Upon release, The Legend of Zelda: Breath of the Wild was showered with praise thanks to its immersive open world. It stands out thanks to the environment's interactivity, allowing players to experiment with different ways of affecting their surroundings that lead to interesting outcomes. Since its release, Breath of the Wild has influenced several other titles, and it is widely regarded as one of the finest examples of open-world design.
Part of what makes Breath of the Wild special is that it manages to impress from the first few seconds. At first, players are limited to the Great Plateau where they can learn the ropes. The Great Plateau serves as an introduction, but unlike most games, it is an engaging tutorial.
Zelda: Breath of the Wild 2 Could Be a Great Chance to Expand on Kilton's Fang and Bone
Plenty of games are simple enough to require just a single screen that show players the controls. However, some are more complex, and people need to be eased into the central mechanics and the expected style of play they will need to succeed. Often this results in an introductory level to explain their mechanics, which are useful but usually the most boring part of a game — especially upon replays.
Recognizing how dull introductions can be, a few games have attempted to reinvent them. This is seen with Sucker Punch’s Ghost of Tsushima, which has Jin training with his uncle Lord Shimura, and in doing so, players learn the basic controls and cultural norms of being a samurai.The Legend of Zelda: Breath of the Wild also features an introduction neatly wrapped up in the Great Plateau, and it remains one of the greatest examples of the practice to-date.
Link begins Breath of the Wild on the Great Plateau, a place so high up that it
Read more on gamerant.com