Reviews from

in the past


MFers be like "how does Nintendo keep doing it" and then you check the credits and the same people have been working on these games for 75 years instead of getting replaced every 6 months

The Legend of Zelda: Tears of the Kingdom had a challenging mission to accomplish: to surpass Breath of the Wild. In the end, we can say Nintendo achieved this goal and delivered one of the best games of all time.

To start this review, we have to mention that the game is quite similar to its predecessor. The developers reused the same main map but added an entirely new world in the skies and in the depths. Furthermore, the game improved Link's abilities, which, to be honest, are much better.

The graphics in Tears of the Kingdom remain consistent with what we saw in Breath of the Wild. It's a beautiful game, but it would have benefitted from more powerful hardware to run at a higher resolution and without any frame drops. I frequently encountered issues with low frame rates, but it's impressive to see a game of this caliber on the Nintendo Switch.

The story is quite compelling and is undoubtedly the best in the franchise. It's remarkable how the developers crafted such an emotionally engaging narrative and allowed players to have unique experiences due to the myriad possibilities for progression.

Honestly, towards the end of my journey, I started to feel a bit fatigued and rushed through the game a bit. It happened to me, although I haven't seen others complaining about it.

Another important point to mention is that you shouldn't play Tears of the Kingdom if you haven't played Breath of the Wild. Not just because the stories are connected, but also because, after playing Tears of the Kingdom, you'll realize that Breath of the Wild almost feels like a beta version in comparison. So, you won't be able to fully enjoy the first game after experiencing this superior sequel.

The Legend of Zelda: Tears of the Kingdom is a modern classic. It's incredible how Nintendo developed a game that lived up to all the hype players had. It's a must-play title in the Nintendo Switch library, and we'll still be talking about it for decades to come.

     'Rui, do people’s hearts forget how to react to a town that leaves nothing behind to remember it by? In comparison, there is something cruel, merciless about the sight of the Sanriku region, where everyday life was transformed into ruins. For that mountain of debris was the “hope” people had spent years building.'
     – Kyōko Hayashi, Futatabi Rui e, 2013 (tr. Margaret Mitsutani).

Kyōko Hayashi's works attempt to convey to younger generations the lived experience of the hibakusha, the direct survivors of the atomic bombings of Hiroshima and Nagasaki. A particular feature of her work is the blending of temporalities and events, which illustrates her chaotic and almost unspeakable recollection of the events of the 9 August 1945. In Futatabi Rui e (2013), Hayashi writes a new letter to Rui – following the one included in Torinitii kara torinitii e (2000) – meditating on the effects of the Great East Japan Earthquake and the Fukushima disaster. She writes: 'perhaps the Great East Japan Earthquake was what turned this destruction in the natural world I thought was eternal into a sign that everything I’d believed in was now crumbling before my eyes' [1].

     Disasters and environmentalism in Japanese fiction

The atomic bombings and the Fukushima disaster have had a lasting impact on Japanese cultural production, like a never-ending ghost that is periodically fanned by current events. Fumiyo Kōno's Yunagi no machi, sakura no kuni (2003) illustrates this concern in a multi-generational story. It is a cathartic narrative whose main purpose is to nurture and reconcile the painful memory for the hibakusha, but also for those who did not directly witness the events. The acceleration of climate change and Japan's new energy mix are also of growing concern, conjuring up an image of a Japan on the brink of extinction and ravaged by disasters. Two examples illustrate the epidermal nature of these issues. In 2014, the famous gourmet manga Oishinbo (1983) tackled the aftermath of the Fukushima disaster head-on, highlighting the harmful effects on the environment and the people of the region, who suffered regular nosebleeds. These scenes clashed with the official discourse on the effects of the accident, so much so that Shinzo Abe directly condemned the manga [2], leading to the series' ongoing hiatus.

More recently, Makoto Shinkai's films have oscillated between neo-traditionalism and social conservatism, as in Tenki no Ko (2019). Maria Mihaela Grajdian has already pointed out that Mamoru Hosoda's films, by idealising concepts such as family, parenthood and masculinity, 'shows both that he understands the critical situation and that he does not regard it as his duty to offer alternative solutions, more in tune with the spirit of the 21st century' [3]. In Tenki no Ko, Shinkai is content with the same naive, depoliticising position: climate change and the disappearance of Japan under the sea are seen as inevitable natural phenomena, and the film prefers to focus on the fleeting happiness of a few teenagers from a purely individualistic, conservative perspective.

With The Legend of Zelda: Breath of the Wild (2017), Nintendo's flagship series has also taken up these themes anew. This is less a first exploration than an updated discourse. The Zelda games have always contained elements of shintō philosophy, contrasting Arthurian mythology with the typically Japanese depiction of environments, whether through non-human creatures, the abundance of islands – literal or figurative – or the sacred aspect of nature. Breath of the Wild depicted the world after a catastrophe and the restoration of nature, everlasting despite the scars left by disasters. Tears of the Kingdom is a direct reflection of this vision, by reversing the representation.

     Flowers of ruin: looking at micro-gardens

A variation on the theme of Majora's Mask (2000), Tears of the Kingdom also shows humanity on the brink of extinction. However, the tone is quite different. Whereas Majora's Mask was a journey into nihilism and the lack of communication that breaks down interpersonal relationships, Tears of the Kingdom explores the persistence of solidarity and the opening up of societies. Recontextualised, the world of Hyrule is a fable that sings of the resilience of nations in the face of natural disaster. Even within the first few hours of surface exploration, the world is teeming with life, yet societies live hidden away, sheltered from the elements. There is something charming about re-exploring a world that is decidedly optimistic, but still a little fearful, like the first buds of spring breaking through the snow.

Rather tellingly, the Zonai Ruins are still harbouring life: the sky islands are still inhabited by birds, while the debris that has fallen to the ground is home to plants that normally only grow in the heavens. Despite these chaotic elements, however, the world of Hyrule is somewhat more domesticated. The roads are well trodden by travellers, stables provide regular resting places, and construction materials are plentiful along the roadsides. Tears of the Kingdom has swapped the 'miniature plant garden' and 'garden in a box' (hakoniwa) [4] for a lusher shrubland. Hyrule is shaped by the collaborative work of its inhabitants, and their presence can be seen in the little accents that dot the landscape: Zelda and Magda's little flower garden, or Pyper's glittering tree, are clear signs that humans have made the environment their own, creating a symbiotic relationship between society and nature.

Tears of the Kingdom is, in a way, an ode to primordialism and man's passivity when it comes to influencing nature. Unlike Breath of the Wild, where the equipment forged by humans quickly becomes the most powerful, the player can make do with items found on monsters for most of the adventure. It's not until fairly late in the game that the shift occurs, when Zonai items can become more valuable. More generally, Tears of the Kingdom allows the player to contemplate the world and its inhabitants through tighter resource management, at least in the first few dozen hours. But even when Link is well equipped, nature is not easily tamed, as the introduction of world bosses keeps exploration somewhat terrifying or majestic. The exploration of the Depths, while often undermined by visual monotony, illustrates the sinister nature of what crawls beneath the gaze of the living, and the importance of ruin, not just of human civilisations, but of a world tainted by corruption (kegare).

     A melancholic sky: fall and burden as elements of game design

This aesthetic owes a great deal to the vision of Hidemaro Fujibayashi and Daiki Iwamoto, given that they apprehend the sky through the act of falling. There is a certain tragic irony to this Upheaval, as it is used to discover the reasons for the fall of the Zonai. As in Skyward Sword (2011), the exploration of the skies begins with a long fall. But the world of Skyward Sword allows for much easier exploration thanks to its bird mounts [5], whereas in Tears of the Kingdom Link is constantly being pulled down by gravity. He is destined to fall, and this sense of heaviness is present throughout the game: in particular, the interactions with the various inhabitants of the world emphasise their insecurity and, by extension, their fallibility. Despite the humour and joviality that runs through the dialogue, all the characters are undermined by self-imposed desires and missions. Addison continues to hold signs for endless days, Reede is forced to admit that his vision of tranquillity is no longer sustainable, and Penn struggles with his fear of actively participating in field investigation. There is something deeply human about them, and Link emerges in turn as a mythologised figure as he performs heroic deeds and helps others. In this respect, it is striking that everyone knows his name, but his identity sometimes remains a mystery.

This philosophy no doubt helps to explain other design elements and Fujibayashi's characteristic wandering. Tears of the Kingdom opts for a more scripted progression, with the player openly encouraged to help the various tribes. Each storyline is fairly engaging and recontextualises nicely the characters met in Breath of the Wild – with the exception of the Goron quest, which neutralises its anti-capitalist themes far too quickly. The main quests in each region are refreshingly varied, with some unexpected sequences such as the defence of Gerudo Town. The downside of this approach is the disappointment of the dungeons. These are particularly mediocre, a simple series of puzzles inferior to those in the Shrines. The same structure as The Minish Cap (2004) is found in Tears of the Kingdom, with an inability to think holistically about design. These sequences do a poor job of incorporating the great freedom of Link's powers; it would probably have been more interesting to emphasise the oppressive aspect of confined spaces and a survival approach, for example by removing the map in dungeons.

As it stands, the non-linearity of the title works against many of the design ideas. In addition to the identical flashbacks for each Sage, the dungeons do not adapt well to the upscaling that players experience as they accumulate more resources and power. For the most part, the dungeons restrict the new skills unlocked, rather than showcasing them as other mini-dungeons and celestial islands can, where Ultrahand shines very brightly. The Fire Temple is perhaps the only exception, as it is possible to completely ignore the various puzzles if the player has enough resources and has been diligent in their exploration. On the other hand, the non-linearity works well with the side quests, as it feels genuinely satisfying when an NPC tells Link that he has already completed the mission he was given. Similarly, the Proving Grounds Shrines benefit greatly from player progression and a larger heart pool, turning a careful experience into a speed challenge, while the other Shrines allow for creative expression for players familiar with the advanced grammar of the various powers and machines.

Perhaps more importantly, it is the combat that suffers greatly from this approach: while Tears of the Kingdom features much larger waves of enemies, the system remains clunky. The combat system is designed for duels rather than large-scale melee, and the lack of ergonomics often renders Fuse unusable in battle. Similarly, the Sages' avatars are a welcome touch, emphasising the fact that Link is no longer alone, but the implementation is so unpleasant that it is easier to ignore their powers outside of certain puzzles. To a certain extent, the heaviness of the game and the idea of the fall serve to underline a contemplation of the world and its societies, provided one is receptive to Fujibayashi and Iwamoto's themes, but at the expense of the gameplay and the fluidity of the experience.

     To live is to atone for one's sins: neo-traditionalism in Japan

Breath of the Wild had already begun to return to a very Japanese aesthetic, a trend that continues in Tears of the Kingdom. Certain elements are obvious: Kakariko Village retains the same visual appearance, and the soundtrack features many more Asian elements – 'Master Kohga Battle' makes more use of the shamisen, and the 'Main Theme' is largely driven by an erhu, to name just two examples. Thematically, the universe more readily embraces East Asian mythology. Dragons are explicitly Japanese, as are the quest for immortality, magatama, the constant search for home (ibasho), and the genealogical links between humanity and the gods – the royalty of Hyrule is descended from the union of Zonai and humans, just as Emperor Jimmu is described as a descendant of Amaterasu.

Strikingly, the noble female characters in Tears of the Kingdom are all marked by the Japanese stain of tragedy, whether through the burden of blood, motherhood or the sins for which they take responsibility. The thematic development and presentation of Rauru and Sonia form a striking parallel with Izanagi and Izanami. As parental figures, the royal couple represents a familial and affective ideal, albeit a highly traditional one. Despite its seemingly progressive themes, Tears of the Kingdom revels in social stagnation and a status quo that must be protected at all costs – the True Ending emphasises that the point was not just to defeat Ganondorf, but to preserve 'eternal peace' (eien no an'nei) [6]. Hyrule may have undergone a number of transformations since Breath of the Wild, but they have always occurred within continuities: clan leaders have changed, but only to be replaced by blood descendants. Similarly, the multicultural discourse is always tempered by the service that the different tribes provide to the Hylian royalty, according to a strict hierarchy.

Tears of the Kingdom is a parenthesis and a intermediary conclusion to the series. At the end of the adventure, Link returns the powers he used to explore the world. The gameplay of the title is designed to be a natural extension of the powers used in Breath of the Wild, increasing the creative and traversal possibilities. It is, however, a temporary experience; to the player, Tears of the Kingdom repeats the same old message: 'this is what I propose, and if you do not like it, so be it'. The title makes no concessions in its approach, to the point where it suffers structurally. Its extraordinary density may seem almost antiquated – but such has been Fujibayashi's legacy since The Minish Cap – and some will find the idea of the game providing bits and pieces of the solution to every puzzle heavy-handed.

Hyrule is still scarred by the damage of the Upheaval; there is no sign of the islands falling to the ground again, nor does Hyrule Castle. The Chasms are unlikely to close either, with only the Gloom gone. Mankind will have to learn to live with this new and distorted world. Like Japanese disaster fiction, Tears of the Kingdom looks to the future – to the resilience of the people – but it also reflects on the trauma that will not fade away: Kyōko Hayashi laments the inaction of institutions while the traces of destruction are still present in Japan, and the promise of the Sages at the very end of the game seems to be a response to this concern. Tears of the Kingdom guides the player's gaze almost relentlessly towards a contemplation of Japanese society in its environment, even if it means verging on the artificial, and whether or not this approach is welcomed is up to the player.

__________
[1] Kyōko Hayashi, 'To Rui, Once Again', tr. Margaret Mitsutani, in The Asia-Pacific Journal, vol. 15-7, no. 3, 2017, p. 3.
[2] Justin McCurry, 'Gourmet manga stirs up storm after linking Fukushima to nosebleeds', in The Guardian, 22nd May 2014, consulted on 10th July 2023.
[3] Maria Mihaela Grajdian, 'Compassionate Neo-Traditionalism in Hosoda Mamoru’s Animation Movies', in Russian Japanology Review, vol. 3, no. 2, 2020, p. 148.
[4] Victor Moisan, Zelda : Le jardin et le monde, Façonnage, Lyon, 2021.
[5] On spatiality, the traversal aspect and the design of the sky and Skyloft, see 'Volume Five: The Dense Sky and Town', in Nintendo, Iwata Asks – The Legend of Zelda: Skyward Sword, 2011.
[6] Note that the English translation conveys the original idea slightly differently, balancing Ganondorf's defeat with the idea of 'eternal peace'. The Japanese text reads: 「あの方たちが願ったのはつかまあ束の間ではなく永遠に続くハイラルの安寧。」Here, the comparison is much more focused on the ephemeral and the eternal, while the term 安寧 expresses both Hyrule's public peace and Zelda's inner tranquillity.

