826 Reviews liked by LinkBetweenGames


TL;DR: A masterclass in game design in nearly every way, Tears of the Kingdom improves upon almost every single aspect of its predecessor tenfold. A much bigger, more interesting world, expansively useful new abilities, countless new and deeply fascinating mechanics to learn, as well as multiple (at least partially) amended weaknesses of the original, like improved weapon durability and increased usefulness for each and every item you collect.

Being a serious Game of the Year contender, there is very little holding Tears of the Kingdom back from the spot. Just like Breath of the Wild that came before (whose score I've had to retroactively decrease now that such a better sequel exists), it just might be one of the defining games of this entire decade.

Pros:
+ Improves on previous game's issues like weapon durability, way too situational abilites and making items more valuable and multi-purposed
+ Much more interesting tutorial area, with all of the overall additions to the overworld feeling very much substantial and worth the game's price
+ Combat and general enemy encounters have been improved hugely with new abilities (some of the new enemies are especially fun to challenge)
+ Despite being a direct ripoff of Banjo-Kazooie: Nuts & Bolts, the building mechanic is incredibly fitting for the game and works flawlessly. The year they delayed the game for just to iron out any problems or bugs clearly paid off, a certain Game Freak could learn from Nintendo.
+ The game has clearly been optimized to handle way more individual entities on-screen at the same time (at least compared to its predecessor, where you could seriously slow the game down with just a few electric weapons on the ground)
+ Excellent influence from Hyrule Warriors with the new bigger enemy camps and allied soldiers
+ A huge surprise bubbling beneath the surface even for people who watched the trailers
+ All pros from Breath of the Wild carry over to this game


+/- While the overall story and lore of the game is pretty good and definitely better than Breath of the Wild's, there are way less interesting character moments, which is weird since you actually spend much more time with every character in this game than you did before. Especially egregious is how each regional character's arc concludes with a nearly identical cutscene in both visuals and dialogue, which I won't spoil further. Needless to say, the focus in this game's development definitely went to the gameplay and world, not its story beats. Then again, Miyamoto hates having stories in games, so that might just explain it.
+/- I actually think the new champion abilities are much more interesting and balanced, but their controls are so clunky and bad that you almost never have the chance to properly use them. Only half of them are context-specific, so the others have to be activated by physically walking up to the champion.

Cons:
- Weak voice acting makes an unwelcome return in this game, as Nintendo is seemingly unable to give proper direction to its VAs. Characters like Sidon especially sound even more wooden and performative than before.
- Even though I did mention that the overworld additions are worth the game's asking price, I do have to say that many areas of the game's sky are sorely lacking in floating islands that could've really make it feel like a comparably huge part of the world with the surface.
- Not completely part of the game itself but I'd like to mention here that it's a damn shame the game's not getting DLC :(

me rewatching the "Link! Protect them all!" cutscene over and over again like i don't know it's gonna make me cry

For a game called ‘easy piano’, it’s actually pretty difficult and annoying.

You may be asking yourself right now: ‘whu, what the fuck is this game?’ And believe me, I’ve been trying to answer that exact same question. This is easy piano, imagine guitar hero but you get rid of the whole ‘cool’ factor and play imagine by John Lennon. I happened to get this game from a family friends car boot sale, and they were questioning it just the same as I was. But to be fair to this game, it actually isn’t that bad…just strange.

In easy piano you have a little plastic piano thing that you push into the gba slot and you can use like a normal piano…kinda. You get 3 main things to do: practice, actually perform a song or make your own music. Practicing is just standard practicing and there isn’t that much to it. Performing the songs is where it’s at…well the selection of 35 songs. There’s mainly classical tracks but there’s quite a few ‘pop’ songs. I mean if they want to class enjoy the silence as a ‘pop’ song then alright I guess…makes you wonder if they even heard the album it was on. Making your own songs kind of exists, the interface is kind of annoying to use and yet it’s kind of simple? But don’t expect to be the next Erik Satie.

