Bio
[FR/EN]
20 ans. Il/He.
Un fan de jeux vidéo parmi tant d'autres.
J'aime aussi la musique et le bon vin🍷.
Personal Ratings
1★
5★

Badges


Full-Time

Journaled games once a day for a month straight

Roadtrip

Voted for at least 3 features on the roadmap

On Schedule

Journaled games once a day for a week straight

Gamer

Played 250+ games

Shreked

Found the secret ogre page

GOTY '23

Participated in the 2023 Game of the Year Event

N00b

Played 100+ games

Favorite Games

The Legend of Zelda: Majora's Mask
The Legend of Zelda: Majora's Mask
Hollow Knight
Hollow Knight
The Legend of Zelda: Breath of the Wild
The Legend of Zelda: Breath of the Wild
Outer Wilds
Outer Wilds
Minecraft
Minecraft

271

Total Games Played

030

Played in 2024

025

Games Backloggd


Recently Played See More

Final Fantasy XIV Online
Final Fantasy XIV Online

May 21

The Legend of Zelda: Oracle of Seasons
The Legend of Zelda: Oracle of Seasons

May 19

Lethal Company
Lethal Company

May 18

Final Fantasy XIV: Heavensward
Final Fantasy XIV: Heavensward

May 14

Overcooked!
Overcooked!

May 12

Recently Reviewed See More

J'ai fait le jeu avec un ami en cours à l'Unif et ça passait bien le temps, c'était assez marrant. Y a des blagues encore très drôles. Niveau graphisme ça a pas pris une ride, la musique est un peu répétitive mais passe bien avec le jeu.

Un peu inquiétant que le jeu ne soit plus accessible sur le play store, la conservation des médias vidéo-ludique sur téléphone c'est un peu la cata...

A fun multiplayer game that motivates you to take risks, but also to be careful. Perfectly blends the scary with the fun, creating an infinite number of different situations (which explains the incredible number of clips all over the place). The only small problem is that the game still has a lot of bugs to fix. But it's not technically out yet, so I can't wait for the next updates!

The Legend of Zelda : Tears of the Kingdom – Review

!!Version en français disponible ici : https://backloggd.com/u/Athun/review/1185952/ !!

[Translated from French with Deepl. May contain translation errors.]

This review contains a few mechanics and story spoilers, but does not spoil the game's ending.

1. Introduction: background, brand, console

More than six years after the previous opus, we're finally treated to the new Zelda! A long-awaited game, considering that its predecessor, Breath of the Wild, is probably one of the greatest games of all time (although it's still a little early to decide). Tears of the Kingdom was immediately announced as a direct sequel to the previous game, and from the very first trailer we noticed the blatant resemblance to Breath of the Wild. Six years may seem a long time to wait for a game that uses the same engine and virtually the same map as the previous opus, but there are two main reasons for this long wait:

- The 2020 Covid crisis. Probably the main reason that slowed down many projects, including this one.

- The last year of development. According to Eiji Aonuma, the game was almost ready in March 2022, but with its complex physics and customization (more on that later), it clearly needed time to work out all the bugs that this kind of mechanics creates.

I won't dwell on all the similarities between TOTK and BOTW - I'll mention them here - but the rest of the text will dwell much more on the differences and what this game brings to the table compared to its predecessor. But it's clear that the similarities between the two games may put some people off, myself included. The entire BOTW map has been reworked here, with a few changes, but clearly not enough to renew the feeling of immense discovery that BOTW gave us. The actions are also very similar, as is the way the inventory works. In short, this is a game that takes up almost everything BOTW had to offer in terms of its world and principles, while changing a few things about the world itself, and modifying some of its gameplay. If this aspect may seem off-putting at first, especially when we return to the main map after the "tutorial", it gradually dissipates as we clearly understand that TOTK has its own qualities which are not the same as those of BOTW. Where BOTW shone for its discovery and exploration, TOTK shines above all for its mechanics, creativity and gameplay. Perhaps someone introducing themselves to the license by starting with TOTK would have all these qualities at once? To be explored...

2. Story and Lore

A new game means a new story. First of all, a few personal disclaimers before we get started:

(1) I know very little about the Zelda timeline, because I've always found it very artificial, and above all I think games are great when they stand on their own. In short, I think one of the great things about Zelda is that you can start one at random without having played the previous ones.

(2) I've never really liked Zelda games for their story, which is rarely very deep in itself. I loved Breath of the Wild, and yet the story is far from having impressed me. But Zelda, like Mario, is a fine example of how a game can be good even if its story is insignificant.

