I don't like 3D Zelda games. Every game until this one followed the same formula that
The Legend of Zelda: Ocarina of Time [ゼルダの伝説 時のオカリナ] established, and I am simply not a fan.
I loved exploring Clock Town in
The Legend of Zelda: Majora's Mask [ゼルダの伝説ムジュラの仮面] and seeing how everyone interacted with eachother, but I simply didn't have any drive or motivation to play the dungeons.
I liked sailing the Great Sea in
The Legend of Zelda: The Wind Waker [ゼルダの伝説 風のタクト] and finding new islands, but I just don't like Zelda dungeons.
For this reason, I didn't pay much attention at all to the pre-release for Breath of the Wild. When it came out, however, I noticed people complaining about a lack of dungeons. This got me interested, and I did some research to make sure they weren't pulling my leg.
Breath of the Wild features four main dungeons, all short, sweet, and to the point. They don't beat you over the head with the same puzzle, and let you get back to the good part of the game.
The good part of the game being exploring the large open world of Hyrule.
Before
The Elder Scrolls V: Skyrim released, Todd Howard infamously said "see that mountain? you can climb it". In Skyrim, that wasn't true. In Breath of the Wild, it is completely and totally true. If you can see it, you can go there.
BotW's greatest strength is its climbing system. Link can climb sheer rock faces, limited only by his stamina and the weather. What sets BotW apart from other open-world games is that its exploration is mostly vertical. You climb something, see something else, and paraglide to it. There are no invisible walls, and what you can and cannot climb is always consistent.
BotW's greatest weakness is the weather. In a game about exploring by climbing, they made it so that rain completely stops you from exploring. Link will slide down anything he tries to climb while it's raining, meaning you have to wait until it stops.
There was one side quest where I had to take a torch, light it in blue fire, and carry it across a river and up a winding hill to light something else. Along the way, thankfully, there are covered torches that act as checkpoints. This was very fortunate, because on my trek, it rained not once, but twice. Waiting until the game decides whether or not you can do something is not good game design. Rain is the main reason why, despite loving this game and being extremely impressed by it, I couldn't stand to give it a 5/5.
One thing BotW does that is incredibly welcome and unique is the way objects in the world work. For example, any tree can be cut down
(except the Deku Tree obviously), any wood or grass can catch fire, anything made of metal can be lifted with your magnetic powers, and any water can be frozen.
This extends to weapons and treasure chests. I was stuck on a shrine puzzle for a while where I had to bridge some gaps in the electrical current with some metal. Once I'd opened the shrine's treasure chest, I immediately forgot about it, because every other game in the world gives you no other means to interact with treasure chests. The key to the puzzle was to use the metal treasure chest to conduct the electricity. Or you could drop down a metal sword and use that. It makes perfect sense, but it's not something you'd think to do if you've played a lot of videogames, and that's what makes it memorable.