The plastic piano you get with it feels kind of useless. Like it’s a bitch to use and you have to put these coloured stickers on it that easily come off and that annoys the hell out of me when I’m using it. And even then, you can play each song using your stylus on the touch screen…so what’s the point of having this piece of plastic when I can just use the touchscreen? I mean I guess it allows actual piano players to feel more comfortable but like, the main selling point is that this is gonna ease you into playing a piano, so to have the option to just not use it like a normal piano kinda defeats the purpose.

Also for some very strange reason, they allow you to customise the type of costume you wear, the type of keyboard and where you’re playing the song for no reason. I guess it is trying to make it a little more fun, but it is super funny to play a shitty piano cover of bohemian rhapsody at what looks like Glastonbury.

For a guitar hero knock off it’s actually not all the bad. Sure you do question a lot of things about it but overall it isn’t that bad. Like I’ve played far worse games and this at least does try to do a lot, even if in some departments it fell flat. You bought this game to play every breath you take by the police at Glastonbury, and you came out wondering how the hell they spelt gymnopedie wrong.

I’m so sorry Mr. Satie

Strange, decent song selection, cannot spell for some reason, woman has the worst smile I’ve ever seen

After telling us that the reason for Overwatch 2's existence is a massive PVE component, Blizzard has turned around and cancelled the whole thing. This move proves that the only thing that matters to them is the monetization of the PVP component. Since Blizzard only shipped half of a game, I'm going to write half of a review, seem fair.

This presents a challenge: on one hand, the game boasts one of the most captivating ambiances I've encountered in recent years, seamlessly melding visual splendor with an enchanting soundscape and soundtrack. On the other hand, its narrative development leaves something to be desired. While the deliberate pacing aligns with my preferences, the storyline, albeit intentionally enigmatic, lacks that pivotal crescendo, a revelatory juncture, or conversely, a moment that triggers the birth of intriguing theories. It appears somewhat rudimentary in that aspect.

Yet, I find myself compelled to recommend it on the merits of its ambiance alone. My engagement with the game was not without its charms; however, I'm inclined to believe it held the potential for so much more.

Wow! You did it guys. You bundled up Indiana Jones, James Bond, Metal Gear Solid, and Tomb Raider all into one game and tried to hide how creatively bankrupt it is by ogling every woman at every opportunity. Congratulations on having no imagination

A quiet, unassuming first act gingerly constructs an expertly-arranged cavalcade of narrative dominos which cascades forward with an unrelenting momentum all the way to the end of the game. This remake was released in 1996, but not much had to be done besides prettying it up (which has been done exquisitely); the original 1992 release was astonishingly forward-thinking, containing the exact gameplay and storytelling DNA that would serve as the foundation for games like Chrono Trigger and Breath of Fire III to achieve their masterpiece statuses. If it wasn’t for a handful of truly horrendous dungeons and an admittedly monotonous battle system (which again, would later find its full potential in Chrono Trigger), this would easily be considered a similarly towering monument in the genre. Instead, Lunar is humbly content staying in the background and allowing its impact on the history of RPGs to manifest in spirit rather than in name. It’s just a few too many flaws short of a true masterpiece, but undeniably an all-timer. For fans of RPGs, this is your favorite game’s favorite game – or rather, a lavishly loving recreation of your favorite game’s favorite game.

P.T.

2014

FNAF: I have millions of fans and I'm only an indie project

P.T: Bitch please, I have billions of fans and I don't even exist

I swear this just spawned into existence one day and everyone started making fun of it. Like 0 trailers or prerelease hype despite belonging to one of the biggest IPs of all time. Like what the fuck?

Absolutely love this topsy turvy little nightmare world, a dream made real, Oz and the Looking Glass and fuckin Timecop, with swords

Big fan of how a fully completed save file means you can go back and experience pretty much any conversation or event whenever you feel like a revisit.