To sum up, the game takes place after Breath of the Wild, where, after exploring the castle's basement, Ganondorf starts attacking us and Zelda finds herself teleported to the past, where she meets Hyrule's founder, Rauru, and other Zonai (her species). Throughout the game, Link will have to find out what happened to Zelda and defeat Ganondorf.

As we all know: Time travel often makes for very tricky scenarios. But quite frankly, it's well executed in this game, because time travel isn't something "easy" for the characters to do. However, there's a catch: the fact that Zelda has gone back in time can be known very early on by the player, as the cinematics leave no doubt about it. Except that the game's entire scenario is based on the fact that the characters don't know what happened to Zelda (in particular, the main quest that justifies our going to the four regions is that we're investigating Zelda's disappearance). This leads to many absurd situations where the characters have no idea where the princess has gone, even though we know for a fact that Link has figured out what happened to her, as if he knew from the start but was hiding it from the other characters. This kind of twist doesn't work in such a non-linear game, as it leads to passages that cryptically show information that has already been given to us in a literal way, often giving the impression of playing the game out of order (which is the last straw for an open-world game).

And where BOTW succeeded in not repeating itself too much according to the regions, regardless of the order, TOTK, on the other hand, has a more important and complex story, it can't afford to, and so many cinematics feel very repetitive as you have to understand everything regardless of the order in which the game is made. The most blatant are the end-of-temple cinematics, which are all the same, sometimes to the word, making you want to skip them after the second time around.

The other problem with the story, which is more personal, is that it's often hard to get attached to the characters. This was already a problem in BOTW, but I think it's even more of a problem in this game: we get much more attached to characters from the past, whom Link doesn't know, than to characters from the present, who aren't really present at all. Even the sages we meet in the four regions are nice, but nothing more. This is even more true of the sages of the past. We easily become attached to Zelda and Rauru's family, but the sages of the various peoples seem very cold to us, not least because we don't even see their faces.

3. Gameplay : Powers

As I said earlier, this is the game's strong point. Very different from BOTW, which had powers that weren't very important, here they're essential to enjoy the game, even if it doesn't always encourage you to use them.

The sandbox aspect is the one that has received the most critical acclaim. TOTK's new powers include two that really encourage creativity: Fuse and, above all, Ultrahand.

- Ultrahand: This power lets you mix objects and mechanisms together to build all kinds of vehicles and tools. This is the most revolutionary aspect of the game, and what makes each game unique. Each player creates his or her own vehicles, which are often jaw-breaking at first, but get better and better the more they master this tool with its infinite possibilities. And, as ever, there are engineers at heart who will build incredible vehicles. It's a really enjoyable aspect of the game, and one that allows us to make our lives easier, or not, to our liking. Nevertheless, its main quality is also its main flaw: The game rarely encourages us to use this mechanic. This is a good thing, because the customization of our experience is total, and those who don't feel they have the soul of a builder can easily play the game without using it much, but it's a flaw, because the game doesn't encourage us at all to exploit our creativity in our constructions, for example through puzzles or the like. This sometimes gives the impression that we're making things more complicated for ourselves than anything else.

- Fuse: This mechanic allows you to mix all kinds of tools with different types of objects. For example, mix a sword with a monster's horn to make it more powerful, a brick-breaker with a rock to make it easier to destroy deposits and harvest ores, or mix arrows with all kinds of elements to modify their specificities. While the latter is very satisfying to use, as it allows for all kinds of arrow types (fire arrows, explosive arrows, tracking arrows, etc.) and is, in my opinion, much more enjoyable to use than buying arrows of each type, the rest is fun at first, but quickly becomes boring. You get the impression that you can mix your tools with anything, especially with mechanisms, but not only does the game rarely encourage you to do so, but you also come to understand that, for example, with swords, it's the monster horns that do the most damage, and so with each new weapon you throw one away to mix it with, which quickly becomes repetitive. It's a mechanic with potential, but one that's not exploited intelligently enough in the end.

Among the "main powers", we have two others that are more anecdotal:

- Ascend: This is a movement power that allows you to pass through any ceiling that's low enough. The introduction of this power makes perfect sense in a world where caves abound, and where having to go back and forth to each cave would quickly become tedious. Here, we can simply cross the ceiling to get out. Not only is this quite satisfying, but it also allows us to spice up our strategies a little, especially when it comes to attacking monster camps. But like the other powers, this one has a lot of potential, but isn't exploited nearly enough by the game! We could drool over the idea of making temples with puzzles that require us to go from room to room using this power, but it's hardly the case. What's more, this power can be a real pain to use, as it's often capricious, from the fact that it's often tedious to position yourself correctly so that the game accepts that we can cross the ceiling, to the simple fact that activating this power automatically directs the camera upwards.

