Yes and it looks so pretty. I'm glad the focus is on exploration and open-world adventuring this time, I have missed that style of Zelda since Link to the Past and the original on NES. As much as I love the Oracle series and the 3D games they're super railroaded in terms of plot progression and exploration and what I liked a lot about the original Zelda (and to a lesser extent ALttP) was that your ability to explore and adventure was tied to your skill as a player and Link's strength rather than having the right item to get past <insert exploration obstacle here>.
You could do the dungeons in almost any order and exploring the overworld felt rewarding and worth your time because 1) there was no plot direction always telling you what you should do next and 2) you could explore as long as you could survive, not just as far as your equipment allowed. Getting an item was all about "cool, I've got another weapon in my arsenal so now I can fight monsters and adventure better" rather than "great, I have this item now so I can finally go solve all the puzzles I had to walk by for the most of this dungeon because I hadn't fought the miniboss yet." Twilight Princess and Skyward Sword have been some of the worst offenders here. I liked using the Spinner, for example, because it was fun. But when I got it I didn't feel like I had become any stronger or that I had become a better adventurer.
I feel like that sense of open adventure and exploration has been lost in recent Zelda games and I'm glad it's coming back. The ability to structure your narrative around a set series of dungeons lets you do more effective storytelling and there's a different but equally powerful sense of progression from that, but I prefer letting the player's sense of exploratory curiosity take hold of the plot rather than having the game tell you what you should be curious about. Hopefully this new one delivers! I also don't have a Wii U though, so maybe I'll have to get on that NX life or whatever.
You could do the dungeons in almost any order and exploring the overworld felt rewarding and worth your time because 1) there was no plot direction always telling you what you should do next and 2) you could explore as long as you could survive, not just as far as your equipment allowed. Getting an item was all about "cool, I've got another weapon in my arsenal so now I can fight monsters and adventure better" rather than "great, I have this item now so I can finally go solve all the puzzles I had to walk by for the most of this dungeon because I hadn't fought the miniboss yet." Twilight Princess and Skyward Sword have been some of the worst offenders here. I liked using the Spinner, for example, because it was fun. But when I got it I didn't feel like I had become any stronger or that I had become a better adventurer.
I feel like that sense of open adventure and exploration has been lost in recent Zelda games and I'm glad it's coming back. The ability to structure your narrative around a set series of dungeons lets you do more effective storytelling and there's a different but equally powerful sense of progression from that, but I prefer letting the player's sense of exploratory curiosity take hold of the plot rather than having the game tell you what you should be curious about. Hopefully this new one delivers! I also don't have a Wii U though, so maybe I'll have to get on that NX life or whatever.