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I see the world less as an obstacle keeping me from reaching my next quest destination or collectible and more as a fully-realized world that begs me to get lost in it. You fill in the map how you want to, which allows you to include the details that are most important to you.Īs a completionist, I wasn't sure how I would take to simply not knowing where everything is at all times, but amazingly enough, it's gotten me to let go of those urges and simply enjoy being out in the wilderness. ![]() Want to keep tabs on the cooking spots you find out in the wild? Put down a pot icon. #ZELDA BREATH OF THE WILD VS HORIZON ZERO DAWN MAP HOW TO#See a treasure chest you can't figure out how to reach? Place a little chest icon on your map. Everything else? You have to partake in a little cartography. Nothing gets filled in until you find it for yourself, and even then, it's only the larger landmarks - towers and shrines act as fast-travel points, while shops, towns, and outposts appear as smaller icons on your map. You're still expected to do the heavy lifting, using your binoculars to look for places of interest, then place pins to keep track of them. Once you activate each tower, Breath of the Wild fills in a region of your map, but only with the general topography and the names of forests, fields, mountain ranges, and other features. ![]() That's because it was empty until I actually put in the work to find stuff. Granted, this is just a small section of the whole map, but even zoomed out it's practically empty in comparison to Assassin's Creed Unity. The Legend of Zelda: Breath of the Wild fixes all this with a simple, easily replicated trick: it doesn't tell you where anything is. What's the fun in being told where a hidden collectable is when all you have to do is saunter over and pick it up? Games like Far Cry and, more recently, Horizon: Zero Dawn, as effective as their stories are, or how beautiful they look, or how strategic their combat, the sheer muchness of things to do and icon vomit on their respective maps can make them feel more like work than fun their points-of-interests and item pick-ups becoming inevitable tasks that require nothing more than your ability to walk in a direction and kill another hour or five. #ZELDA BREATH OF THE WILD VS HORIZON ZERO DAWN MAP FULL#Even the best examples of the genre can get that checklist feeling, inevitably turning a grand world to explore into a giant pit full of chores to complete. This was what I was worried Zelda was going to devolve into, that its initial glowing impression would give way to a tedium that worms its way into many open-world-style games. ![]()
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