- Recall: Like the others, this power has a lot of potential, especially in terms of the puzzles it can be used to solve. But since it's a pretty cracked power, you have to be careful not to break the game with it. We'll talk about the shrines and temples later, but this power breaks most of the game's puzzles. At times, you even wonder whether the game intended this power to be available at all. But on top of that, once again, this power isn't used enough. It may come in handy in some cases, but it's possible to complete almost the entire game without using it.

We also have some new sage powers which are clearly less important, but which are worth mentioning nonetheless:

- Tulin's Power: A power that allows us to make a horizontal gust of wind when we're in a paravane, giving us a boost. This is clearly the most practical sage power, mainly because it's the only moving sage power, but also because it's much easier to use than the others, since all you have to do is be in paravane and press "A" at any time, whereas with the others you have to either wait for the sage to approach you, or move towards the sage in question. What's more, you'll need this power pretty quickly to travel from island to island in the sky. The only drawback is that the button for activating the sage's power is the same as the one for picking up objects, so we regularly find ourselves in the situation where we're pushing with the wind what we intended to pick up, which can be quite annoying at times.

- Yunobo's Power: A power that allows us to roll Yunobo (a Goron) and propel him towards an area to demolish everything. It's quite fun to use when you're in a vehicle, as it automatically moves in front of you and when you press the button to activate it, it propels you forward, but apart from that this ability is rarely used, as it's neither practical nor useful. Like many of the game's mechanics, this one clearly doesn't encourage its use. The only time you'd be tempted to use it would be to shatter cave walls or ore deposits, but in the first case it takes a long time to recharge, as most cave walls have a large number of layers, and in the second case it shatters ores all over the place. What's more, the character is quite imposing, so it's quite complicated to get him in the right place to use it.

- Sidon's Power: A power that lets you create a shield of water to protect yourself, and launch a small "water blade" when you attack. This is probably the least useful of the five sage powers, because beyond the pollution phase, it's never encouraged to be used, and above all, it's not at all practical. The shield idea would be useful in combat, but it's precisely in combat that this power is the most complicated to activate, as you have to manage to go to Sidon and order him to put up the shield at the same time as fighting.

- Riju's Power: A power that allows us to send a bolt of lightning to the place where a bow arrow lands, provided the power is activated beforehand and the place in question is in the zone where the power is activated. It's a very satisfying power to use when the game wants you to, though sometimes a little tedious as the power's area of application grows very slowly, but then again, this power is almost never used beyond that, and the game never encourages you to use it.

- Mineru's Power: A power that allows us to control a Golem and assign weapons, or any other object, to its hands. The most complete power of the five, it's quite original and fun to use, but you soon realize that it's far more disabling to use it than not, so you never use it.

4. Level Design: The World and its special features

I'm going to compare it to BOTW again, but that's where the comparison is most important. In practical terms, it's the same world, the same map. Obviously, there are a few changes (shrines that change location, villages that change climate, etc.), but overall it's the same map. As a result, exploration almost takes a back seat in this game, which is a shame given that it was the great strength of the previous opus.

Tears of the Kingdom does, however, set itself apart with a few additions to the map:

- The Sky. Now there are floating islands above the entire Kingdom of Hyrule. This is what the trailers dwelt on the most, and what made fans drool the most, so that in the end it represents a maximum of 1/3 of the game... The largest island is the one in the tutorial, and it's undoubtedly the best. Except that, after a refreshing 4/5 hours, you're propelled onto the mainland and realize that all the other islands are much smaller. It's easy to enjoy exploring some of the islands, which have a number of great ideas, but the disappointment comes when you realize that the types of islands are repeated... I'm thinking in particular of the islands where you have to bring a green stone to activate a sanctuary, always with a kind of bumper in one place that you have to turn with a lever, and which is repeated I don't know how many times. In short, it's all the same, with a lot of potential but disappointing execution...

- The Underground. Unlike the sky, this part of the map (which is the same size as the surface) wasn't teased at all before the game's release. In fact, when you discover them, it creates a "wow" feeling. And in the end, although I like the ambience of these dark subterraneans and the similarities with the surface are a bit funny, there's not much memorable about them. Especially as the game doesn't encourage us to explore this place at all because there's not much to see, lots of Yigas camps that are almost all the same and give us vehicle schematics we'll probably never use. In the end, we're much more inclined to go in straight lines, as the main reason for going there is to find outfits that are marked on the map thanks to treasure maps found in chests on the floating islands. Again and again: an idea with a lot of potential, but a rather disappointing execution.