Review

I gave it a real shot, for 8 hours!

You can read my notes and thoughts here : https://twitter.com/han_tani2/status/1735187901296836666

Or read an essay in which I discuss TotK https://melodicambient.substack.com/p/why-ocarina-of-time-cant-be-recreated

The short version is: the game has its nice charming moments, I actually like the idea of janky physics dungeons and riding around on stuff. NPC designs are nice and some of the side quests looked interesting. But I hattteee the crafting stuff, it kind of ends up padding almost everything in the game out. There's also so much distraction, it feels like YouTube recommendations or TikTok...

Shitpost review

Zelda but if Miyamoto wasn't inspired by wandering the countryside as a kid but opening up Genshin enough times to get the 30 day login bonus

Breath of the Wild is like ice cream, a sweet treat that a majority of people love, but loses its allure when consumed in excess. Tears of the Kingdom, on the other hand, is like one of those cookie ice cream sandwiches. Just like plain ice cream, they’re pretty damn good, but they’re easier to get tired of and are arguably more divisive.
Tears of the Kingdom takes Breath of the Wild, slams some layers on either side of it and throws in some new stuff and story changes in the middle. It's great but it can certainly be a bit much. For example, the new layers - the sky islands and the depths - are massive additions to the game, but fall a bit flat when fully scoured. There’s a lot of cool stuff in both spots, but when the player delves deeper, they realize that it's a lot of the same cool stuff, making the whole experience a little less magical. Finding an underground coliseum challenge is cool the first time, but the second time? The third time? It's just not the same, and the first time isn’t as powerful as a result.
There’s certainly an argument to be made that the sky islands and depths should have either been fleshed out or shrunk, but maybe the excess isn’t so bad. After all, a vast majority of players aren’t going to be in the game long enough to see this repetition in the first place. Of course, unique content is always better than repetitive material, but in a game like Tears where the player is constantly getting new materials and tools, each new instance of a previously encountered situation or problem is a chance to experiment with new solutions, something that can’t be said for other games with repetitive content. Ideally, the new areas would just have new, unique puzzles, but a game like Tears is a case where it works, or at least can work depending on how the player approaches it.
Speaking of the tools Tears provides, gone are the Sheikah tools from Breath of the Wild, in are the new Zonai tools Link gained from his cool new arm. Rewind allows Link to move an object back in time, primarily utilized to solve puzzles and to gain elevation using fallen rocks, but also has uses in combat. Ascend is pretty simple, it allows Link to swim up through ceilings and pop out on the other side, very useful when exiting the caves, another new addition to Tears. Fuse lets Link attach items to his weapons, shields, and arrows, a cool way to strengthen Link early on, but almost a necessity to ensure fights with stronger enemies don’t take forever. Ultrahand is the big one, it lets Link build machines using his new arm to move things like magnesis did to metal items in Botw. It also allows Link to glue items together. It's a little clunky and the creations push the switch to its limits, but it's the selling point to the game for a reason, and gives the player more options than anything in Breath of the wild. Autobuild is the last new tool, and allows for the recreation of previous machines even without all the materials (at the cost of other materials of course). The camera also makes a welcome return, and works just as it did in Botw. Tears also incorporates most of the Sheikah abilities from Botw in some way. Bomb flowers work kinda like the Sheikah bombs, ultrahand does everything magnesis does and then some, ice flowers and ice weapons can create ice slabs on water, and rewind can freeze items temporarily if turned on and off right away (that one is a bit of a stretch).
The story is in the same format as Breath of the Wild: Link needs to explore the world and collect some memories to put together the whole picture. Unfortunately it doesn’t work quite as well in TotK. Because of how the memories are structured, seeing them out of order doesn’t work nearly as well as it did for the more disconnected ones in Botw. A shame, because the method of collecting dragon tears is far more interesting than simply looking at pictures and locating where they were taken. The order in which things are collected is actually a problem in other aspects of the game; the paraglider is missable now, as it is given after an interaction in lookout landing rather than when leaving the initial area. It's a baffling decision considering how important the paraglider is to exploration. Autobuild is also tied to a completely missable sidequest in the depths, another odd decision when building things is such a huge part of the game.
Tears unfortunately doesn’t fix some of Breath’s biggest issues, such as menuing which is even worse (especially the arrow fusing menu) and weapon durability is even more divisive considering how having good fusible items is almost as important as having weapons to fuse with in the first place.
However, this ice cream sandwich tastes kinda good actually.
For all the issues this game has, actually playing it makes them melt away, especially early on. Tears is not a game meant to be 100%, it's meant to be played as long as the player finds themself engaged. The sheer inventiveness on display here is staggering, Tears allows the player to do and try things that no other games do, and that's an accomplishment. Problems be damned, there’s plenty of fun to be had and memories to be made in Tears, and it deserves the recognition its garnered.


this is the worst kind of direct sequel. gameplay loop is essentially identical but it has almost nothing to do with the previous game story/continuity-wise.

nintendo has always been allergic to lore but there is no time this has been more obvious than this time around.

they completely tapped out on what was good and what was bad about botw and just made the same game with some added crafting mechanics that can be fun but arent very practical to the core gameplay.

Arzette: The Jewel of Faramore will be better

Tears of the Kingdom is radically and unintentionally about intrinsic motivation. All the building blocks are placed right in front of you, but you'll have to assemble them yourself. This is nothing new for pure sandbox games, but TOTK isn't supposed to be a pure sandbox game! In its best moments, it harnesses this: even mundane challenges are an opportunity to spark creativity. In its worst, it resents this, and will fight your agency tooth-and-nail.

Most of the time, the game lands in an awkward middle: not outright controlling you per se, but holding the guiding reins with shocking determination. Say you're on a floating island with a crystal you need to deliver to a nearby shrine. Almost certainly the game will place a wing and fan nearby, reducing the whole situation to a classic Zelda "nuzzle" where the solution is just handed to you directly. I understand tutorialization, but the game refuses to trust the player even after hours and hours and hours of this.

This also undermines any sort of efficiency-driven play, since the optimal solutions (that aren't obtuse speedrun-style tech) are simple and/or universal cheesy tactics (e.g. object + ascend + recall). There also seems to be some sort of aggressive speed cap that gives strong diminishing returns to multiple fans/rockets/etc. which hurts the parts management aspect.

But, with all this said, there's nothing stopping me from simply ignoring the game and coming up with my own wacky idea that's fun and interesting! What if I tried to launch the crystal directly with rockets? What if I dropped something to the surface from the shrine, brought the crystal, and recalled it back up? What if I put it on a really, really, really long stick?

Once I accidentally lifted up a large floating platform too high to grab with my Ultrahand. So I took out all my weapons, glued them in a straight line, and managed to reach up high enough to fuse it to the platform and yank the whole thing back down!

These are some of the most joyous experiences I've had in a game. I can't praise the building system enough (despite some minor control issues) in how deep, intuitive, and polished it is. Much of my time was spent messing around in some random location, seeing what I could build that used the items and landscape around me. It's the only true sequel to Super Metroid that Nintendo has ever made: the world is a kaleidoscope of problems to be both invented and solved.

But what's bizarre to me is how so much of the game either refuses to acknowledge this or even actively resists it! One of the greatest experiences I had with this game was making the climb up to the Water Temple on my own, without any prompting. Finding strange and inventive ways to hop between islands as I climb higher and higher in solitude, listening to the quiet ambience and seeing the imposing structure above creep closer and closer, then finally breaking in to hear the Water Temple's song play. This was by far the most powerful experiential moment I had in both open-world Zeldas, and in retrospect mirrors much of the strengths of Fumito Ueda's work.

And then, I was greeted with a loud "DA-DING" error message from the central console of the temple. So I dropped down, completed a menial fetch quest so Sidon would come up to the island chain, then returned to the console. "DA-DING." I went back, talked to him on a different island so the game would flip the proper flag, then returned again and was finally allowed to progress. It's baffling how the same game can have mechanics that encourage such freedom and a structure that so constricts it.

Mostly though, as with my first example, the game settles for mere apathy. Shrines vary from stiflingly simple lock-and-key tests of specific parts to open-ended challenges that you could feasibly solve without knowing the intended solution. (Sadly, the former are far more common than the latter.) The Fire Temple's skatepark design was my overwhelming favorite, and the Lightning Temple shows glimmers of greatness, but the Water and Wind Temple feel like Divine Beasts, and on the whole it's hard to not be disappointed in the missed potential here.

The Depths has parts lying around everywhere and treacherous terrain to use them on, but is homogenous and bloated. Sky Islands offer small shrine-esque challenges that can be fun, but fall far short of the potential illustrated by the tutorial area. Most of the side quests I tried were fetch quest adjacent, but there might be some really good ones out there! Which speaks to a larger point: there's too much content that's too much like BOTW that's spread across too large an area.

Combat mirrors the rest of the game, and its problems go back to BOTW. The sheer amount of options offered by fusing is breathtaking, and the breadth of interactions in BOTW's chemistry system has been made far more accessible. But the balance is all wrong! You can feel the potential during the combat shrines, where stripping your items away forces a more improvisational style. But the games it's (unconsciously) looking towards have key differences. Halo's two weapon limit prevents you from hoarding ammo in advance, whereas in TOTK (and BOTW for that matter) you will collect random resources without thinking. Traditional roguelikes are stingy with items to incentivize crafty use of each one, but BOTW and TOTK shower you with powerful consumables and fusion materials. Arkane's immersive sims also suffer from these problems to some degree, but in those games the level design is as much your foe as the enemies themselves, while level design is perhaps the single greatest failing of TOTK. All of the above games aspire to differentiate their tools, and TOTK has a lot of ways to produce interesting and unique effects, but the most common and powerful fusion materials are simple damage increases, which scale into the late game far better than the creative ones!

Despite all I've said above, I wouldn't quite call the combat "bad" per se. The swordplay is somewhat entertaining, throwing weapons is a great risk-reward mechanic, and having to scavenge around mid-fight adds a lot. But the most fun thing to do is to play with your food: try weird effects and interactions (of which the Bokoblins are fantastically suited for!) instead of playing efficiently all the time. Freeze things and blow them off cliffs! Bounce enemies around with a mushroom spear! Start Bokoblin-Zonai infighting!

For being so brilliantly realized yet simultaneously sloppily crafted, TOTK earns the title of most bizarre game I've ever played. It almost has a romhack quality to it: making visionary changes in some areas while uncritically accepting so much of its ill-fitting foundation. I had many moments of joy while playing it, but all throughout, the game looked on with a disinterested gaze. No score.

I don't think I'm ever going to get around to finishing this game, so now's as good a time as any to do a write-up.

Breath of the Wild is my favorite game. It got me back into gaming after putting it down for a few years, and back into Nintendo games after not caring for nearly a decade. I was excited as anyone for Tears of the Kingdom. The early marketing was excellent, presenting an ominous, Majora-esque asset flip of the more melancholic BotW. I imagined deep crevices carved into the ground, exhuming all sorts of long-dormant horrors, forever altering the Hyrule with which I was familiar. I had faith that the long development time would be used to add all sorts of interesting content and well-designed dungeons.

My initial impression of the game was good. I enjoyed the tutorial island. Helping the overpacked Korok get to his friend was cute. On the surface, one of the first caves I found was the Majora tree stump cave. I remember feeling excited by the Japanese aesthetic for the shrine housing the piece of Fierce Deity armor, and wondered what other kinds of ancient architecture I'd find. Diving into The Depths for the first time was thrilling.

Disappointments, however, quickly crept in. The oddly specific over-packed Korok scenario quickly became contrived as I found dozens more. The tutorial island turned out to be the most interesting sky island by far, as the others were sparse and often copied multiple times. The tree stump cave turned out to be one of the few interesting caves, with most of the others largely using the same mossy aesthetic, with the same Horriblins and the same Japanese architecture housing the same BotW DLC armor. The Depths turned out to have a dearth of interesting content, my time largely spent stumbling around in the dark, avoiding the same enemy camps that absolutely litter the surface.

My biggest problem with TotK is how much it mindlessly copies from BotW. For BotW, the developers went back to the drawing board, and thoughtfully reconsidered all of the rote Zelda tropes that had accumulated in the series since Majora's Mask, like so many fleas. All of the pieces fit together. Take the memory system, for example. For BotW, the developers smartly crafted a smattering of nonessential vignettes, where the order in which you found them was not important, because it suited the open world structure of the game. Anyone with a brain can see that this structure does not fit the essential, linear story that TotK wants to tell. It felt like watching a movie with its scenes out of order. It also leads to big problems like Link spending all his time "trying to find Zelda," when he already knows exactly where she is, but doesn't bother letting anyone else know.

No one held a gun to Aonuma's head and said he had to use the same damn Korok seed inventory system, or shrine health and stamina system, or combat durability system, or memory-based narrative, or music. BotW was great in part because of how new everything felt. But Aonuma's team is already resting on its laurels, and I fear BotW's revolutionary template is already ossified convention.

The worst is how TotK handles BotW's map. Many previous points of interest are utterly devoid of content, including Thundra Plateau, Gut Check Rock, Hyrule Castle Ruins, and The Forgotten Temple. Areas with affecting environmental storytelling in BotW like Fort Hateno are downgraded to dumps littered with ugly brown-gray sky island slabs. I was baffled and offended when I made my way to Akkala Citadel, only to find an inexplicably generic monster cave where the citadel entrance should have been exposed. They really should have made sure there was enough to do on the surface before bothering with the dull-as-dishwater Depths.

Speaking of environmental storytelling, how bad is TotK's? What's the point of introducing another heretofore unmentioned technologically advanced ancient civilization? What happened to the Shiekah tech from BotW, including the army of laser-spewing spider robots and Divine Beasts that devastated the countryside for 100 years? I don't think they're even mentioned once. It almost feels like The Calamity didn't even happen. This created a huge disconnect from the world for me. All the ruins that felt so meaningful to explore in BotW felt like they belonged in a different game in TotK.

