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The Legend of Zelda: Breath of the Wild (Nintendo Wii U)
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About this item
- <ul>
- <li>More than 100 Shrines of Trials to discover and explore</li>
- <li>Be prepared and properly equipped</li>
- <li>amiibo compatibility</li>
- </ul>
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Product details
- Is discontinued by manufacturer : No
- Rated : To Be Announced
- Language : English
- Product Dimensions : 13.5 x 1.5 x 19 cm; 137 Grams
- Release date : 3 Mar. 2017
- ASIN : B00KL32AJA
- Item model number : 195233
- Best Sellers Rank: 17,184 in PC & Video Games (See Top 100 in PC & Video Games)
- 39 in Wii U Games
- Customer reviews:
Product description
Product Description
Set out for adventure once again in this unique new game in the beloved The Legend of Zelda franchise, built exclusively for the Wii U platform.
The newest game in The Legend of Zelda franchise, scheduled for 2015, introduces the first truly open world in a game from the series. Players can roam Hyrule Field or set off on a trek to distant mountains if they prefer. Players can get to any area they can see from virtually any direction. That's one of the ways the game breaks with franchise norms and introduces new ways to play.
Box Contains
The Legend of Zelda: Breath of the Wild
From the manufacturer
The Legend of Zelda: Breath of the Wild
Embark on a new journey!
Prepare for the biggest Legend of Zelda adventure yet, with an open-air style that breaks new boundaries while honouring the origins of the acclaimed series.
Explore a world of unprecedented size and discover more than 100 puzzle-filled shrines, plus a wide variety of weapons, outfits, and gear.
Key Features
- The biggest Legend of Zelda adventure yet!
- Discover more than 100 puzzle-filled shrines!
- Explore a wide landscape and great variety of weapons!
- New amiibo compatibility!
Discover the Hyrule Kingdom!
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More than 100 puzzle-filled shrines!Shrines dot the landscape, waiting to be discovered in any order you want. Search for them in various ways, and solve a variety of puzzles inside. Work your way through the traps and devices inside to earn special items and other rewards that will help you on your adventure. |
Experiment with real-world physicsThe world is inhabited with enemies of all shapes and sizes. Each one has its own attack method and weaponry, so you must think quickly and develop the right strategies to defeat them. Real-world physics mean it's up to you to discover the best ways to take down your opponents! |
Travel through breathtaking landscapesClimb up towers and mountain peaks in search of new destinations, then set your own path to get there and plunge into the wilderness. Along the way, you'll battle towering enemies, hunt wild beasts and gather ingredients for the food and elixirs you'll need to sustain you on your journey. |
The Legend of Zelda: Breath of the Wild
Forget everything you know about The Legend of Zelda games. Step into a world of discovery, exploration and adventure in The Legend of Zelda: Breath of the Wild, a boundary-breaking new game in the acclaimed series.
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BOTW throws out many of the worn-out tropes associated with the franchise and freshens everything up. Gone are the gimmicky weapons and items like spinning tops, gust jars and clawshots. These things have been rendered useless because the game now runs on a (mostly) realistic physics engine. As a prime example, Link doesn’t need a special item that can only attach to very specific anchor points to get up on a ledge, because he can now climb on any surface and over any obstacle, stamina permitting. Instead of the usual dungeon-specific items, Link is given a set of special powers during the first stage of the game, which he can use to manipulate the world around him and any puzzles he comes across :A hanglider, Infinite remote bombs, Magnetism, Time-stopping for objects and the ability to form ice pillars from any water surface (even vertical waterfalls). These are the only powers you will ever specifically need to solve any puzzle anywhere in the game. You can also use ad hoc solutions (lighting a torch or an fire arrow to burn or light up something, for example) and Link does learn a few new tricks along the way, but none of these bolt-ons are ever essential to progress – there are often several ways of solving puzzles, and combining your various powers together is sometimes the key.
What I didn’t expect is how rarely you have to call on any of these powers to get about. Previous games had you constantly switching between your toolset to move from place to place - not here. For the most part, Link can cheerfully make his way around under his own steam; sprinting, swimming, sneaking, climbing and fighting. The combat will be familiar to any 3D Zelda veteran, but there a few new tricks to learn and the whole thing is a lot more smooth, organic and intense than in previous titles – there are some very nasty enemies out there and if you’re not careful, you can be overwhelmed and killed easily. In keeping with the self-sufficient motif used throughout the game (you find and cook your own food to survive or buff, make and light your own campfires to rest and cook by etc.) swords, shields and bows are all treated as consumables – they will all break without fail after sustained use and you’ll have to scavenge what you need from your foes, or from the environment itself. Your Mileage May Vary on how this affects your enjoyment of the game, but I will say that it’s the aspect I was dreading the most prior to playing, and I subsequently found that in practice I didn’t mind it at all – in fact when I obtained a ‘rechargeable’ weapon later on in the game, I found myself slightly disappointed that it had upset the mechanic of finding and replacing your weaponry. I will also say that once you have discovered a type of weapon for the first time, you’re much more likely to keep finding it as the game goes on, even in regions you’ve already explored. This means that you do end up with a much stronger arsenal as the game goes on - there’s no chance of having to take on the bosses armed only with a mop or a tree branch, unless you’re deliberately that masochistic.
