Legend Of Zelda 2019: How Nintendo Can Beat Breath Of The Wild
Dungeons
Many have criticized Breath of the Wild's "aimless" nature, and missed the sense of urgency in the storytelling from previous games. Majora’s Mask, for example, required players to complete dungeons and side quests within the short window of 3 in-game days.
Everything we did had to be purposeful, and moving from dungeon to dungeon was a linear process. We would get an item that would allow us to complete dungeon A, during dungeon A we would get an item to let us access Dungeon B, and so on. This sense of simplicity and puzzle solving fitting into the world was very different in Breath of the Wild.
Having the ability to stop time and create ice blocks from water using our trusty digital tablet did not feel quite as authentic as finally finding a glider in a world full of strong winds, or using our ocarina instrument to be able to control the passage of time.
For every new gadget that Breath of the Wild introduced, there was an old iconic feature of the series that was blatantly missing.