It's no secret that has begun to embrace a more non-linear structure with the series' most recent entries. Both and abandoned the traditional formula in favor of an expansive open world for the player to explore at their own pace. This was easily the strongest aspect of both titles, as the open structure only built upon the sense of exploration and discovery that made games so special.
This adoption of a more non-linear approach to and hearkens back to the series' debut on the NES, which saw players dropped in the middle of the world and were given complete freedom in which direction they decided to take. However, unlike the original, and still include some slight limitations that prevent the player from having the same unequivocal sense of freedom, suggesting the series may never return to true non-linearity. While it may seem disappointing, the ambition and scale of newer titles make this decision a necessity to give players the best experience possible.
While both and take a more open approach compared to previous entries, they don't adopt a true non-linear structure. There are multiple ways in which both titles try to keep the player on a set path, a major one being starting areas. Whether it's 's Great Plateau, or 's Great Sky Island, the player is heavily restricted to one area of the map at the beginning of their adventure. The only way out is for the player to complete the Shrines and master each new ability before the entire world is opened up to them.
Even when the player makes it out of the starting area, both and make the intended path abundantly clear. There are multiple instances where NPCs inform the player of the location they must head to, while stressing the importance of players sticking to the main path so they can advance the story. While the player never has to do this, they're made fully aware that there is a certain direction they should be taking at all times.
While and strive to be a far more freeing experience, these added levels of
Read more on screenrant.com