I sometime still play Breath of the Wild but when I'm always exploring something, I'm always questioning this kind of decision by Nintendo:
https://www.zeldadungeon.net/breath...ookshot-wasnt-included-in-breath-of-the-wild/
I am STILL MAD that Nintendo gave this kind of bullshit reason to not implement the hookshot into the game! Apparently the double hookshot would destroy the climbing mechanics but this is big cap and I will explain why: They just did some testing and they did not even TRY to look for different solutions for the hit mark. If the use of the (double) hookshot was too op, they can always nerf it by making it drain the stamina. Or making conditions of the whole hit mark that you can only pull on something which the hookshot can GRAB on. I mean, you can't also just grab on any hill in Ocarina of Time, Wind Waker, Twilight Princess or Skyward Sword - so where's the need to make everything into an object to collide with the hookshot? I just don't get it man.
On the map, there are plenty of mountains and on several mountains, there can be easily made some small spots being the hit mark of the hookshot, ie by programming the moss or the flowers and plants as collisions for the hookshot. And everything which is made of stone or have no conditions for the grab point are not capable to be pulled on.
They wanna tell me they couldn't do that? And they couldn't make certain spots for the hookshot to nerf its function? So after some testing, they thought "Nah, screw that"?
I mean, how does it even completely destroy the climbing mechanics? If it's about some hills, yes, it would make the whole climbing obsolete but did they ever test it on the large mountains on the map? Seriously, I'm climbing on the hills for SEVERAL MINUTES. And sometimes, weather conditions are important too since you ain't even capable of climbing if it rains. Would it not be efficient to have the hookshot which can actually support Link in climbing these gigantic mountains more flexible too?
I just don't get the reason why they had to CUT OFF entire UNIQUE ITEMS like the hookshot!
At last, "We were just going back to what we did before, and
Breath of the Wild is all about doing new things." - if the new things are about cutting off important and unique items which could be easily fixed in development, then they clearly reached their goal, lol.
Also, that's kind of the consequence of giving ALL items to the player AT THE BEGINNING. Because of that, they cannot plan straightforward when it comes to implementing items on the later game if the player has everything anyway. Of course it would make it too easy - that's the fucking point of this game. Having the freedom to do whatever you like. So it's kinda ironic that they're cutting off lots of things which would make the freedom experience even greater. And if that is such an issue, why did they get rid of the item-progression in the first place?
There is
a post in this Zelda forum which describes perfectly why removing the item-progression is an issue:
I can get that they want to keep the "open-air" formular of Open-World based Zelda games but how it is that efficient when they got rid of every remarkable gameplay aspect of the Zelda franchise as a whole? Where is the issue to make progression with items more efficient, even if you can only get certain items later on? "Go everywhere you like" is a concept which can be handled different - Elden Ring already demonstrated it. And yes, you needed certain items to progress through the whole world. Did it still affect the entire game's experience as a whole?
I seriously hope they learned from these mistakes and actually considered more conclusions to include traditional gameplay models as well.