The Legend of Zelda: Tears of the Kingdom (2023)

One of the game’s that I wish I spent more writing an extensive review for is The Legend of Zelda: Breath of The Wild. Looking back, I really should have highlighted how the game’s design led to organic adventure, discovery, and creativity. I consider Breath of the Wild to be a marvel of game design, and it remains as a barometer of quality for open world games. Predictably, I was endlessly excited for its sequel, The Legend of Zelda: Tears of the Kingdom. I was optimistic that despite reusing the map and world, Tears of the Kingdom would do enough to differentiate itself from its predecessor. After spending dozens of hours adventuring throughout Hyrule again, I can confidently say that Tears of the Kingdom is a marvelous sandbox to inspire creativity, yet its recycled world stifled the lure of adventure.

There’s no denying that Tears of the Kingdom is a wondrous playground for players to discover. It follows in the footsteps of Breath of the Wild; you can walk, climb, or glide anywhere that your heart desires. This is a level of freedom that I greatly appreciate. The player is left to craft their own path. The environment subtly piques your curiosity, pulling you towards interesting landmarks and mysterious areas. While there are quests to nudge the player along, many will find themselves constantly being sidetracked as they stray off the beaten path. This is the magic of Tears of the Kingdom.

One could make the argument that while Breath of the Wild had a massive world to explore, it was fairly empty. Aside from few major towns, the game was dotted with the same objectives such as the bite-sized puzzles that were Shrines and Koroks. Tears of the Kingdom expands on that same world while also filling it with many more things to do. For example, you can explore many of the new underground caves and wells that exist within Hyrule. These winding passages are filled with valuable resources and dangerous monsters. Moreover, they often play a pivotal role in the expanded quest log of Tears of the Kingdom.

There are a ton of side quests to be sucked into while playing Tears of the Kingdom. Some of them are just short tasks to collect some items or kill some monsters, but I found that most quests were more expansive and told a story. I felt like I was playing a vital role in rebuilding Hyrule by assisting its inhabitants. The quests are intelligently designed to feed into the game’s main attraction: exploration. Tears of the Kingdom doesn’t fall into the modern convention of overusing objective markers and waypoints. Instead, the characters will describe their plight and have the player use their brain to solve the problem.

While it may not be revolutionary, I can appreciate the trust placed in the player to figure things out on their own. It’s far more immersive to be told about a monster camp alongside the mountain road and going to find it yourself rather than simply following a glowing arrow to the objective. The main quests also felt like classic The Legend of Zelda adventures. The dungeons themselves were short and underwhelming, but the quests leading up to those dungeons were superb journeys. They are legendary expeditions through the epic land of Hyrule.

 The key distinction between Tears of the Kingdom and Breath of the Wild is the new set of abilities at the player’s disposal. There are four key abilities: Ultrahand, Recall, Fuse, and Ascend. These abilities are cleverly utilized and emphasized to increase the player’s motivation to make use of them. The most pivotal of these skills is Ultrahand, which lets the player attach materials together to build contraptions. The world is filled with Zonai Devices which act as battery-powered pieces of technology that can be used when building machines with Ultrahand. While I don’t have the creativity as many of the engineering-minded players, I still enjoyed building makeshift cars, planes, and other contraptions.

Ultrahand is extremely entertaining to experiment with. This was especially fun during the first hours of the game when I was still learning how everything functioned. There’s a wonderful comedic effect when one of your ideas literally bursts into flames. The outcome of building a sketchy vehicle was gratifying no matter the outcome. I either would laugh at the resulting chaos of my shoddily built mechanism. Or I felt pride and astonishment in the nature of “I can’t believe that actually worked”.

The genius of Ultrahand is how ubiquitous it is throughout the game. Initially, I was a little worried that such a creative idea would not be emphasized, but I was proved wrong. Many of the puzzles present in the game are reliant on Ultrahand. Shrines are specifically designed to teach you new combinations and mechanics. Moreover, you have to build vehicles to transport Koroks, which almost always results in a comedic sketchy-space-program wherein you launch Koroks into the stratosphere via rockets. Even basic traversal throughout the world was assisted by the use of gliders and other vehicles.

Fuse is another one of the key abilities of the game. It allows the player to meld items to weapons, shields or arrows. This is a pretty great concept, as it allows the player to come up with some creative weaponry or tools. Like fusing a rocket or bomb to your shield to blast off above enemies. Additionally, it means that defeating dangerous enemies yields resources are directly useful to crafting powerful weapons. Unfortunately, the implementation of Fuse is a little clunky as it requires frequent navigation through multiple menus to utilize fully.

I’ve never felt that the overarching plot was an important aspect to The Legend of Zelda games. The charming characters, wondrous landscapes, and enchanting towns have always been what made these games feel fantastical. The same goes for Tears of the Kingdom. I loved visiting all the locales and seeing how the various peoples have been faring. Each race is going through a crisis, and I greatly enjoyed the subsequent adventures to assist them. The central plot fits The Legend of Zelda perfectly. The cyclical battle of good and evil is core tenet of the series. However, it had some strange pacing issues due to repeated cutscenes. Additionally, the memory sequences don’t have to be found in chronological order. Which is a fine decision, but there’s a lack of subtlety that makes the major plot twist incredibly obvious if you find certain memories first.

