If you’ve been following Nintendo’s next big Switch release, you’ll know that Super Mario Odyssey splits its platforming into numerous large-scale sandboxes called kingdoms. After spending several hours with Mario’s latest adventure, it seems as though Breath of the Wild’s “game world-first” strategy has also been thoughtfully applied to Nintendo’s mustachioed mascot. Interestingly though, it doesn’t look like this approach is just being saved for The Legend Of Zelda. For the first time in recent memory, the thrill of a Nintendo game wasn’t purely coming from the act of play, but the intricacies of the playground itself. Instead of just crafting tightly knit dungeons for Link’s latest adventure, developers Nintendo EPD opted to let players loose on a sprawling landscape. Yet with the release of this year’s open-world Switch epic, The Legend of Zelda: Breath of the Wild,it seems like Nintendo’s design focus is suddenly beginning to change. While it has narrative-driven franchises like Metroid, Fire Emblem and The Legend of Zelda, a quick glance at its back catalogue will confirm that most of the Kyoto giant’s games are simply defined by how brilliant they feel to play. Nintendo has always been a company that’s put play first.
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