Nintendo dropped an unexpected bombshell at E3 2019 when they announced the direct sequel to The Legend of Zelda: Breath of The Wild. No one was really expecting a second main entry Zelda title, much less a sequel to the 2017 game of the year. Still, with that announcement, we couldn't help but think of all the reasons we loved the newest mainline game in Nintendo's longstanding franchise.
Yet, while it is a fantastic experience, we can't help but think there is room for improvement. So, with that in mind, we've listed 5 Things Legend Of Zelda BotW 2 Should Keep From The Original (& 5 Things They Need To Fix).
10 Keep: Combat
For a long time, The Legend of Zelda had a very basic combat structure. Before Breath of The Wild, the fighting mechanics didn't stray far from swinging the sword. Then, BOTW came along and changed all that. The title implemented dodges and perries, rewarding players for their reflexes and timing.
This made combat more exciting and challenging. Boss battles were more intense, encounters in Hyrule felt more life-threatening, and because of that, the whole experience felt richer. We hope Nintendo doesn't mess with this too much because Breath of The Wild's combat was a breath of fresh air.
9 Fix: Items
We're just going to have to say it. We want the hook shot back. Going from double hook shots to none feels like a step backward to us and you won't change our minds. While that's our biggest gripe when it comes to items, there are some other minor tweaks we'd like to see as well.
To start, the Sheikah Slate controlling bombs felt weird, and while these digital controlled explosions were really different, it was strange to see a game preaching item management remove the one item that always had to be managed. It also meant that interesting variations like the Bombchu were left out. Oh, and while we're complaining, bring back the Beetles from Skyward Sword.
8 Keep: Open World Exploration
One thing Breath of The Wild did better than almost any other title in The Legend of Zelda's history is it gave fans a huge open world ripe for exploration. It took the concept from Wind Waker that fans adored most and pumped it full of steroids.
Hyrule was massive and full of little treasures to discover if fans desired. If not, it can be ignored. That freedom to literally find a point on the map and see what's there — and to be rewarded for it in most cases — was something special, and we hope Nintendo doesn't try to curb the exploration factor going into this new title.
7 Fix: Slippery When Wet
One thing that set Breath of The Wild apart from every other adventure in the series' past is its dynamic weather. In the blink of an eye, players would have to change their entire gameplan or wait out a storm.
For us, that got a little tiresome. While we love the curveball Nintendo was trying for with this, we have a hard time thinking 30 seconds of rain will make a rock that impossible to climb. Hopefully, there will be a little more leeway given to players in the sequel.
6 Keep: A Personal Adventure
For a long time, The Legend of Zelda franchise was very light on the story. Sure, the franchise was rich in lore, but outside of a few instances, Link was more of an avatar than a hero. Breath of The Wild flipped that narrative on its head. Taking pages from Wind Waker and Skyward Sword link had a personal investment in the story, but this time, it was bigger.
Players have the option to slowly unravel Link's backstory by visiting locations to trigger memories, giving fans a deeper dive into how Link became the hero he is today. Not only that but the more we play, the more we learn that Link is a broken person. His failure cost Hyrule its freedom and his friends lost their lives because of it. This title gave fans so much to be invested in that it would be a shame if Nintendo took a step back in this regard.
5 Fix: Temples
OK, this might not be a popular opinion, but the temple design in Breath of The Wild is some of the worst in franchise history. Replacing traditional temples with three Divine Beasts — which were interesting in their own right — the puzzle solving was stripped down to changing the map's layout and it was a little underwhelming. To make up for this, we were graced with a lot of Spirit Trials, which were more condensed puzzles with a reward at the end.
There was a little more variety in these, however, many of them involved messing around with the game's physics to get a result. Sure, it was rewarding to complete, but those situations don't really give players a feeling of profound accomplishment. Yet, if we had to choose between the traditional dungeon and temple experience, we'd choose the latter.
4 Keep: Difficulty
We're not going to say Breath of The Wild is a hard game. In fact, it has some of the easiest dungeons in the series, but learning the ins and outs of the title is very tricky. Instead of a difficulty curve — where a game gets progressively harder — this game actually gets less difficult the more you play, but it's not easy.
That's something the franchise has struggled with over the years, but Breath of the Wild really walked the line to make the game challenging for seasoned veterans, without being exclusive to one type of player. We love a good test of skill here at TheGamer, so we hope this is one thing that stays.
3 Fix: Master Sword Required
The Legend of Zelda Breath of The Wild is a fantastic title because it broke tradition. Sometimes, tradition doesn't need to be broken. Since the dawn of time, players have been told that the only way to stop Ganon is to use the Master Sword.
It's literally called "The Sword of Evil's Bane" in the game's own lore — it's the thing that kills Ganon! If we're to believe that this is the most dangerous our favorite antagonist has ever been, then beating him with a few rickety swords and a rusty hammer seems anti-climatic.
2 Keep: Random Intense Encounters
There was nothing more exhilarating in Breath of the Wild than hearing the combat music start to play, not knowing what will come our way. Whether it was a Stone Talus, a Bokoblin camp, or just a Guardian; Hyrule felt unsafe for the first time, and we want to feel that way in the sequel.
There was something so eerie in feeling so at peace, knowing that can change at any moment. It made for some great pacing, and exploration never felt boring because of this.
1 Fix: Weapon Deterioration
Look, we loved the combat in this game, but come on, the weapons broke far too often. Yeah, we know Master Sword is more durable, and yeah, that's a solution to the problem if you want to go that route, but this was a little crazy.
Weapon durability was an interesting idea (even for a game that really has it written in canon that one magical blade is the only thing that can stop evil) and we want that to stay in the game, but they need to last longer than a battle and a half. We even like the idea of different enemies deteriorating weapons of different conditions and types at different speeds, but our tools need to have more longevity.