While I do love Tears of the Kingdom, I felt enormously fatigued and burnt out after playing it for a few dozen hours. While that is a solid amount of time to invest in a game, it is paltry compared to the time I spent exploring Breath of the Wild. For a game of this size, I was disappointed by how quickly I felt that I had experienced most of what it had to offer. Don’t get me wrong, it’s a phenomenal game and achievement, but I can’t help but feel that it would have been better served to have its own world rather than reuse the one from Breath of the Wild.

This duology of The Legend of Zelda games hinges on the intrinsic value of exploration. The combat, puzzles, and other aspects are solid foundational pieces, but the main draw of these games is satiating the desire to adventure across a grandiose fantasy land. The world of Tears of the Kingdom is slightly remixed from its predecessor, but most of the major areas and landmarks remain in their general neighborhood from Breath of the Wild. While Hyrule is undeniably denser with quests, caves, and other threads of adventure, it’s still the same world. The feeling of discovery is dampened when I’ve already visited all the major areas a few years ago. I spent over a hundred hours exploring this world in Breath of the Wild, I was not keen to spent another hundred hours retreading the same ground.

There are two new major zones in Tears of the Kingdom, however neither felt comparable to the original diverse biomes of Hyrule. The Depths is the first major area, a pitch-black underground cavern that mirrors the world above it. I enjoyed exploring the Depths and the unique challenges that it poses. Slowly maneuvering through the dark by using whatever means of illumination you can find is a fun departure from traditional exploration. Despite that, I felt that the Depths were fairly barren. There isn’t much to be discovered in such a massive area, and 95% of my time down here spent was gliding between Lightroots to provide some light.

The other major addition is the Sky Islands. Far above the ground are ruins of an ancient civilization. Similar to the Depths, I felt that these were a great concept but they had lackluster execution. The islands are fairly sparse, and many of them follow the same basic templates. Navigating these floating islands is an engaging puzzle, but I felt disappointed by how few unique islands there were. The best and most comprehensive set of islands is the tutorial area of Tears of the Kingdom, which only further set me up for disappointment when no other islands matched that initial standard.

The Sky Islands also exacerbate a returning issue from Breath of the Wild: gliding is too ubiquitous of a travel method. Using the glider to fly over terrain, monsters, and obstacles, is probably the least satisfying way to traverse the world. But it is the easiest. It’s a well-known phenomenon that players often opt for the simplest or most optimal strategy, regardless of how fun it is. Game designers should be well-aware of this fact and ensure that the most optimal strategy is the most entertaining strategy. It’s more appealing to talk to characters, fight monsters, and traverse terrain on foot rather than simply flying over everything. This issue is worse in Tears of the Kingdom is because there are so many methods to ascend upwards: Sky Islands, Skyview Towers, vehicles, and falling debris all provide a simple means of getting far above any obstacles.

 There’s no doubt that Tears of the Kingdom is a magnificent game. But six years after Breath of the Wild, I can’t help but feeling like I wanted more out of its sequel. The new abilities such as Ultrahand are incredibly fun to play with. And the main quest delivers some magical adventure and discovery. But in a game where exploration is king, I wasn’t especially compelled to revisit the same world I had already spent dozens of hours in. It is for these reasons that I give The Legend of Zelda: Tears of the Kingdom a 9/10. It’s a phenomenal experience and a glorious sandbox, but it’s not as revolutionary as Breath of the Wild.

The Legend of Zelda: Breath of the Wild (2017)

The long awaited and highly anticipated new Legend of Zelda game was released a month ago, and I have spent a lot of time playing it. Breath of the Wild is being heralded as a masterpiece, and I completely agree with that sentiment. This game is extremely unique, especially when compared to its predecessors. Breath of the Wild has a massive and completely open world to explore, and that is what makes it so special. There is a level of freedom that is unheard of in any other video games, you can do anything at anytime, that is in part why I love this game.

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Most open world games allow for varying degrees of exploration and discovery, but ultimately restrict the player in one way or another. The main story, powerful monsters that block the way, or some areas require certain items to access, these are all methods that other open world games use to reign in the player to have them follow an expected path. Breath of the Wild throws all of that out of the window, you can go wherever you want and do whatever you want. Even the main story allows the player to tackle it in numerous different ways, you can even ignore it altogether and head straight for the final boss. There are so many creative solutions to any encounter in Breath of the Wild. Puzzles can be solved in dozens of ways, and there are numerous paths to get to any destination. Even fighting monsters allows for some innovative tactics through the use of the magical Runes that you acquire early on in the game. Breath of the Wild also allows for some creative use of the environment to gain an edge in fights. The fact that you constantly need to switch out weapons as they degrade and break forces the player to think on their feet and choose their weapons according to the appropriate situation. I am constantly surprised by new tricks, even dozens of hours into the game. Overall there is a lot of room for individuality and creativity in Breath of the Wild, it is a blast to just experiment with all the different ways to approach a single task.