I haven't mentioned Ultrahand until now, because it felt largely superfluous to my experience with the game. On the tutorial island, I learned to my great disappointment that walking more than 50 yards from a boat I'd built to cross the first lake caused it to despawn. I was further let down after my first exhilarating flight on a wing part was cut short by the extremely stingy 30-second use time limit.

Ultrahand is barely integrated into the game. It feels like someone took the building mechanic from Garry's Mod, shoved it into BotW, and dumped a bunch of Lego parts everywhere. The game almost never requires its use outside of scripted events like the Death Mountain approach or boring green crystal sky island shrines; it's often faster and more effective to deal with the game's many enemies using the vanilla BotW combat.

So many elements of the game disincentivize its use. The building mechanic itself is finicky and time-consuming, and the distance and time limits are even more demoralizing. I was lucky to find auto-build early in the game, but the heavy Zonaite cost kept me from using it much. Maybe it wouldn't have mattered if going in to The Depths was fun, but mindlessly mining Zonaite felt like the worst kind of grindy MMO filler. I think the biggest tell is how many people complained when Nintendo removed the duplication glitch from the first build of the game. I normally side with Nintendo in these instances, but here, I think it exposes just how unfun and stingy the game is with resources.

I'm just scratching the surface of TotK's serious flaws. The "dungeons" are lackluster, and their "press these 5 or so buttons in any order" design uninspired. The repetitive sage cutscenes after the fairly enjoyable but too-easy boss fights are pathetic. Shrines are often just tutorials for Zonai parts, and can often be cheesed in unsatisfying ways. Sage powers are horribly implemented.

I'll balance all the negativity I just wrote by saying that I recognize that TotK isn't a bad game. If I hadn't played BotW, I'm sure I would have enjoyed it more. Maybe my expectations for the sequel of my favorite game were too high. And there are truly excellent moments that incentivized me to push through all the middling content, like launching off the roofs of sky ships into the eye of a snow storm, or exploring the super interesting Gerudo underground shelter, or fighting a Boss Bokoblin squad for the first time. But I can't deny that I resented most of the 100+ hour grind I put into this game, and I regret ever buying it.

The fact that Nintendo is carrying characters and franchises nostalgic to four generations of gamers, in addition to appealing to a current generation of children pushes them, like most longrunning broad appeal companies, to try and thread the needle between such wide ranges of different people, age demographics, and different investment in mastering video games. While there’s certainly a host of Nintendo titles that lack that appeal amongst older gamers or are too difficult to get a lasting experience out of for those more inexperienced with games, that balance between easy to comprehend design and absolutely fanatical skill curving has led to games like Super Mario 64, Super Smash Bros Melee and sure enough, Breath of the Wild to be both nostalgic and accessible for kids of their era, while having all kinds of insane potential to crack with their game systems.

The Legend of Zelda Tears of the Kingdom feels like this philosophy at its absolute apex. In equal turn I can see people make their way through with the bare necessities for strength boosts and paragliding, while you can look online and see the insane mechanical contraptions possible for optimizing combat and traversal to an incredibly efficient degree.

Once again, the ability to trade for Hearts or Stamina throughout the game can allow for a certain level of difficulty modulation, but also tying attack options to weapons, rather than grinding out Link’s character stats, puts more pressure on your ability in the action and less on accidentally outfitting yourself the wrong way. It provides enough extrinsic motivation for a plot that gets you thinking with more involved stops along that narrative, while also intrinsically offering the world as the massive playground for experimentation via a vast assortment of utilitarian approaches. Extrinsic motivators like the Shrines, (even when puzzle ones are often easier than BotW’s) further encourage the possibility to take their ideas further intrinsically using the overworld. Plus of course, elements you would expect from a sequel, like improved enemy variety and more specialized combat scenarios (a sixth of the shrines are no longer one miniboss repeated 20 times over at various difficulties).

Breath of the Wild was a game that made a statement. Its focus was on emergent gameplay and player discovery over an involved narrative and a designated route to setpieces meant to be shown in a specific way. Completing every dungeon gave you powers to make the finale easier, but every payoff was segregated. I would argue though, that Breath of the Wild was so thoroughly committed to this idea that it wasn’t worth trying to top it in this department. We already have the more minimalist take on the thinly populated world with an obvious, straightforward final confrontation but the journey being wholly devoted to what you make of it. Tears of the Kingdom opts not to push this further, and instead to respec itself while simultaneously being both more plot driven AND more free at the same time in different areas. It is absolutely worth noting that in place of the minimal storytelling which predominantly served to justify why Link exists to travel the world at all, Tears presents itself as more story-driven from the jump with the short but more guided preamble. It’s a choice that won’t be for everyone who preferred BotW’s deliberately simple approach in the name of player freedom, but I think it’s one that makes sense with where it was heading and a means to allow this game to stand out as a sequel in other ways.

This is also apparent in game design decisions like having a main central hub of named characters to converse with, and particularly the new spread of the memories.
In BotW, the memories were hidden in very small specific spots in the overworld with little indication of where without a guide, in the hope that you’d run into them while exploring, but not that they played a substantial part in the Defeat Ganon quest. In this game, they ABSOLUTELY want you to get those memories, not only by making it a main quest but also putting them in giant Geoglyphs (marked inside a chamber) that can be seen no matter how high above the ground Link is. Which is good, because the plot contained within those memories is less building your own background as much as a parallel plot involving Zelda and the choices she makes in further understanding herself and considering what’s necessary to help your journey along. For a game series entitled The Legend of Zelda, this installment really presents just how much sway Zelda has upon the entire world while you, in contrast, are the fixer guy. You are the way forward, but not the influence. There are many questlines I discovered over my 120 hours of play devoted to every which way most of the world was very carefully ruined in your absence and your ability to be a problem solver in any which place you choose to.

Back in Ocarina of Time, a seven-year timeskip allowed Ganondorf to turn the entire world on its head through a permanently blackened sky and the world’s central hub being turned abandoned, populated by zombies instead of people. In this game, in far shorter a timeframe he played things more crypto in your absence by outright ruining Hyrule’s infrastructure in numerous smaller ways less obviously noticeable even in a more populated land, but that goes further and further the more you chose to engage with the world. It’s a smart villain move on his end that has a shockingly effective payoff conveyed through story and gameplay together after pursuing the main dungeon tasks.

Reconciling with your past was a main driving force in Breath of the Wild if you chose to pursue story, but just as Link can build all kinds of crazy tech magic machines and bizarre powerful weapons, you’re actively building a more settled world up to a brighter future. In taking a cue from the second half of Wind Waker, you’re guiding partner characters through the dungeons to grow them into who they are. Their abilities are substantially less broken than those from Breath of the Wild, but that ties into the story, since the BotW Champions were experienced, top warriors employed by the castle guard, while the Sages here are being grown into them, made stronger by the concept of exploration in the world they no doubt helped you with. It’s one of several examples of the game willing to respect and not replicate elements when it feels like it would help its own vision. The Divine Beast assault sequences, while formulaic and scripted, could feel very intense in the moment and tiring if repeated too closely in this game, so instead, dungeon buildup is an extension of normal gameplay but varied by region. While one area involved a lot of high-flying platforming, another took on more of a base assault format and this, alongside more distinctive temples and boss fights, helped to make its main story tasks stand apart despite the repeated song and dance upon finishing a dungeon. The ending as well, despite similarities in form to the previous game’s, is given a more distinct function in relation to what makes this game stand out and, in my opinion, greater emotional resonance.

And all this is just in the main intended plot goals! Rarely have I played a game where it’s so easy to constantly be distracted from just HOW MUCH you are able to interact with at any one time. It’s incredibly impressive that for a map so large, almost everywhere you go has optional engagements both present, and out in the visible distance, whether they be character based, combat based, or puzzle based. This is a game where even components that would seem like copy and paste tasks in any other open world game can vary wildly in terms of how you accomplish them. Sign Guy is probably the prime example of this creative thinking on display. Everywhere you see him trying to spread the good word about his boss, trying his best to arrange signs in totally different ways. Usually, you’re given enough tools around his area, but it inspires an incredible creativity to make even tries at a repeated task stand out with your weird creative standing fused structures. Another element that greatly helps with this discovery is the delineation of quest lines, where the instant a quest is started, you’re made aware of whether or not it’s a brief more simplistic quest for a basic reward, or a multi-tiered quest with more story added to it. The repopulation of Hyrule after stopping Calamity Ganon in Breath of the Wild provides the perfect in-universe opportunity for so many more people to exist for sidequests that are more memorable than BotW’s, even if I don’t think any hit the high of the Anju/Kafei quest from Majora’s Mask.

The Depths is admittedly less curated on the whole, but it’s a meaningful venture, providing some of the easiest access to mechanical creation tools, enhancing long term use of these tools, as well as some of the strongest weapons and enemy encounters in the game. It’s a distinct take on the classic Dark World concept from A Link to the Past combined with the Nether from Minecraft. And of course, the Lightroots. These beacons deliberately standout amidst the pitch-black landscapes, but the fact that they mirror Shrine positions is incredibly intuitive for exploration. Once you find a Lightroot where you don’t have a Shrine, or vice versa, it provides another opportunity to say “there’s something on this spot, but how will I find out what it is, how will I reach it, and what on my path would provide the next distraction?”

As sentimental as it may seem saying this, Tears of the Kingdom is also an immaculate representation of gaming as a universal experience where numerous approaches can be lovingly shared. No two players will experience everything the game has to offer in the same way, and the sense of experimentation you could see from the more dedicated Breath of the Wild players is further spread to even casual players, while the insane crowd creating all kinds of mecha and war crime devices is given the opportunity to indulge with a much higher creation ceiling. From something as simple as using a rock weapon to fill a hole when finding a Korok, shield surfing as a means to avoid a rail balancing act, creating a barely held together tower of objects in place of understanding how to work a rowboat, or having fully decked flying death machines to quickly slay the indomitable Gleeoks, there’s an impressive array of possibilities Nintendo allowed for in their massive sandboxes.

There will always be quibbles. I wish you could create your own favorites list when selecting materials. The dungeons, while greatly improved over BotW to the point of being slightly above Wind Waker’s now, are still well open to be made more extensive like the other past 3D Zeldas. I wish the Sage Awakening cutscenes were made distinct for each dungeon, the means to acquire Autobuild made more upfront during the main quest, Mineru’s role in the story a bit more, the cutscenes lip synced to the English dub (although you can switch to original Japanese, so mostly moot point) and it would REALLY help if this game wasn’t limited by 8-year-old hardware regarding occasional performance dips, but the overall vision that this game accomplishes is sublime. It’s rare a video game sequel can be such a monumentally meaningful iteration on what already presented an incredibly robust path forward for explorative freedom and system creation in AAA gaming, but director Hidemaro Fujibayashi, his team, and Monolith Soft managed to top themselves in ways we didn’t even know we wanted. Trying to follow this up will be an incredibly difficult venture I fear for, but I hope that with the promise of improved hardware on the horizon, this team can continue to show that next-gen is more than just graphical leaps, but using mechanics, talent and budget to let the story told from strong design ethos meet the story every player uses the game to create for themselves.

Ganon wouldn't have tried that shit if I was there

Embraces open-world excess in a way that undercuts Breath of the Wild's more meditative appeal and turns into a far more uneven experience as a result, but all the new shit it does attempt is SO peak that it sorta evens out.

My friend Heather once said about Katamari Damacy that it's a game about interesting sensations rather than interesting obstacles and the way Tears of the Kingdom lets you interact with space, objects and materials is something I promise you've never quite sensed in a video game before.

Tears of the Kingdom is an evil video game. It is a shallow, meandering homonuculus in the shape of a "critically acclaimed video game." It is sinister in how it slithers along wearing the skin of a game we all liked seven years ago. It is deceptive in how it tricks the player into thinking it's wealth of "content" is fun. It is manipulative in how it attempts to wring tears out from the player despite the story meaning nothing.

It is a game about nothing for everyone. It is formless sludge to keep your fingers busy and your mind vacant. It is the death of art. It loots the corpses of the good Zelda games and uses them for fuel for the content mill.

It's kinda fun to skydive though

I won't call Tears of the Kingdom the worst game I've ever played - that'd be obviously hyperbolic. It's mechanically sound, looks nice, and there is some meager bits of fun to be had. But I think it's absolutely one of the worst pieces of art I've ever experienced. It does nothing to justify it's own existence, seemingly satisfied with just being. It has nothing new to say, nothing interesting to do, nothing cool to see. But hey, there's 900 Korok seeds, 700 locations, 194 caves, 152 shrines, 120 lightroots, 58 wells, 35 chasms, 35 settlements, 60 side adventures, 31 shrine quests, 139 side quests, 18 memories, it's so awesome dude there's so much content the game is great it has content I like this game because it has content I love content

This review contains spoilers

The Legend of Zelda: Tears of the Kingdom is both literally and figuratively a game of peaks and valleys. It swings for the fences in many regards, and sometimes stumbles, but it succeeds in all the ways I find electric and captivating to play.

Building vehicles is something I had no idea about going in (as I avoided almost all pre-release marketing) but that’s such a Conner-core game mechanic. Being able to climb anything, and even approach scenarios in my own natural way in Breath of the Wild was incredible, but Ultrahand had me looking at the largely-repurposed Hyrule map in a completely new light.

Make no mistake, this is the same Hyrule as before. They added a bunch of stuff, tweaked the context, changed some things around, but the broad strokes are the same. It was novel to go to a familiar town and see what had changed from the last game, but that reused map was my number one concern at the outset. Thankfully I was encouraged to interact with the map in a different way: The addition of vehicles, upward teleportation, time reversal, and weapon fusion drastically changed my locomotion and tactics in combat.

The place I felt all those mechanics congeal, and this game really come into its own, was in the Hyrule Depths, a complete second map underneath the overworld. This was the highlight of the game for me, as it brought out my creative streak with vehicle construction, navigation, and all the other mechanics (new and old.)