- Caves: Something a little refreshing at first, but quickly becomes repetitive and rather pointless to do. In each cave we have to kill an Elusis to loot a crystal, but the reward given by these crystals is really useless, so it feels like we're doing all these caves for nothing. Fewer caves and more variations of them wouldn't have hurt.

- Wells: Really useless, except in very rare cases (like the well in Zelda's house).

The game also introduces 5 new temples. While the games leading up to these temples are quite fun to play, albeit often a little too easy (special mention should be made of the flying boat game before the wind temple, which is a joy to play), the temples themselves don't offer much in the way of interest. For some, it's simply a matter of getting from point A to point B without much more (for example, the Temple of Water), while others have a few nice ideas but rely solely on this idea and are above all too easy to break, notably because we can climb the walls and also through the power of Recall, which can break many puzzles, already few in number. I'm thinking in particular of the Temple of Fire, which has a principle that's not so stupid in itself, but in addition to being simple, you can climb the walls, which breaks the entire temple. I'd still like to mention the Temple of Lightning, which is undoubtedly the best, probably because it's the most enclosed and the one with the most puzzles.

As far as the shrines are concerned, I know that many have appreciated the fact that they can be solved in several different ways, but I think that this has completely ruined the principle of the shrines. With Ultrahand and especially Recall, which break at least 1/3 of shrine puzzles, there's no room for puzzles and reflection. What's more, many shrines are blessings, i.e. shrines that have no riddles or anything to finish them. It's understandable when the path to get there is tedious, but having this type of shrine practically every time it's in a cave, is really tedious and takes away all desire to do the shrines themselves. Because, if you liked the shrines in BOTW, it wasn't just because you could teleport there and get presents, but above all because they were puzzle-oriented, which was a change from the rest of the game, which was exploration-oriented. But it's not all doom and gloom either. There are, of course, a few sanctuaries that stand out from the crowd and are fun to play.

Finally, a new world and new characters mean new quests! As far as the main quests are concerned, we're on the same lines as BOTW: you have to travel to 4 regions, the same as BOTW, and complete a quest each time. So there's nothing new about the main quests, only that unlike BOTW, where they are activated automatically, here they can be skipped if you're too thirsty to explore right away, which can be annoying as it would prevent you from being able to activate the towers (which are used to display the map) and prevent you from having the paravane (even more essential than in BOTW). As for the side quests, they are even more repetitive and, above all, unchallenging. A lot of "go get 10 mushrooms" quests, which quickly become irritating. There are, however, a few side quests that stand out from the crowd, such as the woodland gazetteer at each relay, which makes the relays more interesting, and which are often quite fun to do, and the gift that comes with these quests is well worth the effort.

5. Music and graphics

In terms of graphics, we're sticking with something quite similar to its predecessor, which still proves that a game can be very pretty without being 4k (although the grass sometimes reminds us of a certain Pokémon game whose name we won't mention). But this has been boosted even further. The floating islands are particularly pretty, although they all have absolutely the same graphics, which is a shame... The downside is that the Switch being what it is, there are frequent FPS losses (a problem that had more or less been avoided in BOTW, apart from in the Korogu forest).

As for the music, and the soundscape in general, we're staying right in line with what BOTW had to offer: we prefer to create atmosphere rather than leave the music on all the time. This sometimes gives the impression that the music is non-existent or unmemorable, yet you only have to skim through the OST after playing the game to realize that these tunes have clearly stuck in your head, and will do so for a long time to come. An ambitious choice, but still as effective as the previous opus, although I understand the frustration of not having such memorable melodies as previous Zelda releases have left.

6. Conclusion

I've been pretty hard on this game, and yet I'm giving it a score of 3.5/5, which is in itself a very good mark. It's still a game with a lot of great things to do, where everything beckons, and where finishing even the smallest quest requires enormous concentration because you want to do everything at once. It's a game where the hours just fly by. But most of TOTK's charm and quality are already present in BOTW, which set the bar very high. On the whole, I find this game very hard to innovate and remains in the easy suite, which was a disappointment for me. I would sincerely have preferred to wait longer for a game that kept the same formula, but with a lot more new features. Even so, I'm not at the point of thinking that this game is just "€60 DLC for BOTW". You don't need to know much about video games and code to think that, as TOTK is so technically advanced. This is a BOTW where all the cursors are turned up, the qualities are accentuated but so are the flaws, and it completely fails to be a revolution like its predecessor was. This is not to say that it's a bad game; it's a great pleasure to play, even more so if you're not familiar with BOTW. But expectations were probably too high for me, as I'd been completely blown away by Breath of the Wild. Above all, it's a game with a lot of things that have immense potential but are often executed in a very clumsy way. We hope that Nintendo will be able to renew this license and surprise us once again with ambitious, even revolutionary games.