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The world of Breath of the Wild is massive, and its filled with things to find. There are plenty of sidequests, monster encampments, towns and stables to be found. Most importantly are the shrines and Korok seeds, which both act as a form of progression. Every four completed shrines allow the player to choose between an extra heart or some more stamina, and every couple of Korok seeds the player can increase their inventory space. With 120 shrines and 900 Korok seeds, there are plenty of these short and sweet puzzles to be solved. These exploration related objectives are a method for the player to keep up with the scaling difficulty as the game progresses. This is the most difficult 3D Legend of Zelda game that I have played by a long shot. Many enemies have the capability to kill the player in a single hit early on in the game. These enemies require to you be prepared, have precise timing, as well as creative thinking if you want a chance at defeating them. Certain enemies are extremely punishing if you misstep, which I think is a welcome change to the previously easy Legend of Zelda series. There is so much to do in the land of Hyrule, if you are worried about the world being “big but empty”, fret no more because there is no lack of things to do in this game.

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There were many risks taken in the development of Breath of the Wild. The game does away with many traditional Legend of Zelda elements. Instead of using the Master Sword the whole game, now you use a plethora of weapons. Link can now wear a variety of different sets of clothing, all with different effects, rather than the green get-up we all know him for. There is voice acting for dialogue, which there has never been in a Legend of Zelda game. Traditional dungeons are swapped out for shrines and divine beasts. Link can now jump if you hit a button. Instead of memorable themes and melodies, the game goes for a much more atmospheric and understated soundtrack. All of these changes were huge risks as The Legend of Zelda series has been following a specific formula for a long time, and Breath of the Wild breaks the conventions. It has been six years between the release of Skyward Sword and Breath of the Wild. This game was delayed multiple times to polish it, and I love Nintendo for making the decision to delay the release and perfect this game. Shigeru Miyamoto himself said a famous quote that I find applicable “A delayed game is eventually good, but a rushed game is forever bad.” Many risks were made during the development of this game and Breath of the Wild is all the better for it.

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The beauty and awe-inspiring nature of Breath of the Wild is unparalleled. From rolling hills of lush grass, to dense and foggy forests, to the shifting sands of the desert, to snowy mountain tops, to rushing rivers,  there is just so much atmosphere that I just had to sit back and take in. The games magnificent environments are only complimented by its beautiful art style. I could spend hours just walking around Hyrule doing nothing but admiring all the scenery. Everything is well animated and pleasant to look at. The survival aspect of this game is also quite charming. You can no longer just chop grass to get hearts and arrows. Now you need to collect resources to cook meals that replenish your hearts as well as giving special benefits. For arrows you need to visit the small towns in stables to replenish your stock which encourages the player to interact with all the non-playable characters (NPCs) in the game. The NPCs are charming and have some depth to them, even if their quests are simple. Instead of a woman saying “get me 3 dragonflies”, they tell you that their little sister loves dragonflies but the woman is too scared to get them herself. Just a minor narrative change like that makes all the difference. Throughout the game there are many seemingly minor things that enhance the experience drastically.

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I believe that no game is perfect, and Breath of the Wild is not an exception to that rule. It is extremely important to note the size of these issues, as most of them are nitpicks that I only discovered after dozens of hours of play. The first and most noticeable problem are the FPS drops. In graphically intense areas like villages or battles with many enemies, the FPS can and will drop. It happens often enough that it hurts the experience a little, but the vast majority of the time the game runs smoothly.  The first time in rained in Hyrule I thought it was atmospheric and beautiful. Then it kept raining, and raining, and raining. It feels like a third of the time in the game is spent in the rain. It is nice once in a while, but eventually it just gets dreary. The rain also stops you from climbing anything or using any fire related items, so that can slow the players progress by a significant amount. A little rain is fine, but I wish the developers had toned down the amount of rain in this game. There are a few small quality of life things that I would like to see, like faster cooking and faster animations of getting in and out of shrines. Issues like that are fairly minor but after many hours of playing the game I think I stopped caring about the shrine completion animation and I just wanted to skip it. Overall, I feel like while all of these are issues, they are fairly small and only noticeable after hours upon hours of play. In fact, all of these issues are fixable and I hope to see them resolved in future patches of the game.

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Breath of the Wild manages to capture a feeling of childlike wonder and amazement. I feel like this game will be talked about ten years from now and it will be a benchmark for phenomenal open world games. I loved every minute that I played of this game. It breaks conventions and takes The Legend of Zelda in a whole different direction, and I appreciate the risks that the developers took in making this game. The amount of delays, setbacks, and risks all paid off in a spectacular fashion in the experience that is Breath of the Wild. The amount of creativity, thoughtfulness, depth, and soul in this game is astounding. It has a few flaws that I would like to see fixed, but they are specks of dust on the masterpiece that is Breath of the Wild. I firmly believe that this will be remembered as one of the greatest games of all time. For these reasons I give The Legend of Zelda: Breath of the Wild, a 10/10. I cannot recommend this game highly enough, and it is a must play for anybody and everybody.