Dungeons and Shrines:
There are only four dungeons, each can be completed in 20 minutes, but it will probably take a bit longer while you try to figure things out. For me, they took me 35 minutes each. Compare to past Zelda games, where the Great Deku Tree, a tutorial dungeon, is the same length. The Dungeons have no unique design, they all use the same textures, much like the Shrines do. Nor do the Dungeons have unique enemies, they only contain three enemy types: Mini guardians, infinitely spawning Bubbles (floating skulls), and an immobile dark eye that you need to find and destroy to stop the bubbles. There are no mini bosses like in past Zelda games, and all of the dungeon bosses have a similar design. As for the dungeons themselves, they consist of a few rooms haphazardly stuck together, and dont at all feel like a dungeon in the traditional Zelda sense. All dungeons have the same gimmick, movement of the dungeon to activate five nodes to unlock the boss. Three out of four dungeons focus on rotating the dungeon to access these nodes, a fourth is less complex and focuses on moving one part of the dungeon. At the start of the game you receive four tools that you will be using to solve the various Shrine puzzles. Having only four ways to solve puzzles, you come to understand how to solve most shrines after doing a few, most use very similar puzzles. There are a few exceptions to this, but they are an exception not the norm.
Enemies:
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There are only 15 enemy types, this includes mini-bosses on the overworld, all others are recolors with more health. In terms of the AI, there is not much difference between the recolored enemies, they feature maybe, in some cases one extra move. Of those fifteen, 80% of the enemies you are going to be fighting are Bokoblins, Lizalfos, and Moblins. Another 10 percent are Keese and Chu Chu that die in one hit and the occasional Wizrobe. The other 10 percent are the other enemy types. Some of the enemies are damage sponges, particularly the highest tier recolors and Lynels, which have more HP than Guardians. It is very disappointing climbing to the peak of an incredibly tall snowy mountain, only to find nothing but a few Lizalfos again. Poor enemy variety discourages exploration and makes combat get old, fast.
Combat:
Unlike in other Zelda games, there are no directional input attacks, just one standard combo for each weapon type. There are about five or six weapon types: sword, spear, axe, two handed sword, boomerang, maybe one or two more I'm forgetting. There are no unique weapon movesets, weapons of each type are just reskins of one another. There's no incentive to fight enemies after you have decent or good weapons, you break your weapons for worse weapons. Because it is so easy to avoid or run away from enemies, and because the poor enemy variety means fighting enemies isn't that fun after a while, this becomes a problem quickly. A lot of the content of the game was supposed to be finding and fighting enemies, without them the world becomes more barren. Any difficulty the game could have had is removed by a heal system that can instantly heal all of your HP from the pause menu. You find a fairy fountain early on in the game, and one area south of the starting area is full of items that when cooked, restore all of your HP + give extra hearts.
Quests, Story, Music:
Half of the side quests in the game are fetch quests. One in particular asks you for a total of 100 pieces of wood. This requires you to use 200 bombs, one to knock the tree down, the other to turn it into wood, or the decimation of all your weapons. The story is told through optional flashbacks, there is very little going on plotwise in the world you are in. Because of the lack of a sense of plot progression, there is very little incentive narrative wise to keep you playing. In my opinion the ending was lackluster, especially compared to past Zeldas, The cutscenes feature not so great English voices (particularly the females), with no option to change voice language and keep English text, or to disable voices entirely. The voices in my opinion, remove almost all emotional impact in most scenes. The music is almost entirely absent most of the game, showing up only in towns, during certain cutscenes, or as fleeting ambient background noise. When it is present, in my opinion it's worse than the other Zelda's. Listen to youtube.com/watch?v=J_TzYGd9pjk for an example.
Main Criticism:
There is nothing in the world but Shrines, enemy camps, small towns, and Korok seeds to pointlessly expand your inventory. There is a lot of empty space and "dead air" with nothing present or happening. After you have played the game a while, like most open world games, it gets boring, you will quit unsatisfied. This is opposed to finishing the game with a strong and satisfying final boss and ending, like Wind Waker.
It's a 6/10 for me.