Inventory management and menus are a mess. Having to pause the game and go through menus every time you want to drop a shield or bow is incredibly frustrating, especially when you want to pick up a new weapon from a chest, which means watching the chest-opening animation twice. Also, you can quickly throw away close combat weapons you want to get rid of which is nice, but what if you want to drop a sword without damaging it, pick up another one temporarily, and then take back the first one? Then you have to pause the game, go through your inventory to find it (potentially six or seven screens to flip through if you're currently in the food part of your inventory), and choose "drop" just like with bows and shields. This shit is especially bad when you want to do it while dealing with enemies, because it breaks the flow of encounters completely.
Then there's cooking where you have to go through menus to pick each individual ingredient for every meal you want to cook. No recipes, no batch cooking. I deliberately avoid cooking as far as possible because it's just dumb busywork and way too time-consuming. This relates to the stamina system, too. Stamina limits are easy to circumvent by cooking meals and elixirs that give stamina recovery. However, this is the most tedious thing in the world. So either you put in the time and spend a bunch of time navigating menus to cook that shit, and then spend even more time in menus during that long climb/swim since every time you want to use food or elixirs you have to pause the game, or you give up the idea of climbing that mountain or swimming to that island, which is also frustrating because you know that you could do it and that it wouldn't even take any skill -- just a bunch of time and menu navigation.
Also, the way shrines and dungeons are partitioned off from the open world is stupid. Most of the world is seamless in a way that's really great, but every time you want to enter a shrine that means skipping two cutscenes, watching a load screen, and then skipping another cutscene. Then at the end of the shrine you have to spend a few seconds watching the unskippable cutscene where the monk's energy cage splits open, skip the cutscene that follows, accept the spirit orb, skip the cutscene that follows that, and then watch another load screen. I don't care that my completing the shrine has "subverted a prophecy of ruin", monk dude, I've already been told that forty-six times so just give me my fucking spirit orb already! It's the same tedious fucking process for every shrine, and there are over a hundred of them. There is no reason why it should be like this. They could easily just have had the shrine interiors be continuous with the open world instead of separated by load screens (to prevent you from bringing in items from the overworld they could just have had you walk through a door or an energy field or something through which you couldn't carry anything but equipment), and removed all those little cutscenes which are completely unnecessary and identical for every shrine.
The dungeons (or at least the one dungeon I've completed so far) are even worse, because they look like they're continuous with the open world while in fact they are not. I tried jumping out of a dungeon and gliding into the water surrounding it and suddenly just fell to my death. There is no in-world justification for this, like "this structure is surrounded by an energy field that's keeping you from leaving" (and even if that had been the case it would still have been stupid) -- I just fell to my death for no reason whatsoever. As with the shrines, there is no good reason why it should be like this. It didn't help that the dungeon's puzzles were mediocre and the boss fight at the end of it a joke.
Then you have the awful framerate drops, the middling combat system (it's the same system from two decades ago only they added parries and pseudo-Witch Time -- not that it's the worst system in the world, but other open world games have done so much better), the terrible voice acting, the bad writing (in voice-acted cutscenes, that is -- some of the other writing in the game is pretty funny -- I especially love how many opportunities there are for being a dick to NPCs) etc. etc. The game has tons of very obvious issues, some of which are pretty serious -- you could easily write thousands of words about all of its flaws. It would never in a million years have gotten the reviews that it did if it had been developed by, say, Capcom, with a different title and different character names.
It speaks to the game's strengths though that despite all of these problems, it's nevertheless very enjoyable -- and enjoyable in a way that's completely unique. There are better open world games for sure, but none of those better games offer the same kind of open world adventure. The closest experience I can recall is Dragon's Dogma, but even that is a very different game from this. Nintendo have something really special going and if they can build on this foundation (ideally on a more powerful system than either the Wii U or the Switch -- if there was ever a Nintendo game that deserved to be playable on more powerful hardware, it's this) and fix the myriad of issues, a future sequel to this might actually warrant being one of the highest-rated games of all time.
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