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Why Zelda: Breath of the Wild Stands Out as the Ultimate Open-World Game

by Amanda Walt
June 8, 2025
in Nintendo
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Sure, here’s a reimagined version of the article:

—

Breath of the Wild did a thing, you know? It was like a breath of fresh air—no pun intended—when it dropped on the Nintendo Switch in 2017. You could almost see other game developers scratching their heads going, “Wait, we can just do that?” because this wasn’t just any new Zelda game. Nope, it was the big shake-up for open-world games, and I’m here for it.

First off, players were suddenly free as birds. See that mountain over there in the distance? You could climb it. No invisible walls. Nah, just you, Link, and Hyrule laid out like an all-you-can-eat buffet. Sure, getting to those far-off places was a bit of a challenge, but hey, isn’t that the fun part? Some folks even went straight to Ganon right away—which I can’t even imagine—but they did it, and what a wild ride that must’ve been.

And puzzles, man, the game was full of them. You had these Rune abilities, like tools in a toolbox, just begging you to mix and match and experiment. Every player’s experience was a bit different, like you’d swap puzzle-solving stories over a drink and wonder if you were even playing the same game. I tried the “boulder squish” tactic on some moblins once, got a bit carried away. It worked, though! Who knew physics could be fun?

Nintendo did some kind of magic with keeping our attention, too. Despite the vastness, it never felt like just an empty space. It’s like they got into our heads and understood when we were about to zone out. “Hey,” they’d say with a shiny object or a hidden path, “check this out!” And suddenly, you’d find yourself following that curiosity instinct, like a cat chasing a laser pointer.

And the game’s map—ah, bless it—was actually readable. None of that cluttered nonsense. You could customize it, drop a marker, and you’d never get lost. Fast travel was there, too, making hops over to a new Sheikah Tower a breeze. If only real life had fast travel, right? Imagine the possibilities… Anyway!

Combat was another thing entirely. It wasn’t just flinging arrows and spamming sword swipes. Nope, you could practically dance in battle with the right timing, dodging and countering like some kind of Hyrule ninja. I had a thing for throwing boomerangs—a bit like trying to be the cool kid on the battlefield. Link felt powerful but vulnerable, keeping you on your toes, you know?

Then we hit the bosses and bigger beasts. Guardians, Lynels—they kept you humble because getting whacked by one felt like a rite of passage. Even the big bad guys felt meaty and challenging, like they’d been popped straight out of a classic Zelda wardrobe and given a modern twist.

And, oh, the atmosphere. Sometimes, when I was tired of battling bokoblins, I’d just float over Hyrule on the paraglider, a serene soundtrack in the background. You need space to breathe, to think… or not think. Just enjoy the digital breeze.

Breath of the Wild isn’t just a game that refreshed the series—it was like a gust that reminded everyone that Zelda still had plenty of life. And it didn’t just revive itself; it kicked the genre into high gear, influencing new games. A win-win, if you ask me, even if nobody did.

So yeah, Breath of the Wild turned things upside down and inside out, still has us talking about it today. It’s like the “open-world rulebreaker” that took the handbook and tossed it right out the window. Who can blame them?

—

Hope you found yourself somewhere in the mess above. It kind of mirrors the chaos of Breath of the Wild, or that’s at least what I was aiming for, anyway.

Tags: GameUltimateOpenWorldZeldaBreathWildStands
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