The Legend of Zelda: Breath of the Wild
The Legend of Zelda: Breath of the Wild has been criticized for not having the same stellar dungeon design as previous titles. Where it makes up for this in its systemic gameplay and the moments that emerge from this. Imagine invading a camp of enemies by riding on a boulder’s stored momentum or setting fire to grass around a Lynel to parachute up and shoot it with arrows in slow motion. That’s not taking into account the variety of ways to complete dungeons like shield surfing to double jump up ledges, connecting electrical circuits with your equipment and so on.
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