10 Reasons Zelda: Breath Of The Wild's Haters Are Wrong
7. Shrines Are Better Than Dungeons
There's a reason the designers at Nintendo have radically refined the conventions of the series. Let's all admit it together: Zelda has been stale since Twilight Princess - perhaps even before then.
Having the same types of dungeons to visit, collecting almost the same items from each one, progressing through areas that are arbitrarily blocked off because you don't have the correct item to get there... why did it ever have to be that way? It left players with no sense of choice aside from the 'correct' answer to the problem presented to them.
Luckily, shrines are not only great for portable play, but they're also a great bite-sized way to experience Zelda puzzles without the struggle of playing for hours on end without a save point to ensure you're not wasting hours of your life. They maintain the tried-and-tested philosophy from Nintendo that teaches the player one thing, then varies and adds to it, making the mechanics you're working with more complex. All round the puzzles are quick, challenging and well-balanced.
If players really really miss the old-school dungeons from Zelda, then there are the Divine Beasts: giant structures that have to be conquered both as both a boss battle and then an internal puzzle with several rooms, treasure chests and a sense of narrative progression once finished.
There's something for everybody.