![]() Sure, the layouts of each camp may be subtly different, but they all look the same. But to me the most egregious example of this “samey” feeling to the world is the enemy camps placed throughout it. Bokoblins and almost every other enemy and mini boss live everywhere, from the hot volcanic region of Death Mountain to the icy extremes of the Hebra Region. Most of Hyrule is comprised of the same trees and grassy fields. This would be fine if there was more variety and differentiation between landmarks, but there isn’t, the landscape also becomes repetitive as a result of how long you spend exploring it. There’s a wide variety of weapons and items, but even hundreds of different items will become repetitive if you play a game for long enough. This lack of reward for exploration is prevalent throughout the game, likely because of its length. I would still plunder enemy camps, but only if they were nearby: Why would I waste a few minutes going out of my way to reach the enemy camp in the distance when my reward would probably be a weapon I had already used before? Extra arrows and rupees were always handy, but I had already amassed a large enough stockpile of them to easily see me through the rest of the game. I still enjoyed exploring, but I became less focused on finding chests. By my third Divine Beast (Vah Medoh), I only really searched for shrines, only straying off the beaten path to follow the buzzing of my handy shrine detector.
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