Blog Archives
Out of Breath (of the Wild)
I may have mentioned in passing that I am playing through Legend of Zelda: Breath of the Wild (BotW). This was originally going to be supervised watching of Little Man playing, but the mechanics proved too punishing for him, and so he wants to watch me play. So I have been, for the last several weeks. I believe we are roughly halfway through the game, but it is hard to tell.
Broadly speaking, I don’t find BotW very fun at all. In fact, it feels like it’s designed to be un-fun.

I’m certainly not treading any new ground here, but for posterity, the biggest offender for un-fun is weapon durability. In BotW, every single weapon you pick up in the game (sans one) will eventually shatter. In some cases, it makes sense, like your tree branch or skeleton arm breaking or whatever. Other times, you have Royal weaponry that has presumably survived countless battles over dozens of years… and it’s gone after fighting three goblins. “Realism!” I guess? No blacksmiths anywhere, but we have ancient robot technology and teleportation and food that makes you immune to lightning.
I can see the design goal. It’s exciting starting out practically naked and eventually becoming a force of nature by scrappy adventuring. Defeating a powerful foe and claiming it’s deadly weapon for yourself feels good! There’s also no reasonable way to introduce more than a dozen different weapons into a Zelda title without having a mechanism to enforce you not just using the strongest one all the time.
That said, it just feels awful at every stage in the game and warps player behavior. I think this is the first game I have played where the stronger you get, the more you are actively punished for engaging in combat. In the early game, you use whatever you can get to just survive. Later on, defeating some strong enemies give you powerful weapons… which you then have to stow away while you flee from every low-level enemy encounter, lest you waste precious durability on trash. At some point, no combat is worth engaging in. And when you do engage in extended combat sequences, you get the fun experience of pausing combat multiple times as you toggle through menus, debating which weak-ass weapon you are OK with breaking just to be rewarded with vendor trash, at best.

And oh god, the menus. Defeated enemies don’t drop hearts; you must consume food to regain life, or otherwise get back to civilization. There are dozens of different ingredients, all of which you have to – painfully slowly – experiment with to determine if the resulting meal is worth your time. 99% of the time, it was not. In fact, the vast majority of the food is functionally useless considering it might restore 8 hearts, despite you only have like 5 at the time. The only ingredients worth a goddamn are ones marked “Hearty X,” which when cooked (at a lit cookpot), result in a full refresh of all hearts plus some extra temporary hearts. So, you cook them, 1 at a time, because while you can technically combine up to five ingredients to stack the temp HP, it is much more functional to refresh all hearts plus get 4 temp ones X times than one refresh with 20 temp hearts once.
Meanwhile, your adventuring is entirely spent scouring the countryside looking for hidden shrines. Completing one shrine gets you one Spirit Orb. Turning four Spirit Orbs in lets you get one extra heart container, or one-quarter of an extra stamina meter. Where I’m at right now, I believe I have eight total hearts (started with 3) and a full second stamina meter, so… 28 shrines completed? I’m supposed to get to 13 hearts for reasons, so that’s another 12-20ish shrines depending on a few factors. Sigh.
It’s dumb, guys. When there’s actual quests going on, things are decent, but I was once awarded an heirloom weapon of a dead friend and even Little Man said “No, we can’t use it, because it’ll break!” Was that the vision? The developer intention? “Nothing lasts forever, kid. Get used to it.”

You know, maybe there was a zeitgeist I missed when Breath of the Wild first came out. Being able to climb literally everything was undoubtedly novel at the time. My first experience with that came from Craftopia, which unabashedly stole it and several other things from BotW, and so did every single open-world gacha game that came out since then, so experiencing it here in 2026 was no big deal. I’ve also heard all the stories about peoples’ minds being blown when they realized the first plateau was just the tutorial and how big the world was. Yeah, okay. I got that back in 2008 with Fallout 3, but I guess some players weren’t even born yet. Something has to be someone’s first.
But, seriously, I feel like I’m taking crazy pills or something. BotW is a big, beautiful… empty, sterile world that drains you of resources for interacting with it. In Fallout, I relish every opportunity to scour empty buildings of Aluminum cans or rolls of duct tape. Ghouls or Raiders appear? Fantastic! More loot, more XP, more character progression. Even if a particular ruin is a bust for any of those things, there are often environmental vignettes that can be poignant.
That doesn’t exist in BotW. There is zero reason to ever clear a goblin camp. The only reason to explore is to find either another Shrine (puzzle) or a Korak Seed (puzzle), to incrementally gain more HP/Stamina or more items slots, respectively. Every heart of damage you take or damage you deal is paid with busywork later. Sloooooooowly cooking up food, collecting up arsenals of garbage weapons, or enduring loading screens teleporting around to “farming spots” where you can more easily gather the best versions of either. That’s not exactly the power fantasy I’m expecting from a Zelda game.
That said, my opinion is clearly wrong: Breath of the Wild enjoys a ~97 Metacritic rating, and has sold 35 million copies. The game indeed embraces nonlinearity, encourages exploration (for the first few hours), has minimal onscreen UI for an open-world game, and has challenges that can be overcome in a number of (occasionally physics-based) ways. What more could the average gamer ask for?
Not being punished for interacting with said world, for starters, I would say. Apparently, that’s just me.
Impressions: Craftopia
A lot of developers, even in the indie space, like to play things safe. Even if the genre is something out of left field, a lot of the basic game design still feels like +10% skill bonus here, clearly defined tutorial there. Early Access is treated as a soft launch – which it definitely is – of the final product instead of an opportunity to just go nuts.

