I don’t necessarily think that bigger is better when it comes to Zelda. The Hyrule of Tears of the Kingdom is easy to get lost in with its vast plains, lush forests, scorching deserts, tropical coastlines, and snow-covered mountaintops. Oh, and with a murky underworld covering the length and width of the map below, and breezy sky islands suspended among the clouds above.

So, you know, it’s a lot to take in. Overwhelming even, at times. Giving the player a toolbox of nifty gadgets at the adventure’s start is a great way to make the world their oyster to crack. But I can’t help but miss the linearity of older games with a new item in every dungeon, opening up new possibilities for exploration piece by piece, bomb-throw by bomb-throw.

On the other hand, it’s not the kind of game that punishes you for going off on hour-long detours, just to investigate a funny-looking tree. The game’s biggest strength, much like BotW’s, is its excellent map which encourages hiking and spelunking to a ridiculous degree. Arguably making the study of Hyrule’s topography the game’s core feature.

But yes, naturally. You’ve got your dungeons, bosses, silly mini-games. And special abilities to help you traverse the huge world and solve its many puzzles. The heavy lean on crafting, fusing, and building, coupled with often physic-based problem-solving make Link’s new set of abilities, and the puzzles that they solve, some of the most enjoyable in a long while.

With the exception of the bizarre CD-i titles every Zelda-game can be rated somewhere between “great” and “instant Hall of Fame classic”. As does Tears of the Kingdom. I might prefer the more linear of Link’s adventures and could do without one of the extra dimensions layered on top/under Hyrule. But seriously. It’s Zelda. Of course, it’s time well spent.

Reviewed on Aug 09, 2023


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