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.

Reviewed on Dec 21, 2023


9 Comments


4 months ago

Well said, agreed on all fronts, though as you say, I think BOTW was the sort of lightning in a bottle which can only really be done once. And past the novelty of the zonai stuff you're hit with a simultaneously bloated and barren world robbed of the necessary discovery which made it appealing in the first entry.

4 months ago

@LordDarias agreed, didn't have a chance to talk about it, but as you said it does feel bloated with all the Ubisoft checklist shit they added in this one, like every single cave's reward being mostly the same.

4 months ago

My personal takeaway on Tears is a little less harsh than yours, but yeah I've been a little concerned about the direction EPD is heading the more I think about where TotK stumbled. It's pretty clear the majority of the game's development was spent on the implementation of Ultrahand, and despite my growing distaste for open world design I had a fucking blast with the game, but the lingering feeling over the past few months has been that I played with an elaborate 100+ hour toy accompanied by an ornate playset more than experienced a meaningful adventure that I'm eager to return to (the toy aspect is appropriate given Ultrahand's origins, but a feeling better saved for a Mario or something more than a Zelda game imo).

4 months ago

@theia yeah, the Ultrahand stuff is great and impressive but it should have been part of a new IP or something more contained like Mario rather than being shoehorned into BOTW.

4 months ago

i think i said the exact same thing in my own review! haha

4 months ago

Adding on to the new IP discussion. I think TOTK proves that BOTW’s design philosophy and structure are fantastic but can’t be properly iterated upon by Nintendo. I’d imagine much of the game being the same is result of a sunk-cost fallacy, with the map from BOTW being a huge undertaking to create obviously.

I makes me wish for an indie studio to make a BOTW-like that captures the open-ended mechanics and puzzles that lead to cool player moments. Because that’s what people remember from these games, not the exploration, but how the open world is almost a canvas for them player experimentation.

I remember sequence breaking a story moment and getting one of the sages early. What was most notable was how the game let me use of knowledge of the mechanics to do that. It was rewarding and I never had a feeling like that from another game.

4 months ago

@Hattori

While I can agree to disagree I at least understand why you feel that way; I can concede it would fatigue on you a lot IF you’re intimately familiar with BotW’s land, and the Switch lacking that drastic power boost from the Wii U, combined with BotW’s insane interest spike over the rest of the series probably hurt the potential to rewrite the playbook at a macro level right away until this game’s followup.

I hadn’t touched BotW since the Champion’s Ballad DLC dropped, so in those 4-ish years I forgot almost all detailed stuff beyond town locations and was able to be constantly surprised out of all the detail old and new in world itself compared to say, Legends Arceus, where there was nothing really going on in any spaces to think beyond Pokemon being placed in often arbitrary spots. I think my time this one was nearly 70 hours more than BotW’s when I stopped bc I felt satisfied.

“You are forgiven, Skyward Sword.”

Yeah no I can’t do that, sorry. The linearity, backtracking, 3+ Imprisoned fights and imprecise motion control were bad enough, but that game directly hurt this game with sharing creative heads. Its Demise retcon more or less set Ganon as a pre-established evil without much new context as the design here even taking a lot of influence from Demise. It’s better than Twilight Princess’s version where you could easily rewrite the whole game without him, as it’s cool to see the effects on the game world that only come from influence of someone knowingly trying to fuck everything up as opposed to incidentally, but it held them back from something like Wind Waker Ganon.

It’s unfortunate but makes sense you didn’t get more out of it but I at least hope you were able to get a lot of OTHER gaming experiences this year you put time into you enjoyed a lot and weren’t spending several months dumped into a game you didn’t enjoy.

…………………………………………Sonic Frontiers playthrough when? 🙃

4 months ago

@SunlitSonata "Sonic Frontiers playthrough when? "

Never.

7 days ago

Agree with many of your criticisms. The few spectacular moments in TotK are particularly painful, because they motivated me to grind through all of the unfun, haphazardly-designed content in hopes for more. It felt like an abusive relationship. I honestly despise this game.