     'Rui, do people’s hearts forget how to react to a town that leaves nothing behind to remember it by? In comparison, there is something cruel, merciless about the sight of the Sanriku region, where everyday life was transformed into ruins. For that mountain of debris was the “hope” people had spent years building.'
     – Kyōko Hayashi, Futatabi Rui e, 2013 (tr. Margaret Mitsutani).

Kyōko Hayashi's works attempt to convey to younger generations the lived experience of the hibakusha, the direct survivors of the atomic bombings of Hiroshima and Nagasaki. A particular feature of her work is the blending of temporalities and events, which illustrates her chaotic and almost unspeakable recollection of the events of the 9 August 1945. In Futatabi Rui e (2013), Hayashi writes a new letter to Rui – following the one included in Torinitii kara torinitii e (2000) – meditating on the effects of the Great East Japan Earthquake and the Fukushima disaster. She writes: 'perhaps the Great East Japan Earthquake was what turned this destruction in the natural world I thought was eternal into a sign that everything I’d believed in was now crumbling before my eyes' [1].

     Disasters and environmentalism in Japanese fiction

The atomic bombings and the Fukushima disaster have had a lasting impact on Japanese cultural production, like a never-ending ghost that is periodically fanned by current events. Fumiyo Kōno's Yunagi no machi, sakura no kuni (2003) illustrates this concern in a multi-generational story. It is a cathartic narrative whose main purpose is to nurture and reconcile the painful memory for the hibakusha, but also for those who did not directly witness the events. The acceleration of climate change and Japan's new energy mix are also of growing concern, conjuring up an image of a Japan on the brink of extinction and ravaged by disasters. Two examples illustrate the epidermal nature of these issues. In 2014, the famous gourmet manga Oishinbo (1983) tackled the aftermath of the Fukushima disaster head-on, highlighting the harmful effects on the environment and the people of the region, who suffered regular nosebleeds. These scenes clashed with the official discourse on the effects of the accident, so much so that Shinzo Abe directly condemned the manga [2], leading to the series' ongoing hiatus.

More recently, Makoto Shinkai's films have oscillated between neo-traditionalism and social conservatism, as in Tenki no Ko (2019). Maria Mihaela Grajdian has already pointed out that Mamoru Hosoda's films, by idealising concepts such as family, parenthood and masculinity, 'shows both that he understands the critical situation and that he does not regard it as his duty to offer alternative solutions, more in tune with the spirit of the 21st century' [3]. In Tenki no Ko, Shinkai is content with the same naive, depoliticising position: climate change and the disappearance of Japan under the sea are seen as inevitable natural phenomena, and the film prefers to focus on the fleeting happiness of a few teenagers from a purely individualistic, conservative perspective.

With The Legend of Zelda: Breath of the Wild (2017), Nintendo's flagship series has also taken up these themes anew. This is less a first exploration than an updated discourse. The Zelda games have always contained elements of shintō philosophy, contrasting Arthurian mythology with the typically Japanese depiction of environments, whether through non-human creatures, the abundance of islands – literal or figurative – or the sacred aspect of nature. Breath of the Wild depicted the world after a catastrophe and the restoration of nature, everlasting despite the scars left by disasters. Tears of the Kingdom is a direct reflection of this vision, by reversing the representation.

     Flowers of ruin: looking at micro-gardens

A variation on the theme of Majora's Mask (2000), Tears of the Kingdom also shows humanity on the brink of extinction. However, the tone is quite different. Whereas Majora's Mask was a journey into nihilism and the lack of communication that breaks down interpersonal relationships, Tears of the Kingdom explores the persistence of solidarity and the opening up of societies. Recontextualised, the world of Hyrule is a fable that sings of the resilience of nations in the face of natural disaster. Even within the first few hours of surface exploration, the world is teeming with life, yet societies live hidden away, sheltered from the elements. There is something charming about re-exploring a world that is decidedly optimistic, but still a little fearful, like the first buds of spring breaking through the snow.