I felt the game presented me with goals and gave me the tools to complete them, but without the rigidity I’ve rubbed against in other games. In my experience, “why didn’t that work?” is more common in videogames than “I can’t believe that worked”. This game sidesteps that, almost to a fault (some would just say to a fault.)

A lot of what they’re doing here is more videogame-y than Breath of the Wild, creating a playground on top of and beneath the more contextual Hyrule. The puzzles can often be cheesed with the toolset the game gives you. The toolset they give you is powerful, so much so that you could probably do a ton of this game without engaging with almost any of its systems. But I had more fun doing it my way, and I think the game seemed to agree.

The worst stuff in this game, to me, is carried over from Breath of the Wild. Did they really think their user-interface from BotW was perfect? Did they really love their armor upgrading system? I had more fun unlocking the great fairies than I ever did upgrading armor with them (Aka taking my Purah metal detector and searching for rare enemy spawns across the map). Why is the lock-on so finicky? Same with parries and perfect dodges. Cooking is still slow. Not all armors can be dyed. The Great Fairies make annoying sex noises. It shouldn’t be controversial to say a game has negative aspects and I don’t want to see any of y’all hating on people who disliked the game. This is a weird videogame! Is it not?

The new stuff has problems too (why do I have to talk to the sages to use their powers? It sucks. Why is the water temple so short? Why is the King of Hyrule a foxy furry goat man? Why is the story like that?) but in all honesty none of that outweighs the enjoyment I got building a stupid car out of logs to reconstruct Lurelin village after the pirate attacks. Or building a precariously tall airplane, or a huge catapult, or a catamaran seaplane, or even just a few fans and a control stick. I didn’t even talk about the sky islands! I like them. Could have used more, but I thought they were more concentrated and purposeful with some of the most fun puzzles in the game.

Everybody is going to take away something different from this game, but to me, it did things I didn’t even know I wanted from a Zelda game. I can’t even put a finger on what I do want, but to me, a five star game doesn’t have to be flawless. To quote my Final Fantasy IX review, “I just want it to be impactful”.

All I know is that from the word “go” this game had me feeling exhilarated, excited, and creative. I was trapped in its vortex and haven’t so much as seen another game since it came out. To me, that’s a rare experience, and one I won’t soon forget.

Sorry this review was pretty scatterbrained. I already have a tendency to ramble, and compounding that with a game this huge (took me 140+ hrs to beat) and the fact that it’s 1 am and I’m taking care of a baby? I tried.

My opinion changed a lot the more I played this game.

When I first started it, I was completely hooked. The beginning sky island area is well designed and gets you familiar with the new cool abilities that I used much more then the ones in BOTW. The graphics and size of the world are also super impressive for being a Switch title.

Once I finished the tutorial area which took around 5 hours, everything started going downhill. The game is basically an exact copy of BOTW. The enemies are identical with the only new ones being these small robots that have replaced guardians and some dragon mini boss which I didn't bother fighting. Armor sets are also the same, there are a few new additions but to get many of them is a real chore. The main negative is that the map and story are pretty much identical to BOTW. The whole sky island I found to be a really cool concept but there's almost none of that in the rest of the game. That tutorial sky island is the largest with none of the rest being as remotely interesting anywhere. They're all very tiny with nothing on them and no reason to visit them except shrines. Another addition was an entire underground world which sounds cool and again is quite technically impressive for the Switch but after 20 minutes I decided to never go there again unless I needed to progress the story. It's all empty copy pasted land with nothing special and no reason to explore it. This leaves the main land left and as I've repeatedly said, it is an exact copy of BOTW I keep finding the need to say it over and over since I'm still amazed at how little they decided to change for this hyped $90 game. I played the shit out of BOTW in 2019 and even after 6 years so many things felt familiar, practically nothing surprised me in my playthrough. The story is very generic and worse then BOTW imo. Once again you find 4 sages then gain their powers to defeat Ganon; only this time the sages are younger kid versions who were made into anime personalities for some reason. The dungeons I found to be a downgrade and as they were much easier than BOTW, that goes for the shrines as well; they were still quite enjoyable and my favorite part of the game. I really thought I'd spend a lot of time on this game especially with the increased price tag but that was not the case. In BOTW I spend around 150hrs with 100% completion, in this game I did all shrines, a few uninteresting side quests, and the story picking up whatever korok seeds I find on my way which brought me to around 65 hours with no urge to do anything else but put it back on the shelf. Why play anymore when I pretty much experienced all of it already in BOTW? I'm very tired of this new Zelda formula and would love to see it go back to its core.

The one thing I did quite enjoy with the story was the ending. The Ganon boss fight was solid, one of the best in Zelda and a huge improvement from the BOTW final boss. The ending cinematic was also amazing. Seeing that caught me off guard, it made me wish they focused on story more as it showed they are capable. I was impressed that there could be such epic cinematics in a Zelda game and wish there was more of it throughout the story rather then using the most bare bones RPG story that goes all the way back to Final Fantasy on the NES. This game has no reason for existing. A sequel like this was not needed, this felt much more of a quality of life update with new sandbox stuff and that's about it. This was not a GOTY 2023 contender to me.

As I initially set off to finish the last of the remaining dungeons, I round a corner and a stray thought occurs: “Can I dogfight dragons in this game?” After an evening spent on that instead, it turns out that I can both do that and send it tumbling down a cliff in the process. Another thought follows: “This is probably the coolest game I’ve ever played.”

This reflects a strength that’s been carried forward from Breath of the Wild and part of what separated that game from standard open world fare: the “triangle rule.” It includes shaping environmental geometry in such a way that landmarks and other notable sights were deliberately obscured from angles players were most likely to view them from, creating a visual chain of interest as they orient themselves around it. It’s impressive that Tears of the Kingdom retains this considering just how much Hyrule has been reshuffled and expanded upon, but where it particularly excels in this regard is in terms of new additions, namely its tripling down on verticality.

Diving into a well or tree stump, winding up in a complex cave system, finding treasure behind a waterfall or at the top of a hidden shaft and using Ascend to pop out the other end in parts unknown is the exact kind of storybook-like experience that this new formula needed, like meat added to the bones of the sense of adventure BOTW was otherwise so successful at selling. Caves seem a deceptively simple inclusion on a conceptual level – goodness knows open world fantasy games’re no stranger to them – but one reason you couldn’t just plop TOTK’s into some other game is because of how their design’s informed by Link’s traversal options. Just finding them often resembles a scene out of Katsuya Terada’s art for the first few Zelda games, steep climbs into hidden entryways and all, often in a way that foreshadows the challenges inside. Slippery walls, boulders you have to smash your way through, confined spaces and other hazards combine to form the other reason, which is the contrast these environmentally constrained puzzle boxes create with the rest of the game’s freedom.

Shrines and temples alike exemplify this, as much as or more than the spectacle of diving from a sky island straight into the Depths in what’s a sensation I haven’t felt since Gravity Rush 2. Getting goofy with a combination of Ultrahand and Recall or whatever other powers you prefer to circumvent obstacles brings to mind an anecdote I have about a level in Thief 2 called Casing the Joint – years now after first playing that level, I still couldn’t tell you the “proper” way to beat it, because I’d always drag boxes from the opposite end of the level and use them to scramble onto titular joint’s roof before smashing a window that would leave every guard permanently alerted. Scuffed a method as it may sound, the important thing is that the game says “yes” to the player regardless, and the same’s largely true of TOTK; although, as with BOTW, some of its quest design shows that it isn’t fully designed in accordance with these sorts of open-ended solutions (Calip’s omniscient fence in Kakariko comes to mind), this isn’t necessarily so much a flaw as just an indicator that it’s not quite the same type of game. Where limitations like these do exist, they rarely feel so arbitrary as to outweigh the feeling of thinking like an adventurer that comes with nonlinear problem solving through Link’s new, more multifaceted powers.

Fuse is a favourite of mine not just for how it turns any item you come across into a potential tool, but also because this by extension encourages thinking about your equipment more than BOTW required. A bokoblin reaper may share the same animations as a horriblin hammer, but only one of them’s getting used for smashing enemies’ armour, clearing boulders out of caverns or searching for ore among other things. It’s understandable why some players may initially be upset at the apparent lack of any new weapon types compared to BOTW, but considering how many different functionalities are covered thanks to this one power, I wouldn’t be surprised if the devs considered and rejected the idea based on potential new ones being redundant. It feels weird to say so about a game that isn’t by any means hurting for recognition, but this is just one example of how it (and its predecessor) probably deserves more credit for achieving more with less.

This extends to its enemy design. We have a tendency to think of “enemy variety” in terms of the quantity of different enemy types, but what gets lost in that sort of discourse is the mechanical variety between those types. Even in BOTW, bokoblins have more dynamic behaviours than the combined enemy rosters of some other games, and that was without boss bokoblins, aerocudas and Zonai constructs for them to interact with. While TOTK having a higher amount of different and region-specific enemy types is appreciated nonetheless, I’m glad that fleshing out these behaviours amongst a relatively condensed roster still seems to have been a priority.

Flux Constructs are a standout in both that respect and why we ought to also apply this sort of lateral thinking to TOTK’s combat as well – in a game in which you can remove a golem’s hands to prevent him from being able to punch you, shoot dragons out of the sky with a DIY plane or suspend yourself in air with a foot-mounted flamethrower, it seems myopic to judge it based on how many ways Link can swing a weapon. Between using Recall on a certain attack of theirs to fling myself to places I couldn’t otherwise reach, darkness that’s actually dark and which requires resources to dispel, plus summonable AI companions, it becomes apparent that the sceptics were wrong – this isn’t BOTW DLC, but rather a Dragon’s Dogma 2 closed beta.

I’m only being slightly facetious, because much of what makes Dragon’s Dogma and its mutual point of influence, i.e. Skyrim, special as adventure games is present here too. If those two games could each be distilled into one key characteristic, I’d say they’re respectively dynamism and player-directed experiences. TOTK takes both and melds them with a largely honoured commitment to unrestricted problem solving that – in my view – has always felt like the most natural direction for Zelda to go in, forming a superlative package which I think sits at the top of its franchise, its console and potentially open world games in general.

All this and somehow I still feel as if I’ve only scratched the surface of all there is to appreciate here. As many words could be written about the atmosphere invoked during a sunset with the Dragon Head Island theme playing, the extent to which Ganondorf’s phase 2 transition has been living in my head rent free or the fact that, if you think about it, Link himself has become the legend of Zelda. I might play another 100 hours and still be finding new things to wrap my head around. Such a game.

Veredito: muito, mas muito bom mesmo, e apesar disso espero que a Nintendo nunca mais faça algo assim de novo.

Zelda: Breath of the Wild lançou em 2017 e é um dos melhores jogos que já joguei. É o típico caso de um jogo cheio de problemas, PRINCIPALMENTE de escopo, mas que a gente perdoa por causa do nível ridículo de ambição do projeto, e pelo tanto de coisas que ele faz bem feitas. Tears of the Kingdom, que lançou em maio deste ano e que tou jogando praticamente sem parar desde então, é... bom, ele é Breath of the Wild 2.

Não é só uma continuação direta da trama, mas sim uma continuação direta, ponto. Pra todos os fins.

Deixando todo o fanatismo da internet (contra e a favor do jogo) de lado, ele começou como uma expansão do Breath, que meio que foi ficando grande demais e acabou virando um jogo separado. E dá pra ver. As mecânicas básicas são as mesmas, a física é a mesma, o mapa é o mesmo, os povos são os mesmos, os colecionáveis são idênticos (prepare-se para mais shrines, koroks e fotos pro compêndio), quase todos os inimigos se repetem, inclusive minichefes, e você tem de novo 12+1 memórias pra coletar e 4 dungeons principais - que por sinal estão nos exatos mesmos lugares do jogo anterior - antes de encarar a dungeon final.

Mas tudo aqui é maior, é mais ambicioso ainda. É como se a equipe olhasse pro Breath e pensasse "É, até que ficou legalzinho, MAS AINDA NÃO FICOU BOM O BASTANTE, bora fazer de novo maior e melhor!" e daí foi lá e fez exatamente isso.

O mapa foi mais que duplicado: temos, além do mapa básico que é o mesmo do Breath, também o que seria um Dark World do ALttP/Lorule do Between Worlds/futuro do Ocarina, sem contar também várias ilhas voadoras no céu. As 4 habilidades básicas do Breath? Substituídas por 4 novas que não só fazem praticamente tudo o que dava pra fazer antes, mas transformam o mundo num verdadeiro parquinho. Sério, tem gente na internet construindo UM FODENDO METAL GEAR FUNCIONAL usando a Ultrahand e os zonai devices. O combate e travessia foram expandidos absurdamente com a Fuse e a Ascend. Poder arremessar materiais com as mãos e flechas faz Breath parecer um beta. Se você souber usar a criatividade, poder rebobinar os objetos com a Rewind trivializa combates e puzzles de forma brilhante. Essa é a chave do sucesso do Tears: ele te dá todas as ferramentas pra você transformar o mundo no seu baú de brinquedos, e fala:

- Seja feliz!!!!

E você é feliz, MUITO FELIZ... Por um tempo. Vamos falar logo dos tais problemas de escopo, pra eu poder voltar a elogiar o jogo.

Infelizmente todos os defeitos de Breath voltam. E com a ambição ainda maior do jogo novo, eles voltam SEM DÓ. Cedo ou tarde, chega uma hora que bate o cansaço do mundo aberto gigantesco, e bate PESADO. Depois de quase 300h brincando em Hyrule, 152 shrines, 120 lightroots, mais da metade dos koroks, quase todas as roupas/armaduras, de upar elas até mais da metade do que o jogo permite, pegar quase todos os tecidos de paraglider, ajudar o Addison com quase todas as plaquinhas, fazer todas as sidequests fora umas 10, encontrar todos os poços exceto 2, fazer todas as side-adventures, completar o compêndio com fotos de todas as armas, animais, monstros, chefes e minichefes, materiais e tesouros, raidar praticamente todas as cavernas e acampamentos inimigos, matar quase todos os minichefes... o jogo me fala que fiz pouco mais de 80% do conteúdo dele.

E sinceramente, tou bem cansado. Foi bom, foi gostoso, mas eu não aguento mais. O problema todo não é o jogo ser imenso. O problema é que, assim como Breath, ele NÃO TEM VARIEDADE SUFICIENTE que justifique o tamanho absurdo dele.

