The goal of this project is to better understand game internals, aid with glitch hunting and document existing knowledge in a permanent, unambiguous form which helps further reverse engineer the game.Ĭonsidering the large size of the executable (~40MB), it is not expected to reach 100% progress within a reasonable timeframe.Īs a result, the project is unlikely to produce a working executable in the near future. This repository does not contain game assets or RomFS content and cannot be used to play Breath of the Wild. But if that's the link you're making you're missing so much of why Elden Ring works at all.This is an experimental, WIP decompilation of The Legend of Zelda: Breath of the Wild v1.5.0 (Switch). Is Elden Ring comparable with Zelda? Kinda, sure.
#Zelda breathe of the wild case full
Each of these games has open worlds full of things to do, but the comparisons rob these games of the nuances that make them special. Saying Elden Ring is like BOTW feels like that infamous line about Far Cry 3 being Skyrim with guns. I guess ultimately what I'm asking is that we be less reductive in how we talk about games. But there's also a bit of Elder Scrolls in its tile-based stone catacombs, a bit of Far Cry in its stealthy bandit camps. Sure, there is Breath of the Wild in how Elden Ring refuses to signpost its secrets. It's a map that's deeply concerned with how it slowly unveils its scale, and those narrower paths mean new locations are denser with detail and considered combat challenges. There are boundless secrets to find off the beaten track, but you'll rarely veer so far off course that you'll find yourself more than a stone's throw from something valuable.
If BOTW was a game about always looking over the horizon, then Elden Ring's world is one precision engineered to create that Dark Souls on a grand scale. The difference here is that those roads have fields and bogs and hillsides filling the space between, and those in-between spaces are packed with even more of FromSoft's obscurities.Ī GPS where every road takes you straight to hell. Impassable cliffs and mountain ranges guide you just as much as the golden path emitted from Sites of Grace, funnelling you towards the next major (or minor) dungeon, the next bonfire, the next boss, the next hand-placed encounter. Unlocking new areas always took a bit of figuring out, and if you were stuck on one boss you could usually go off and find another path to work your way down.Įlden Ring is still, ultimately, a game of roads-paths that define the very shape of the landscape. That game had a winding game world of layered paths and regions that you could freely explore, but that always led somewhere. A world designed in such a way that simply travelling and soaking in the vibes is enough for the cost of admission.Įlden Ring, meanwhile, feels more of a successor to ideas laid down all the way back in Dark Souls 1. That game saw the expressive exploration of Zelda and decided to ditch combat entirely, focusing entirely on the sheer thrill of climbing weird rock formations, messing with beetles and delving into ancient ruins (be they stone temples or ancient ships). When I think of games inspired by Breath of the Wild, I think of Sable (opens in new tab). Sable, arguably, also has much better vistas than Zelda.