Why Breath of the Wild is Still the Weirdest Game in the Zelda Franchise

Why Breath of the Wild is Still the Weirdest Game in the Zelda Franchise

Look, everyone knows it’s a masterpiece. That’s not a hot take. But eight years after its 2017 release, The Legend of Zelda: Breath of the Wild feels weirder than ever. It fundamentally broke the "Zelda Loop" that Nintendo spent three decades perfecting.

The game didn't just change the series; it dismantled it.

Most open-world games feel like checklists. You see a marker, you go to the marker, you get the dopamine hit, and you repeat. Breath of the Wild (BotW) just... didn't do that. It handed you a paraglider and a stick, then basically told you to get lost.

Honestly, that’s why it stuck.

The Chemistry Engine Nobody Else Can Copy

Developers usually talk about "physics engines." Things fall, things bounce, things break. But Hidemaro Fujibayashi and his team at Nintendo EPD talked about a "Chemistry Engine." This is the secret sauce. It’s why you can start a grass fire that creates an updraft, which you then use to launch yourself into the air to headshot a Moblin.

It’s about how elements interact.

Water conducts electricity. Fire creates wind. Cold freezes meat. These aren't scripted events; they're universal rules applied to every single object in Hyrule. Most games fake this. They have a "fire script" that triggers an animation. In Breath of the Wild, fire is a property. If you drop a wooden sword near a campfire, it will catch fire. If you’re standing in a thunderstorm wearing metal armor, you will get struck by lightning.

It's ruthless. It's also incredibly funny when it happens to you.

The "Overworld as a Puzzle" Philosophy

Remember the old Zelda games? You’d find a dungeon, get the Hookshot, and suddenly you could reach that one platform you saw three hours ago. Breath of the Wild flipped that. You get almost all your "items"—the Runes—within the first forty minutes on the Great Plateau.

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Magnesis, Stasis, Cryonis, and Bombs. That’s your kit.

The challenge isn't finding a new tool; it's realizing that your existing tools can be used in ways the developers probably didn't even intend. Take the "Stasis Launch." If you freeze a boulder, hit it a bunch of times to build up kinetic energy, and then climb on top right before the timer expires, you can fly across the map. Nintendo didn't "program" that as a feature. They just built the physics so well that it became a byproduct of the system.

The world itself is the dungeon.

Every mountain is a wall you have to figure out how to scale. Do you have enough stamina? Do you have the right food? Is it raining? If it's raining, you're basically screwed unless you have the right gear or a lot of patience. This friction is what makes the exploration feel earned.

Why the Story Rubbed People the Wrong Way

Some people hated the narrative. They said it felt empty.

I get it. Most of the "plot" happened 100 years ago. You’re just wandering through the ruins of a kingdom that already lost. But that’s the point. The game is a post-apocalypse, just a very pretty one. The storytelling is environmental. You find a ruined fountain and realize it was once a bustling town square. You find a diary in a shack that explains how a family died waiting for a hero who never showed up.

It’s lonely.

Link is a cipher, as usual, but Zelda has more personality here than in any previous game. She’s frustrated. She’s a scholar who can’t access her magic, living under the shadow of a father who doesn't understand her. Her struggle feels human in a way that "save the princess" usually doesn't.

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The Shrines vs. The Divine Beasts

The Shrines were a gamble. Instead of eight massive, themed dungeons, we got 120 mini-puzzles.

  • Some are "Tests of Strength" (basically combat tutorials).
  • Some are elaborate physics puzzles.
  • Some are just rewards for finding the Shrine in the first place.

The Divine Beasts—Vah Ruta, Vah Rudania, Vah Medoh, and Vah Naboris—were meant to be the "main" dungeons. If we're being real, they're the weakest part of the game. They all look the same. The "Blight" bosses are visually boring compared to the creative monsters of the past. But the process of getting into them? That's peak Zelda. Boarding Vah Ruta while riding on Prince Sidon’s back is an all-time franchise highlight.

The Controversy of Weapon Durability

We have to talk about the breaking swords. People still argue about this on Reddit every single day.

"I found a cool sword and I'm afraid to use it!"

Yeah, that’s the idea. The game wants you to stop hoarding. It wants you to use the environment. If your sword breaks, pick up a branch. Or use a boulder. Or blow up a red barrel. Weapon durability forces you to engage with the "Chemistry Engine" instead of just mashing the Y button until everything dies.

It turns every encounter into a resource management problem.

By the time you get the Master Sword, you’ve earned the right to stop worrying about it (mostly). But even the Master Sword has a "recharge" period. It’s a bold design choice that most AAA studios would have cut during playtesting because it "frustrates the player." Nintendo kept it because it's the glue that holds the survival loop together.

Technical Wizardry on a Tablet

It’s easy to forget that this game launched on the Wii U.

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Think about that. A console that was basically a failure, with hardware that was outdated the day it launched, managed to run a seamless open world with complex physics and dynamic weather. The art style—inspired by Studio Ghibli and Japanese gouache paintings—was a tactical choice. It looks gorgeous not because it has high-resolution textures, but because the lighting and color palettes are masterfully handled.

Cel-shading ages better than realism. Always.

Compare BotW to games from 2017 that went for "hyper-realism." They look muddy now. BotW still looks like a moving painting. The way the grass sways in the wind isn't just an effect; it's a gameplay mechanic that tells you which way a fire will spread or where you can glide.

What Breath of the Wild Actually Taught Us

The industry tried to copy it. We saw it in Genshin Impact, Immortals Fenyx Rising, and even Elden Ring to an extent. But what they often miss is the "subtraction."

Nintendo didn't win by adding more stuff. They won by taking things away.

They took away the minimap icons. They took away the hand-holding. They took away the linear path. They gave the player agency. When you see a light in the distance, you go there because you're curious, not because a quest log told you to. That sense of genuine discovery is the hardest thing to program in a video game.

Specific Tips for a 2026 Playthrough

If you're jumping back in now, or playing for the first time, change how you play.

  1. Turn off the HUD. Go into the settings and turn on "Pro Mode." It removes the map and the temperature gauges. Suddenly, you're looking at the world, not the UI. You'll start noticing landmarks. You'll hear the sound of a nearby shrine.
  2. Stop using Fast Travel. The best moments in this game happen in the "in-between." You’re heading for a tower, get distracted by a weird-looking tree, find a Korok seed, stumble into a Hinox boss fight, and suddenly it’s 2 AM.
  3. Cook everything. The cooking system is deep. Don't just make health potions. Mix "Hearty" ingredients for extra lives, or "Endura" ingredients to overfill your stamina.
  4. Follow the birds. If you see birds circling in the sky, there's usually something interesting underneath them. It might be a shrine, or it might just be a good fishing spot.

Breath of the Wild isn't a game you "beat." It's a place you live in for a while. It’s about the quiet moments—sitting by a fire while it rains outside, waiting for the sun to come up so you can finally climb that cliff.

It’s a masterpiece because it trusts you. It trusts you to be smart, it trusts you to be creative, and it even trusts you to fail.


Next Steps for Your Hyrule Adventure

  • Master the "Perfect Guard": Practice your parry timing against the decayed Guardians around the Eastern Abbey. Once you can reflect their lasers, the game's intimidation factor drops significantly.
  • Locate the Kilton Shop: Search for the "Fang and Bone" shop at night near the skull-shaped lake in Akkala to trade monster parts for unique masks that let you blend in with enemies.
  • Complete the "From the Ground Up" Quest: Head to Akkala and talk to Hudson. This is arguably the best side quest in the game, resulting in the construction of an entire town and providing a massive sense of progression.