Home > Zelda: Breath of the Wild E3 2016 Impressions
 
            
            
                
I had the opportunity to play The  Legend of Zelda: Skyward Sword at E3 in 2010. I remember being amazed with  the motion controls and the new take on combat — I went back and played the  demo a few times (there wasn’t a three hour line for this one). When the game  came out I was ultimately disappointed. Sure, the motion controls were nifty  and all, but the game was just so tiny. It didn’t feel like Zelda. It didn’t feel like an adventure.
I ended up hating the motion controls  after a couple more play throughs of Skyward Sword. They quickly went  from clever feature to annoying hinderance. Five years after release, the only  dungeon that sticks out to me was the Sandship. And Farore’s trial near the end  — don’t even get me started on that.
With Breath of the Wild, Nintendo is making a game that seems to be the polar opposite of Skyward Sword.  It’s big. It lets you explore. You can just press a button to attack.
“A lot of the users, when they looked at  the map, they said, 'OK, there's these places I can go, but how come I can't go  over here?' A lot of Zelda fans are the type of people that really like to  explore those hidden elements,” Eiji Aonuma said in an interview with Polygon. “I realized that creating this bigger world and letting them freely play may be  the solution to all of that.”
The E3 demo throws you right into the  middle of the game’s starting area, the Great Plateau. That starting area on  its own is pretty big. The first thing I did was open the map and zoom all the  way out. Hyrule this time around is gigantic. I can’t wait to see how  big the game’s dungeons are, too.
For what it’s worth, the forest area the  demo started me in was called “The Forest of Spirits.” From there I headed to  the Temple of Time, cutting grass and collecting mushrooms along the way (you  don’t get hearts or perishables from cutting grass this time around, however).
One of the coolest new additions in Breath  of the Wild is the ability to climb anything. It adds a verticality to the  game’s world that you just don’t see in other open world games like The  Elder Scrolls or Xenoblade X. I climbed all the way to the top of  the Temple of Time and jumped off to my death.
I didn’t know the demo didn’t give you  the paraglider… Probably to keep players on the Great Plateau.
Combat in Breath of the Wild feels a lot tighter and more challenging than other 3D Zelda games,  namely The Wind Waker and Twilight Princess. With that said, I  was still able to clear out a Bokoblin hideout without taking too much damage,  although I hear that Link’s Hideaway’s very own Austin Dickson blew himself up  a good number of times.
One tiny aspect to combat that bothers  me is the constant breaking of weapons. I picked up a Hylian Knight’s sword off  a Bokoblin (damage 14) and it ended up breaking after a few uses.
There’s so much I’m curious about in Breath  of the Wild. Are heart pieces gone now since you can get temporary health  upgrades by cooking food? What role will NPC villages have? Has the Sheikah  Slate’s runes completely replaced traditional items?
The Legend of Zelda: Breath of the  Wild is slated for release on Wii U and NX next year. In the meantime check  back with Link’s Hideaway for more impressions, news, and images.