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Yes, Breath of the Wild is acclaimed, but it also gets a lot of flack for pretty much all of its aspects including from those who praise it generally. But for me, this game is GOAT, not despite these things, but largely because of them. So I want to talk about why the things people criticise this game for are what makes it work all the better for me.
On story
I never think of Zelda stories as anything other than simple, which doesn’t mean they can’t be meaningful and moving. In fact, their simplicity is usually an advantage as the narrative doesn’t get bogged down in pointless diversions and it fits well with the folk tale feel the series goes for.
In BOTW, the story is about Link, who wakes up to a ruined world, with no memory of who he is and how he came to be in this situation. He learns that the world is in ruins because 100 years ago, he was tasked to save it but failed and only Zelda held back its final doom. He must rise again to help Zelda end the threat for good and so he embarks on a journey across Hyrule to rediscover, rebuild and redeem himself.
This story does something that few stories in the series actually do. It gives Link a need as a character. Link’s involvement in the plot of the older games was generally one of being the only guy in the area at the time. Or maybe destiny or something. Someone needs to do something about that Ganon, and Link’s someone so why not him? That started to change when people close to him would need rescuing giving him a more personal motivation, but it was an external one.
But in Breath of the Wild, Link has an internal motivation. It begins with him wanting to find out who he is and how he came to be in this situation. He is told that he was supposed to be the kingdom’s hero once and that he should retrace that path and Link does so not just because, yes, someone needs to do something about Ganon, but because that path is most likely to give him the answers he seeks. And along the way he finds many answers, remembering the champions, learning of his patchy legacy, but most importantly remembering Zelda. He remembers the time they spent together and the way they bonded over their shared burden.
It's an interesting new approach to Link’s motivation that hasn’t been done before. Link initially doesn’t have a direct motivation to fight Ganon. It isn’t personal at the beginning. But as he pursues his journey for his own purposes, he understands his need for redemption and he develops the want to see Zelda again, to see her smile again. His motivation to defeat Ganon becomes personal through his journey (and the motivation isn’t simple revenge either).
It’s not a complex story, nor a story that relies on twists and reveals or lore for its own sake, but it is a sincere and heartfelt one about Link and his journey of redemption. It is also a story the player tells rather than simply unlocking. It is not enough to just make your way from quest marker to quest marker looking for cutscenes that tell the story for you. You must throw yourself into the part. Contrary to popular belief (a belief that leads to the erroneous statement that “The story takes place in the past”), what happens in the memory cutscenes is not the story. Link finding the memories is the story.
Though I don’t think it’s without flaws (the English localisation changing the adventure log from its original intent and the ending cutscenes playing it a bit too casual), Breath of the Wild is an almost ingenious blending of story with the open-air gameplay. The focus isn’t narrow plot beats to hit, which would require linear rail-roading, but rather a narrative thrust. Almost everything the player does contributes in a broad way from earning spirit orbs, to finding memories, to freeing the Champions, to helping the vulnerable Hyrulean survivors, to buying a house and building a whole new town. The player is given an earnest goal and the freedom to make their own journey towards it and so tell the story of Link putting things, and himself, right again.
On story
I never think of Zelda stories as anything other than simple, which doesn’t mean they can’t be meaningful and moving. In fact, their simplicity is usually an advantage as the narrative doesn’t get bogged down in pointless diversions and it fits well with the folk tale feel the series goes for.
In BOTW, the story is about Link, who wakes up to a ruined world, with no memory of who he is and how he came to be in this situation. He learns that the world is in ruins because 100 years ago, he was tasked to save it but failed and only Zelda held back its final doom. He must rise again to help Zelda end the threat for good and so he embarks on a journey across Hyrule to rediscover, rebuild and redeem himself.
This story does something that few stories in the series actually do. It gives Link a need as a character. Link’s involvement in the plot of the older games was generally one of being the only guy in the area at the time. Or maybe destiny or something. Someone needs to do something about that Ganon, and Link’s someone so why not him? That started to change when people close to him would need rescuing giving him a more personal motivation, but it was an external one.
But in Breath of the Wild, Link has an internal motivation. It begins with him wanting to find out who he is and how he came to be in this situation. He is told that he was supposed to be the kingdom’s hero once and that he should retrace that path and Link does so not just because, yes, someone needs to do something about Ganon, but because that path is most likely to give him the answers he seeks. And along the way he finds many answers, remembering the champions, learning of his patchy legacy, but most importantly remembering Zelda. He remembers the time they spent together and the way they bonded over their shared burden.
It's an interesting new approach to Link’s motivation that hasn’t been done before. Link initially doesn’t have a direct motivation to fight Ganon. It isn’t personal at the beginning. But as he pursues his journey for his own purposes, he understands his need for redemption and he develops the want to see Zelda again, to see her smile again. His motivation to defeat Ganon becomes personal through his journey (and the motivation isn’t simple revenge either).
It’s not a complex story, nor a story that relies on twists and reveals or lore for its own sake, but it is a sincere and heartfelt one about Link and his journey of redemption. It is also a story the player tells rather than simply unlocking. It is not enough to just make your way from quest marker to quest marker looking for cutscenes that tell the story for you. You must throw yourself into the part. Contrary to popular belief (a belief that leads to the erroneous statement that “The story takes place in the past”), what happens in the memory cutscenes is not the story. Link finding the memories is the story.
Though I don’t think it’s without flaws (the English localisation changing the adventure log from its original intent and the ending cutscenes playing it a bit too casual), Breath of the Wild is an almost ingenious blending of story with the open-air gameplay. The focus isn’t narrow plot beats to hit, which would require linear rail-roading, but rather a narrative thrust. Almost everything the player does contributes in a broad way from earning spirit orbs, to finding memories, to freeing the Champions, to helping the vulnerable Hyrulean survivors, to buying a house and building a whole new town. The player is given an earnest goal and the freedom to make their own journey towards it and so tell the story of Link putting things, and himself, right again.