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this is one of the newer comments on the video that I found that was pretty interesting
"How Breath of the Wild is fixed"
4:52 - Breath of the Wild let’s you take full advantage of the 3D space, allowing you to climb almost surface or glide practically everywhere. Also link can jump for the first time in 3D Zelda.
7:02 - Now you can change the camera angle freely.
7:14 - You can either actively search out enemies to fight to get the treasures in their camps, or they serve as obstacles to your exploration.
8:20 - Enemies can now do a lot of the these Link can do, like using the same weapons, jumping, dodging, using shields, and shooting arrows, which creates a balance between the environment and the player. And you can see how much health they have left, so you know how long the battle will take, and you don’t even have to finish the battle to progress most of the time.
9:53 - You can now use your surroundings to your advantage. You shoot down lanterns to set off explosive barrels, drop down boulders from above, find strategic cover, swing around metal objects as weapons, or knock enemies off of cliffs.
11:30 - The shrines in Breath of the Wild are all about puzzle solving, and similar to what Egoraptor was talking about in his Megaman Sequelitis, they teach you how to solve them and teach you the mechanics of the game without anyone having to tell you.
13:10 - Traversing obstacles feels way more realistic and perilous now with Breath of the Wild’s real physics and 100% open-worldness.
14:05 - You now have an infinite amount of bombs, and you can choose when they go off, and whether they should roll around or stay in one place.
14:50 - Chests are now opened immediately with no build up. The only build up is whenever you get a new rune, and that’s only ever going to happen a total of 4 times in the first couple hours, and then never again.
16:46 - Even if there is long cutscenes, there are hours of pure gameplay in between.
18:00 - The bosses in Breath of the Wild are a bit more along the lines of games like Dark Souls, but the item you use can help the battle be easier instead of it being required. So you can kill them in any way you want.
19:05 - Holes in the ground are replaced by the shrines, which are all unique mini-dungeons that teach you the mechanics of the games and give you worthwhile treasure, and are fun to search for and find.
20:00 - The story is VERY present in Breath of the Wild, and it’s fantastic. BUT, more importantly, it doesn’t restrict your gameplay in any way other than being confined to the first area. But that first area is already bigger than literally the entirety of Ocarina of Time.
21:40 - The game and story are paced so that by the time you want to go start exploring the next area, it’s already what you’re supposed to do anyway, and even if can’t go there yet, there’s still plenty for you to do in the areas you CAN enter.
22:18 - Link can now climb practically any natural or textured surface.
22:34 - After a couple of hours, you can actually go straight to the final boss if you wished. Anything involving in the main quest after that point is more of a suggestion, meaning that no one is forcing you to follow the game the way it’s meant to be followed.
23:23 - The ability to explore is triggered by exploring.
24:21 - Nintendo has gone on record several times saying that Breath of the Wild is all about revisiting the roots of Zelda. And that’s exactly what they’ve done.
25:09 - Nintendo has gone through a lot of effort to keep us in the dark about a lot of things in Breath of the Wild, and going into as soon as it launched, practically no one knew what was going to happen right from the get go.
27:52 - The runes in Breath of the Wild replace items and can be used to manipulate the environment to fight enemies, and all weapons have other uses like starting fires or cutting down trees.