It's Time To Admit One Major Part Of Zelda: TOTK Actually Sucks

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It's Time To Admit One Major Part Of Zelda: TOTK Actually Sucks
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Now that the hype has blown over, it’s time to turn a critical eye toward Zelda: TOTK’s worst feature. Here’s how it flew under the radar.

Summary SCREENRANT VIDEO OF THE DAY SCROLL TO CONTINUE WITH CONTENT Now that some time has passed since its initial release, it's finally time to reckon with The Legend of Zelda: Tears of the Kingdom's flaws. In the days after a highly anticipated game first comes out, it can be easy to get caught up in the hype, becoming selectively ignorant of its obvious shortcomings. That goes double for a sequel to a much-beloved original game.

Zelda: TOTK's Depths Are Boring The first problem most players will notice with The Depths is that they're painfully dull. Their defining characteristic is empty space, and there's little in the way of varying geography or unique landmarks to distinguish any one part from another. To make matters worse, the gameplay loop of Depths spelunking is extremely repetitive.

Then, of course, Link steps forward and comes face-to-face with the Gloom. Touching it effectively reduces Link's maximum HP by "shattering" his Heart Containers the longer he stands in it. As an environmental obstacle, Gloom makes perfect sense, and plays nicely with the game's core gimmicks. Players are encouraged either to find a way around on foot, or to use whatever's available to build a bridge or platform so they can pass safely.

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