Os koroks? São 1000 no total, sendo que eles param de ser úteis (servem pra aumentar o espaço no inventário) depois dos 400 e poucos. Mas o pior mesmo é a repetição, porque só têm uns 20 jeitos diferentes de encontrar um korok. Então se prepare pra fazer os mesmíssimos mini-puzzles centenas de vezes, ou pra ser forçado a levar pouca arma e sofrer bastante na 2ª metade do jogo.

Shrines? São ótimos, certo? Afinal, são micro-dungeons que balanceiam bem o ritmo da exploração do jogo, além de te deixarem mais forte e servirem de pontos de teletransporte. Pois é, pena que se repetem demais. Vários são únicos, mas também existem 2 ou 3 tipos de shrine que o jogo recicla O TEMPO TODO sem vergonha nenhuma. Não aguentava mais entrar cheio de curiosidade num shrine inédito pra mim e ver que fiquei pelado MAIS UMA VEZ. Chegou uma hora que eu tava o próprio meme do C.J. pensando "ai, merda, lá vamos nós de novo".

Side-quests? Menos de 10 valem a pena. E o jogo deve ter algumas centenas. Minichefes? Todos os 6 são excelentes, sendo 3 chupinhados do Breath. E se prepare pra enfrentar todos umas 500 vezes. Encarar um frox pela zilhonésima vez não é legal, NÃO IMPORTA o quanto froxes sejam inimigos bem projetados.

Têm muitos e muitos outros exemplos, mas acho que deu pra entender. Zelda precisava ter cozinhado muito, mas MUITO mais variedade dentro das mesmas ideias antes de sair do forno. Todos os shrines, koroks, minichefes etc precisavam ser únicos. Não tem jeito de contornar isso: ele é vítima do próprio escopo, e você vai cansar.

Pra piorar, com as ideias novas vieram também novos problemas. A física excelente foi refinada e melhorada graças aos zonai devices, mas a câmera ficou um lixo. O jogo lá pelas tantas coloca companions opcionais pra lutarem ao seu lado, mas não tem outro jeito de falar isso: a IA deles é uma MERDA e você constantemente vai desligar os companions de propósito só pra eles pararem de te atrapalhar. A história em geral é muito melhor, mas ela agora vai completamente contra a ideia de mundo aberto, além de ter um milhão de buracos. Sério, todo mundo que eu conheço sacou bem no comecinho qual era o grande plot twist do final. E a dissonância ludonarrativa vem com força. É extremamente irritante eu estar com a Espada Mestra pendurada nas costas e saber exatamente onde está a Zelda - porque o jogo já mostrou explicitamente isso pro Link numa cutscene - e mesmo assim todos os personagens NÃO PARAREM DE FALAR que eu preciso encontrar a princesa e pegar a espada. Não dá pra perdoar o quanto TODOS OS PERSONAGENS INCLUSIVE O LINK precisam ser completamente idiotas e tapados só pela conveniência do roteiro.

Mas apesar de tudo... a história realmente é muito melhor, e isso porque a do Breath já era ótima. O vilão agora é um personagem de verdade e bem completinho. A Espada Mestra tem um arco super interessante entre a introdução e a batalha final. O rei de Hyrule tem profundidade, motivações, relacionamentos reais. A princesa Zelda é alguém com medos e esperanças muito acreditáveis, mais ainda do que era no Breath, onde ela já era uma personagem ótima.

E por mais que o jogo tenha problemas indesculpáveis de escopo, não dá pra negar que isso foi em troca de um mundo aberto muito bem feito e de uma missão principal divertida e mega épica. Por mais que os shrines repetidos sejam um saco, os shrines únicos são muito, mas muito bons mesmo, e em todos os casos IR ATÉ O SHRINE é sempre uma delícia. Ir até qualquer lugar é uma delícia. O fato de serem só 4 dungeons incomoda DE NOVO (tanto Tears como Breath precisavam de NO MÍNIMO umas 10), mas elas são bem melhores do que as 4 de antes, e os chefes são todos incríveis.

Acaba não incomodando taaaaaanto assim quando você encontra um acampamento inimigo que não vai te recompensar com nada interessante, porque o ato em si de encontrar e raidar o acampamento foi bom.

- Agora vou de Lookout Landing pra Vila Kakariko e depois pro pico do Monte Lanayru.
[após um "pequeno" desvio de rota e depois de mais de 2h, vários shrines e koroks e minichefes e poços e cavernas aleatórias]
- ...pra onde eu tava indo mesmo? Eu tinha alguma coisa pra fazer em um lugar específico, não tinha?

E essa sensação é maravilhosa.

Tears pega a base do Breath e leva até a conclusão lógica do que era pra ser uma DLC que cresceu demais: ficou ainda maior, ainda mais parrudo, ainda mais ambicioso. E vou falar que eu gostei MUITO do resultado final. Problemas e tudo.

Duvido que eu fosse conseguir tankar um Breath 3. Depois de tankar o 2, preciso dar um tempo de jogos que exigem jornadas imensas antes de poder zerar. Acho que preciso de um descanso de jogos, na real, vou ali ler um Sherlock Holmes, um Harry Potter, um Pedro Bandeira, sei lá. Foi muito exaustivo, e espero de verdade que o próximo Zelda não seja tão derivativo quanto este aqui foi, porque aí realmente não vai dar pra defender. O 1 foi bom, o 2 foi melhor ainda e conseguiu segurar as pontas mesmo com tanta coisa igual... mas um 3 vai ser inviável. Tá na hora de criar coisas novas usando a mesma fórmula, como Zelda sempre fez, e não ficar só repetindo a fórmula e achando que já tá bom. Mas se eu disser que não gostei, que essas quase 300h não foram MUITO BEM GASTAS e que eu não tava MUITO FELIZ durante elas, porra, isso seria uma mentira deslavada.

PS: Esqueci de comentar na review, mas esse jogo é um milagre técnico. Ele conseguir EM ABSOLUTO rodar no Switch já é bruxaria por si só. Ele rodar em 30 quadros por segundo quase que cravados, com aquele tanto de coisa na tela, especialmente quando você tá voando por aí numa motoca aérea? E isso num tablet que já lançou obsoleto mais de 6 anos antes? Pura magia negra. Não tem outra explicação.

The day is April 1st, 2024. April Fools' Day! What are some silly pranks I can play on people on such a momentous occasion as this?
I've got a good one! I'll finally play the sequel to that game I hate, and see if it's actually any good.

---

I've made it clear enough how much I hate Breath of the Wild, how much it quite literally pains me to play it. Obviously, I wouldn't be looking forward to Tears of the Kingdom either. Especially with just how much they tried to hype it up, like good lord this shit ended at least four Nintendo Directs. Despite all that, I decided to make a fool of myself today and give it a try, thanks to my brother being a BOTW fan in my stead, and purchasing this game back when it released. Be surprised when you hear this: I still don't like it.

I went into TOTK with no intentions of ever finishing it, and certainly no intentions of putting too much time into it. I gave it two hours, finished two shrines, and fucked around with whatever new mechanics they gave me. Shockingly though, I can at the very least admit that I didn't hate the new ideas. I enjoyed fusing items together a decent amount. It's definitely more Zelda than I felt with its prequel.

Unfortunately, there's still the entire rest of the game. The large, open world that has me running in circles for lord knows how long because I can't figure out a way to reach that spot I pinpointed on my map. The open world that I will be begrudgingly slogging through because my stamina doesn't allow me to speed up for any longer than three seconds. The very same open world that ends up giving me a headache if I spend too long in it. I didn't like it then, and I still don't like it now, fun new gimmicks or otherwise.

But hey, that's more than I could say for Breath of the Wild. Given that I had even the slightest amount of fun ever, I can still call it better than the first. It even took a little longer to give me a headache this time around. Maybe next time we can get an actual Zelda game.

---

why did i do this?

Genuinely the most exhausted I've felt after beating a fantasy adventure game, taking the crown from Dark Souls III.

If I were meaner I'd drop 1 star but I'd be remiss not to acknowledge the technical and presentation aspects of this. As fun as it is to compare it to Gmod, it far exceeds it in many practical ways, though of course not being nearly as deep.

I don't have the energy to list out everything detail by detail but I think what killed a lot of my enthusiasm which peaked in the 10-20 hour mark (thus, spent close to 40-60 with a sense of "is it over yet?") was just the sheer lack of ambition in shrines and general quest design. For a game so heavily built around its lego pieces it sure is scared to make the player put more than 2 pieces together (and if it does, it leaves out a preassembled example 9/10 times.). There's little way to tell whether or not the shrine you're entering is worth your time, an easy "avoid" is if it's right alongside the main roads of the map, but even near the edge of the map or more far away regions I found the game reminding me for the 3rd time post-tutorial how to throw an item or how to stack objects. Late into the game I just started skipping shrines wholesale, unless they were convenient for fast travel i.e. in the sky islands or mazes or I just had a REALLY good feeling they'd be at least decent.

In many ways the Zonai stuff was the most consistently disappointing to me, with much of the slog of the game wrapping around to it. I scraped by with only 5 notches of battery(!!!) for 90% of my playthrough and felt like I had more than enough breathing room for any puzzles, bordering on bypassing many outright due to headroom. I said this shortly after leaving the great sky island, that they should have doubled charge capacity as a baseline; and I think they agree because any zonai task that looks like it'd ask for more also has batteries lying around to offset anyone who has an unupgraded charge.

By the time I wanted the game to be over it just kept sending me on absurdly long fetch quests. It might sound silly but do you know how often I completed a temple or major questline and thought "man I could've replayed Ico"? A lot more than just once lol. That's a new feeling for me really, in regards to singleplayer games; I may joke about it but I'm almost never serious if it's anything legitimate, but I really felt that here. In many ways I just don't think the game respects the players time, and I don't mean in an endearing / engaging way like you'd see in Demon's Souls or Faster Than Light. It doesn't help by this point it repeats the shit out of bosses in a way that would make Elden Ring blush, and unlike Elden Ring there's no easy way to tell if what you're doing is underpowered vs you based on map location; it feels arbitrary,

Really where this game shines is.. where most 3D Zeldas shine, which is the world and characters. and to that end it's very good imo. The music is also mostly lovely. I'm now too tired to write more, kind of like the average shrine quality walking from the outer tenth of the map inwards.

Remember that moment in Breath of the Wild's tutorial where you have to chop down a tree and then use it as a bridge to cross a river? Remember thinking 'woah, that was neat!' and then not doing that again for the rest of your 80-hour playthrough? Remember when you unlocked Revali's Gale and then realized you would never have to actually work to gain height again? Remember how everyone, even Breath of the Wild's biggest fans, unanimously considered Eventide Island the best part of the entire game?

It wasn't until I played Rain World, a game so dedicated to its survivalist philosophy that it forces you to become intimately familiar with every facet of how its world works if you want to make even the slightest bit of progress, that I fully realized why all of this stuff bothered me so much. At first it was simple: what good was one of the most robust physics systems ever conceived without any challenges that tested your mastery over it? But Rain World, by counterexample, honed this down, helping me understand just how much Breath of the Wild takes every opportunity possible to provide you with means to avoid actually feeling like you're part of Hyrule. The first item you're handed prevents fall damage from ever being an issue. Beating any of the Divine Beasts "rewards" you with ways to avoid engaging in climbing and combat for the rest of your adventure. Harsh climates may pose a threat at first, but, quickly enough, you'll find clothes that (using a menu!!) completely neutralize them. There's a difference in philosophy here that doesn't necessarily come down to their respective levels of difficulty: Breath of the Wild gives you abilities, while Rain World gives you tools. Breath of the Wild makes you lord of your environment, while Rain World puts you at the mercy of it. I could grasp why so many were enchanted by the former, but, for me, Rain World was enchanting, and Breath of the Wild was boring. Why would I chop down a tree and waste my axe's durability when I could, with the press of a button, raise a magic platform out of the water and use that instead? Obviously, the game deserved credit for even allowing you to do any of these things, but I'd rather see a Hyrule where Link felt just as governed by the forces of nature as everybody else.

The last thing I wanted this game to be was more Breath of the Wild (in my eyes there was already far too much of it) and, at first glance, it is. Same Link, same Hyrule, same aesthetic, same general structure. Squint and it passes as an extensive set of DLC for the 2017 release, but, it's only a few hours into the Great Sky Islands when these potential fears get put to rest for good. For me, it happened as I walked out of the penultimate tutorial shrine, stepped onto a Zonai Wing, and used it to fly all the way back to the Temple of Time. Because here's the big open secret that nobody (except for me, apparently) wants to admit: traversal in Breath of the Wild sucks. Having to walk every five seconds to manage your stamina isn't fun, climbing isn't fun, and hopefully I don't have to tell you that fast travel isn't fun. Y'know what is fun, though? Shield surfing. Even though it's generally impractical, usually ending in a broken shield rather than any sort of speedy forward movement, I still found myself doing it nearly every time I was on top of a steep enough hill. Something about just letting it fly and relinquishing control over to the game's physics and hoping for the best never got old, and Tears of the Kingdom is like if they designed an entire game around shield surfing. Zonai Devices are essentially adaptations of traditional Zelda items into the open-air formula, as each has a specific intended use- a spring helps you gain height, a wheel moves objects, and a head targets enemies- but can be creatively applied to other, potentially unrelated scenarios. Whereas Breath of the Wild felt like a set of mechanics without any real structure to encourage you to get the most out of them (and that was a large part of its mass appeal, I get it) Tears comes with one built in. Whenever you're running or swimming or climbing a long distance without first constructing some kind of car or boat or hovercraft, you're losing. And while these vehicles could have just turned out to be another way to bypass Hyrule's rules, they're really the opposite, as Link never feels more at the mercy of his environment than when he's piloting one. Gliders have to be initially propelled in some fashion since they can't gain momentum from a sitting position, fans move your craft in circles instead of forward if placed at a slightly off angle, wheels get caught on awkward terrain, boats are in danger of sinking if their cargo isn't balanced correctly. Controlling a vehicle always means going toe-to-toe with the game's physics, and it's the simple fact that nothing seems to work perfectly that makes this game great. Ultrahand was a turn off at first because of how long it felt like it took to build anything, but, somehow, even this flaw turns into a strength. I often found myself getting impatient and slapping a vehicle together haphazardly, which tends to lead to the most entertaining results. The best parts of the open-air Zeldas are when a harebrained scheme somehow works (or fails in humorous fashion) and figuring out the nuances of how every device works by watching them move around in ways I didn't expect is some of the most pure fun I've had with a game in a long time. Likewise, it's no surprise that you can't purchase any specific device individually and instead have to work with what the gacha dispensaries provide you with, as it's really about making-do rather than having a clean solution for any particular problem. If Breath of the Wild was about giving you ways to manipulate your environment, Tears of the Kingdom is about giving you ways to be manipulated by your environment.