Rather tellingly, the Zonai Ruins are still harbouring life: the sky islands are still inhabited by birds, while the debris that has fallen to the ground is home to plants that normally only grow in the heavens. Despite these chaotic elements, however, the world of Hyrule is somewhat more domesticated. The roads are well trodden by travellers, stables provide regular resting places, and construction materials are plentiful along the roadsides. Tears of the Kingdom has swapped the 'miniature plant garden' and 'garden in a box' (hakoniwa) [4] for a lusher shrubland. Hyrule is shaped by the collaborative work of its inhabitants, and their presence can be seen in the little accents that dot the landscape: Zelda and Magda's little flower garden, or Pyper's glittering tree, are clear signs that humans have made the environment their own, creating a symbiotic relationship between society and nature.

Tears of the Kingdom is, in a way, an ode to primordialism and man's passivity when it comes to influencing nature. Unlike Breath of the Wild, where the equipment forged by humans quickly becomes the most powerful, the player can make do with items found on monsters for most of the adventure. It's not until fairly late in the game that the shift occurs, when Zonai items can become more valuable. More generally, Tears of the Kingdom allows the player to contemplate the world and its inhabitants through tighter resource management, at least in the first few dozen hours. But even when Link is well equipped, nature is not easily tamed, as the introduction of world bosses keeps exploration somewhat terrifying or majestic. The exploration of the Depths, while often undermined by visual monotony, illustrates the sinister nature of what crawls beneath the gaze of the living, and the importance of ruin, not just of human civilisations, but of a world tainted by corruption (kegare).

     A melancholic sky: fall and burden as elements of game design

This aesthetic owes a great deal to the vision of Hidemaro Fujibayashi and Daiki Iwamoto, given that they apprehend the sky through the act of falling. There is a certain tragic irony to this Upheaval, as it is used to discover the reasons for the fall of the Zonai. As in Skyward Sword (2011), the exploration of the skies begins with a long fall. But the world of Skyward Sword allows for much easier exploration thanks to its bird mounts [5], whereas in Tears of the Kingdom Link is constantly being pulled down by gravity. He is destined to fall, and this sense of heaviness is present throughout the game: in particular, the interactions with the various inhabitants of the world emphasise their insecurity and, by extension, their fallibility. Despite the humour and joviality that runs through the dialogue, all the characters are undermined by self-imposed desires and missions. Addison continues to hold signs for endless days, Reede is forced to admit that his vision of tranquillity is no longer sustainable, and Penn struggles with his fear of actively participating in field investigation. There is something deeply human about them, and Link emerges in turn as a mythologised figure as he performs heroic deeds and helps others. In this respect, it is striking that everyone knows his name, but his identity sometimes remains a mystery.

This philosophy no doubt helps to explain other design elements and Fujibayashi's characteristic wandering. Tears of the Kingdom opts for a more scripted progression, with the player openly encouraged to help the various tribes. Each storyline is fairly engaging and recontextualises nicely the characters met in Breath of the Wild – with the exception of the Goron quest, which neutralises its anti-capitalist themes far too quickly. The main quests in each region are refreshingly varied, with some unexpected sequences such as the defence of Gerudo Town. The downside of this approach is the disappointment of the dungeons. These are particularly mediocre, a simple series of puzzles inferior to those in the Shrines. The same structure as The Minish Cap (2004) is found in Tears of the Kingdom, with an inability to think holistically about design. These sequences do a poor job of incorporating the great freedom of Link's powers; it would probably have been more interesting to emphasise the oppressive aspect of confined spaces and a survival approach, for example by removing the map in dungeons.

