywhere do anything design of the game that was so brilliant, I’ll leave to the genius design team. I’ve seen it said a few times that the plateau is the best part of the game because it’s where the environment is it’s most puzzle like in how you have to adapt to it. From the chopping trees to cross chasms, using girders to create bridges, natural obstacles for stealth approaches and the myriad of ways to tackle the mountain. It’s utterly superb. In the broader world it’s still there but on a diminishing returns basis. I’d love to see late game stuff like it, maybe building boats to cross lakes or oceans and some hardcore environments like Hebra where you can’t just pop on a warm coat and nullify any effect.
Climbing has to stay almost as is though, potentially tweaked so it’s less easily cheesed. Would love to see some proper hardcore climbing challenges too. Like the far south east cliff face, but where you had to scale it in some hardcore fashion to progress in the game. Camping half way up, killing birds to boost energy, surviving the elements as you scaled it. That would be strawberry floating brilliant.
Yeah, the great plateau is definitely a highlight. Not only because you are more limited in powers and so have to use your skills/resources more meaningfully (and also not only because it looks like a classic Zelda concept art come to life) but also because the 'story' of how you accomplish things is novel and new.
Matt Thorson of Celeste fame has a great talk from GDC in which he discusses the design of Celeste:
In it he describes each level (by which he means each screen/segment) as a 'story' (i.e. a story of traversing space), and his talk gives some insight into how the team used the limited mechanics to make each screen meaningfully different and interesting.
In classic 3D-Zelda the world was divided into tightly designed areas that were all navigated and accomplished differently - they all have their own unique 'story'. In BotW the environments and weather and so on all change. But after a while the 'story' of the environment - how you interact with and engage with each area - starts repeating and flattening into the run-climb-jump-glide rhythm without specificity of old-school 3D-Zelda.
I actually wonder if the game is no longer a platform game in the way that 3D-Zelda used to be. They were limited in their move-set compared to a Mario (which probably actually added a grounded, weighty rhythm to its movement better suited to the series) but were still designed around the binaries of flat-tops and sheer walls: literal
platforms compared with a the organic, undulating BotW.
If anything the lack of a jump button exaggerated its platforming nature - every single had that sudden, crisp, edge-of-the-platform exaggerated leap.
I think this makes BotW more of a 'landscape' game not just in terms of how you can see the landscape rolling into the distance, with all its vistas of rock ripples and grassy meadows or whatever. But because the world is one you also
interact with, in a way that changes the units of traversal: where a mile-of-3D can be surfed-down or glided over en route to the next grain of interest. Compared with OG 3D-Zelda where there were usually considerations every few meters.
It's not just that you can see whole landscapes, but that your engagement with the world is more macro, slightly aloof and distant - and less fixed by more immediate things.
As always I'm not saying it's
worse, just that I think there's more differentiating the texture and feel of this Zelda than just a linear expansion of capabilities and freedom.