@Litchie: pulled from a reddit post, what are your thoughts?
The game is so shallow. It tried to be so many things at once, that it stretched itself too thin and every part of the experience feels like it's barely enough to justify that part of the game.
NPCs: Bad dialogue, bad voiceovers, side quests are very uninspiring and there are very few real side quest lines besides one-off missions and Tarrey town. I haven't actually 100%ed the game, but this was my experience on my playthrough.
Shrines: Some great concepts (some not), but all with the same textures, same reward, same statue at the end. Tests of strength all just you versus a guardian.
Weapon system: Lots of weapons but not lots of attack sets, and not much real world difference between them in how you use the weapons. No weapon upgrade system or meaningful augmentation due to the durability system.
Difficulty: The game tried to keep a balance where you would have a fighting chance in each area no matter what order you went to them in, meaning that as you progressed, the areas would get easier and easier no matter what order you took, as you got better weapons, armor, food and understanding of the mechanics. Too open world for its own good.
Food system: Nice idea, but ultimately quite shallow because you simply don't need any of the boosting foods. Ends up being a game of collecting durian and radishes because they're all you'll need for the whole game.
Power-ups: things like sneaking, extra stamina, cold resistance and heat resistance are barely needed at all (the latter two since you get equipment for those areas almost immediately, and regular food can get you through most of these areas without them). This is partly the fault of the game for being too easy, so sneaking and such are never necessary or even worth the effort when your goal is to complete the game (see difficulty).
Enemy monsters: Since the game is so open, you can, and when trying to be efficient -should-, avoid basically all combat. Since your weapons will break during combat, and getting hit will require you to eat food, getting into combat makes no sense once you've collected a few weapons together from shrines and those lying around in towns and occasional chests.
Enemy AI: Quite 'dumb', again due to the scale of the open world. Enemies were slower than you and couldn't figure out how to hit or stop you when you ran away (another reason why fighting is totally unnecessary). If you walked out of range, they'd immediately run back to camp and start jumping around as if you'd never existed. They'd run straight into bombs (slowly trying to kick an instantly triggered bomb doesn't count as good AI). No part of their behaviour made me feel intimidated by them. Nintendo tried to make up for this by giving them incredible damage output, making the bosses look puny in comparison. This only added to the incentive to walk away from fights.
The environment: Due to its scale, it's very barren. Lots of grass and mountains. No caves or indoor areas besides a very select few story missions. There was nowhere you could wander off to and discover something intriguing and exciting. It was all just more of the same - grass, mountains, a Korok and some random enemy placements.
Bosses: All same colour palette and design style (it may be a style choice, it wasn't a good one). Very few moves, long breaks between attacks and very telegraphed moves made them really boring to fight. Their damage output was far too low. They disappeared when you walked out of the room, then respawned when you walked back in. Why couldn't they follow you out, or the game prevent you from leaving for the fight?
Divine Beasts: Seem really awesome and creative when you go into the first one. Then you find out they're all the same principles (shoot 4 targets to incapacitate them, control some feature of theirs on the map to affect the world, solve puzzles and activate 3-4 terminals, then fight the boss in the middle of the arena). Also they all used the exact same colour palette and sprites that we were already sick of from the shrines.
Hyrule Castle: Finally an area with actual good design and interesting layout - rendered useless due to enemies not being worth fighting, and Link having more than enough weapons and shields from general adventuring to take down Ganon without the goodies hidden in the castle.
Calamity Ganon: Far too easy, no story or climax leading up to the final battle. We're not trying to stop him last second from doing something evil, he's just chilling there doing his thing as he has for the last 100 years and we wander into the room. The final phase is pretty embarrassing as he barely tries to hit you, and Zelda 'can't hold him any longer' for as long as you feel like taking.
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