Meanwhile, Craftopia is the nuts. I don’t remember the last time I played something where you could just feel the devs sitting around a whiteboard saying “That sounds cool, let’s try it out.” And since the team is from Japan, they are already coming at design from sometimes extra weird angles.
On the face of it, Craftopia is… well, let me just post this from the Steam store page:
Craftopia is the brand new multiplayer open-world survival action game.
We have imagined what would happen when we combine our favorite video games altogether.
Chop trees and mine stones as in Sandbox,
Explore the world as in Open-world,
Fight the hunger as in Survival,
Cultivate and harvest as in Farming,
Collect loots in dungeons as in Hack-and-slash,
Automate activities as in Factory management,
Hunt monsters and creatures as in Hunting action,
Cast magical spells as in Fantasy RPG.Now we have a utopia for all of us. That is Craftopia.
After destroying the world in the opening credits, your character emerges from a tutorial cave and you can basically do whatever you want. The game looks like Breath of the Wild and/or Genshin Impact, including the ability to gecko-climb up every surface from the get-go (and build a glider soon after). Following the breadcrumb quests will take you to some NPCs and a small town where you can get acquainted to the crafting. The thing to know is that you can basically build anywhere, which will be important later.

Before the big Seamless World update in late June, the game was basically a series of instanced islands and you needed to unlock things to open portals to other places. Now, you can basically go anywhere you want right off the bat, although you will of course encounter higher-level enemies the farther afield you explore. One of the principle progression mechanics is unlocking special pillars across the landscape using crafted goods. Once you supply the necessary ingredients and then press the button at the top of the resulting pillar, you progress the “Age” and unlock new crafting possibilities.
Let me talk about the pillar for a second though, because it was amazing to me. I supplied the ingredients and then it shot up into the sky. I started climbing the pillar, which is something you can just do, but I started getting nervous halfway up because the ledges were very tiny and, admittedly, the game has a lot of jank. So I threw down a wood platform so I wouldn’t fall off. And then I slapped my forehead with the realization that I could have just built a spiral staircase to reach the top. Which I then did. There’s a floating island you need to reach to get some upgrades, and I presumably would have learned that lesson had I done that earlier, but whatever.

Aside from the crafting aspect, there is a lot of experimentation in the Skill trees as well. You can choose to use Magic of various flavors, enhance your normal weapon attacks, unlock basic movement skills like double-jump, and more. When I played, a large portion was simply unselectable placeholders, but what exists is plenty inventive and makes me feel excited for the possibilities. One Skill lets you throw a knife and then teleport to that location. I was a tad disappointed that its range is limited, but it reminded me how much fun I had with Rogues in WoW with Grappling Hook and Shadowstep.
Also, apparently there is an entire Pokemon element in the game wherein you can capture and breed anything in the game, including NPCs (!!), and ride them into battle (!?!). Actually, I haven’t tried to see if you can ride the NPCs, but I have ridden a cow and what looked like a Shy Guy from Mario 2, so I wouldn’t be surprised.

Also also, there are dungeons with traps and boss fights. Building is more limited inside, but there was a sequence where you had to come up with something to avoid fireball turrets and infinitely falling giant iron balls that roll down the main ramp. I hesitate to call the boss combat Soulslike, but you do need to dodge and counter-attack at precise moments to avoid damage. Or summon a bunch of pets/NPCs and spam attacks? Didn’t try that, personally, but maybe it would work.
What I will say though, is that currently Craftopia has a lot of jank. Like, a lot a alot. When I played, damn near half of the NPC dialog was in untranslated Japanese, and what was in English was very clearly machine-translated. According to one patch note the untranslated dialog was due to a bug, but let’s just say that this isn’t exactly an AA game experience at the moment. It certainly is A game experience, and definitely a BBB game if I ever saw one.

And that’s fine. What I love about Craftopia already is that it can improve in so many different ways and directions from here. That sounds like a backhanded compliment, perhaps, but my point is that these guys threw the entire box of spaghetti at the wall, instead of just a normal amount. With what they got going on so far, I am not worried about them necessarily cutting features and/or nerfing certain builds into the ground. Which means we could just have fun for once in completely unique ways. How many times does that happen?
The one negative I’ll say is that it’s difficult to justify playing exactly right now. For one thing, there is apparently some kind of critical Save Game bug, which is about the worst thing that can happen with a survival-crafting game. But more than that, I worry about playing through things, getting my fill with the novelty, and then them releasing a whole bunch of new elements that I don’t get to experience because I’ve moved on. That’s a Me problem, 100%, but it’s there. The roadmap suggests that an official release may come in or after September, which isn’t too far away, and may be just as well considering that’s when Starfield comes out.
But overall, if you want to experience a game where it feels like almost anything can happen, Craftopia is where it’s at.