

Whether out of loyalty to its lineage, lack of incentive to shake up a series that still sold and got great reviews, or fear of tampering with a moneymaker, Nintendo largely stuck to its singular, anachronistic course, delivering quality titles - Twilight Princess, Skyward Sword - that didn’t sully the series’ reputation but didn’t burnish it, either.Īlthough the 2013 portable title, A Link Between Worlds, grasped the reins a little less tightly, every experiment in Breath of the Wild seems more striking in light of its console precursors’ rigidity. Recent console releases sustained the series’ attention to detail and devious puzzle design but suffered somewhat from a calcified formula in which players reacquired old equipment - bombs, boomerangs, hookshots, and so on - that they then used to access new areas in a specified order, clearing dungeons whose brainteasers and traps were tailored to one item each. Zelda, before Breath of the Wild, had long since settled into a nostalgia-generating routine that relied on familiar abilities, animations, and musical cues, and a beloved but oft-repeated progression of challenges. Yet three decades after Zelda’s debut, we’re also inclined to grade its innovations on a curve. Anything less than a classic is a mild disappointment compared with the pantheon: Majora’s Mask and The Wind Waker, A Link to the Past and Ocarina of Time. Whenever a new Zelda arrives, then, we hold it to an extremely high standard. A few are inarguably among the best games of all time.

Almost without exception, its predecessors have been among the best games on their respective platforms, if not their whole hardware generations. Depending on your criteria for inclusion, Breath of the Wild is the 10th non-solely-handheld installment of Zelda (and the 19th entry overall).
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The Switch, which can be connected to a TV or, in an unprecedented twist, detached from its dock to play the same games on the go, is Nintendo’s seventh home or hybrid console. It’s been one week since Nintendo released both that system, the Switch, and its system seller, a Zelda epic originally slated for 2015. Breath of the Wild’s exploratory ethos suits its platform perfectly: It’s a game designed to take the player anywhere, for a system designed to be taken anywhere. In its insignificant way, though, the chest change is Breath of the Wild in microcosm, one of the most minor manifestations of a permissive, tradition-defying design philosophy that produced the platonic ideal of a launch title. It’s a mostly cosmetic quirk that one wouldn’t notice without a Zelda-playing past. I know, I know: It’s not a feature that would send someone sprinting to the nearest Nintendo retailer. Now Link can kick chests open while standing to the side.

No longer does the player need to position him perfectly for the game to grant access. The Legend of Zelda: Breath of the Wild, the latest addition to the storied series, is, to my knowledge, the first Zelda game that lets Link open chests without facing the front.