But, perhaps the bigger accomplishment here is that Tears somehow manages to justify reusing Breath of the Wild's map. Since the main theme this time around is efficient traversal, an entirely new Hyrule would have likely resulted in players neglecting vehicles to exhaustively explore each region first, whereas now you're already familiar with points of interest and the onus of enjoyment is shifted from the destination to the journey. And if you've forgotten where you should be going, the game makes sure to remind you, as the bubbulfrog and stable quests, which you'll want to activate ASAP, are located in Akkala and Hebra, two of the last areas I went to the first time I played Breath of the Wild, respectively. You're essentially nudged into doing a breadth-first search of the world instead of a depth-first one, and when your players are reaching the exterior of the map before the interior, you're free to fill that interior with... challenges! Despite my Breath of the Wild veteranship, my first dozen or so hours of Tears had me run up a tree to escape angry bokoblins, struggle against a stone talus in a cave because I was used to fighting them in open areas, and be genuinely perplexed on how to reach a floating shrine. Likewise, I actually felt like I had to prepare and come back to the siege on Lurelin Village, the Great Deku Tree quest, and that test-your-strength bell ringing minigame. It never gets especially difficult (not that I expected or even wanted it to) but there's clearly an effort to set up hurdles that players may not be able to jump on their first lap around the track. And while you could argue that these are simply iterative improvements, to me they're complimentary to the vehicle construction's philosophy of being restricted by the wild instead of empowered by it. Fuse does a good chunk of the heavy lifting here, and marks a shift away from pure sandbox and towards survival-sandbox, as all it really is is menu-free crafting. It's not only enjoyable on a base level, fostering experimentation for both useful and useless combinations to the same degree, but it also provides a sense of scarcity that wasn't really present in Breath of the Wild. Gems are no longer abstract materials that exist only to be sold or traded in exchange for armor, but real objects that have a real effect when fused. Drops from keese, chuchus, and moblins actually feel valuable. Elemental arrows aren't gifted via chests, but created on the fly depending on the situation. This time around, you scavenge with purpose. Out of bombs? Find a cave. Need stronger weapons? Kill stronger monsters. Want to upgrade your battery? Test your luck mining Zonaite in the depths. Revali's Gale exists in this game, though you don't perform it by waiting for a cooldown and then holding the jump button, instead by burning a pinecone using wood and flint that you had to harvest from somewhere in the world. Unfortunately, the presence of unlimited fast travel, universal menu use, and generous autosave means that this survivalist mindset isn't seen through to its fullest potential. It feels like a very Miyamotian design choice to subtract as little from a character's inherent moveset as possible in between games, so hopefully the next Zelda will star a new Link (on a new, more powerful console.) But one persistent ability stings more than the rest: the paraglider. Replacing it would've been easy- a shield fused with some kind of cloth could have been made to have the same effect, and I can only imagine how much more interesting this game would've gotten if descents actually took planning. But, even when you get to the point where nothing can realistically touch you, your other powers never stop feeling like tools and not abilities. There's a reason why this game's runes don't have cooldowns- all of them require external factors to actually be useful. Whereas Sheikah Slate bombs provided a consistent source of weaponless damage, stasis could be used on enemies directly, and cryonis, while requiring a body of water, always produced a static pillar indifferent to its source's movement, their Purah Pad equivalents call for more awareness. Ultrahand necessitates an understanding of how environmental building blocks could potentially fit together to achieve a specific goal, fuse relies on extrapolating an object's behavior and reasoning out as to how it would work when attached to a weapon or shield, and ascend extends your arsenal of means of creative traversal, asking you to survey the surroundings around a height that you want to reach without having to climb. Maybe I'm just lacking a certain creative ligament, but recall's main use for me was to retrieve devices that fell off of a cliff as I was trying to use them, which, to be fair, happens all the time, but it's still disappointing that there's not much to it outside of the puzzles designed around it. Even so, it doesn't break the throughline that happens to be my best guess as to why I enjoy messing around with the chemistry system in this game so much more than in Breath of the Wild: everything you're able to do here comes directly from the world itself.

And what a world it is! Caves were a no-brainer for a sequel, but their implementation here is fantastic. Add an underworld and all of a sudden your overworld doesn't feel bland anymore; constantly checking just around the corner for ways that natural features might open up or connect to others. Bubbulfrogs, at first, felt too carrot-on-a-stick-y to me, but the reward for collecting them is so insignificant that their main purpose instead becomes just to mark caves as fully explored on your map. Unless, of course, you go for all of them, which I personally have no desire to do. If you imagine a scale of collectables from shrines, which you're given enough tools to find all of without an egregious time commitment, to koroks, which you should be institutionalized if you even consider 100%ing, caves sit comfortably in the middle. Their quantity is limited to the point that they're all sufficiently detailed and memorable, but high enough that I feel like I could replay this game and still make significant new discoveries, which was very much not the case for my second run of Breath of the Wild. That sentiment also extends to the depths, which is the only location in either of these games where Link actually feels out of his element, and thus automatically the most enjoyable to explore. In the dark, surrounded by bizarre, hard-to-internalize geography, with tough enemies and an actually punishing status effect... or, what would be one if the game didn't chicken out and make gloom poisoning curable simply by going outside. Though, that's really only the tip of the iceberg in terms of the not-so-invisible hand of modern Nintendo's design philosophy inevitably making its presence known. Every beach has a sail, every hill a sled, every sky island enough materials to get to the next without hitch. When vehicles are this fun to use by themselves, I don't mind all that much, though it does occasionally feel like I'm just doing something the game wants me to do instead of playing by my own rules. It bothers me more in shrines, which, unfortunately, took a massive hit in between games. I've always held the opinion that they don't have to contain amazing puzzles, but should instead serve to prod players towards ways of interacting with open-air mechanics that they might not have thought of themselves. Unfortunately, here, they're neither, being solvable about five seconds after you walk in the door, and teaching you things that you'd already known, or, even worse, wish you'd discovered yourself. I felt pretty damn clever the first time I fused a spring to my shield and surfed on it to gain height, but that feeling was diminished when I was given a pre-fused spring/shield after beating a combat shrine. There's enough going on in the overworld at this point that I'd honestly have been fine if shrines were done away with altogether, except for maybe those mini-Eventide immersive sim ones, which were great all the way through. The lost koroks and crystal missions (because, let's be real, they're the same thing) turn out to be better puzzles than anything inside a shrine without even needing a loading screen or a change of scenery. Didn't think it was possible, but the story is somehow also a downgrade. Breath of the Wild's memories meant that Zelda herself could be characterized in a variety of ways depending on which order you found them in. It didn't do much for me personally, but at least it was going for something. Tears's just feel like watching a series of cutscenes out of order, and by the time you've seen two or three of them you know exactly where the story's going, and also that it's godawful. I'm not sure if it's the dreadful voice acting, or just holdovers from Skyward Sword's writing staff, but it's bizarre to see a series struggle this hard with sentimentality when it used to come so naturally to it. Chibi Link waving bye to his grandma while leaving Outset Island makes me feel more than all of the cutscenes in both of these games do combined. Not that it actually matters, of course, until it starts affecting the gameplay. Locking you into scripted sequences for every Divine Beast was already an egregious clash against player freedom, but they at least made sense logistically. Link could easily reach Vah Medoh by himself if it was in this game, and you actually can get to the water temple (and possibly the others... I didn't bother to check) without completing the corresponding sidequest, only to be arbitrarily rejected from starting the dungeon. Considering the sages only grant you slightly better versions of things you can already do, going through the dungeons without unlocking any of them could've been an enjoyable challenge on subsequent playthroughs. Unfortunately, it's not the only aspect of the game left out of the player's hands.

Waypoints still have no place in a Zelda game. Sidequest lists still have no place in a Zelda game. Loading screen tips still have no place in a Zelda game. And don't get it twisted: this is my favorite game with "Zelda" in its title since '02, but it's still not a Zelda game. Breath of the Wild's marketing as a modern reimagining of Zelda 1 has always struck me as phony, because, aside from not being confined to the series's formula, they're not at all alike. That game, to me, is characterized less by unlimited freedom and more by the fact that you had to find everything yourself, whereas every point of interest in both of the open-air Zeldas is signposted to some degree. Even if you love these games, you have to admit that the appeal has shifted. It's not about exploring to learn more about the world anymore, it's about exploring to find unique scenarios. Aside from a certain way that the depths and overworld are connected (that took me an embarrassingly long time to put together) there's nothing to figure out here. I don't want Impa to tell me that geoglyphs should be viewed from the sky, I want to see them on the ground and logically reason that out for myself. Talking to villagers used to be one of my favorite parts of Zelda games, but now it's something that I actively avoid doing. But this general overhaul isn't my problem; my problem is that Nintendo thinks that no aspects of the previous games are worth carrying over. What if certain caves had Dark Souls-style illusory walls, and you could get the Lens of Truth at some point to see through them? What if there was one guardian left alive in the deepest wilds of Hyrule that you could just stumble upon? What if there was an especially difficult, especially complex shrine somewhere in the world that no NPC even hinted at? Why is there still no hookshot? It feels like Nintendo's terrified to implement anything unique that some players might miss, but the point of a world this vast should be to conceal secrets. I want to travel to a far-off outskirt of the map and find something that doesn't exist anywhere else. A Link to the Past gives me that feeling. The Wind Waker gives me that feeling. Neither of the open-air games do. The closest Tears comes is with the Misko treasures (which are much more fun if you haven't found the hints leading to them) and the costumes in the depths (which are much more fun if you haven't found the maps pointing to them.) And not because of the reward, but because they're housed in cave systems and defunct buildings that are architecturally distinct enough to feel memorable. Exploration in this game is far more varied than in Breath of the Wild, but this Hyrule still doesn't feel mysterious. I can't help my mind from drifting back to Rain World, which went the distance to fill every corner of its universe with unique entities that most players won't even see, let alone meaningfully interact with, part of the reason why it'll continue running laps around every other open world until the end of time. This game consistently delighted me, but it never enchanted me. We may never see a traditional Zelda again, and, if we don't, I'll genuinely feel like something is missing from the series (alongside an actual soundtrack.) If Tears of the Kingdom was, like, 20% more cryptic, I think it'd be my favorite game of all time, but, if I'm being honest with you, it comes pretty close anyway.

In many ways, I don't understand it. This is likely the longest review I've written on this site, but everything above is just an attempt at rationalization as to how this game was able to capture me for four months of nightly sessions when I got sick of Breath of the Wild about a third of the way in. I bounced between an eight and a nine throughout my playthrough, but I don't think I can earnestly not consider this game one of my favorites when it contains so many activities that I just love doing. I love exploring caves. I love trying new fuse combinations. I love picking up korok hitchhikers. I love gathering my party of sages. I love putting my map together in the depths. I love sailing to new sky islands. I love chucking shock fruits at a lizalfos standing in a knee-high pond until it dies. I love watching bots take out monster camps for me. I love using Sidon's ability and making my water warrior marbled gohma hammer do 200 damage. I love riding a Half-Life 2 airboat through flooded tunnels. I love perching a Zonai Cannon on top of a hill at just the right height to stunlock an ice talus. I love driving a monster truck around and sniping bokoblins with Yunobo. I love ascending to the top of mountains. It's not the risky endeavor I asked for back in 2020, and it's still far cry from Nintendo's best sequels- Majora's Mask, Yoshi's Island, and even Mario Sunshine- which may straight up piss off faithfuls of the original. I have a hard time imagining any fans of Breath of the Wild outright disliking this game, though it has succeeded in converting a skeptic in yours truly to the religion of open-air Zelda. It's nowhere near perfect, but perfection is overrated anyway.

Tears of the Kingdom definitely improves upon the gameplay of BotW in terms of crafting and combat. And yet it falls flat on one very big aspect - the exploration.

My problem is not the map being reused here, I'm talking about the changes on how to traverse this map. TotK introduces a lot of (recycled) aerial islands which allow you to glide down to whatever location from the skies. It's cool in theory, but takes away the very core aspect of Breath of the Wild - exploring the map. You no longer need to climb mountains and horses are now completely useless in this game, all thanks to the new verticality introduced. Don't even get me started on the craftable Hoverbikes.

The novelty of the depths also wears off rather fast and navigating in the same dark caves just becomes a pain over time. They suffer from the same problem as the sky islands, they're too much of the same thing and thus come off as recycled and boring.

Despite those flaws, I still had a good time with the game. The cities are way more lively than in BotW and seeing what has changed over time is pretty cool. Hyrule still manages to feel fresh after spending many hours in the previous game. I also liked the new dungeons.

TL;DR: If you're a Zelda fan and liked BotW, you'll have a lot of fun with this game and the new spin on BotW's Hyrule. But don't just buy it for the sky islands and the depths or you'll be disappointed.

I think it will take awhile for me to fully form my opinions on Tears of the Kingdom, but what I can say right now is that it is the most fun I have had playing a game. There is just so much in it to engage with, and the flexibility and ridiculousness of its mechanics leads to so many amazing player-driven moments. While I do have a long list of criticisms about it, its best bits massively outweigh those issues.

They call it Tears of the Kingdom because I’m crying from how bad it is

The praise this game gets confuses me. Breath of the Wild itself was nothing particularly earthshattering, and this game is just Breath of the Wild again. The problem is that what made BOTW novel is not anymore. We've seen this type of expansive open world before. It's not impressive anymore.

Of course, more land was added, but what was added is half as much of what was worth exploring in BOTW. The skylands mostly exist for dungeons and chests, nothing more or less. There isn't enough landmass up there aside from the tutorial zone for it to feel like a whole new second map. The underground zone too is stagnant, introducing an annoying gimmick with an intense difficulty spike that makes exploring it a pain.

