Builds on it's predecessor in interesting ways, stacking the world into 3 zones that all have their own unique feel and methods of navigation. The combat and weapon systems are the same, but bolstered by the fuse system that adds a new layer of improvisation. If it's not broken, don't fix it. The sandbox style of play is the real winner in Tears of the Kingdom and while most of the time I think the game gives you the exact tools for the job, the game is totally open to you playing how you want to and building what you have in mind. The sky is the limit.

As far as issues, it's really all the same things I have issues with in most open-world games: a massive world with a set of collectibles you need to get in order to improve your character, side quests that don't feel that meaningful which is certainly not always the case, and a world so massive that it really doesn't fully use the ability to create vehicles when the glider is the best mode of transportation.

Narratively this is a more satisfying game, especially in it's climax that is as thrilling as any I've seen in a game of this scope. I think Nintendo has this aspect down pat where their games always build to something truly spectacular. It's an especially awesome finale. I'm not really here for the narrative but it does the job, sometimes excelling, and rarely gets in the way.

Overall I really enjoyed my time with Tears of the Kingdom. It doesn't feel as refreshing to the medium as Breath of the Wild did, but it is a better game on every level. I think something like Elden Ring is now more my speed, where the exploration is its own reward and a more robust combat system keeps me engaged consistently. I'm glad there are still open-world games like this that can keep my interest, ones that are attempting to build on the genre in ways that compliment video games as a medium. I'm excited to see where The Legend of Zelda goes from here, and how Tears of the Kingdom's sandbox style is emulated just as Breath of the Wild made waves.

Reviewed on Jun 18, 2023


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