


Sands features compelling storytelling anchored by the snappy dialogue of a charming and self-deprecating Prince, our playable hero. Ubisoft’a Prince of Persia: Sands of Time came out in 2003, before all big games defaulted to big open-world games. To illustrate this more clearly, let’s take two games developed by the same studio in two very different eras. But the fact remains that the open-world concept is a terrible mode to squeeze every big studio game into, especially when the perennial selling point rarely extends much further than “the size of the map is very large.” If even the best open world games can-and do-suffer from buggy interactions, long travel times, cheesy dialogue, and eerily empty locales, t every game that falls even slightly below the top tier can easily wind up being interminably boring and broken. And, while they’re not my personal favorites, the original GTA games are beloved for granting players a then-rare rare sense of freedom while playing them-nostalgia directly contributing to the hype behind the botched remastered versions.
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Nintendo’s The Legend of Zelda: Breath of the Wild pulls off the open-world concept well too, by hiding secrets and treasure everywhere in a chunky, hilly, fully climbable map with dozens of unique environments to discover, transforming the player’s exploration into endless personalized puzzles of how to get the most out of the stamina bar. The Elder Scrolls V: Skyrim is known for its deep, full, large world, as is Fallout: New Vegas, both of which have multiple optional storylines of great depth and complexity, bolstered by memorable side characters. Don’t get me wrong- truly amazing open-world games create a feeling of endless possibility, endless exploration, with surprises and novelty around every corner.