As it stands, the non-linearity of the title works against many of the design ideas. In addition to the identical flashbacks for each Sage, the dungeons do not adapt well to the upscaling that players experience as they accumulate more resources and power. For the most part, the dungeons restrict the new skills unlocked, rather than showcasing them as other mini-dungeons and celestial islands can, where Ultrahand shines very brightly. The Fire Temple is perhaps the only exception, as it is possible to completely ignore the various puzzles if the player has enough resources and has been diligent in their exploration. On the other hand, the non-linearity works well with the side quests, as it feels genuinely satisfying when an NPC tells Link that he has already completed the mission he was given. Similarly, the Proving Grounds Shrines benefit greatly from player progression and a larger heart pool, turning a careful experience into a speed challenge, while the other Shrines allow for creative expression for players familiar with the advanced grammar of the various powers and machines.

Perhaps more importantly, it is the combat that suffers greatly from this approach: while Tears of the Kingdom features much larger waves of enemies, the system remains clunky. The combat system is designed for duels rather than large-scale melee, and the lack of ergonomics often renders Fuse unusable in battle. Similarly, the Sages' avatars are a welcome touch, emphasising the fact that Link is no longer alone, but the implementation is so unpleasant that it is easier to ignore their powers outside of certain puzzles. To a certain extent, the heaviness of the game and the idea of the fall serve to underline a contemplation of the world and its societies, provided one is receptive to Fujibayashi and Iwamoto's themes, but at the expense of the gameplay and the fluidity of the experience.

     To live is to atone for one's sins: neo-traditionalism in Japan

Breath of the Wild had already begun to return to a very Japanese aesthetic, a trend that continues in Tears of the Kingdom. Certain elements are obvious: Kakariko Village retains the same visual appearance, and the soundtrack features many more Asian elements – 'Master Kohga Battle' makes more use of the shamisen, and the 'Main Theme' is largely driven by an erhu, to name just two examples. Thematically, the universe more readily embraces East Asian mythology. Dragons are explicitly Japanese, as are the quest for immortality, magatama, the constant search for home (ibasho), and the genealogical links between humanity and the gods – the royalty of Hyrule is descended from the union of Zonai and humans, just as Emperor Jimmu is described as a descendant of Amaterasu.

Strikingly, the noble female characters in Tears of the Kingdom are all marked by the Japanese stain of tragedy, whether through the burden of blood, motherhood or the sins for which they take responsibility. The thematic development and presentation of Rauru and Sonia form a striking parallel with Izanagi and Izanami. As parental figures, the royal couple represents a familial and affective ideal, albeit a highly traditional one. Despite its seemingly progressive themes, Tears of the Kingdom revels in social stagnation and a status quo that must be protected at all costs – the True Ending emphasises that the point was not just to defeat Ganondorf, but to preserve 'eternal peace' (eien no an'nei) [6]. Hyrule may have undergone a number of transformations since Breath of the Wild, but they have always occurred within continuities: clan leaders have changed, but only to be replaced by blood descendants. Similarly, the multicultural discourse is always tempered by the service that the different tribes provide to the Hylian royalty, according to a strict hierarchy.

Tears of the Kingdom is a parenthesis and a intermediary conclusion to the series. At the end of the adventure, Link returns the powers he used to explore the world. The gameplay of the title is designed to be a natural extension of the powers used in Breath of the Wild, increasing the creative and traversal possibilities. It is, however, a temporary experience; to the player, Tears of the Kingdom repeats the same old message: 'this is what I propose, and if you do not like it, so be it'. The title makes no concessions in its approach, to the point where it suffers structurally. Its extraordinary density may seem almost antiquated – but such has been Fujibayashi's legacy since The Minish Cap – and some will find the idea of the game providing bits and pieces of the solution to every puzzle heavy-handed.

Hyrule is still scarred by the damage of the Upheaval; there is no sign of the islands falling to the ground again, nor does Hyrule Castle. The Chasms are unlikely to close either, with only the Gloom gone. Mankind will have to learn to live with this new and distorted world. Like Japanese disaster fiction, Tears of the Kingdom looks to the future – to the resilience of the people – but it also reflects on the trauma that will not fade away: Kyōko Hayashi laments the inaction of institutions while the traces of destruction are still present in Japan, and the promise of the Sages at the very end of the game seems to be a response to this concern. Tears of the Kingdom guides the player's gaze almost relentlessly towards a contemplation of Japanese society in its environment, even if it means verging on the artificial, and whether or not this approach is welcomed is up to the player.