I understand that the new building system is technically impressive. I'm a game designer, I see this. However, just because something is impressive does not make it good. The fusing system itself does allow for a bunch of interesting puzzles, but it's the same gimmick reused for every single puzzle. Eventually, this mechanic too has its novelty wear off, and unless you have a degree in engineering or loved Banjo Kazooie Nuts 'n' Bolts too much, you won't be getting a lot out of it. Yes, it is impressive what it can do and that it functions at all, and the possibilities available to players is commendable. It is a feat in design that a lot of these puzzles have more than one solution. Yet the game does not force you to create anything super outside the box. While I said most puzzles have more than one solution, it is made very clear that there is 1 "right" way and every other solution is a player either a: intentionally breaking the game or b: not understanding the signs. Nowhere are you challenged to make an army of inter-continental strike drones. You can, and those who know how will, but this will never cross the mind of the average player. Had this game pushed the bounds of what this system could do perhaps I could find more praise for it. But they don't, it exists as simply a gimmick to justify the long development time and to show off a shiny new tech thing.

With this games announcement we were promised a much heavier story focus. We got slightly more story than BOTW. What we got was quite decent honestly, but it was the same egghunt from before to find all these things. This time, you just couldn't skip the intro story segment. What they gave us simply didn't carry the weight it should.

The intense amount of continuity errors are annoying too. The game hints to why this may be, but it simply does not make sense. This game likes the idea of being a direct sequel while also being too caught up in trying to rewrite it's own history. Where are the Divine Beasts? Where are the Guardians? Where is the fucking Shrine of Resurrection? Things vital to BOTW have vanished without a trace and the game refuses to explain itself. It should have, anyone who played BOTW would have noticed all of this immediately. There needs to be a reason for the sudden disappearance, and I sure would have liked to see it totally explained than just hoping I will take "time travel shenanigans" as an answer.

Tears of the Kingdom looks at what Breath of the Wild did well and misunderstands why it did well. The open world was good because it was so vast and nothing like any game had had before. Now, we have the same open world with minor variance, causing less desire to explore, and the marvel of such a vast world is now lost since it was done before. Of course, following up something like BOTW would prove to be a monolithic task regardless. Instead of improving the things BOTW did wrong, like the dungeons and puzzles, to try and succeed it's predecessor, it simply creates new things that solve nothing. Tears of the Kingdom prays its rehashed world with new zones will be enough to entice the player for the same hundreds of hours we all dumped into BOTW.

This game will forever be shadowed by it's predecessor. Not because the task was too big, but because they did not focus on the right things. Perhaps if Breath of the Wild never released, this game would be far better. Instead, it is a expansion in disguise as a $70 videogame. Shameless.

Just like Polyphia, just because something is hard to do does not immediately justify a perfect score. In a vacuum, the new system is very good, but the game simply does not allow for it to be as good as it can be, and in an attempt to perfect this feat in physics engineering and simulation, Nintendo seemingly forgot about the other aspects that make a Zelda game a Zelda game.

"Even if all the trees return, it won't be his forest anymore. The Great Forest Spirit is dead now"

"Never. He's life itself. He's not dead, San. He's here right now, trying to tell us something, that it's time for us both to live."

- Zelda, apparently.


If I were to describe Tears of the Kingdom with one word, it would probably be... incongruent. Multitudes of new concepts that are more or less at odds with one another, a new experience in some ways and a modded version of botw in others. Borrowing the same story and gameplay structure from its predecessor, I intially assumed they would have the space to create something that functioned very differently from botw, such as how Majora's Mask was not only a wholly unique experience to the series but also had a very strange philosophical edge to it. Tears of the Kingdom does not achieve this...while being fun, it almost shirks off its own originality in favor of adding more unnecessary content. I am someone who appreciates Zelda mostly for its overworld and world building, and throughout my playthrough I would always get the impression that this did not feel like a Zelda game at all. The core presentation wasnt there, even if they slapped some dungeons and sages on top of it. The feeling is off, because the feeling is not organic.

(Spoilers in the image links below)

My biggest issue with totk is just how much it takes from other creations. Nintendo has intelligent people working for them, and all the money in the world. There really is not a reason for such blatant copying of other... certain... franchises. I knew going in that they were absolutely going all in on the Mononoke plagiarism, I mean, one glance at Link's fucked up arm should relay that message to you. But even the gloom itself looks a little familar. Even the music hit certain stings that I could have sworn were one for one with tracks from Mononoke. But then other things started to just look a little bit too familiar to me. And if they can do that whats stopping them from just doing whatever they want? Even the cutscenes feel like theyre trying to act upon that Miyazaki style of directing, but while Ghibli's favorite director actually has meaning behind his words, totk feels like it merely wants to look like its saying something important without saying anything at all. The emotional moments in this game feel plastic. And just when i thought it could not get any worse, they hit me with the double whammy of these scenes. Two setpieces heavily resembling some of the most memorable moments from Spirited Away and Laputa... I really do not see it as a coincidence. And it makes the game feel lesser, because it is not itself. It is not organically creating something through the usual means, it is ripping a thing from its contexts and presenting the empty shell. Its strange, because Zelda doesnt need that. Zelda is a very lush world with a lot to work with... and they already had good original ideas, which they didnt feel like using to its full potential at all.

The Zonai people were something i was every excited about when I first started the game. I absolutely love ancient things and anthropology, their intricate style was very appealing. After beating the game I still believe they are the most interesting aspects added to the botw world, but the sky and the Zonai are not used at all whatsoever. This new, creative race, and there are only 2 of them in the game. Not to mention that the sky is woefully underused, almost exempt from the game excluding the wonderful opening island. They are functioned to be miniature puzzle islands, there is nothing to do with the Zonai besides the devices you can find there and dear god let me complain about the devices.

If it was not bad enough that the thing they advertised the game with was not the focus of the experience, but Zonai materials you all were so excited to build with were actually just one use puzzle-solving contraptions with a fun exterior. Sure, you can spend 3 or 6 or 10 mintes desperately trying to attach a fan to a birdplane and get it to fly, but the game will only let you use things for a certain amount of time. It breaks apart after 30 seconds or so, sometimes shorter. So long to your dreams of flying around Hyrule, have fun trying to get to those niche sky islands when Nintendo decides you have had enough of a good time and breaks it apart 30,000 feet in the air. I have heard complaints about the horses in this game not being useful because of the superiority of the machines, but at least my horse wont explode after an arbitrary amount of time.

I believe they did a fine job of making the game feel different. I did not recognize most of Hyrule, mind for a few specific landmarks. I had a fun time hunting for treasure and scenic spots. The combat was still the best it has been in the series, and unlike others i appreciate the durability on the weapons for allowing me to experience types of gameplay i normally wouldnt gravitate to. The fuse mechanic is very useful and very silly; a fantastic motivator to continually engage in combat to make your armory stronger. The loop in this game of being rewarded for exploring in the form of monster parts and food, then using that to take on a dungeon is generally well thought out but definitely became unbalanced at times as i was stuck consistently without food just trying to get through the story.

I do believe i prefer this game over botw though, contrary to my complaints. Its still a good game for someone who despises Zelda puzzles (though the Mineru dungeon pushed that a lot). The Zonai style is much more preferred to me compared to the Shekiah devices. I love the way the game looks; the world is breathtaking for the switch. The view of the sky is glorious, the world feels open and new. I did have fun exploring what i explored, Link's new outfits were a particularly good motivator for poking around. I generally hate botw's character design and i feel like it alienates itself from the strong art style of the previous games, especially when it comes to its female characters.The new bunch introduced in this game were the best of the best in terms of design for botw, though they are all woefully underused like much of the good things in this game.

But despite how fun the actual game was, this still feels safe. It feels plastic, and afraid to be ugly or weird. It is not Zelda and it isnt whatever its trying to emulate. There is no jumps to administer a completely different experience and it comes off as dissonant. Like im playing an elaborate mod. The bloated content in places it shouldnt have it definitely weighs it down, especially when there was a great potential for a niche of its own that the game goes out of its way to ignore. It was a fun experience as a game but everything outside of my horse and Link in his gay dragon outfit forces itself to be something that isnt wholly theirs and doesnt fit. A fun game, but not a smart one.


Now that I beat the main story, I feel like I can finally review this. After the feeling of wonder and awe that I felt with Breath of the Wild, I had high expectations for this game. For the most part, this exceeded my expectations in more ways than one. But I must say, this game didn't give me the same feeling when I began it, it was a good feeling but very different. Maybe it was the beginning sky island or the vibe of the story but it didn't feel the same and that may be no fault of the game; in all honesty, I don't think any game will make me feel the way that BOTW felt. But besides that impossible expectation, this game is near perfect. It is everything I would want in a sequel game. The controls frustrated me to no-end at the beginning but after awhile of playing, it became very familiar. I applaud the amount of new content this game gave with the addition of the sky islands and the depths (it took me an embarrassingly long amount of time to discover the depths by the way) and even the new content and flow of the surface. They left a good amount to discover with the additions of the caves and wells. I loved the sages and their powers. They all proved to be very helpful at times, I mostly had Tulin and Yonobo out at all times. As for the story, while it wasn't perfect, I feel satisfied with it. I don't feel like there were any loose ends and there were no questions that went unanswered. I'm planning on returning it to 100% it, I'm at about 70% as of finishing it. (Just need to finish side quests).


Simultaneously an amazing, mind-boggling game, and one that falls a bit flat. I have no issue with the idea of an "iterative" sequel, i.e. one that just expands on what its predecessor did without trying to reinvent the wheel, but I think with 6+ years of dev time and a game that re-uses the same game world - you're hoping for a little more "new" than Tears Of The Kingdom offers. The Blood Moon still functions (and is still presented) the exact same, the dragons function the exact same, weapon durability and combat - if anything are actually made slightly more tedious and frustrating by virtue of the fact that you basically have to use Fuse every time you wanna get a half-decent weapon, so on and so forth.

For the first 10 or so hours of Tears Of The Kingdom, I think you get taken in by the excitement of diving off Sky Islands, going to The Depths and seeing how Hyrule has changed, but eventually the sameness of it all sets in at that midpoint and you realise how much actually hasn't changed. It's a weird one, because I love this interpretation of Hyrule, but I don't think any world no matter how charming could feel fresh across two full-length games of this size - and especially when you start to realise so many patterns and so much repeating content in The Depths and Sky Islands, Tears Of The Kingdom frequently flirts with feeling repetitive and rote - especially when the plot is as bad as it is, basically just a re-tread of BOTW with some different beats and absolutely fucking non-existent continuity.

Thankfully, Ultrahand and physics come in to save the day and stop this from being an overall disappointment. Single(ultra)handedly, the game's physics systems breathe constant fresh air (of the wild) into this game. The world might be largely be the same, but the way you traverse it and interact with it, the way you solve puzzles and progress through it is fundamentally changed in the most awe-inspiring ways. I rode from Tabantha Stable to Rito Village on a giant fucking unicycle! It's uniquely fun as a sandbox before it is an open world game because you've seen this world before - but playing around with Ultrahand and seeing all the crazy shit you can make happen with physics never gets old and I think it's gonna mean that this is a game you can go back to for a long time - and is likely gonna age pretty well! (Especially for content creators who are gonna be milking this shit for years to come.)

Tears Of The Kingdom is a really good game, but it barely scrapes by in getting that assessment from me. I assume a lot of the dev time went into Ultrahand and Recall and whatnot and making them work and thank god, what a worthwhile investment. All the other "new" stuff like Gleeoks, Caves, Wells, Crystal Shrines are cool the first few times - but their magic was always gonna fade after a while and I think this was a sequel doomed to be a disappointment if they couldn't find a way to shake things up like your abilities do. There's a lot of superficial stuff in Tears Of The Kingdom, and it wears on you more when the world is the same as Breath Of The Wild - as are a lot of the flaws. (Weapon durability, rain, weak story, etc.)

I had a good time! But I'm ready for something else from Zelda. Not gameplay-wise necessarily, but tonally. Let's get out of Hyrule for a bit, let's do something a little weirder and for the love of christ - let's sort out this fucking writing and voice acting lol

Before I start this review I need to preface that this game is an extremely good game there's no reason to deny the sheer quality and scope of such a project.

With that said, was it a completely satisfying game to me ? A long time Zelda fan who also happened to have the original BOTW ranked super highly as one of my favorite game of all time ?

Heeeeh not quite

By the time I'm writing this review I have completed every single shrine, gotten every single light roots, gotten every single bubul frog crystals, done a couple of the most important mission, got all the dragon tears and ofc finished the 5 temples as well as defeating the evil Ganondorf.

So I'm confident in saying that while all of this was still a relatively fun and addicting experience, there's a lingering feeling at the back of my head telling me that this wasn't really that great of a sequel to BOTW

But why ? Why did I have this awkward feeling ?

I guess it's because BOTW was such a unique experience on release, one that could be difficult to top even with the best of effort, it's such a unique take on Zelda going back to its roots and giving the series the proper evolution it needed after years of stagnant attempt at recapturing the magic of OOT with more or less good success.

It was an ode to freedom, to adventure, it was a game that had the balls to throw away 20 years of Zelda convention and was making no compromise to deliver the best experience possible.

It's hard to deny how much of an amazing title BOTW was when the only people complaining about it are game design illiterate Zelda fans who thought it wasn't "Zelda enough" (which in my book was a good thing) and personally speaking it was hard to recapture a similar experience.

TOTK feels more like what happens when you're bored of playing Minecraft Vanilla and you want to spice things up with some mods to add more stuff to do and that's how I feel about most of the new features in this game, nothing that truly enhances the original game experience in any significant way but just add more stuff on top of what was already a pretty meaty game.

But in doing so, I don't feel that the new stuff was thought with the same minutia or the same sense of vision that BOTW did.

I start with the big elephant in the room which is the map of the game.

As you may know, the map of TOTK is mostly lifted off of the one from BOTW, the surface world isn't entirely devoid of new stuff but it's still relatively the same world just slightly touched up.

The problem with this is that it completely change the way you experience the world, in BOTW I was discovering the world, I was letting myself go loose and absorb the entirety of the game in all of its scope, in TOTK the exploration feels a bit more processed.

