edit: Sorry this turned into a long review. There's actually more I wanted to mention but it's already too long.
I really wanted to give this 5 stars but couldn't quite get there.
I'm not really sure how to frame this review. I'll try and make it generic and not have any plot spoilers. I played this game at least once a day for about 6 weeks (march 11th - april 24th). I don't know of a way to see an official our count but guessing I would say between 150 and 250 hours - when I did finally beat it - I did do a lot of optional things though. Also, I only played it almost entirely with the pro controller" and a little bit with the Switch in portable-console-mode. Never used the detachable wireless controllers as a controller. I usually got around 2 1/2 - 3 hours as a portable by the way.
I'll preface this by saying the last zelda i finished was Ocarina, 20 years ago. Haven't really kept up with Nintendo or zelda since then. Maybe some old zeldas through emulation. Still have TP and skyward sword on my "to do list".
What would someone like me associate with a zelda game? A big over world with at least 8 dungeons of varying amounts of difficulty finding them, locked off areas that aren't accessible until certain items are found (like hookshot, the higher strength bracelet and the boomerang) and of course dungeons that include keys, a compass and a map.
Well this zelda has a twist and that idea: instead of 8 fairly large dungeons and areas locked away until you get certain items...there's 120 relatively short shrines only four of which are required to complete the game. And there aren't really areas locked away until you get a specific item. Maybe an area is extremely difficult with only 3 hears and no stamina but it's not physically impossible to get there.
This being an "open world" game I can't help but compare to other games of that kind, the freshest on my mind being the elder scrolls games. Skyrim for instance had weapon forging, marriages, a whole magical system, an economics system...far and away more complex than and in-depth than this in other words. But that's the way I have always remembered Zelda games: an "RPG" but much more "accessible" to kids and players who may not want to spend hundreds of hours doing everything. Actually if you were going to make an elder scrolls comparison Oblivion would be the most obvious in comparison (as I recall it had a lot of ...I want to say oblivion gates..that were optional to beat).
In BotW you don't really "level up" and there isn't actually an experience system. You finish shrines to get spirit orbs and then you upgrade either stamina (how long you can go before stopping to rest) or hearts (hit points). In other words you don't specialize in different skill sets. You can cook the best meal there is from the word go if you know the recipe and where to get the ingredients. And the same with archery and weapons skills: you don't get better and better at spears if you specialize in them, it's the same from the first moment as it is at the final fight. And I kind of like that.
Over the course of my play through I went through several stages:
1. starting the game, learning the controls, finding shrines and not towers with sheika slate scope, running from bokoblins...
2. blowing myself up with bombs, continually crouching while trying to run away from mini-bosses, seeing that game over screen a lot
3. being addicted to seeing what's over the next horizon, what's over there, staying up until 3am on a work night. This is probably the peak of the experience.
4. having uncovered the whole map, having to track down those final shrines and finishing the side quests
5. The final stage is kind of...frustrating. I didn't want to finish yet but there wasn't much left to do. The main point of side quests is get either money or "mad loot". But at some point I had "four-starred" my favorite armor and had 26k rupees so that kind of took away the motivation. So it was more "farming mini bosses" to get the ingredients and high level weapons I needed.
So I would say you reach "peak botw" around 12 hearts with two divine beasts under your belt.
What are the cons?
- As mentioned before, I kept crouching and very inconvenient times. The analog stick that is used for movement/running, when pushed down, makes Link crouch. This frustrated me to know end. I really wish there was a "disable crouch" option, even if temporary. Would made things so much easier.
- the technology used for the game is kind of...not powerful enough. For instance animals (or lizards) will run away and then simply disappear. For instances and dear will be right in front of me running circles and then just fade away right in front of me. I find this annoying. As is the sand seals and that can't pull me over rocks but can dive into rocks as if they were sand. It just seems like a lack of attention to detail or...maybe just a flaw in the technology. Really takes me out of the immersion.
- The music. Or rather lack thereof. There's a appropriate sounds when something is chasing after Link or there's a mini-boss in the area. But a lot of times it's either generic ambient music or no music at all, just wind blow through trees. I realize Nintendo isn't on forefront of technology but if you're really going to leave out music how about some way of importing custom music? Pandora? Something? Probably too much to ask.
- Even with the latest patch (as of april 25th 2017) I get some frame rate issues (I played with it on the dock/connected to a TV 99% of the time). Not very often and I don't remember it actually affecting game play. But that doesn't make it any less annoying.
- I have the physical version of the game and sometimes those loading times kind of get to me. Feels like I'm in the early 90s waiting for my 1x CD ROM to load. I did get a lot of tips for the loading screens, but I would still rather have faster loading.
Neutral:
- The weapon system. I think I figured out what they were going for: since there is no crafting or repair system for weapons and shields, this is the way the game upgrades your effectiveness. As you complete shrines and divine beasts the weapons slowly improve. Actually the enemies not all of them) slowly upgrade as well to be more difficult, thereby dropping improved weapons. It's supposed to be an organic thing, which it is up to a certain point.
- the motion controls: technically they "work" but I didn't appreciate them for things like aiming the bow so the first thing I did was turn them off. There are still shrines that make you use them though.
- the plot: not over the top great, no great twists or anything. Just a pretty straight forward thing. It's kind of like the plot of the movie "the blues brothers" now that I think about it. Link is "getting the band back together" for one last gig. And also bailing someone out of tough situation. Except link doesn't have a partner, it's just him trying to talk people into fighting again coming to the aid somebody. It's actually pretty impressive the way they pieced the plot together through these "memories" that are entirely optional and can be watched in any order yet still fits together into a cohesive whole by the end.
