I don't know if you've played it or not, but this thing it doing the opposite of what most open world games do to be disparaging to folks like me.
Rather than make a huge world that's largely empty padding for checkmarks off a to-do list, this thing is crammed with intentionally designed things...leading to things...and so on. Largely for no other purpose than to be found, and give the player fun moments to discover.
I guess the cold, calculated way to look at is 'well, there are X dungeons, Y shrines, and Z korok seeds, so what's the big deal? Just Cause has like, a bunch more mcguffin types to hunt down.' Yet to me that's hardly the point here. It's that the desire to explore is deliberately rewarded with moments. Most open world games, aimlessly wandering rarely feels this adventurous or exciting. Or like the payoff was intentionally put there because the developer was hoping you'd go off the beaten path.
Another way I guess I could put it: you know the dumb easter eggs Rockstar puts in GTA for people crazy enough to explore the hardest to reach places? Breath of the Wild puts those literally everywhere, and the payoff is more than just a nod to the player on a job well done. There are camps to fight, items to find, little puzzles, or maybe an NPC to talk to.
TL;DR - what Finch said
If you go to Goron city, bring money.
Boo, Hiss.
3500-ish.
Boo, Hiss.
Sold an open toon link for $60, this is ridiculous.
Is there still stuff you can do after 'finishing' the game? Can you just keep exploring and fighting enemies and stuff, or is it like Just Cause, where once you've done everything, it's just a sandbox world full of people who love Rico?
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