Actually, one of my biggest grievances with this game is the moment when you get the first Shiekah-slate ability in the shrine. It's just like "Here you go, get the most OP ability in the game". I feel like the general audience's and critics' requests for "freedom" is taken too literally sometimes, and I don't understand how having a game where you can almost literally do everything you want from the start, aka no progression, is appealing to anyone? You really like playing 100 hours of that? I can see the appeal of Minecraft: you're creative, the player makes their own rules and create things inside the game from their imagination but in a game like Zelda where the world itself is predetermined, the enemy placements, the dungeons and the story, what exactly is the appeal of "doing anything you want" and how is it going to stay appealing for the length of the game? This is probably the area in which I felt the game started seeming overrated. I feel like I gave it a fair shake with 20-30 hours and really... I just do not get it, especially not after realizing it has meant the bastardization of the perfectly well done dungeon formula.
Even Twilight Princess which is a divisive games for fans (for the record: I don't think that highly of it myself) has some universally beloved dungeons and it scored very favorably because of these neatly designed labyrinths. However, those were only possible
because the game did
not provide the player all their tools from hour 1, instead surprising you with new mechanics as the game progresses, which turn around seemingly impossible obstacles.
Some say BotW is better because it asks you to think laterally rather than figuring out what the developers want you to discover, however I prefer the traditional riddle. I found the structure of BotW to be bad with Shrines not only all sharing the same aesthetics but also feeling like potentially good dungeon rooms seperated into slices of fast-food. Instead of big impressive dungeons with all those ideas poured into them, we get these experimental mini-dungeons instead that are all too short, some of them are repeated with varying difficulty-levels and they all yield the exact same reward with the exact same intros and outros -- I mean, the game started to feel incredibly stale after just 20 hours of this and it's like the
main feature.
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Couldn't agree with you more, you've basically summarized my lack of interest in it. What sold Zelda for me (especially MM and TP) was not the fact that I could run around in an open world and swing my sword at shit. What sold it was that world as a whole. It was more enjoyable to see characters develop and have more emotion in MM and the unique cultures presented in TP and MM than it was to stab goo monsters for like the hundredth time. I think BOTW critically misses the fun in Zelda. It's not about having dungeons or having a sandbox to fuck around in. It's about having a world that feels like it's alive, and despite being an open world with a huge field, something that has a lot of potential to create such a world, it really, really fails to deliver on this front from everything I see on it. There's some great ideas, like letting you use the power of the sages (like how you were originally going to in OOT) but nothing in it seems like it would be all that revolutionary for Zelda.
Despite these flaws, do you think it's worth spending money on playing the game to see what all it does good and bad, or just avoid if I don't have the most interest in it?
Don't buy it at full price. Wait for some inevitable price drop. It's a good game and if you've nothing else to play I'm sure you'll find motivation to finish this or at least get many hours out of it, especailly because just exploring the overworld does have a sense of mystery to it, it just lacks the payoff in the long-run.