- optional quests and mini-games. To expand your inventory capacity (for melee weapons/bows/shields) you have to trade in korok seeds. You find korok seeds but searching out of the way places for things that "seem out of place". Like a circle of rocks obviously missing a piece to make a full circle. Complete the circle, get a seed. Collect enough seeds and trade them for more inventory capacity. So you explore the world, solve some minor puzzles and in trade you "earn" more inventory space. It seems fair (I found just under 200 seeds, which sounds like a lot until you find out there's 900 total). There's also a take-a-pic-of-everything mini game thing. I was wondering at the start why there was no central repository explaining all the various enemies. And then I got the thing that allowed for photo taking. So it's "build-your-own beastiary". I don't know that there's a reward for a complete repository. But it is helpful. There's also some other mini-games like gliding for the longest and riding a shield down a snow path. Those are fun more than anything.
- the way the monsters (and most everything else) re-spawns: I think I like it. I mean it's kind of explained in the context of the plot and it's relatively predictable. I once got stuck on a certain island the night before that re-spawn event. It was like living through "groundhog day" having to beat the island multiple times to try and finish it. In the "late game" you may start to plan all your adventures around the next re-spawn.
Positives:
- It is a very compelling open world. I spent many a night exploring random areas, trying to finish puzzles in shrines and fighting various mini bosses. It's often hard to put down.
- the gained abilities from the start of the game makes it very fun to experiment. And the shrines make you "think outside the box" in your creative use of these abilities to solve the puzzle.
- speaking of abilities, almost always when i couldn't figure out puzzle the answer seemed to be "use crynosis" (giant pillar of ice). Not sure why I had so much trouble remembering that was a thing.
- I actually like a lot of the mini bosses. The Hinox (giant one-eyed things that seem to enjoy sleeping) were intimidating at first but eventually quite fun to fight. And a good source of relatively high power bows. Among other things.
- the recipe/cooking system. I still don't know all the super-great recipes by name/by heart. But I know enough the create enhancements for speed/stealth/heart recovery/recovery+extra hearts/attack up/defense up/recover stamina/extra stamina wheels. And that's what I really want anyway. Never did figure out what good all those blocks of salt are for. Guess that's why I have hundreds of them.
- I like the logic of the game. For instance in the starter area is a required shrine but the area is too cold to go through without losing hearts. You only have three hearts so this is rather important. There are hints of a recipe that will provide cold resistance as well as a way to get a warm vest. But I didn't know how to cook or that the "warm doublet" was an option. So as is probably logical i used a torch to provide just enough warmth to get through the cold area. Of course there are also bad guys to get through along the way and the torch goes out when you switch to a weapon so then you have to find some place to re-light a torch. You can also light wood weapons on fire of course. And actually where you start finding element enhanced weapons this works the same way: in the hot desert equip a great ice sword to stay a little cooler (and a fireblade to stay a little warmer). There's also things like ice-based enemies that die in one hit with a fire weapon, and fire enemies that die from ice weapons. Just makes sense.
- Actually, you indirectly learn how to do with lightning strikes pretty quickly (if you have metal weapons equipped you'll likely get struck by lightning). And this knowledge comes in handy with the electricity-based puzzles (metal weapons conduct electricity). As does water. Comes in handy for disabling groups of enemies standing in water.
- It seems like for every "that's not fair" element you find there is a "that's very generous of you" element to counter it. For instance it's not at all difficult to stumble across an enemy entirely over your head in abilities/hit points/etc. and can insta-kill you without much more than a look. As if to counter this you have the transportation/beam out ability you get pretty much first thing. At any moment/any time you can bring up the map and warp away without any consequences of any kind. About to drown? Or part way up a mountain and out of stamina? Laser about the take your head off? No problem, bring up the map and warp away. Doesn't cost any rupees or hearts or anything nor are there restrictions around enemies being around etc. Insta-gone.
- the armor system: lets just say collect everything you see that you can pick up. Every much room, every firefly, every apple, every horn. Because you will need it, and I don't think there's any sort of limit to how big that stack of teeth can get (or I didn't find the limit, anyway). You'll need it to upgrade your armor, which you will want to do for the "set bonus". There's the fireproof suit for walking around on death mountain without instantly catching on fire. There's the rock climbing suit for super fast climbing, there's the sheika outfit for super-stealth, there also one for extreme cold and extreme heat. The one that allows for walking around inside in a volcano doesn't help for traveling in the desert. Not sure why. Point is you will probably want that extreme cold outfit upgrade so you're "unfreezable" and the rubber suite upgraded so your "unshockable". And extreme heat one so you're not dressed as...well lets not spoil the surprise.
- the combat system: the sooner you learn the parry/super dodge system the better off you'll be. Took me forever to get the hang of it. But it's definitely worth it. Lets just say you can kill the guardians in the starter area with nothing more than a pot lid...
How much one likes this game I think will be directly proportional to how open one is to open world games (like the elder scrolls series). I never had any trouble figuring out where to go or what to do next in this game (and Impa is there to remind you). The plot is entirely optional as are the "divine beasts" and 116 of 120 shrines. You can waste time time and do whatever you want in any random order you like. That's either terrifyingly flexible or wonderfully freeing, depending on your tastes. Think of it as a really watered down version of all the famous open world franchises. Which isn't a bad thing.
One tip to leave you with: that area around Zora's domain, the long windy road with all the lizard men, that is definitely the place for gathering arrows. And you will run low on arrows...a lot. I was doing that every re-spawn time for a while there.