__________
[1] Kyōko Hayashi, 'To Rui, Once Again', tr. Margaret Mitsutani, in The Asia-Pacific Journal, vol. 15-7, no. 3, 2017, p. 3.
[2] Justin McCurry, 'Gourmet manga stirs up storm after linking Fukushima to nosebleeds', in The Guardian, 22nd May 2014, consulted on 10th July 2023.
[3] Maria Mihaela Grajdian, 'Compassionate Neo-Traditionalism in Hosoda Mamoru’s Animation Movies', in Russian Japanology Review, vol. 3, no. 2, 2020, p. 148.
[4] Victor Moisan, Zelda : Le jardin et le monde, Façonnage, Lyon, 2021.
[5] On spatiality, the traversal aspect and the design of the sky and Skyloft, see 'Volume Five: The Dense Sky and Town', in Nintendo, Iwata Asks – The Legend of Zelda: Skyward Sword, 2011.
[6] Note that the English translation conveys the original idea slightly differently, balancing Ganondorf's defeat with the idea of 'eternal peace'. The Japanese text reads: 「あの方たちが願ったのはつかまあ束の間ではなく永遠に続くハイラルの安寧。」Here, the comparison is much more focused on the ephemeral and the eternal, while the term 安寧 expresses both Hyrule's public peace and Zelda's inner tranquillity.

This review contains spoilers

This game is tricky to score. It is currently my game of the year like Breath of the Wild but I don’t like that it is. I just don’t know what to think of games like this. I played it for 120 hours which ended with the destruction of the demon dragon and for my entire playthrough I had the biggest smile on my face. I loved the entire journey beginning to end. But I think about the dungeons compared to the others in the series, and I think about the reused world, and I think about how lackluster the story is. My problem with the open world Zelda games is the taste they leave in my mouth. When I’m playing them they feel like the best video games I’ve ever played but the second I put them down I feel nothing towards them. There’s nothing to sink my teeth into. Whenever I’m not playing Ocarina of Time I’m thinking about how much I love the story and puzzles. That’s not where Tears of the Kingdom shines, it shines in the in-between moments and the sheer size and scale of this incredibly flawed masterpiece. It reuses a lot but it deserves its praise. The fact that I can make a whole review without mentioning the vehicle creation is a testament to this behemoth. This game does much better than Breath of the Wild in terms of spectacle and yet there were so many moments that I found underwhelming. This game is simply too big to be everything I could ever want. There’s no worse feeling than the pirates who the entire nation of Hyrule talks about being nothing more than bokoblins. There’s a lot to love, the Ganondorf fight and labyrinths in particular, but there is also still so much room for individuality. That may be its biggest problem, reusing the same little distractions across the whole map. Korok escort missions and green crystals are fun the first time. This game deserves praise, don’t kid yourself, but I also desire more. Here’s to the next Zelda in 2032.

so incredibly imperfect! really unique and shockingly polished for what it is, but totk really vindicates my opinion that botw's meditative slant on the open world template was what made it work. still ultimately a cool thing that i'm glad exists though, i just wouldn't want another of this game any time soon. in a similar fashion to elden ring's heavy asset reuse, it's a testament to the wild shit that's possible when studios opt to heavily build on their prior work. there's no way it would be possible to make a game like this without an existing game world and mechanical framework to utilise, and that allows for some insane mechanical experimentation - if botw was a detailed and polished but ultimately fairly restrained immersive sim -like then totk is the "fuck it, we can make this work" version of that. link warp through every ceiling in the game who gives a shit anymore

Videogames peaked with Tulin's quest