10 Iconic Video Game Influences You'll Find In Zelda: Breath Of The Wild
10. Portal
How could there possibly be a connection between Nintendo and Valve? Surface details in some respects: silent protagonists, narratives and characters players are fond of, decent world-building...
In Breath of the Wild, gone are the traditional raft of dungeons expected from a Zelda game. Without dungeons, key items are no longer given out in frustrating increments and your movements through the game world are not stopped by arbitrary barriers that demand you solve a certain puzzle or complete a certain side mission to acquire something particular. You're given the tools you need to succeed on the Great Plateau in the form of rune powers inside your Sheikah Slate within the first few hours of beginning the game.
From magnesis to stasis and remote bombs too, these powers lend themselves to completion of the shrines - or should that be test chambers? The wide open spaces, electronic soundtrack and unclimbable (or non-Portal-ing) walls mean you have to solve the puzzle you're presented with using a combination of physics and the powers you have. Momentum matters as does logic, shape and space. All of the same could be said of Portal, too.
Plus there's even the natty blue and orange glowing colour scheme to signal shrine completion, too. The shrines in Breath of the Wild certainly feel more futuristic than we are used to in Zelda.