At the beginning of the game, the land of Hyrule doesn’t seem to be all that huge: When you first step out into the open air, Hyrule castle and Death Mountain seem to be just a short trek away. Once you leave the carefully-isolated mesa where the game starts off however, you begin to get a truer sense of the game’s scale: That peak in the distance isn’t the polite little Death Mountain from Ocarina of Time where Link only had to go up a couple of slopes from Kakariko village to get to the top of it: it’s an enormous active volcano hundreds of feet above sea level and even the foothills of it are bloody miles away. Now, don’t get me wrong – we’re not talking about some crazy, Just Cause sized deal with the game world here – but it is very broad and there’s an enormous amount of verticality. More importantly, this isn’t just big open space for the sake of it. Every inch of the game’s world has been lovingly crafted and filled with clever little secrets and interesting geography for you to discover. You go on a journey with the intention of doing one thing and then get side-tracked with an eye-catching piece of scenery and end up drawn into a totally different area following a completely new objective. Also, due to how well drawn the world is, you can travel around without ever opening your map screen, just using landmarks to orientate you. In fact, the game is so well designed that HUDs and maps are fairly redundant – I’ve played the whole thing with the Pro HUD, showing only Link’s hearts and stamina, and I avoid using the map or fast-travelling if at all possible. There are no floating arrows or annoying companions to guide you here – you have to actually pay attention to the game itself to know what you’re supposed to be doing, and there’s no-one to nag you if you don’t.
And that is perhaps the greatest retool in BOTW: Linearity is gone. Once you escape the plateau with all your powers in the first hour or two of play, you are free to go anywhere and do anything you want. There are no restrictions. You are informed of several plot coupons that Link is supposed to find and activate, in typical Zelda fashion, but you’re free to ignore these completely – and not just “ignore these until you want to progress the game” – you can actually JUST NOT DO THEM and finish the game anyway. There are also a large number of Sheikah Shrines around the land of Hyrule which Link can visit to train and better himself: The easiest way to describe these are like low-tech versions of Portal’s test chambers: self-contained puzzles and occasionally, combat drills which help strengthen Link for the battles ahead. Sometimes, even finding these shrines is a puzzle in itself, with snatches of old songs or local legends holding clues on how to reveal or reach these hidden entrances. And yet again, you’re free to completely ignore these (although you probably won’t want to, as they’re great fun and help increase Link’s life and stamina). The lack of linearity even extends to how you negotiate the land itself: There are loads of times when you can bypass a certain challenge by thinking outside the box: Need to find a secret temple deep within a jungle, down a dangerous river trail guarded by crazed, electricity-based enemies? If you can climb up a nearby mountain, you can simply hanglide down into the clearing where the temple is, bypassing the dangerous bit (although of course, climbing the mountain holds its own dangers…) It’s this freedom to approach the game any way you want, both literally and figuratively, that lifts BOTW head and shoulders above typical ‘open-world’ games crowding the market.
Now, there are a few flaws of course. Up close, everything looks very nice – graphically, the game strikes a great balance between the cartooniness of The Wind Waker, and the increasingly confused-looking style used in recent games like Twilight Princess and Skyward Sword – this is how Zelda games should always have looked. However, textures are sometimes a bit muddy and ugly-looking from a distance due to the dated hardware – you can smell the HD Remake coming on this one already. Also, the frame rate does flag a bit from time to time – not badly and not often, but it’s a thing.
Also – and this section might contain very mild spoilers – I think the game could have done with being even more mysterious and obtuse than it is. If you do decide to go after the big plot coupons – and let’s face it, you probably will at some point - you find yourself suddenly smack-dab in recent-Zelda-game territory, led from cutscenes to set-pieces by local guides who tell you everything and do most of the work in getting you to the dungeons required (and if you play the game you’ll understand why even getting into the dungeons should be a massive undertaking in itself), rather than you having to figure out and then execute these plans yourself. This is another case of Your Mileage May Vary, but for me it runs against the feeling of freedom the rest of the game evokes. Also, once you get to them, these dungeons are a little underwhelming; there are barely any enemies and only a few sparse but well-designed puzzles framed in quite small areas. As for the bosses within the dungeons? Well, you meet more difficult and well-designed normal monsters that spring out at you while you’re roaming around the world. It’s a shame, especially in a series known for its elaborate and grotesquely gorgeous menagerie of bosses down the years.
