I was really looking forward to experiencing the events from 100 years prior to Breath of the Wild, but that went out the window when it became abundantly clear early on that this was going to be an Alternate Universe story.
Mechanically-wise, it's very different from the previous Hyrule Warriors game, more aligned with Breath of the Wild controls. So, that's a slight hurdle to work through, but the controls are easily manageable in the grand scheme of things. It is interesting, and something to keep in mind, that each playable character has a slightly different way of using the runes — for example, Link throws the bombs in front of him, while Mipha lets them drop down from above.
The range of playable characters is much smaller than previously, with a few odd choices thrown into the mix. Nothing too bad, but I quickly noticed my preferences and focused on only really using the two characters I liked playing as the most, and then use the in-game military camp to bring the levels up of the others if they were required for a mission.
The story is basically the same from Breath of the Wild's past, but with the addition of Astor, who serves as the human threat, and a focus on the Yiga Clan's side of things. The main difference occurs about two-thirds into the game, when the tragedy of the Calamity manages to be altered into being not as bad as it originally played out.
There are several small things that I personally don't like as mechanics in the game, like how the weapon-fusion acts. I feel like it's not adequately explained. And my main issue was only with the story not working out so well in terms of Zelda.
In the original events, Zelda was utterly useless because she couldn't access her holy powers, nor defend herself otherwise. In this game, she joins as a playable character early on with an impromptu weapon in the form of the Sheikah Slate's runes. This means she's able to fight back and not feel as much of a burden, helping with her self-esteem.
And that's the issue for me because the story still retains her lamenting her inability to access her bloodline's powers, but the impact and some of the sympathy felt for her in Breath of the Wild's memories is lost, because it comes across more as her whining that she doesn't get her super-awesome powers and instead has to lug around a slate.
VideoGame Fun Game, But Nothing Spectacular
I was really looking forward to experiencing the events from 100 years prior to Breath of the Wild, but that went out the window when it became abundantly clear early on that this was going to be an Alternate Universe story.
Mechanically-wise, it's very different from the previous Hyrule Warriors game, more aligned with Breath of the Wild controls. So, that's a slight hurdle to work through, but the controls are easily manageable in the grand scheme of things. It is interesting, and something to keep in mind, that each playable character has a slightly different way of using the runes — for example, Link throws the bombs in front of him, while Mipha lets them drop down from above.
The range of playable characters is much smaller than previously, with a few odd choices thrown into the mix. Nothing too bad, but I quickly noticed my preferences and focused on only really using the two characters I liked playing as the most, and then use the in-game military camp to bring the levels up of the others if they were required for a mission.
The story is basically the same from Breath of the Wild's past, but with the addition of Astor, who serves as the human threat, and a focus on the Yiga Clan's side of things. The main difference occurs about two-thirds into the game, when the tragedy of the Calamity manages to be altered into being not as bad as it originally played out.
There are several small things that I personally don't like as mechanics in the game, like how the weapon-fusion acts. I feel like it's not adequately explained. And my main issue was only with the story not working out so well in terms of Zelda.
In the original events, Zelda was utterly useless because she couldn't access her holy powers, nor defend herself otherwise. In this game, she joins as a playable character early on with an impromptu weapon in the form of the Sheikah Slate's runes. This means she's able to fight back and not feel as much of a burden, helping with her self-esteem.
And that's the issue for me because the story still retains her lamenting her inability to access her bloodline's powers, but the impact and some of the sympathy felt for her in Breath of the Wild's memories is lost, because it comes across more as her whining that she doesn't get her super-awesome powers and instead has to lug around a slate.