| > Did you feel like previous Zelda games “handheld” you through progression? yes, absolutely, but the franchise definitely did not start out like that. The original Legend of Zelda plopped you on the map and gave you nothing. zero guidance. I consider this very good. Skyward Sword (the mainline release immediately prior to Breath of the Wild) was extremely linear and even gave you the solutions to puzzles so you never felt stuck. I consider this very awful. prior to Breath of the Wild, this linear hand-holding style of Zelda game was apparently loved by the creators within Nintendo and was definitely not loved by players who considered themselves Zelda fans. I remember reading how Nintendo doubted that Breath of the Wild would be well received because it was so much like the original Legend of Zelda, once you left the great plateau. zero guidance (almost) and complete freedom to go anywhere, if you could survive. after a couple of months of extreme praise, Nintendo promised to continue the "open world" style of Zelda game going forward. this will change, no question. I felt choked when I played Twilight Princess and Skyward Sword. you were Link on a rail, and you did what you were told. horrible. > Were you a fan of the games that came before BotW? extremely so very early on, and less and less as time went on, especially the last two or three 3D mainline games prior to BotW. |
You literally can’t get far off the beach until you hit a specific milestone. And then the next milestone and so on. Zelda NES was very strictly linear, as was ALTTP, Ocarina, Majora, GC Wind Waker etc.
As for “handholding” I’ve never felt that way for a moment while playing e.g. Link’s Awakening or even the later titles like Oracle of Time/Seasons (Seasons was incredibly difficult but ultimately still linear!)
I personally did not find “But you can technically just go fight Ganon with a stick!” a plus. It’s about as much of a Zelda game as Zelda 2.