One other small niggle for me is that there are no real internal areas – it would have been great to venture into some caves or old ruins given the way that light-sourcing and survival are handled with this engine. I do understand why this didn’t happen – the game is designed to take place out in the open – but when you do get to explore Hyrule Castle (not a spoiler, it’s on the box art and is the second main landmark you see) and experience how this is handled – the innards of the castle are part of the same world as everywhere else and the whole thing is perpetual – you realise that it would have been great to have a few more places like this dotted around, for some Skyrim-style dungeon crawling or MGS themed infiltration. I do think that, with the sheer amount of space in the game world, it would be very easy to bolt on some areas like this in DLC, but whether that’ll happen or not is anyone’s guess.
One final aspect of Mileage-Variance is the audio. There’s voice acting in certain key cutscenes which you may or may not like, and you might find some of the voices a little ‘off’. The best approach might have been to have the voice acting done in a made up dialect, a la Twilight Princess or the Team Ico games, although a recent patch lets you download the voice tracks in loads of languages and use whichever one you want, which might improve your experience slightly. The music leans heavily towards the ambient side: Don’t expect to step out onto Hyrule field and have a rousing theme start playing as you run around – you’ll be lucky to get a few tinkly piano keys every couple of minutes. Even the music that there is could be described as, well, ‘inoffensive’. Unlike previous games, I’d struggle to hum any of the tunes from the soundtrack, even after 100+ hours of play. Given some of the glorious and memorable themes we’ve had from the franchise down the years, it’s a little strange.
However, these are minor flaws in an otherwise superlative package. Yes, there have been some rather, er, suspicious reviews among the pro community for this game, but believe me when I say the game doesn’t need any of the hype or controversy to carry it. Everything else aside, this is an excellent title, one of the best videogames ever made and something everyone needs to check out if at all possible.
Similarities: Enemies and allies have all been seen before, Zora, Goron, Moblin, etc and the fighting style is the same (N64 days called it Z targeting). The story drawers you in and you get hooked on amusing side quests
Differences: it's none linear. Once you've done the first part, which eases you in but doesn't have to be done in any particular order you can do what you like, whenever you like. It's much more like the original Legend of Zelda in that respect. Added to this, I haven't found any borders yet. If you see it you can go there, climbing cliffs, handgliding to islands. In previous Zelda's although they were big, you came across walls and Link could hardly climb let alone jump. You now have to find food rather than slashing grass and picking up hearts which turns into something you can spend a lot of time on in itself; working out which ingredients go with what to give you the best outcome. It doesn't treat you like an idiot. Nintendo finally realise that some of us have been playing these games for 25 years and don't need a hour of tutorial like in the Twilight Princess, you're allowed to discover for yourself, but you will die a lot in the process.
It's great. I've spent hours on it and I feel like there's so much more to do. I still have masses of map I haven't uncovered yet.
My only gripe is this: I'm playing on the wii u so effectively I have 2 screens. In the previous Zeldas on the wii u or DS/3DS the second screen has allowed quick access to items or maps and this would have been great as pressing + or - and scrolling gets annoying. I can only assume that they took this feature away from what was originally Legend of Zelda wii u so that it's not better than the Switch version. Now pressing the second screen, which remains blank while playing on the TV transfers the game to the controller. Which is great but something former Zelda games could do. It's sad that the wii u's swan song is a lesser version than what it should have been.
Having said this it's only like going back to titles of old and the game it's self is A M A Z I N G !
The games story is as follows: You have woken up after a 100 year sleep and are tasked with restoring the divine beasts control, recall your memories and defeat Ganon. This might actually be the first time where you don't technically save Zelda at all (minus the memories) as Zelda isn't captured but is in fact preventing Ganon from leaving Hyrule Castle. The divine beasts each have a guardian who will give you a special power upon restoring their divine beast. The voice acting in this game is sub-par but this is a first in Zelda games, to have proper voice acting.
The graphics in this game look great. Every Zelda game tries to take a different approach to its art direction and they decided to go for cel-shaded in this game. This game is very colourful.
The music in this game is alright, nothing spectacular. You'll mostly hear piano throughout your adventures, though when you reach specifica areas like villages and dungeons does the music change to fit the theme. The main theme and Hyrule Castle are my favourite.
This is a brilliant Zelda game and I would reccomend it to anyone who loves Zelda, open world, or fantasy games.







