Resources are now even more conveniently placed than they were. Before, if there was snow you'd find chilis nearby. Getting into a dangerous place? Here are some weapons. But now everything is there for you. This rock that previously was just lying around is now something you can use to build yourself a weapon. The bombs that were previously part of Link's device are now an item that only grows for Link to use it. Elemental items now are there to build elemental weapons. Arrows, berries... There are more than ever, because it's Link's only way to do things that he could previously do just fine. The world as a resource, not as a place.

The exaggerated gamification of everything that was previously in the game doesn't help either. You found a new place? Don't worry here's the name and your "New discovery" title so that you feel like you accomplished something. The two hundred wells across the map are no more than a different way to provide you with more resources. The minerals you find? They're another currency you exchange for more items. The poe, which are lost souls that you find in the underground? More currency to make your life easier there. The towers? They're not a a place to conquer anymore, but a chore: do this and that, talk to this person, get in from below. The batteries, wings, even the pots, are more items in your inventory that you get from a fucking gacha. It's the carrot and stick, clearer than ever. Congratulations, you are a donkey.

Sure, the new mechanics are great by themselves. But what can you do with Rewind that you could not with Stasis and some imagination? Did we really need Ascend in a game where you can climb virtually any surface? I get that being able to build giant mechs with auto-aim is super cool but how does that translate to the actual world and your interaction with it? When, realistically, are you going to need that and why? More importantly, how does the game give you the pieces needed to build that? Let me answer this last one: conveniently placed items in a clearly defined zone that you can recognise it from far away and a fucking gashapon. And only Link can make use of them. Where's the illusion of a world and the never-seen-before ecosystem? Which kind of place works like that? This is not a world anymore, it's a power fantasy. As imaginative as the new mechanics can be, they don't work in the context of the game because they were never necessary to begin with. They're the definition of over-engineering: trying to fix something that was never broken in order to justify the existence of a product that no one asked for and serves no purpose.

If you look at each element by itself it's hard to argue that they're not fun and entertaining because it's small little challenges and rewards that move you forward built on top of well made systems that have already been proven to work in a full game, but is that really enough? Everything in the game works in a vacuum because, in the end, everything is based well-thought, well-built mechanics on top of something that we found marvelous and fascinating when we first experienced this in 2017. But where's the charm? Where's the spark? Where's the wonder? Is there any real thought behind it other than mindlessly expanding what we previously saw? What's really new to experience or how do our new ways of interaction make Hyrule seem fascinating and challenging again?

Not only is it greatly flawed but, fundamentally, TOTK feels the same as BOTW. And thus it doesn't.

Reviewed on Jul 18, 2023


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