'The Legend of Zelda: Tears of the Kingdom' is not as viscerally astonishing as 'Breath of the Wild,' but it refines the first game’s systems to the point that they now feel antiquated. Read our full review:
, they must contend with vicious enemies. Down here are poisoned versions of Hynoxes and Lynels, and other nasty new things not to be spoiled. This place feels built for combat, a proving ground governed by a limited heart pool. If an enemy hits Link or he stands on the Gloom, his heart is permanently erased until he returns to a checkpoint. He is not able to simply eat 4,000 apples and go on.. Some will love scaling its vast dark cliffs for new fights.
Occasionally fiddly controls are alleviated by an auto-build feature, which lets you save schematics to instantly conjure old creations. Thedepth of the sandbox here feels like a call to creators in the streaming era—people are still makingemotioninstilled was the awe of exploring a new land, here it is the nostalgia of revising an old one. It feels like returning after many years of travel to find that a relative has renovated your beloved home .
The maligned Divine Beasts, and their copy-paste bosses, are gone, in favor of more traditional Zelda-style temples—Wind, Fire, etc.—and unique fights. These temples are an interesting mix of new and old, and aesthetically far more interesting—whether they be minecart fire mazes or windborne longboats—but a similar design as the Divine Beasts. Fans of ”traditional” Zelda temples will be happier but not sated.
As a relentless collectathon, this Zelda reminded me of old Rareware games, but it importantly adds new motivation to anchor combat and harvesting. Fruits can now be attached to arrows to create elemental damage. A Bokoblin boss will drop a horn that will improve your weapon's damage by a huge amount; a simple broadsword can be encrusted with Hinox bones. Swords last far longer now, once fused, though they do still break.
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