The Legend of Zelda: Breath of the Wild and Designing a Good Open World

Slight spoilers for The Legend of Zelda: Breath of the Wild ahead. Please play through most of the game before reading. You will regret not playing the game whether you read this or not.

If you have been even remotely in tune with games media in the last month, you probably have seen a multitude of headlines regarding Nintendo’s latest entry in the acclaimed The Legend of Zelda series. Somehow, this series has become even more acclaimed with the latest entry, garnering the most perfect scores ever for a game on Metacritic and sitting comfortably at an average score of 97. The game features the same charm and adventure that have become attributable to the success of the series, but this game turns every staple of the series on its head while still revitalizing that feeling of wonder and excitement that made the original game on the NES so popular. However, when you look at it from the outside, Nintendo is simply years behind the industry in seeing that open-world games have value to them. So why is this game a critical success? No, it isn’t because the reviewers were paid. Zelda games clearly get a bit of a pass if we look at the scores for Skyward Sword and Twilight Princess, but that’s a debate for a different day. Let’s talk about how Nintendo watched from the sidelines for years, tested the waters, and then stuck the landing on their first real open-world game, as well as why Breath of the Wild‘s Hyrule is the best open world that gaming has probably ever seen.

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Why To Market The Nintendo Switch as a Handheld

Let me preface this entire piece by saying I pre-ordered a Switch already. Through every disappointment I had with that presentation, I knew that eventually I was going to get that console for some game or another, and that I’d rather have The Legend of Zelda: Breath of the Wild in its premium form. I am completely sold on the Switch as a concept, and I think Nintendo’s innovation has finally reached a key make-or-break turning point that they’ve been approaching in recent years. This piece is meant as a quick analysis of what Nintendo did right and wrong overall, with an actual thesis and discussion of one possible fault.

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