
I could argue – and indeed would argue – that The Legend of Zelda series took a path that led less towards true exploration (as found in the first couple of games), and more towards a paint-by-numbers, linear experience. I’ll write about Skyward Sword elsewhere, but that game was the most vivid example of forcing a player through a particular set of tests. The feedback was rather mixed on that particular game, and Nintendo, keen to ensure the legacy of the Zelda franchise did not tarnish, listened.

The result of this was something truly special. Fans had to wait a while for the next instalment of the franchise, but when it landed, it was breath-taking. Launched on the 3rd of March 2017, on the Wii U and Switch consoles (it was the Switch’s debut game), Breath of the Wild returned The Legend of Zelda to its open-world roots, dishing up a huge world, the largest ever created for a Zelda game, with rich environments and unique characters. It was a massive departure from Skyward Sword, and a number of the other preceding games.

Any major change was how Breath of the Wild did not hold the player’s hand. Whereas previous games had extensive instructions – sometimes pretty constantly – Breath of the Wild took off the training wheels at a very early stage. You were more or less on your own from the start, with a vast world to delve into, able to choose your own path, and I loved it. Want to head straight to the final boss? Risky, but it’s entirely up to you. Fancy visiting the Rito village first, or would you prefer to go to the desert to see the Gerudo? It’s your choice. Going ‘off-piste’ is in fact the new normal where Breath of the Wild is concerned, and it is an enormously satisfying experience.
9/10