"Next, let's go to the temple and check out the situation."
The temple I saw before was right in front of me. I just jumped into the water, swam over, and took a few steps to reach it.
Just as Ben was about to go over, the game screen suddenly froze and entered a cutscene.
Link in the game showed a blank expression, and then Zelda's voice sounded in his ears again.
'Link... Link... Go to the place shown on the Sheikah Slate map...'
After the words fell, the game showed some tips.
Ben opened the Sheikah Slate according to a system prompt.
Currently, all areas on the entire map are mysterious graphics and blue-black lines.
Obviously, it hasn't been unlocked yet.
And the Link that Ben is controlling is shown as a flashing little triangle, and the destination is a small dot.
After comparing the area on the map, Ben was shocked.
Is the map of this game so big?!
For Ben.
The most direct memory of open-world games is "Red Dead Redemption."
And one of the impressions that "Red Dead Redemption" gave him was that the map was very big.
A super big map, from one corner of the map to the other, even riding a horse takes a very, very long time.
And is the map of "The Legend of Zelda: Breath of the Wild" in front of me also so big?
Looking at the map on the Sheikah Slate, although the rest of the place is all dark, Ben can still vaguely see a silhouette behind the darkness.
Referring to the distant view that I looked at from the cliff before, it is obvious that the map of "The Legend of Zelda: Breath of the Wild" will definitely not be small.
Thinking of this, Ben couldn't help but feel excited and looking forward to it.
Although a big map does not necessarily mean that the game is fun.
For example, the two games of SkyNova and NetDragon before are very typical negative examples. A game with a large and empty map is not necessarily more interesting than a small and refined one.
For example, in "Super Mario: Odyssey," the map of each theme scene is actually not big, but every corner is full of surprises, making players feel that there is endless fun to explore.
But this is Lucas's work after all, and it's on the Switch, so it's hard not to have expectations for Breath of the Wild's performance.
Continuing the game with anticipation, what Ben felt was more convenient was the Sheikah Slate in front of him.
This is obviously a high-tech product that integrates functions such as teleportation, marking, map, camera, and telescope.
However, currently, it can only be teleported to the Shrine of Resurrection where you were born, and the map is also all black.
For example, "Red Dead Redemption" also has a marking function.
But it can only be displayed on the small map.
So sometimes you see the target point in advance and mark it.
But when you get close, you sometimes can't find the place at all.
The map pin function in "The Legend of Zelda: Breath of the Wild" completely avoids this situation.
Because by opening the telescope function of the Sheikah Slate, you can see a very eye-catching beam of light. As long as you mark it in advance, the player cannot not find it, which can be said to be very convenient.
After studying the functions of the Sheikah Slate and putting it away, Ben continued to explore around the temple.
Inside the temple, he found a bow and some parts such as screws and gears.
It is not clear what they are for now, but it is estimated that they are either used to sell for money or to make something.
There is also a goddess statue, but after praying to it, it only shows that the goddess statue is smiling, and nothing else happens.
After studying it for a while and not understanding it, Ben prepared to go to the main quest point marked in yellow on the mini-map to investigate.
On the way, he encountered some monsters that looked like pig demons called Bokoblins.
But they are not scary at all and match the art style of "The Legend of Zelda: Breath of the Wild" very well.
They look a little silly.
And what surprised Ben was that the weapons in the hands of these monsters are not always held in their hands.
As long as you knock them down, the weapons in the monsters' hands will also fall out. At this time, they can only use their bare hands or throw stones to attack.
Along the way, he killed several Bokoblins and obtained several big chicken leg clubs from them.
Ben discovered that the game's action system is also very good.
Despite being on the Switch platform, the sense of impact when attacking with a weapon is very good, which made him pleasantly surprised.
In addition, the charged attacks of different weapons in the game are also different.
And when facing a monster's attack, you can dodge, and if you dodge successfully, you can also enter a slow-motion Link time.
In this slow motion, you can attack the monster multiple times in a row, which is very cool and the damage is very high.
The only thing that made him feel a little strange.
That is, although he killed several Bokoblin monsters, he did not see any experience value UI interface.
Is it not unlocked yet?
"So how should I save the princess next? I can't level up by fighting monsters!"
This is what made Ben a little at a loss.
Obviously, "The Legend of Zelda: Breath of the Wild" is an ARPG.
But Ben also felt that there is a strong RPG element in this game.
The most direct thing is that the weapons in the game all have an attack value.
When playing Dark Souls, at least you can kill monsters, collect souls, and then level up at the Fire Keeper.
But what about "The Legend of Zelda: Breath of the Wild"?
Weapons will break, although you can pick up monsters' weapons, so it feels like there won't be a shortage.
But three hearts of health is too little, right?
It's not enough at all!
If you get hit by this wild boar monster a few times, you'll be done for.
After thinking about it for a long time and not understanding it, Ben simply stopped thinking about it. He'll know as he plays.
And through the current gameplay, there is one thing that Ben can be sure of.
That is, "The Legend of Zelda: Breath of the Wild" will not be a Soulslike game.
Why do I say that? Because he found that although the game's combat system looks more action-oriented.
You can directly fight monsters head-on and use Link time after dodging to crush them head-on.
But there are also many ways to cheat and solve monsters.
For example, if you observe carefully when gathering in the camp, you will find that either there is a high slope next to it with a large rock placed next to it.
As long as the player pushes the rock down, it can crush the explosive barrel and cause an explosion.
Or, when it gets dark, these Bokoblins will fall asleep, and at this time, they will put their weapons in other places.
You only need to control Link to sneak over and put the weapons into your four-dimensional pocket, then these Bokoblins are like lambs to be slaughtered.
In addition, you can add health by eating medicine in the game, which can be done directly in the paused inventory interface.
It's like invincible health. As long as you are not instantly killed, you will be a good man full of energy in the next moment.
Looking at the Bokoblins who had their weapons stolen and were looking around in a daze.
Ben couldn't help but exclaim: "This method is so rogue!"
While exclaiming, Ben controlled Link to take out the Bokoblins' big chicken leg clubs and knocked them all to death one by one.
"Why do I increasingly feel that Link in my hands is not a hero, but an old rogue?" Ben muttered while picking up the loot.
Because until now, he feels like he has never done anything related to a hero.
He stole all of the old man's torch, apples, and axe on the mountainside.
When facing monsters, he uses despicable terrain kills.
Even at night, like Hu Che'er stealing Dian Wei's halberd in the story, he stole all of the Bokoblins' clubs.
And there's also the evil arson.
Anyway, he hasn't done anything related to a hero.
After trekking all the way with emotion, Ben finally arrived at the destination.
This is a ruin similar to a cave, and there is also a round platform emitting light inside.
Controlling Link to walk in, Ben put the Sheikah Slate into the round platform.
Along with the subtitle prompt of "Activating Sheikah Tower," a story cutscene began to play.
(End of chapter)
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