I know these plains, I've climbed these mountains, I've sailed those seas, I've been there so I don't approach the world of TOTK the same way I did the one in BOTW.

BOTW felt like actually exploring a world and creating your own adventure, TOTK feels like checking a list of stuff to revisit to see what's different as well as progressing through the very disjointed story of the game (more on that later).

But TOTK has 2 more layers to its map, the sky and the depths !

These were the main selling point of the game (especially the sky) and the two biggest addition to BOTW's world and what do I think of both of them ?

They're honestly not that amazing, there are very few sky islands and most of them outside of the starting area are just the same copy pasted layout of one island with a rotating platform, a distributor and an empty shrine you have to bring a crystal to either by going to an island with an underground where it lies or going to an island where the same cube boss guards it on its back.

There's only maybe 2 or 3 sky island that are actually different and offer a different set of challenges and going to them is kind of bothersome with no proper way to traverse the sky (unless you decide to create an airbike), at some point the sky islands were becoming a bit too predictable but at least they were better than...

The Depths...

So ok, when I first entered the depths my jaw dropped to the floor, these crazy mf made an entire map under the map ???

But then you actually explore the depth and realize its depressingly void of interest, it's the same biomes and structure repeated infinitely with little to nothing of value to be found in here and the only real appeal of it is making surface shrines easier to find (due to the map being symetrical) and grinding for Zonite Ore to upgrade your battery (and I guess that neat little quest with the Yiga Clan but even that got dull pretty fast), every trip down here ended in disappointment and felt like a massive waste of my time until I decided to make an air bike to skip on most of the cumbersome traversal (because god the geography of the depth coupled with the limited light sources just makes me loose my mind)

The best addition to the world at least to me are the caves and wells, these should've been more advertised because these are awesome ! They're the kind of places that feels like it actually belonged in the original game map, they have unique and interesting layouts and they hold lots of surprises within them without feeling too samey and I wish the Sky Islands and The depths were designed with the same philosophy as them.

Another problem arise when discussing the story of the game. See BOTW structure really doesn't mesh well with a more narratively driven story and it shows, you can feel that there was an intended order in how you're supposed to experience what the game has to offer but if you played BOTW before, you don't wanna do that, you just want to explore the world and do things in whatever order you want !

But TOTK encourages to qualm your drive to explore and go on an adventure because not doing so will lead to a worst narrative experience, sometimes you get cutscenes out of order, you experience story segment out of order and the whole story gets broken because the first memory you get is of Zelda traveling to time and the second could be Ganon transforming into a demon and there's like 15 different step you just skipped.

It's sad because it makes some of the stronger more controlled moment of the story less effective as a result

In conclusion TOTK is a game that I enjoyed but it lacks the cohesiveness of the original game even if its fun to play around with the new ability

This review contains spoilers

I had such a great time with Tears of the Kingdom ❤

The new mechanics introduced in that game are so crazy that you feel like they're going to be game-breaking when you unlock them for the first time!
The Ultrahand added so much depth to the gameplay. I was already blown away by the different puzzles & game design in BOTW, especially inside the shrines. But this is on another level here.
You can do basically ANYTHING. So much freedom in the way you approach puzzles.
The way I was solving the shrines often made me laugh. For many of those, I could definitely tell I wasn't doing what the developers intended.

I tried as much as possible to take advantage of all the game mechanics offered by the game. I used Ultrahand and the Zonai devices everytime I saw an occasion to travel faster using vehicles. Surfing on my shield is also extremely satisfying, it never stopped being fun.
After I finished Breath of the Wild, I regretted not using the abilities at my disposal as much as I should have, so I'm glad I set things right in TOTK.

What I liked about the fuse ability is that it made beating stronger enemies really worthwhile, as you can use their materials to make stronger & more durable weapons.
I wasn't a fan of the weapon durability system in BOTW, but this new feature made me completely forget about it !

The game has so many movement features that it felt like I could go literally anywhere at anytime. I could always use the Travel Medallion, Paraglider, Tulin's vow, the rockets, the springs or the wings to reach far away places. If you thought BOTW had a lot of movement options, they went above and beyond with TOTK !
What's cool is that you don't even feel like doing all the shrines you come across to unlock more teleporters, because you can already travel anywhere very quickly.

This time, I didn't make the mistake that I made in BOTW: trying to do as many side content as possible, trying to get all the Koroks, Shrines & Side quests at all costs.
Instead, I simply focused on the main story, and I only did a little bit of side content, but not too much. I got rid of that completionism itch 😅

I enjoyed the recurring missions, like the ones where I had to prevent the Hudson signs from falling off; escorting the musical troupe in front of the great fairies so they can perform their song; joining the monster-control-squad to defeat several Monster Forces; investigating with Penn at all the Stables, etc...

The ascent of Wind Temple was pretty epic with the music and the jumps on the ships to reach the top of the cyclone.
Colgera was an amazing first Boss. I wish the fight wasn't so easy tho, because everything else about this Boss is great.
The fact that you fight him while being high up in the air, maneuvering with your Paraglider, surrounded by tornados, and having to hit its weak spots using the bow in slow-motion. Idk, it just felt freaking epic.

The reason that fight was so easy is because of Bullet time, this mechanic is absolutely broken. It slows time tremendously, and it lasts forever. This really trivialized this Boss fight... I used this mechanic as little as possible for the rest of the game.

Vow of Tulin proved to be very useful during the rest of the game, whether it's his wind power, or the fact that he was actively participating to all my battles. He has perfect aim and dealt good amount of damages to enemies. All the sages proved to be very useful in battle. The sage abilities aren't as fun as the Champions abilities in BOTW tho.

It was fulfilling to help every race while progressing in the main story. First, I helped the Ritos getting rid of the blizzard in their region; then I managed to free the Gorons from their spell; after that I stopped the sandstorm in Gerudo Town; and finally I got rid of the Black Sludge in Zora's Domain.

The mini Bosses were really exciting to fight. It felt rewarding to beat my first Battle Talus in early-game. Having to use the Ultrahand & Recall abilities to defeat the Flux Constructs was also hella fun. Same when defeating Master Kohga in the Depths, and other minor Bosses like Frox & Lynels.
It was also nice to rematch the major Bosses in the Depths (Colgera, Marbled Gohma, Mucktorok & Queen Gibdo)

About the side content, there are still those Korok seeds to find throughout all of Hyrule, and there are even more this time around: 1000 instead of 900 !
Even though I ignored them most of the time, I have to admit the few I did were really enjoyable to get. I precisely remember an instance where I had to build a boat and bring the Korok on the other side of a lake. This was extremely cool! And there were other instances where I could build devices to propel the Koroks directly towards their friend using rockets.
Building a vehicle and seeing it work as intended is one of the most satisfying aspects of TOTK !

Moragia was another freaking epic Boss. You have to fly a plane and shoot Yunobo directly at each one of the Bosses heads. The ingenuity with all those Bosses mechanics is just crazy.
The Boss of Fire Temple, Marbled Gohma, was just as good as Colgera. It's impressive how consistently great the Bosses are!
Same thing again with Lightning Temple, Queen Gibdo being extremely fun to fight, and one of the most challenging Bosses in the game.

I was very happy with the Temples overall. They don't have the huge scope of the dungeons in previous Zelda games, where it can take up to 2 or 3 hours to complete one single dungeon.
But the puzzles you'll find in those Temples are high quality regardless. It's just less stuffed with content, and shorter.
In games like BOTW and TOTK, having less time-consuming Temples doesn't bother me at all, considering the amount of content these games already have outside the dungeons.
And I have to say the Bosses of these dungeons were absolutely amazing, much MUCH better than the Blight Ganons inside BOTW's Divine Beasts.
I just wish some of the Bosses offered more challenge.

It felt so good teaming up with the 4 sages to beat up all the enemies on our path inside Hyrule Castle.
You feel so powerful at this stage of the game! I was able to fuse a shit ton of weapons with all the monster materials I got on my way. I was running out of weapons before exploring the castle, and after that, I had over a dozen of weapons with +60 or +70 attack damage.

The game-design never ceased to amaze me... The 5th dungeon where you have to fight the hordes of enemies & the Seized Construct Boss using Mineru's own Construct was fire.
The cutscene we see at the end of this dungeon has to be one of the best moments in the game: "Years from now, someone will appear with the sword that seals the darkness. A swordman with the power to defeat you, Link. Remember this name.." That was amazing!
And a few moments later, we are able to recover the Master Sword in a beautiful scene on the Light Dragon's head.

The Final fight was definitely a lot more fun than Dark Beast Ganon in BOTW. The swordfight was actually quite challenging, it took me a few tries to get the timing right on the parry & dodge.
The last face off between Demon Dragon Ganon and Light Dragon Zelda was majestic.

In the end, I'd say I had more fun with TOTK than BOTW. This time around, I was playing more comfortably overall. Looking back on the way I played BOTW, I can tell I wasn't as practiced with video games as I am right now. I wasn't taking advantage of all the features offered by the game, and it definitely played a part in my overall appreciation of the game.
Of course, it's not the only reason I prefered TOTK. I'd say the 2 best aspects of the game were the freedom in the exploration (mainly thanks to the Ultrahand & Zonai devices), and the Bosses were so much better.

----------Playtime & Completion---------

[Started on February 25th & finished on March 18th 2024]
Playtime: 75 hours
I finished the main quest, and I didn't do a lot of side content.
50 shrines completed, 40 Korok Seeds collected, all dragon's tears collected, and I only explored the Depths a little bit with 35 lightroots lit up.

TOTK’s ordeal is one of chasing the new while trying to disregard the familiar, and as the hours start to weight in, that tug of war becomes increasingly harder to ignore. Are we supposed to once again be enchanted by its flora and fauna, when its discoveries, behaviors, and uses have already been demystified? Does defeating the Taluses, Hinoxes, Lynels, or really any of the game’s repeated roster of enemies, entice us if their challenge and enjoyment have already been mastered and depleted? Can TOTK really expect us to not fully dismiss the koroks, dragons, blood moons, or great fairies when their initial wonderment and allure has already been supplanted by their mechanical and transactional grindy nature one whole game ago?

A complete map of the Sky Islands ends up exposing a clear picture of the TOTK experience, one of sparse copy pasted content overlaying a preexisting world already exhausted 6 years ago, and not even The Depths’ initial excitement of surprise and mystery manages to sustain itself when it quickly dilutes into a lifeless landscape of repeated vistas, encounters, and rewards. Ultrahand lit up the internet with numerous videos that showcased the boundless possibilities of TOTK’s outlandish physics engine, but once past that initial, admittedly fun phase of building janky flying vehicles and wonky death laser robots, the motivation or even necessity to waste time on it quickly evaporates as the grind required for Zonite resources starts to overstep the enjoyment of emergent creative building that ceases to be engaging or productive outside the small pockets of content designed around them. Regardless of how fun and limitless the Zonite tools can be, what use are they when placed in a game that wasn’t initially built around them, and ultimately didn’t need them in the first place?

The reduction of Ganon in BOTW into a malevolent cancer secretly expanding its reach all over Hyrule, eventually usurping its technology and turning it against the people who exploited it without truly understanding it, brilliantly paralleled Nintendo’s passive role in the franchise’s stagnation, a company that conformed into a worn-out formula that ended up festering from within. The “Destroy Ganon” quest pop up was the bold statement of a series willing to throw away all its excess to rediscover its core ethos through an aptly amnesiac Link that bridged the gap between the character’s motivations and the player’s desires, and while the scarce narrative might have been a sour spot to most fans, BOTW’s holistic vision of open world design provided unique storytelling mostly told through the mere act of play.

TOTK exploits this dispersed storytelling method once more, this time failing to measure up to the urgency at hand and without the blank slate context that was integral to the premise of BOTW, as a cunning and fully conscient Ganondorf resorts to be put on standby until the end of the game while you stumble about Hyrule doing the repeated song and dance of regathering resources through the completion and collecting of shrines, towers, dungeons and flashbacks that little have to offer in terms of narrative momentum. Most baffling of all is the inclusion of yet another redundant Hyrule ancestry plotline that not only rejects the continuity of the series, but also of TOTK’s own predecessor. What exactly was the point of undermining the Sheikah’s relevancy and influence as Hyrule’s ancient civilization with the addition of the Zonai who just ended up complicating this world’s history with uninteresting and boring lore that substantially leads nowhere and fails to connect to BOTW? Boy did I sure felt stupid when I got excited thinking Ganondorf was directly addressing the Timeline in the opening cutscene.

BOTW reinvigorated both a franchise and a genre, and the stripping off much of the franchise’s baggage in favor of an uninterrupted experience of exploration focused solely on the player’s kinesthetic compulsions will forever represent some of the most fun I have had with a videogame. While recognizing many of its flaws, rarely did they ever diminish my appreciation for the things it did best, and I saw BOTW’s underdeveloped ideas as fertile ground for improvement. A new Majora’s Mask was always a pipe dream, but I’m sure that no one expected TOTK to be little more than just a glorified BOTW DLC. It’s not just that TOTK fails to address any of BOTW’s most agreeable criticisms, but it also manages to exacerbate and accentuate them to an intrusive degree by the sheer redundancy of giving you the same exact 100+ hour experience, and while BOTW had the privilege of letting its magic act before inevitably dissipating, TOTK does not.

The few instances of novelty TOTK allows us are unsurprisingly some of the best and most inspired moments the series has produced and showcase the potential TOTK had, but it becomes difficult to cherish those memories when they are stashed away in-between dozens of hours trudging through a well-known map with no more secrets left to be uncovered and whose repeated content isn’t placed in it with the same care and thought as it once was. Is there truly anything more pathetic than most of The Depths rewards being DLC and Amiibo costumes from the previous game? Ultimately, the biggest problem with TOTK is that it doesn’t just lack an identity of its own, it also ends up robbing it from BOTW and damaging it in the process. You are forgiven, Skyward Sword.

PS: I’ll throw a bone at TOTK, regarding its impressive physics engine and how it revealed how out of touch so much of the videogame discourse is with comments on TOTK’s outdated graphical fidelity and performance while the gameplay itself is leagues ahead of anything that we have been witnessing recently with the big “cutting edge” titles.