The Legend of Zelda: Breath of the Wild - Recensione

Author: Mattia "Zave" Ravanelli
Date: 2020-03-02 20:28:56
“Where are we going today?”, Among the many possible ones, this is the question that more than any other marks and guides every day spent by Link in the new, ancient and immense Hyrule. The highlands of Necruda, with the expanses in bloom as far as the eye can see, or the fumes and bubbling panoramas of Mount Death, which reigns over the Valley of Oldin? The perpetual and melancholy autumn of Akkala or the monsoons that continuously sweep the area of Lake Morera? The all-eastern delicacy of Calbarico village that took part of the rock walls just after the Bonuru chain or the unbearable heat and the seemingly infinite spaces of the Gerudo desert? That of The Legend of Zelda: Breath of the Wild is a Hyrule reduced to the limit of strength, squeezed in the yoke of the Ganon calamity whose promise of apocalypse is getting closer and closer to every sunset. Yet it is an incredible world and in which it is impossible not to get lost, immediately and continuously, day after day, until the hero of the hundred-year-old sleep is given the opportunity to chase the beast for another time, not the last one, in the underworld.

A possibility that the player decides when to take, because here is a good part of the greatness of The Legend of Zelda: Breath of the Wild. His being truly and without compromise is a free game completely available to anyone who wants to explore it. After completing an initial section that acts as a real tutorial, almost without the player realizing it (Skyward Sword's lengths are light years away), the regions surrounding the castle of Hyrule offer themselves without any limit. One mission: defeat Ganon. Only a handful of stingy tips in the form of some major quests that can be addressed, listening to the wise advice of the development team, but which can equally be left aside. The goal is clear, to Link find out how and when to reach it.


The ambition that distinguishes the first, new, Zelda for a (also) home system for six years now is one that is rarely savored. In all probability only Ocarina of Time can share with Breath of the Wild the same contagious and amazing desire to do, to revolutionize, to propose itself as a unique, immense, unforgettable and totalizing adventure. And it's surprising how much everything flows in such an elegant, natural and paradoxically predictable way. Because you enter the new mechanisms of a new way of understanding "the legend" almost without realizing it, finding yourself in a different yet always recognizable world, doing what ever it was possible to do before and enjoying every minute.

However, there is a sort of ideal vademecum intended to help Link in what initially seems an impossible undertaking. Each region can be reached at any time, climbing over obstacles and knocking down Boblin camps or making their way through the darkness by mixing the bones with the Stal, but without a map at hand it becomes complicated to understand where to go and what to do. This is the purpose of the towers which, after the hero's awakening, mysteriously erected themselves to the sky in every area of Hyrule. We find ourselves alone, with the Sheikah tablet collected in the first minutes of the game that accompanies Link with a whole series of functions, including that of binoculars: a look towards the horizon, following the four cardinal directions, until you see the nearest tower. Then off you go, select the most appropriate weapon, place a useful shield on your back, if necessary, check the clothing again and then start running towards the tower.

On foot or on horseback, if you have already managed to find one and tame it (initially it is not advisable to target those with a uniform coat, too bizarre) and nearby there is a stabling in which to recover it, with a pointer placed just before through the Sheikah tablet to drive in the dark night (real or metaphorical it may be). When you finally find her, after facing some enemy, dodging her blows to the last to forcefully replicate having breached her defenses, you can start with the climb. At the top a strange hybrid of mechanics, technology and stone allows the Sheikah tablet to finally know the conformation of the region. The elevated position is perfect to start looking for some shrines, relying again on the map signaling system to note the position. Are there two in sight? Very well, a jump from tens of meters in height, a fall that transforms into a docile glide with that strange portable hang glider, an homage to an ancient figure in the early stages of the game, while below is yet another glimpse of a Hyrule never so alive , real and throbbing.