
An open world game is at its best when it makes the player feel like they can go anywhere and do anything. They should feel completely open to the fun of the player. While open world games are not my favorite genre, I do enjoy them. I’ve especially liked the Fallout series, Witcher 3, Horizon: Zero Dawn to name a few, one thing all these games have in common is that I tend to get stuck on things. Whether it be on a piece of furniture in a building, a sign next to a wall outside, or simply a hole I could climb out of, I have gotten stuck on something or in some place where I had to fast travel out.
I was thinking about this issue many AAA open world games have as I recently replayed The Legend of Zelda: Breath of the Wild and I realized this issue never occurred in that game. While it’s not my favorite game, I would be foolish to argue that it’s not a masterpiece. It’s a beautiful, pain-painstakingly crafted world that the player is set out into to explore. It manages to feel so much bigger than most other open world games. With much more freedom to the player and with more fun to be had in it, it feels more alive and moving than other games in the genre. This is due, in large part, to Nintendo deciding that the player should have the freedom to climb on particularly everything they see.
Breath of the Wild wasn’t the first Zelda game to introduce climbing, but it was the game to take it to its logical conclusion. In Breath of the Wild, Link can climb any surface, besides ceilings and the walls of shrines, as long as he has stamina left, which is indicated by a green wheel next to the character. This means the player can climb anything their heart desires: walls, mountains, trees, houses, flag poles, etc. This is the best part of the game for a multitude of reasons.

As the player plays through the game, completing shrines and collecting spirit orbs, they can increase their max stamina. This means that Nintendo had a way of subtly guiding the player through Hyrule at the start of their journey without any walls or locking areas off the map. Some mountains might be too high to climb with Link’s current stamina, encouraging the player to find a way around them, while things like towers, high hills, and flag poles are the best place for scoping out shrines and other points of interest. This guides the player with an invisible hand. It leads them away and around certain tall structure but towards others needed to get the lay of the land. The high mountains also hide some of the tougher mini bosses and harsher climates that require more preparation to deal with. It is smart to block new players from these challenges and let them discover them later in the game. It’s no wonder then that the fiery Death Mountain and frigid home of the Ritos are located in the north of Hyrule, the furthest areas away from where the player starts their journey.
When I said that some mountains are too high to climb in the early game, that’s not exactly true. There are a few small things the player can to ensure they can climb any height from the beginning of the game. First, and the more obvious one, is food. Some foods in Breath of the Wild can give Link extra buffs along with healing his damage. Some can provide extra stealth or defense while others can even increase the speed in which Link climbs and can replenish his stamina. A good combination of these food items will ensure Link can climb to the top of anything as long as the player has cooked enough food. The second thing a player can do to regain stamina while climbing is just stand. You can usually find little nooks in mountains cliffs that Link can stand on to regain stamina. This is trickier as a lot of time the places you can stand are extremely hard to find with only a slight difference in angle of the mountain side dictating where you can and can not stand. I’m not sure if this was an intentional decision on the developers part or not, but it reminds me of other small, secret techniques in Nintendo games they don’t show the player, but can help break the game. The most notable example of this is the bomb game in Super Metroid.

These ways to refill Link’s stamina to climb seemingly impossible mountains is important to Breath of the Wild because it adds the aspect that the game is best at: freedom. Simply put, Breath of the Wild is the most free and open open world games that’s ever been made. Being able to climb everything gives the world a true go anywhere, do anything feel. I was honestly surprised by how much the game still felt fresh during a replay. Climbing opens up an infinite number of subtly different paths the player can take that I traveled to Kakariko Village on my second playthrough taking a completely different route than my first.
Breath of the Wild’s is not the largest world in all of video games, but it damn well feels like it. That is do to the freedom climbing offers to the player. With games like Skyrim and Fallout 4, you know that some chunks of the map are inaccessible, be it behind an impenetrable mountains or buildings the layer can’t actually go into. There’s no areas like that in Breath of the Wild because, with the ability to climb everything, the player knows that every mountain is another vantage point, every ruin wall can be scurried over and hidden behind when a Guardian is aiming its beam at you, every flag pole or tall pillar could be hiding secrets at the top. There is nothing standing in the player’s way because they can just climb over it.
There is one area that the game takes away your ability to climb and that’s in the shrines. These shrines are scattered around Hyrule and act as tests to the players. Most are puzzle shrines which test the player’s ability to use the Seika Slate and other tools to solve problems. While these puzzles often don’t have just one way to solve them, they are more linear than the overworld, more focused and designed to test the player in a specific way. Naturally then, Link is unable to climb the walls in the shrines because most would be broken by that ability. I always find it telling what ability developers of games find important, or even overpowered, by what they will limit or take away to crank up the challenge. The reward for completing a shrine is a spirit orb, four of which can be exchanged for a heart or stamina piece, increasing health or stamina respectively. It’s no surprise that in The Legend of Zelda: Breath of the Wild increasing stamina is an equal reward to increasing health.









































